⏱ Capsule Public Gaming
The Decaying Apple
Ezarwebmaster· Jul 11, 2026
Brief
Snake alone has near-zero discriminative value — it's one of the most heavily represented coding exercises in any training corpus, and frontier models reproduce a working version almost by reflex. The value here isn't "can it build Snake" but "can it correctly implement a small set of non-standard, composable state rules layered on top of a familiar shape." None of the three trap rules (decaying apple value, conditional boundary-mode switch, spawn-exclusion) appear together in any standard Snake tutorial, so models can't retrieve a matching solution verbatim — they have to actually track state and reason about interactions between the rules.
## Expected model spread
- **GT1** (spawn exclusion), **GT5** (self-collision), **GT6** (game over/restart) — expected high pass rate; these are "obvious enough" edge cases most models handle by default.
- **GT2** (decay timing) — expected to be the main discriminator. Many models will likely hardcode a flat value or implement decay incorrectly (e.g. decay tied to game ticks/frames instead of real elapsed time, or forgetting the floor at 1).
- **GT3** (conditional wrap-around unlock) — expected to be the strongest discriminator. High risk models either (a) implement wrap-around from the start ignoring the "first 3 apples" condition, (b) implement wall-death permanently ignoring the switch, or (c) implement the switch but with an off-by-one on the apple count.
- **GT4** (rule interaction under wrap mode) — tests whether wrap-around, once active, still correctly coexists with self-collision and spawn rules.
## Known cheats/risks
- Fake/skipped decay: apple value displayed but never actually changes, or changes cosmetically without affecting score.
- Wrap-around implemented as always-on (ignores conditional trigger) — very likely, since it's the more "standard" easy-mode choice.
- Apple can spawn under the snake's tail on the same tick it moves (off-by-one in the exclusion check).
- Self-collision checked against the full body array including the head itself (instant false game-over) or excluding the segment right behind the head (missed collision).
- No real restart (just a reload prompt, or broken state carry-over into the new game).
- `finish_reason: length` truncation — hard fail per platform rule regardless of partial correctness.
## GT Checklist
| # | Criterion | Pass | Partial | Fail |
|---|---|---|---|---|
| GT1 | Apple spawn exclusion | Never spawns on snake body across multiple eats | Rare/edge-case overlap under specific board fill | Regularly spawns on body or logic absent |
| GT2 | Decay scoring | Value decreases exactly -1/2s, floors at 1, correct score added on eat | Decay present but wrong rate/floor, or UI/score mismatch | No decay, or decay cosmetic only (score unaffected) |
| GT3 | Boundary switch trigger | Wall = death for apples 1–3, wrap-around from apple 4 onward, verified via screenshots pre/post switch | Switch happens but off-by-one (e.g. triggers at apple 3 or 5) | No conditional switch (always wrap or always wall) |
| GT4 | Wrap-around correctness post-switch | Snake reappears correctly on opposite edge, self-collision and spawn rules still hold | Wrap works but causes visual glitch or occasional double-count | Wrap-around broken, crashes, or game freezes |
| GT5 | Self-collision | Correct head-vs-body detection, no false positives/negatives | Minor edge case miss (e.g. only on tail growth frame) | Non-functional or trivially wrong (always/never triggers) |
| GT6 | Game over & restart | Clear game-over screen, final score shown, functional restart with clean state | Restart works but some state leaks (score, apple value) | No game-over screen or restart broken/absent |
## Grading method
Render each submission in headless Chromium via Playwright. Screenshot at start, after eating 2 apples (still wall-death mode), after eating 4 apples (wrap-around mode active), and at game-over. Manually verify apple value display changes over a real 4-6 second idle window to confirm actual decay timing rather than a cosmetic counter. Check console for errors during wrap transitions.
Locked Reference Prompt
IMMUTABLEScientific timeline lock active
Build a complete, single-file HTML Snake game (HTML + CSS + JS, no external libraries or CDN dependencies).
Game requirements:
1. Classic grid-based Snake gameplay: arrow keys control direction, snake grows when eating an apple, game ends on collision.
2. Apple spawning: when an apple is eaten, a new apple must spawn on a random empty cell — it must never spawn on a cell currently occupied by the snake's body.
3. Scoring: each apple is worth 10 points when it spawns. For every 2 full seconds the apple remains uneaten on the board, its value decreases by 1 point, down to a minimum of 1 point. Display the apple's current value near it on the board (small text or number) so the player can see it changing in real time. When eaten, add its current value to the score.
4. Boundary behavior: for the first 3 apples eaten, hitting the edge of the board ends the game (wall collision = game over). Starting from the 4th apple eaten onward, the boundary behavior switches permanently to wrap-around mode: the snake passes through one edge and reappears on the opposite side instead of dying.
5. Self-collision: the game ends if the snake's head collides with any part of its own body.
6. Game over: display a clear game-over message/screen showing the final score, and allow restarting the game.
7. The game must be fully playable and visually clear — no placeholder graphics, no console-only behavior.
Deliver this as a single self-contained HTML file.
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Timeline (10 runs)
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Cost vs Speed
size = output tokens · top-left is best
size = tokens
value frontier — no model is faster & cheaper Capsule Stats
Runs
10
Total cost
$0.7222
Tokens
77k
Avg latency
99.56 s
Models
10
Web Searches
0
Fastest
google/gemini-3.5-flash-2026051918.97 s
google/gemini-3.5-flash-2026051918.97 s Cheapest
tencent/hy3-20260706$0.0009
tencent/hy3-20260706$0.0009 Top provider
Google DeepMind×2
Google DeepMind×2 26k reasoning last today
Tip: Select 2 or more runs via their "Compare" buttons — or filter by company below and compare them all at once — then open the Compare Studio: verdicts, benchmark bars, charts, side-by-side reading and response diff.
⏱
Benchmark Run — Jul 12, 2026 Latest

