Qwen 3.6 27B NVFP4 Thinking | Benchmark #208

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

Benchmark summary

Contra-like game built in SC# as an agent

ModelQwen 3.6 27B QuantizationNVFP4 ModeThinking

The model builds a Contra-like side-scrolling run-and-gun 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 14/16 87.5% passed
14 passed2 failed16 total 3 AI queries 17 tool calls TOKENS IN950 809 TOKENS OUT35 549

Results by difficulty

1 group
Level Unknown / other
14 / 16 87.5%
passed
3 AI queries 17 tool calls IN950 809 OUT35 549

Results by category

1 group
Category Other
87.5% 14/16 passed
3 AI queries 17 tool calls TOKENS IN950 809 TOKENS OUT35 549

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#: Contra-like run and gun 14 passed2 failed
87.5%
IN950 809 OUT35 549
✓
RunAndGunThe model builds a Contra-like run-and-gun 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.3 AI queries 17 tool calls
Passed IN950 809 OUT35 549
×
Hidden_AimingThe player shoots in 8 directions: the aim comes from the held arrows, the bullet starts at the muzzle and flies at 5 px per frame.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: Hidden_Near(bulletX[0], playerX + 8 * ux[c]) && Hidden_Near(bulletY[0], 192 + 8 * uy[c]) Context: case 0: muzzle (113, 192), player x 100 (line 1077)
Failed IN0 OUT0
✓
Hidden_CrouchingDown on the ground crouches: the player does not run, still turns, and has a lower box.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_DyingAn enemy bullet or a soldier kills the player unless invulnerable; with the last life the game is over; Enter starts a new game.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_EnemiesActSoldiers keep appearing at the right edge, never more than 4 at once; enemy bullets start at a soldier's chest, a turret's center or the boss, with speed 3.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
×
Hidden_FireRateShots come every 10 frames while X is held, bullets fly 5 px per frame and leave the screen, and at most 6 player bullets exist.0 AI queries 0 tool callsHiddenTest
Assertion expression evaluated to false: bulletX.Count == 1 && Hidden_Near(bulletX[0], 108) Context: the first shot in the first frame; a new bullet does not move yet Values: bulletX.Count = 1 (line 1099)
Failed IN0 OUT0
✓
Hidden_InitialStateAfter AppInit the level, the player, the enemies, the power-ups and the counters have their starting values.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_JumpA jump starts with playerVY -7 and follows gravity 0.4 per frame (at most 6) until the feet land on the ground again.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_PitFalling into a pit costs a life even while invulnerable; the player comes back over ground with 120 frames of invulnerability.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_PlatformsPlatforms are passed from below and stop a falling player on their top.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_RunningAndCameraThe player runs 2 px per frame, cannot leave the left edge of the screen, and the camera follows only forward.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_ScreenShowsTheLevelThe screen shows the level, the player, a turret and the power-up relative to the camera.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_SoldiersWalkSoldiers walk 1 px per frame, fall into pits, and are removed behind the left edge.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_TargetsBullets kill soldiers (100 points), turrets need 8 hits (500 points), and the boss needs 30 hits; killing the boss wins the game.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_TurretFireA turret on the screen fires aimed bullets every 60 to 120 frames.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0
✓
Hidden_WeaponsThe spread gun fires three bullets 15 degrees apart, the rapid gun every 4 frames; picking up a power-up sets the weapon.0 AI queries 0 tool callsHiddenTest
Passed IN0 OUT0