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To make a Nokia 3310 game for a jam, design for an 84×48-pixel playfield first, choose one of the jam’s two-color palettes, limit input to 12 controls, and build audio around a single channel. Start in an engine you already know—preferably from the organizer’s starter templates—then test the complete game loop at the real resolution before polishing.
The Nokia 3310 Jam 8 edition ran from August 22, 2026, at 03:00 to August 31, 2026, at 03:00, so that event is finished. The workflow below explains its 2026 brief and how to apply the same constraints to a future jam; check the next event page for any changed dates or rules.
What the 2026 Nokia 3310 Jam actually requires
The 2026 brief is a constrained design exercise, not a requirement to run your submission on an original handset. The host describes the restrictions as a design space. Your game can use any engine capable of presenting the required viewport and palette.
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Outbyte Driver Updater FREEFix the driver behind crashes, sound loss and screen glitchesFind Drivers →Outbyte PC Repair FREEClear out junk files and repair common Windows errorsFree Scan →| Requirement | 2026 brief | What it means while building |
|---|---|---|
| Game area | 84×48 pixels | Keep the actual visible playfield at this size. You may present it in landscape or portrait orientation. |
| Frame | Optional decorative Nokia frame | A bezel can surround the game, but it cannot reduce or alter the 84×48 game area. |
| Palette | One complete two-color palette | Use either Original, Phosphor, or Gray consistently in gameplay assets. |
| Audio | One audio channel; one sound at a time | An effect interrupts music rather than mixing over it. |
| Controls | Maximum of 12 controls | Keep the action set small and provide a discoverable keyboard mapping. |
| Mouse | Allowed only for a simulated on-screen keypad | For ordinary gameplay, use keyboard controls rather than mouse aiming or clicking. |
The jam page recommends enlarging the game for comfortable play while preserving the base resolution. A large window is presentation; it does not give you extra gameplay pixels.
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The three permitted palettes
| Palette | Color 1 | Color 2 |
|---|---|---|
| Original | #c7f0d8 | #43523d |
| Phosphor | #9bc700 | #2b3f09 |
| Gray | #879188 | #1a1914 |
Pick one palette before you draw sprites, text, and backgrounds. The host FAQ says not to mix the three palettes during gameplay. Palette swapping is allowed when exposed as an option or setting, so a player-selectable Original, Phosphor, or Gray mode is different from mixing colors within one mode.
Step 1: Choose a mechanic that survives 84×48 pixels
Begin with the action, not the story or a large map. At 84×48, every tile, character, status indicator, and animation competes for a small number of pixels. A mechanic with one dominant verb is easier to read and finish than a system that needs many simultaneous buttons or dense text.
Define the one-sentence loop
Write a sentence in this form: “The player uses one main action to achieve a visible goal while avoiding one clear threat.” Examples include moving a cursor to catch falling dots, choosing a lane to dodge obstacles, or rotating a two-state object to open a path. These are design examples, not organizer requirements; the jam does not prescribe a genre.
Then identify the smallest playable loop:
- Show the player what can be controlled.
- Accept one input and produce immediate visual feedback.
- Present a measurable result such as distance, time, score, or survival.
- Trigger a clear win, loss, or restart state.
If the player must read a paragraph to understand the first move, simplify the opening screen. Reserve pixels for the avatar, hazards, goal, and feedback that make the action legible.
Design around the grid
Keep important motion aligned to whole pixels. Small sprites should use deliberate silhouettes rather than fine shading, and text should be tested at the actual enlarged scale you will ship. A two-frame animation can communicate more reliably than a detailed sprite whose features disappear at 84×48.
Plan the information hierarchy before production:
- Playfield: the area where the main action occurs.
- Persistent status: only the score, timer, lives, or icon the player truly needs.
- Feedback: a flash, position change, sound, or short animation for success and failure.
- State transitions: title or instructions, active play, and game-over or win.
Step 2: Start with a familiar engine and a template
The jam permits any engine that can set the project to 84×48 or restrict the visible pixels to that area and apply a permitted palette. Familiarity is usually more valuable than adopting a new tool during a short jam.
The organizer’s resource page lists starter projects for DragonRuby, DOME, Ebitengine, GameMaker, Godot 3, Godot 4, Octo, and Love2D. It also provides font and sound resources. A template can remove window setup, scaling, input plumbing, and palette configuration from your first day, but inspect its code and license terms before publishing.
Choosing among the available templates
- Use the engine you already ship with when you know its input, audio, and export systems.
- Use the matching starter project if you want a preconfigured viewport and example asset pipeline.
