Neonblaster
Neon Blaster — juicy arcade space shooter, waves, bosses, power-ups, screen-shake, synth music.
What I asked each model — the Neonblaster prompt
Every model on this page got this exact prompt inside the Agent Operating System: Neon Blaster — juicy arcade space shooter, waves, bosses, power-ups, screen-shake, synth music.
Single HTML file out. No iteration. No examples in the system prompt. Whatever each model produced on the first run is what's on this page. 24 frontier models have attempted it so far: Claude Fable 5, Fugu Ultra, Fugu Ultra 1.1, Fusion, Gemini 3.6 Flash, GLM-5.2, GPT-5.6 Sol, Grok, Inkling, Kimi K2.7, Kimi K3, MiniMax M3, Hermes MoA, Muse Spark 1.2, Opus 4.8, Claude Opus 5, Qwen 3.8, Qwen 3.7, Claude Sonnet 5, Kimi K2.7 · Fast, Kimi K2.7 · No-Think, Kimi K2.7 · Quality, DeepSeek V4 Pro, DeepSeek V4 Flash.
Why this task matters. Neonblaster is a textbook test of game-class capability — the kind of build that exposes whether a model is doing pattern-matching or actual reasoning. A model that ships this in one shot is usually safe to wire into your agent loop for harder tasks of the same shape.
How each model handled Neonblaster
Ranked by my 0–10 score from the source comparison guides on agentos.guide. Click any to play the actual one-shot HTML the model produced.
What I saw: Screenshot shows a polished, on-brief neon shooter with glowing enemies, a firing player ship, a colorful starfield, and a clean HUD; source backs juicy features (waves, bosses, power-ups, screen-shake, synth music, triple/rapid shot). Strong and shippable but slightly generic ship rendering and simple bullet art keep it just below the field's best.
What I saw: Ultra v2 — arcade shooter. Smoke-test MAYBE (0.0% diff) — may need a specific start interaction; flagged for manual verification.
What I saw: Polished 3D low-poly arcade shooter with visible enemies, active combat state (score 238, kills 1, health 75, 5 enemies), power-up pickups, crystals/asteroids scenery and a clean neon HUD — clearly functional and juicy; slightly generic ground-based feel rather than a true space shooter and boss/screen-shake not evident in the still.
What I saw: RETRY @ 24K tokens — now complete: 30KB with 2 rAFs + 8 input handlers + closed tags. Waves, bosses, power-ups, screen-shake, synth music (Web Audio), neon particle explosions, score HUD. The original truncated attempt has been replaced.
What I saw: Polished HUD, 3D player ship, synth audio and juicy neon aesthetic look good, but the screenshot shows no visible enemies or combat—only ambient asteroids/rings and score/kills at 0, reading closer to a walking sim than a juicy shooter. Strong presentation is undercut by the lack of demonstrable enemy waves/bosses on screen.
What I saw: Clean render with strong neon HUD, scanline/vignette CRT overlay, glowing ship and polished starfield; source shows waves, bosses with health bars, power-ups, screen-shake, and synth music/SFX. Screenshot is a bit empty (no enemies/action visible) which slightly undersells the juice, keeping it just under the top tier.
What I saw: Juicy 2D arcade space shooter — waves, bosses, power-ups, screen-shake, synth music via Web Audio, neon particles. 24KB.
What I saw: Strong neon HUD/title and clean starfield render with a polished glow aesthetic, and the source covers waves, bosses, power-ups, screen-shake, and synth SFX. However the screenshot shows a sparse, static-looking scene with a tiny player ship and no enemies/action visible, and the 'synth music' is really just one-shot tones rather than a soundtrack, keeping it below the field's best.
What I saw: Neon space shooter — waves, particles, score HUD. Solid arcade build at 25KB.
The winner on Neonblaster
Fusion took gold on this task. winner · arcade juice.
What I saw: RETRY @ 24K tokens — now complete: 30KB with 2 rAFs + 8 input handlers + closed tags. Waves, bosses, power-ups, screen-shake, synth music (Web Audio), neon particle explosions, score HUD. The original truncated attempt has been replaced.
See Fusion's full model card: /models/fusion. Direct head-to-head against the runner-up: Fusion vs Qwen 3.8.
Every attempt — live, playable
Side by side. Click any tile to run that model's actual one-shot HTML in a new tab.
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▶ LIVEHow I scored Neonblaster — methodology
Three axes, 0–10 each, averaged. Runs: drop the .html in a browser; if it opens to a broken page, it scores zero. Hits the brief: did the model ship the thing the prompt asked for, or a different thing it found easier. Looks good: visual polish, motion, interactivity — where most of the gap between gold and silver lives.
My scores trace back to the source comparison guides on agentos.guide. See the full methodology page for data provenance, including which source guide each cell's score came from.
Related
More game benchmarks: all tasks in the Game category · See the best AI model for Neonblaster · Back to the leaderboard
Run this stack yourself.
Every demo on this bench was built inside the Agent Operating System — one prompt, one shot, single HTML file out. The Agent OS, the prompts, the templates, the weekly walkthroughs and 4,000+ founders shipping with it every day all live inside the AI Profit Boardroom.