Hasbro’s Pat Jackson and inventor David Wexler on bringing a fresh twist to a classic with Connect 4 Frenzy
Pat, David, it’s great to connect. Before we dive into all things Connect 4 Frenzy, David, your father – Howard Wexler – invented Connect 4. For anyone new to the origin story behind the classic game, could you tell us how it came to be?
David Wexler: My father always looked at things differently. He had to think of alternative ways to succeed in school because of some learning disabilities – he would later find out that he was an undiagnosed dyslexic. So, when it came to creative solves and working in the toy industry, he knew that he would have to think outside of the box to stay ahead of the game. He noticed that a lot of strategy games were played horizontally, and the ‘aha moment’ was: What if one played vertically? After much trial and error with plastic tubes and ping pong balls, Connect 4 was born!
And was Connect 4 an instant smash? Or did it build momentum steadily?
David: It wasn’t an instant hit! In fact, it was licensed only after my father asked a colleague at Milton Bradley to have a second look. The executive relented and buried the game in the back of that year’s catalogue along with the school supplies. Word of mouth, the strength of the gameplay and a famous tv commercial – “Pretty sneaky sis!” – helped make it the classic it is today. Years later, Hasbro acquired Milton Bradley, and the game continued to thrive!
Amazing. Now, Connect 4 Frenzy is a new, neat twist on the classic. Instead of dropping discs, players go for four in a row by bouncing them off the table and into spots on the horizontal grid. If a team’s disc lands in an opponent’s spot, they get to steal it – and everyone plays at once. How did this idea come about?
David: It has been a thrill of mine to take my father’s classic, and as a second-generation inventor, work to add to its legacy and to reach new audiences. It is a challenge and a joy – and luckily, I get to work with an amazing and dedicated team at Hasbro.
I had played quarters when I was younger – the classic drinking game, where you bounce a quarter into a shot glass – and was always fascinated that people would get really into it. I wanted to use that mechanic, so when I started building out a prototype and developed a set of rules, I immediately thought that this could work as a great Connect 4 spin off. It’s taken just under a year from sending my prototype into the wonderful team at Hasbro, to where we are now on release day – and that is a remarkably short amount of time to launch a new game. It’s all very exciting!
Pat, let’s bring you in! What made this concept a winner for you?
Pat Jackson, Senior Games Designer, Hasbro: From the very first playthrough, our team knew David’s concept for Connect 4 Frenzy was something special – it had all the ingredients of a hit! The horizontal grid – a clear format change – and recognizable play – Quarters – immediately stood out and felt fresh, but it still feels intrinsically Connect 4.
Also, Connect 4 is usually played between two players and is turn-based, but in Connect 4 Frenzy, we’ve got a faster, free-for-all kind of game that lets a lot more players in on the action! Instead of waiting for your turn, players are constantly bouncing discs off the table, trying to cover their opponents’ pieces to steal their spots, and land their own four-in-a-row. It’s fast, unpredictable and full of high-stakes moments! We know skill and action games are a hit with players and we’ve proven they work well with the Connect 4 brand – so we knew we had a winner.
This is the latest is a long line of Connect 4 spin-off games. Why does the brand lends itself to other variations so neatly?
Pat: Its simplicity is what makes it so versatile. At its core, Connect 4 is a light strategy game with a super intuitive ‘four-in-a-row’ mechanic. Combine that with its iconic grid format, and you get a framework that’s endlessly adaptable. We can easily layer in new ideas, whether it’s speed like Connect 4 Frenzy, precision like Connect 4 Blast, or even physics like Connect 4 Spin. Its simplicity invites innovation.
David: Yes, I think there is something inherently – and deceptively – ‘simple’ about Connect 4, and in the simplicity is where the true brilliance lies. It’s like a magic trick – once the trick is revealed, it seems so obvious, but it’s brilliant. To play so well, without stalemates – for the most part – is due to the certain number of columns and rows… It’s a perfect storm. The instructions are also right there in the name my dad created half a century ago – Connect 4. So, you’re already halfway there before you open the box.
If we are going to do a spin-off, you already have the basic idea, and you’re anticipating the exciting twist, or the new action element. Connect 4 Frenzy is wonderful because the gameplay really does feel completely unique. It’s not just slapping the brand name onto it. There is a lot of uproar, and laughter, and screaming – we played it with my entire family at a 4th of July BBQ and we couldn’t put it down or stop laughing. It feels like a winner!
Is there a balancing act between ensuring a game like this feels authentically Connect 4 without staying too close to the original?
David: Yes! It’s always important to justify why we are extending the brand. It must make sense. What’s fun about Connect 4 Frenzy is that it is one of the first times you can play Connect 4 with more than two players, and in teams. It looks and feels like Connect 4 but also plays totally differently. People subconsciously know that there is something in the organic gameplay that is familiar feeling, but lose themselves in the frenzy of it all – the chip bouncing mechanism lends itself to a certain unpredictability!
