Making the logs not move the frog + making them basically the exact same code as the cars that move across the screen, made it easier to compress. That's the short gist of it. I could've made them carry the frog like in the games, or pop in and out like alligators, I just didn't have the space to. I was insistent on having an increasing difficulty and some form of palette swaps instead as features.
The logs are coded as cars, but with inverted collision logic if it's a log. AKA, if you're anywhere but the log, you ded.