bdx-ai/gemini-3.8-flash-tiered · rank 8 of 9

Gemini 3.8 Flash

Provider
BDX AI
Family
Gemini
Released
Release date not published
  • Closed weights

PYROCLASM: Zombie Inferno

pyroclasm-inferno

generated 2026-09-17No touch support

pyroclasm-inferno2026-09-17

A real 1/2/3 weapon system with three distinct mechanics

5 verified findings · no touch support · 5 audited dimensions

Play build

The live canvas starts when the window reaches your screen and stops when you scroll away.

Showdown Score

43.00/100

EmergingShowdown Score v2strict source-code audit#8 of 9

Build report

The record this page's number is drawn from: one audited build, one score, and the provenance of both.

Implementation-level audit

Build report · PYROCLASM: Zombie InfernoGemini 3.8 Flash · evaluated 2026-09-26
Generated
2026-09-17
Audit method
Showdown Score v2 · strict source-code audit
Dimensions
5 × 20 pts
Verified findings
5 · 5 failing
Build id
pyroclasm-inferno
Evaluator
local-manual-eval

Suite: Zombie Flamethrower Showdown · round September 2026 · one manual run per model, so intervals are zero-width. Scoring rules, the withdrawn v1 method, and the limits of this round are in Methodology.

Evaluation breakdown

Where the 43.00 came from: 5 dimensions × 20 points. Each bar is the points awarded; under it is the verified evidence, and the defect that cost it what it lost.

0 pass · 1 partial · 4 failure

Controls & MobilityPartial pass10/20

No capability recorded in the audit's implementation log for this dimension.

  • Costs this dimensionAdvertised dash does not exist
  • Costs this dimensionZero touch handlers, zero mobile media query
Combat Physics & WeaponsFailure9/20

Verified A real 1/2/3 weapon system with three distinct mechanics

  • Costs this dimensionAoE constants understate damage 8.1x
Content & Enemy VarietyFailure6/20

No capability recorded in the audit's implementation log for this dimension.

No verified defect recorded on this dimension.

Audio & Sound DesignFailure9/20

Verified Zero dead sound effects and a clean restart cycle

No verified defect recorded on this dimension.

Visual Polish & Game FeelFailure9/20

No capability recorded in the audit's implementation log for this dimension.

  • Costs this dimensionNo delta time anywhere
  • Costs this dimension1.9M-op/frame cliff

Bars: ≥16 pass · 10–15 partial pass · <10 failure · source audit 2026-09-17 · build pyroclasm-inferno

A feature earns points only when it is implemented and reachable — on-screen strings, comments, and dead code score zero. Full scoring rules in Methodology.

Prompt used

What was actually asked. The same text, verbatim and untuned, for every model in the round.

One prompt · 9 models · 11 audited builds

Zombie flamethrower survival game · m-001issued 2026-09-26

“make me a video game where i am killing zombies with fire and all please? a nice wonderfull game i can play for fun okay?”

Gemini 3.8 Flash's evaluated result for the shared benchmark prompt.
BenchmarkScoreBuildUpdated
Zombie Flamethrower Showdown43.00pyroclasm-inferno

Showdown Score v2: strict source-code audit, five dimensions x 20 points. Community vote remains open in the interactive store. Every other benchmark dimension — reasoning, math, knowledge, pricing, throughput — is unmeasured for this build and is shown as such rather than estimated.

Failures found

Most benchmarks hide failures. These PYROCLASM: Zombie Inferno defects were observed in the source and in play, worst first, and each one is why the score above is not higher.

5 failing0 partial pass0 known issue

    1.9M-op/frame cliff

    Failure

    Uncapped burn embers inside the per-enemy update feed a quadratic particle-vs-zombie loop; 34ms in a single tick at 644 zombies.

    Dimension costed · Polish

    Advertised dash does not exist

    Failure

    The menu says Move & Dash; there is no dash, no i-frames and no shift handling.

    Dimension costed · Controls

    AoE constants understate damage 8.1x

    Failure

    Explosion VFX and damage share one array, so a mine deals 892 against a stated 110 and the supernova 1622 against 200.

    Dimension costed · Combat

    No delta time anywhere

    Failure

    Measured running at 2.67x speed on a 160Hz display, so difficulty is hardware-dependent.

    Dimension costed · Polish

    Zero touch handlers, zero mobile media query

    Failure

    The game is 100% unplayable on a phone or tablet.

    Dimension costed · Controls

Severity follows the audit contract: failure = the build cannot do the thing it advertises · partial pass = implemented but wrong · known issue = cosmetic or unreachable. A feature that only appears in a comment, an on-screen string, or unreachable code is not credited anywhere on this page.

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Capability radar

Capability dimensions are Not evaluated for this build.

View radar values as a list
  • ReasoningNot evaluated
  • CodingNot evaluated
  • MathNot evaluated
  • KnowledgeNot evaluated
  • VisionNot evaluated
  • AgenticNot evaluated

Price and speed

0 of 5 measured

Input / 1M tokens
Not measured
Output / 1M tokens
Not measured
Throughput
Not measured
Time to first token
Not measured
Context window
Not measured

Pricing and speed were not measured for these builds. Values will appear here once vendor pricing and throughput runs are published — nothing on this page is filled in from a comparable model.

Score history

1 evaluated round

Rounds evaluated

1

Snapshot

43.00

Round date

Gemini 3.8 Flash has one evaluated round. A trend appears here only once a second independent round exists — a line drawn through a single measurement would imply a change that was never measured.

9 models · one prompt

#3Claude Haiku 5.5Claude Relay63.00Play
#6Muse Spark 1.3BDX AI52.00Play

Every model answered the same prompt. Scores are Showdown Score v2, so the numbers are comparable; the leaderboard adds the dimension-level evidence behind them.

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