What’s also very exciting is that we are playing on the horizontal. Also, Frenzy has introduced corner wins, and middle, or ‘stacked’ wins. I think this translates very well for the iconic brand – it lets us step out of the original grid and into exciting new formats.
Pat: Exactly – these alternate ways to win level up the game, add more challenge and deliver stronger replayability! I’d also say that balancing new ideas with brand authenticity is key. The ‘four in a row’ mechanic is the core of Connect 4 and what makes the game instantly recognisable – that’s our anchor. From there, we explore how to evolve the experience in a way that feels right for today’s players.
Last year saw Connect 4 celebrate its 50th anniversary. Can I ask why you think the original game still endures?
David: The vertical board is iconic and displays very well – you don’t have to appreciate it from a birds-eye view like most games! The deceptively simple rules, and the colour scheme make it very recognisable and beloved by all game-players. The replayability is wonderful, and it’s one of those games that can be appreciated by chess grandmasters to novice or first-time strategy players alike. An adult can play against a child, and the match can be just as close.
It takes minutes to learn, years to master, and the fundamental gameplay is translatable just by looking at it. It’s a game that transcends language and culture and is beloved around the world. And the release mechanism is iconic!
Absolutely. And Pat, what makes the brand an exciting one to design for at Hasbro?
Pat: Connect 4 is a dream brand to work on. It has that magic combo: it’s instantly recognisable, easy to learn, and satisfying when you win. But what makes it truly exciting to design for is how timeless and universal it is. Everyone, from kids to grandparents, has some memory of playing it. That gives us a strong foundation to innovate on, whether we’re building faster gameplay, new mechanics, or themes that bring in new audiences.
And if there are inventors out there interested in pitching Connect 4 variations, do you have any advice?
Pat: Start by asking yourself: Does it still feel like Connect 4? And what’s the fresh twist that gives it a reason to exist today? That twist should connect with what today’s players are looking for in gameplay, whether that’s a new win condition, an unexpected component, or a shift in who the game is designed for. But whatever the innovation, it has to be grounded in the core DNA of the brand. Four in a row should always remain at the heart of the experience.
Before we wrap up, Pat, this is our first time interviewing you at Mojo, so what set you on the path to game design?
Pat: I’ve always been drawn to the intersection of creativity and play. I started in industrial design, but what pulled me into game design was the unique challenge of creating experiences that invite people to interact, laugh and compete. Unlike traditional product design, game design fosters a deeper level of connection. I have countless memories of my family gathered around a table after dinner, playing games, so being able to design those moments for others is something truly special.
And looking ahead, what other new games from Hasbro are you excited for folks to play?
Pat: One of the most rewarding parts of working at Hasbro is seeing the games we’ve poured our hearts into finally hit shelves and go live online. It’s that magical moment when all the hard work comes to life! We’ve got a great line-up this year, and I’m especially excited about Rebounce and the newly reimagined versions of Candy Land and Operation. If you love Connect 4 Frenzy, you’ll definitely want to try Rebounce – it’s inspired by outdoor games but designed for fast-paced, competitive indoor play.
We’ve also been busy reimagining some of our most beloved classics. This year, both Operation and Candy Land have been reimagined – details were refreshed with care while preserving the nostalgia fans know and love. These have truly been passion projects for our team, and we think families are going to fall in love with them all over again.
Terrific. And David, beyond Connect 4 Frenzy, what has been keeping you busy?
David: I have been lucky enough to take about two dozen games and toys to market thus far and have a TOTY nomination under my belt – that was an honour. Of course, I always have new products based around the Connect 4 brand in some stage of development with the team, and that’s such an exciting focus.
In addition to being a toy and game designer, I also produce, write, and direct films, television, music videos, animation and so on. I am excited to work in the overall entertainment space with our second-generation brand, and now, more than ever, the lines between Hollywood and the toy industry have become increasingly blurred.
Brilliant. One last question for you both! What fuels your creativity?
Pat: Honestly, it’s the joy of never really growing up. I have two daughters under six, and getting to relive my childhood through their imagination, laughter, and curiosity inspires me every single day.
David: Whether I just begin cutting cardboard for a new game prototype, or I look at the first blank page of a new script I am working on, that is the most exciting time. Knowing I have a seedling of an idea in my mind, and the process by which it starts out nowhere and then winds up somewhere, hopefully impacting others to engage creatively… Whether through watching a movie or TV show, or playing with a toy, or challenging themselves to a game of mine… The spark that promotes that inevitable interaction is my goal, my dream and what fuels my creative process.
Guys, it’s been a pleasure. And congrats again on Connect 4 Frenzy.
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