- Choose a smaller framework when your game is mostly a single scene and you want direct control over pixels and timing.
- Choose a full editor when you need a visual scene system, animation timeline, or rapid iteration on several screens.
Do not select an engine because it sounds more authentic. Authenticity is optional; a stable build that obeys the visible area and palette rules is the practical priority.
Step 3: Lock the 84×48 viewport before making content
Set the internal game resolution before drawing backgrounds, placing UI, or balancing movement. If you create assets at a larger size first, they may contain details that cannot survive the final grid.
- Create a fixed internal render target or viewport of 84×48 pixels.
- Render gameplay into that target rather than directly into the window.
- Scale the target to the display using an integer factor when the engine supports it.
- Use nearest-neighbor sampling so edges remain crisp and colors do not blend.
- Test window sizes that are not exact multiples; decide whether to add borders or preserve the game’s aspect ratio rather than stretching unevenly.
Integer scaling is practical implementation advice, while the formal requirement is that the game resolution or visible pixel area remain 84×48. If your engine cannot set a low internal resolution, constrain every drawable and camera region to that rectangle and verify that no UI or particle escapes it.
Landscape, portrait, and a decorative frame
The rules allow either landscape or portrait presentation. You can rotate or arrange the 84×48 area to suit the mechanic, but document the orientation in the instructions so players know where movement and status information are located. A decorative phone frame is optional. Treat it as a separate layer: the frame may be large, textured, or animated, while the game layer remains exactly 84×48.
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Step 4: Build a palette-safe asset pipeline
Make palette compliance a technical check instead of a final visual inspection. Store the two selected colors as named constants, and make sprites, tiles, UI, and generated graphics draw through those constants. This prevents a late export from introducing a third color through antialiasing or color conversion.
Asset checks
- Inspect imported PNGs for hidden transparency colors and antialiased edges.
- Disable smoothing on scaled textures.
- Check text rendering at the final internal resolution; font antialiasing can create extra shades.
- Verify particle, lighting, and post-processing effects do not blend the two colors.
- Test screenshots from the running build, not only source art.
Procedurally generated graphics are permitted under the host FAQ. They still need to resolve to the chosen two-color palette in the game output.
Step 5: Map controls without exceeding 12
List every distinct input the player can trigger, including menu navigation, pause, restart, and action buttons. Keep the total at or below 12. A compact mapping might use directional movement, one action, and one restart or confirm command; the exact set depends on your game.
- Write the control list before implementing secondary features.
- Assign a primary keyboard mapping that works on a standard keyboard.
- Offer arrows or WASD as alternatives when the game otherwise expects a numpad.
- Show the mapping on the title or instruction screen.
- Test the game without a numpad and without a mouse.
Mouse input is allowed only when the player is interacting with a simulated on-screen keypad. Do not use mouse movement, clicking, or aiming as a general substitute for keyboard controls.
Make controls readable on a tiny screen
Use short labels such as “MOVE,” “ACT,” and “RESTART,” paired with simple key symbols. If a control cannot fit on the instruction screen, remove the action or redesign the loop rather than hiding instructions in a separate manual. The first playable moment should confirm that a key press worked through movement, a sprite change, or another immediate response.
Step 6: Design one-channel audio deliberately
The sound rule is stricter than merely using retro-sounding effects: the game has one audio channel and one sound at a time. When an effect is triggered while music is playing, the effect should interrupt the music instead of layering over it.
A simple audio policy
- Keep a single music or ambience track active when no effect is playing.
- On an effect trigger, stop or interrupt the current track, play the effect, then resume or restart music according to your design.
- Prevent repeated triggers from creating a queue of overlapping sounds.
- Use silence intentionally; a quiet failure or menu can be clearer than constant audio.
The official resource page lists a Trix pack containing 36 WAV files, Nokia Kontakt Composer and samples, and a Krasno SoundFont2 file. These can shorten setup, but the resource-page summary does not establish one universal license for every component. Check the terms attached to each asset before commercial publication.
Step 7: Finish the complete game loop before polishing
The jam scores innovation, quality, and completeness. The completeness criterion explicitly considers whether audio is present and whether the game feels coherent and finished. Build the full loop early, then improve it.
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- Title or instruction state: identify the objective and controls in a few readable lines.
- Active play: start quickly and show feedback for the main action.
- Difficulty progression: change speed, spacing, patterns, or goals in a way the player can perceive.
- Win or game-over state: stop the action, show the result, and provide a clear restart path.
- Audio pass: ensure every sound obeys the one-channel interruption rule.
