J2ME — Building Java Mobile Games Under 128 kB
🎬The Past… Does anyone remember downloading J2ME games via premium SMS, often discovered in the back pages of paper magazines? That’s where my professional game development journey began. Here are...

Source: DEV Community
🎬The Past… Does anyone remember downloading J2ME games via premium SMS, often discovered in the back pages of paper magazines? That’s where my professional game development journey began. Here are some screenshots from games programmed by me that I was able to find in the Internet Archive. At the time, Java games dominated the European market, while in the US, BREW and native C solutions were more common. Most devices had strict application size limits, typically around 64-128 kB. Yes, kilobytes. Let’s take a step back in time. Here are some of the techniques we used to overcome those limitations. 🎨The Art… We relied heavily on PNG as our primary image format because it supports indexed color palettes with different bit depths. Fewer bits per color index meant smaller files. It wasn’t unusual to work with palettes limited to 256(8bpp), 16(4bpp), or even 4(2bpp) colors. To compensate for the reduced color range, we used dithering extensively. File1 → RGB (28.48kB) File2 → 256 Colors I