GPT-6 Sol in Codex CLI 0.160.0
skills off
Zoom, inline player and more ways to view
The model's own page, run in a sandboxed frame only when you ask (a page that needs its own origin opens in a new tab on a separate demo site). Phones get a full-screen player capped at 1.5x pixel density (2x on larger screens) so it stays smooth; the original page runs uncapped. Tap inside for sound.
Wall time 2m 29sCost $0.25 estimated
Review
No verdict yet.
The full review
OK. Finished on its own after 2.5 min.
Scores
AI judge
Not scored
No rubric for this prompt
Visitor votes and reviewer grades are not available yet.
- AI judge
- AI judge: the test runner (model claude-opus-5-5), scoring by visual review of the 1600 px render against the pre-registered rubric. No AI-judge score exists for this result: there is no rubric for this prompt, so no score is shown and none is made up.
- Visitors
- Public voting with a blind reveal is coming: you score the output first, then see the other scores.
- Reviewer
- The reviewer's own grade appears here once it is added.
Scores compare results for the same prompt only. AI-judge boards rank runs within one prompt, equal totals sharing a rank; scores from different prompts are never averaged.
Downloads
Files actually published for this run. Original output, site-made previews and post-run conversions are labelled separately.
The exact prompt
agentic harness (verbatim prompt + deliverable line), 2,431 characters. Every result for this prompt
Create a single self-contained HTML file that renders an animated pixel art wizard casting a spell, using vanilla JavaScript and Canvas 2D. No external assets, libraries, or network requests. RENDERING - Draw everything to an offscreen canvas at a fixed logical resolution of 128x96, then blit to a fullscreen display canvas scaled by the largest integer factor that fits the window, centered, with imageSmoothingEnabled = false and CSS image-rendering: pixelated. - All drawing snaps to integer coordinates on the logical canvas. No sub-pixel positions, anti-aliasing, gradients, or shadowBlur. - Fixed palette of ~24 hex colors: deep blues/purples for night sky, warm robe tones, 3-4 bright magic colors. Every pixel comes from this palette. CHARACTER - Build the wizard procedurally from filled rects and pixel runs, ~24x32 logical pixels: pointed hat with a bend, long beard, two-shade robe with darker outline, staff with a gem at the tip. - Parameterize the pose (staff angle, arm raise, head tilt, robe sway). Animate parameters smoothly, then quantize to the pixel grid each frame so motion reads at an 8-12 fps pixel animation feel even though the loop runs at 60fps. ANIMATION - Looping state machine: IDLE (2-frame bob, beard sway) -> CHARGE (staff raises, gem flickers, sparks spiral inward) -> CAST (bright burst, projectile fires across the scene, 1-2 pixel screen shake) -> RECOVER (settle back). Ease pose parameters between keyframes. - Pooled allocation-free particle system: preallocate and reuse. Sparks orbit the gem during CHARGE, explode outward on CAST, each particle stepping its palette index from white to magic color to dark before despawn. Snap particle positions to the grid when drawing. - Fixed 60hz timestep update with rAF rendering. Zero object allocation inside the loop. SCENE - Minimal background: dark sky, a few twinkling 1px stars, moon, stone floor line. Character silhouette must read clearly. - Subtle 1px rim light on the wizard from the gem, brightening during CHARGE and CAST. QUALITY BAR - Crisp pixels at any window size, seamless loop, stable 60fps, readable silhouette. Should look like a polished 16-bit sprite animation, not vector shapes scaled down. --- Deliverable: build this in the current folder as a self-contained web page that opens in a browser with index.html as the entry point (no build step; CDN imports are fine). Work autonomously and do not ask questions.
How it was made
Step by step
The prompt, every agent turn and tool call (tool name and a one-line summary; inputs and outputs are not shown), then the final message. The full machine-format transcript is published as a scrubbed download.
Show all 13 steps
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Download the full transcript Codex CLI rollout JSONL, 133 KB. Scrubbed: anything that looks like a key, token, e-mail address or phone number is replaced, and account details and the test machine's file paths are removed.
Cost breakdown
Headline cost $0.25, estimated from the token counts at list price.
| Tokens by type | Tokens | $ per 1M | Cost |
|---|---|---|---|
| Input (uncached) | 27 | $2.00 | $0.0001 |
| Cache write | 28,011 | $2.00 | $0.0560 |
| Cache read | 166,434 | $0.20 | $0.0333 |
| Output | 16,502 | $10.00 | $0.1650 |
| of which reasoning | 6,459 | billed as output |
- Total computed from tokens
- $0.2544
- Total reported by the harness
- none
Computed from harness-reported token counts x list prices. Cache writes priced at the input rate (the price table has no separate cache-write price).
Prices: Project price table (vendor list prices), 2026-09-25.
Run notes
- Prompt from the open-source collection awesome-opus5-5-videos (github.com/yihui-dev/awesome-opus5-5-videos, MIT License, (c) 2026 yihui-dev), originally posted by @zacxbt: https://x.com/zacxbt/status/2103808699466944604
- Prompt sent verbatim, plus one fixed deliverable line (build index.html in the run folder, no build step, CDN imports allowed, work autonomously). One attempt per harness.
- Launched with a 30-minute timeout (no longer used); this run finished well inside it.
- Capture: 1280x720 headless Chromium, software WebGL (no GPU); capture fps 60.1 is a software-render figure, not a real-device frame rate. Console errors during capture: 0.
- Mode: headless (codex exec --json)