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PUBLISHED: 2026-03-18

Why we keep remaking Frogger, Jezzball, and Tetris (and why they still work)

Forty-year-old game designs still feel right today. It's not nostalgia. It's that the original designers were doing something we forgot how to do.

A few of the games on this site are remakes of arcade classics. Frog Hopper is Frogger. Jazz Ball is Jezzball. Block Blaster shares DNA with Tetris and 1010!. People sometimes ask why we bother — surely the world doesn't need another Frogger. I think it does, and I think the reason tells you something interesting about game design.

The original designs were ruthless about clarity

The thing that strikes me whenever I rebuild one of these games is how few moving parts they have. Frogger is: cross the road, cross the river, fit into one of five spaces. That's the whole thing. There is no tutorial because there is nothing to explain. The screen tells you everything in two seconds. You die, you start over, you try again.

Compare that to almost any modern free-to-play mobile game. Tutorial, progression system, currency, energy meter, daily login bonus, three different rarities of cosmetic. That stuff is there because the business model demands it, not because the game needs it. When you strip it all away — when you just make the player cross the road — the game still works. Forty-five years later. That's a hell of a design.

Forty years of iteration on the input loop

The arcade era had something modern devs rarely get: instant, brutal feedback from a paying customer. If your game wasn't fun in the first twenty seconds, nobody put another quarter in. Designers iterated on the input loop — the press-and-respond rhythm — until it felt right. That rhythm is what survives.

When I rebuilt Jezzball, the easy part was the geometry. Walls that extend horizontally or vertically, balls that bounce, percentage of area captured. A junior dev could code that in a day. The hard part was matching the feel of when the wall is being built — that moment when the dividing line is extending and you're praying the ball doesn't hit it. The original had a subtle audio tick on each frame the wall was vulnerable. I didn't realise how much that single sound carried the tension until I built a version without it and it felt flat. I had to add it back.

Why they still work for kids

My seven-year-old played Frog Hopper for an hour the first time we showed it to him. He didn't need to read anything. He didn't need a tutorial. He saw a frog on the bottom and cars in the middle and he understood his job in two seconds. Compare that to modern kids' games that frontload twenty minutes of cutscenes and tutorials before the kid is allowed to do anything. By the time the modern game lets you play, my kid has lost interest. The arcade game just starts.

There's a lesson in that for anyone designing for any audience. Get the player into the active loop as fast as possible. Cut everything else.

What's different in our remakes

We don't try to copy these games pixel-for-pixel. The art is updated (neon, gradients, particles where it makes sense). The physics is a little more forgiving in places. We added difficulty curves where the originals had a flat infinite scaling that punished modern players who aren't trying to grind quarters. But the core mechanic — the thing your fingers are doing — that we keep almost intact, because it's already perfect.

The ones we won't touch

There are a couple of classic mechanics we've deliberately avoided. Anything that depends on twitch reflexes alone, without skill expression, is a dead end. Tetris has skill expression because of how you stack. Frogger has it because of how you read traffic patterns. But a game that just tests reaction time and nothing else — those don't reward practice and they don't reward thinking. They're just hard.

The classics that survive are the ones where, after fifty plays, you're not just faster — you're smarter. That's the test. If a forty-year-old game design still rewards a thoughtful player today, it deserves another remake. We'll probably keep doing them.

If you want to feel the difference for yourself, play one of our remakes back-to-back with whatever the latest mobile freemium game is on your phone. Pay attention to how long it takes you to start actually playing. That's the whole argument.

— Chris

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