The mobile game Diamond Rush (Gameloft, c. 2005) represents a significant artifact of the Java Micro Edition (Java ME) era. This paper examines the specific version of the game distributed as a .jar file optimized for a screen resolution of 320x240 pixels (QVGA). We analyze the technical constraints of the platform, the game's adaptation to low-memory environments, and its significance for video game preservation. The study highlights how resolution and file structure dictated gameplay mechanics, including tile-based movement and sprite scaling.