xAI (Grok)grok-4.3-20260430
Extended
stop
Latency
29.25 s
client → response
Input Tokens
510
prompt tokens
Output
2,604
generated
Total Tokens
3,114
in + out
Billed Cost
$0.0070
OR Credits
Reasoning
604
thinking tokens
Model Output
grok-4.3-20260430 — Canvas
Researcher Notes
⏱
Benchmark Run — Jul 11, 2026

Anthropicclaude-5-fable-20260609
Extended
stop
Latency
53.90 s
client → response
Input Tokens
491
prompt tokens
Output
5,548
generated
Total Tokens
6,039
in + out
Billed Cost
$0.2823
OR Credits
Reasoning
142
thinking tokens
Model Output
claude-5-fable-20260609 — Canvas
Researcher Notes
⏱
Benchmark Run — Jul 11, 2026

OpenAIgpt-5.6-sol-20260709
Extended
stop
Latency
61.84 s
client → response
Input Tokens
328
prompt tokens
Output
6,148
generated
Total Tokens
6,476
in + out
Billed Cost
$0.1861
OR Credits
Reasoning
1,282
thinking tokens
Model Output
gpt-5.6-sol-20260709 — Canvas
Researcher Notes
⏱
Benchmark Run — Jul 11, 2026

Google DeepMindgemini-3.1-pro-preview-20260219
Extended
stop
Latency
67.58 s
client → response
Input Tokens
339
prompt tokens
Output
10,811
generated
Total Tokens
11,150
in + out
Billed Cost
$0.1304
OR Credits
Reasoning
7,341
thinking tokens
Model Output
gemini-3.1-pro-preview-20260219 — Canvas
Researcher Notes
⏱
Benchmark Run — Jul 11, 2026

Qwen (Alibaba)qwen3.7-max-20260520
Extended
stop
Latency
100.73 s
client → response
Input Tokens
341
prompt tokens
Output
5,531
generated
Total Tokens
5,872
in + out
Billed Cost
$0.0212
OR Credits
Reasoning
280
thinking tokens
Model Output
qwen3.7-max-20260520 — Canvas
Researcher Notes
⏱
Benchmark Run — Jul 11, 2026
Z Aiglm-5.2-20260616
Extended
stop
Latency
55.57 s
client → response
Input Tokens
333
prompt tokens
Output
7,157
generated
Total Tokens
7,490
in + out
Billed Cost
$0.0320
OR Credits
Reasoning
214
thinking tokens
Model Output
glm-5.2-20260616 — Canvas
Researcher Notes
⏱
Benchmark Run — Jul 11, 2026

Google DeepMindgemini-3.5-flash-20260519
Extended
stop
Latency
18.97 s
client → response
Input Tokens
339
prompt tokens
Output
4,047
generated
Total Tokens
4,386
in + out
Billed Cost
$0.0369
OR Credits
Reasoning
—
thinking tokens
Model Output
gemini-3.5-flash-20260519 — Canvas
Researcher Notes
⏱
Benchmark Run — Jul 11, 2026

Tencent (Hunyuan)hy3-20260706
Extended
stop
Latency
20.73 s
client → response
Input Tokens
342
prompt tokens
Output
1,548
generated
Total Tokens
1,890
in + out
Billed Cost
$0.0009
OR Credits
Reasoning
—
thinking tokens
Model Output
hy3-20260706 — Canvas
Researcher Notes
⏱
Benchmark Run — Jul 11, 2026

MiniMaxminimax-m3-20260531
Extended
stop
Latency
479.21 s
client → response
Input Tokens
496
prompt tokens
Output
18,374
generated
Total Tokens
18,870
in + out
Billed Cost
$0.0222
OR Credits
Reasoning
11,992
thinking tokens
Model Output
minimax-m3-20260531 — Canvas
Researcher Notes
⏱
Benchmark Run — Jul 11, 2026

DeepSeekdeepseek-v4-flash-20260423
Extended
stop
Latency
107.88 s
client → response
Input Tokens
328
prompt tokens
Output
11,718
generated
Total Tokens
12,046
in + out
Billed Cost
$0.0032
OR Credits
Reasoning
4,453
thinking tokens
Model Output
deepseek-v4-flash-20260423 — Canvas