- Final clarity pass: remove unreadable text, ambiguous collisions, and decorative elements that compete with the goal.
Do a complete playthrough from a fresh launch. A technically compliant prototype can still feel unfinished if the player cannot tell when a run begins, why it ended, or what to do next.
Authenticity: what is optional and what is not
Your game does not need to run on a physical Nokia 3310. The host’s FAQ says, “Nope! We’re just using the restrictions as a design space.” The old 15 fps recommendation is not a hard requirement. The FAQ notes that the PCD8544 display is typically around 67 Hz and says participants may choose up to that screen rate if they want to emulate its responsiveness.
Pixel shape and scaling
For a closer visual feel, align motion and scrolling to the pixel grid. The FAQ estimates that the original screen’s pixels were non-square, approximately 3:4 or 7:9. This is an optional visual treatment, not a submission requirement. You can apply a deliberate display transform after rendering the 84×48 buffer if the result remains readable.
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Nearest-neighbor interpolation is generally accepted when pixels stay grid-aligned. Bilinear interpolation can blend the two colors and should generally be avoided, except when you are intentionally mimicking LCD ghosting.
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Organizer resources and licensing checks
The resource page offers downloadable font and sound packs. The listed font pack includes Classic 3310, Gizmo199, Efforts Pro, Ark, and Tiny Font. The sound resources include the Trix files, Nokia Kontakt Composer material and samples, and a Krasno SoundFont2 file. Templates are available for DragonRuby, DOME, Ebitengine, GameMaker, Godot 3, Godot 4, Octo, and Love2D.
Download only what your project needs, keep a record of each asset’s source, and read the license attached to that specific file or pack. “Provided on the jam resource page” does not by itself prove that every item has identical redistribution or commercial-use terms.
Optional hardware experimentation
A real handset is not necessary for entry. If you want a physical display prototype, an older Adafruit Python guide describes driving a Nokia 5110/3310 monochrome LCD from a Raspberry Pi or BeagleBone using hardware SPI or software SPI. That PDF marks its code as discontinued and points readers to Adafruit’s newer “Nokia 5110/3310 Monochrome LCD” tutorial for current instructions.
Hardware adds wiring, display timing, and platform-specific debugging, so treat it as an extension after the desktop build works. Do not make a handset or LCD module a prerequisite for your jam schedule.
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- The internal game area is exactly 84×48 pixels, in the chosen orientation.
- Any decorative frame sits outside the game area.
- Every gameplay pixel uses one selected two-color palette.
- The game runs with no more than 12 controls.
- Keyboard controls are shown, with arrows or WASD alternatives where useful.
- Mouse input is limited to a simulated on-screen keypad, if used at all.
- Only one audio channel is active, and effects interrupt music.
- The title, instructions, active play, and win or game-over states are complete.
- Nearest-neighbor scaling preserves crisp pixels in the distributed build.
- Font and sound licenses have been checked for the way you intend to publish.
- You have tested a fresh launch, a full run, restart, and window resizing.
Common problems and fixes
The game looks blurry when enlarged
Confirm that the internal render target is 84×48, texture filtering is nearest-neighbor, and the display scale is an integer where possible. Disable font antialiasing and post-processing that creates blended shades.
The project has more than two visible colors
Check imported art, transparency edges, particle effects, and text rendering. Replace antialiased assets with hard-edged versions and route procedural drawing through the two palette constants.
Audio layers even though each file is short
Use one audio bus or channel and explicitly stop the current sound before starting the next. Decide whether music resumes after the effect; do not let the engine create a second voice automatically.
Players cannot use the intended keys
Provide arrows or WASD as alternatives to a numpad-dependent mapping, display the mapping in-game, and verify it on a keyboard without a numpad. Remove unused actions so the total remains at 12 or fewer.
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The game is compliant but hard to understand
Reduce the opening explanation, enlarge the most important visual cues within the 84×48 area, and make success and failure produce immediate feedback. A complete loop with readable states is more valuable than extra content that obscures the main action.
What success looks like
A strong Nokia 3310 jam game is not defined by running on original hardware. It is a focused game that embraces the 84×48 grid, commits to a coherent two-color look, communicates through a tiny control set, and uses interruption-based audio intentionally. Start with the fixed viewport and one mechanic, finish the full loop, then add optional authenticity touches such as a phone frame, non-square pixel treatment, or a hardware prototype.
The 2026 jam page displayed 51 entries and 813 ratings when reported; those are page counters that can change, not general statistics about game jams. For a future event, verify the new page’s dates, limits, and resource terms before reusing this brief.
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