Qwen 3.6 35B NVFP4 Thinking | Benchmark #122

Described in:Icy Tower-like game built by Qwen 3.6 and Qwen 3.8 as agents

Benchmark summary

Icy Tower-like game built in SC# as an agent

ModelQwen 3.6 35B QuantizationNVFP4 ModeThinking

The model builds an Icy Tower-like tower jumper game in SC# as an agent: it writes the app, compiles it, runs its own tests and fixes the code. Hidden tests check the rules from the task; each hidden test is its own result.

Score 14/14 100.0% passed
14 passed14 total 1 AI query 14 tool calls TOKENS IN432 951 TOKENS OUT35 612

Results by difficulty

1 group
Level Unknown / other
14 / 14 100.0%
passed
1 AI query 14 tool calls IN432 951 OUT35 612

Results by category

1 group
Category Other
100.0% 14/14 passed
1 AI query 14 tool calls TOKENS IN432 951 TOKENS OUT35 612

Tests with multiple category tags are counted in each matching category, so category totals may exceed the report total.

Benchmark items
Script / test Status Tokens
Building Games in SC#: Icy Tower-like tower jumper 14 passed
100.0%
IN432 951 OUT35 612
✓
IcyTowerThe model builds an Icy Tower style game from the task as an agent; this item passes when the app compiles and can be exported, and each hidden test is its own item.1 AI query 14 tool calls
Passed IN432 951 OUT35 612
✓
Hidden_CameraFollowsThe camera keeps the top of the player at least 60 px below the top of the screen.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_ComboTwo or more combo jumps of at least 2 floors each add (floors of the combo)^2 when the combo ends with a short jump.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_ComboTimerThe combo ends when its timer runs out, 90 frames after the last combo jump.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_FloorsGrowThe floor lists grow with the player and keep following the floor rule.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_GameOverAndRestartA player whose top goes below the bottom of the screen loses; nothing moves then, and Enter starts a new game.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_InitialStateAfter AppInit the player stands on the ground, the counters have their starting values, and the floors follow the floor rule.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_JumpingA jump starts with vy = -(8 + 0.5 * |vx|), only from a floor; gravity adds 0.5 per frame up to 10.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_LandingA falling player lands on a floor it overlaps; it jumps through floors from below.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_RunningLeft and Right speed the player up by 0.4 per frame up to 6; without keys the speed shrinks by 15 % per frame and stops below 0.05.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_ScreenShowsTheTowerThe screen shows the walls, the floors on the screen in their colors, the player and the texts. Texts and part B drawings may cover a few pixels, so the pixel counts allow a small loss but nothing extra.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_ScrollingScrolling starts at floor 5, moves the camera up by scrollSpeed every frame and gets 0.5 faster every 900 frames, up to 5.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_WalkingOffA player who walks off the end of a floor falls, and lands on a lower floor.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_WallBounceThe player bounces off a wall with three quarters of the speed in the other direction.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0