← Back to Articles Directory
AI Models September 10, 2026 9 min read

DeepSeek V4.1 Flash Review: Three Hands-On Coding Benchmarks

We test DeepSeek's new multimodal, million-token MoE with an SVG glass crane, a procedural 3D globe, and a playable wizard game.

Mohid Mirza

Co-Founder & Lead Programmer of AcceleratedLogic AI

DeepSeek-V4.1-Flash arrived with an unusually ambitious pitch: frontier-level agentic performance from a multimodal model designed to make million-token inference substantially more practical. I tested that claim from a developer's perspective with three self-contained browser projects—an SVG glass crane, a procedural Three.js globe, and a playable 3D wizard game.
The results do not replace controlled software-engineering evaluations, but they reveal something leaderboards often miss: whether a model can translate a visual idea into coherent, runnable code with enough design judgment to feel finished.

DeepSeek-V4.1-Flash at a glance

DeepSeek describes V4.1 Flash as a multimodal Mixture-of-Experts model with 552 billion backbone parameters, activating 8 billion parameters during prefill and 16 billion during decoding. It accepts images and text, generates text, supports a one-million-token context window, and exposes a continuously adjustable reasoning-effort setting from 1 to 100. The weights are published under the MIT license. (Official DeepSeek model card)
Its central engineering story is memory efficiency. DeepSeek's Causal Encoder-Decoder architecture derives the decoder's global KV cache from the encoder's final states. Alongside Compressed Sparse Attention 2, bounded replay for sliding-window attention, and FP4 KV caching, DeepSeek reports a global KV-cache footprint of 890 bytes per token—about one quarter of V4 Flash and roughly one eighth of its persistent KV-cache footprint. Those are vendor measurements, not results independently reproduced in this article. (Official model card)
Official specification DeepSeek-V4.1-Flash
Architecture Multimodal sparse MoE with a causal encoder-decoder
Backbone parameters 552B
Active parameters 8B prefill / 16B decode
Context window Up to 1M tokens
Inputs and output Image + text in; text out
Reasoning control Integer effort from 1–100
License MIT

What the official benchmarks say

DeepSeek reports 90.6% on Terminal-Bench 2.1, 74.2% resolved on DeepSWE v1.1, 64.0 on NL2Repo-Bench, and 54.8% on AutomationBench at maximum reasoning effort. Its base model is also reported at 60.6% BigCodeBench Pass@1 and 79.4% HumanEval Pass@1. These scores were produced in DeepSeek's evaluation setup, and several agent results depend on the chosen harness. DeepSeek usefully publishes scaffold-by-scaffold results: on DeepSWE v1.1, for example, the same model ranges from 65.5% with OpenCode to 74.2% with mini-SWE. (Official evaluation tables)
That spread matters. An agentic model is not evaluated in a vacuum; tool definitions, context management, step limits, and the surrounding agent loop can materially affect the result. The three tests below therefore assess the generated applications themselves, not a universal model score.

Hands-on benchmark methodology

Each task asked the model for a complete browser experience in one HTML file. I reviewed the delivered source and ran the artifacts as interactive pages. I looked for five practical qualities: whether the output launches, whether the requested interaction exists, whether the visual hierarchy is coherent, whether the code shows purposeful structure, and whether the result feels like a finished demo rather than a static mockup.
The files are preserved as generated benchmark artifacts. The globe and game load Three.js 0.160.0 from a public CDN, so they need an internet connection on first load. They should be treated as demonstrations, not production-ready applications: third-party dependencies should be pinned and self-hosted, accessibility should be tested more deeply, and game logic would need broader device and browser coverage before release.

Test 1: SVG glass sphere and origami crane

The first artifact is a pure SVG composition titled Origami Crane in a Glass Sphere. It uses layered radial and linear gradients, clipping, masks, blur, drop shadows, specular highlights, paper filters, and refracted duplicate geometry to create depth without Canvas, WebGL, or raster artwork.
The strongest part is the model's restraint. It does not merely draw a circle around a bird. The sphere has rim light, reflected arcs, internal haze, a cast shadow, and a subtly warped crane near the glass boundary. The crane itself is assembled from discrete folded faces with varied tones, which communicates paper structure more effectively than a flat silhouette. The document also includes an SVG title and desc, a small but welcome accessibility detail.
The limitation is equally visible: this is an illustration rather than a physically based optical simulation. The refraction is artistically approximated with displaced and masked layers. That is the right tradeoff for a standalone SVG, but the word “photorealistic” should be judged generously.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Origami Crane in a Glass Sphere</title>
<style>
  * { box-sizing: border-box; }
  html, body {
    margin: 0;
    min-height: 100vh;
    background:
      radial-gradient(1200px 700px at 50% 15%, #2b3650 0%, #161d2c 45%, #0a0d14 100%);
    font-family: "Segoe UI", system-ui, -apple-system, sans-serif;
    color: #c8d3e6;
    display: flex;
    flex-direction: column;
    align-items: center;
    justify-content: center;
    min-height: 100vh;
  }
  .stage {
    filter: drop-shadow(0 34px 46px rgba(0, 0, 0, 0.62));
  }
  svg { width: min(92vw, 760px); height: auto; display: block; }
  .caption {
    margin-top: 4px;
    text-align: center;
    letter-spacing: 0.28em;
    text-transform: uppercase;
    font-size: 12px;
    color: rgba(200, 214, 238, 0.55);
  }
  .caption strong {
    display: block;
    letter-spacing: 0.08em;
    font-weight: 500;
    font-size: 20px;
    color: rgba(228, 236, 250, 0.9);
    margin-bottom: 6px;
  }
  @media (prefers-reduced-motion: reduce) { .stage { filter: none; } }
</style>
</head>
<body>

