I would say that this is βwrongβ code, because it does not obey the principle of encapsulation, because one instance of a class affects the state of another instance of this class, without this second instance being passed as a parameter (it just goes out of nowhere).
I would also say that it is not particularly useful to define parts of a module between a constructor and a single.
If the game should be single-point, then define it as a singleton, attach it to the global scope (or, better, use the module loader) and use it as a singleton. Give it a reset method that uses this to change its internal state to its initial values.
If game should be a constructor from which there can be many instances, then define it as a constructor and create instances if necessary, and then pass these instances around as parameters where necessary.
Personally, I would use a constructor, and I would not have a reset method at all. When the game is reset by the user, I simply create a new instance of the game . But a well-defined singleton will be better than the code in question.
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