  <div class="stage">
    <svg viewBox="0 0 800 800" role="img" aria-labelledby="title desc" xmlns="http://www.w3.org/2000/svg">
      <title id="title">Photorealistic glass sphere containing a detailed origami crane</title>
      <desc id="desc">A rendered 3D glass orb with realistic gradients, rim light, reflections and refraction, enclosing a folded paper crane.</desc>

      <defs>
        <!-- ======================= GRADIENTS ======================= -->

        <!-- ambient background behind the glass (refracted floor/ceiling) -->
        <radialGradient id="bgRefract" cx="42%" cy="34%" r="78%">
          <stop offset="0%"   stop-color="#dfeafb" stop-opacity="0.16"/>
          <stop offset="38%"  stop-color="#9fc0ea" stop-opacity="0.10"/>
          <stop offset="70%"  stop-color="#3d5578" stop-opacity="0.14"/>
          <stop offset="100%" stop-color="#0c1220" stop-opacity="0.34"/>
        </radialGradient>

        <!-- faint caustic pool cast below the sphere -->
        <radialGradient id="caustic" cx="50%" cy="50%" r="50%">
          <stop offset="0%"   stop-color="#bfe0ff" stop-opacity="0.34"/>
          <stop offset="35%"  stop-color="#7fb2e8" stop-opacity="0.18"/>
          <stop offset="70%"  stop-color="#40709e" stop-opacity="0.07"/>
          <stop offset="100%" stop-color="#0a1220" stop-opacity="0"/>
        </radialGradient>

        <!-- main glass body -->
        <radialGradient id="glassBody" cx="36%" cy="30%" r="82%">
          <stop offset="0%"   stop-color="#f4faff" stop-opacity="0.05"/>
          <stop offset="34%"  stop-color="#cfe4fb" stop-opacity="0.045"/>
          <stop offset="62%"  stop-color="#8fb4dc" stop-opacity="0.085"/>
          <stop offset="82%"  stop-color="#587fa8" stop-opacity="0.19"/>
          <stop offset="93%"  stop-color="#2c4a6c" stop-opacity="0.42"/>
          <stop offset="99%"  stop-color="#1a3048" stop-opacity="0.72"/>
          <stop offset="100%" stop-color="#152838" stop-opacity="0.78"/>
        </radialGradient>

        <!-- bright rim / fresnel edge -->
        <radialGradient id="glassRim" cx="35%" cy="28%" r="80%">
          <stop offset="0%"   stop-color="#ffffff" stop-opacity="0"/>
          <stop offset="60%"  stop-color="#ffffff" stop-opacity="0"/>
          <stop offset="80%"  stop-color="#ffffff" stop-opacity="0.06"/>
          <stop offset="90%"  stop-color="#ffffff" stop-opacity="0.16"/>
          <stop offset="96%"  stop-color="#eaf5ff" stop-opacity="0.30"/>
          <stop offset="100%" stop-color="#9ec6ec" stop-opacity="0.05"/>
        </radialGradient>

        <!-- inner shadow ring for thickness -->
        <radialGradient id="innerShadow" cx="38%" cy="32%" r="76%">
          <stop offset="0%"   stop-color="#ffffff" stop-opacity="0"/>
          <stop offset="66%"  stop-color="#0c1a2a" stop-opacity="0"/>
          <stop offset="84%"  stop-color="#0c1a2a" stop-opacity="0.14"/>
          <stop offset="94%"  stop-color="#17324c" stop-opacity="0.10"/>
          <stop offset="100%" stop-color="#000000" stop-opacity="0.0"/>
        </radialGradient>

        <!-- sash / window streak reflection -->
        <linearGradient id="streak" x1="0%" y1="0%" x2="100%" y2="100%">
          <stop offset="0%"   stop-color="#ffffff" stop-opacity="0"/>
          <stop offset="26%"  stop-color="#ffffff" stop-opacity="0.55"/>
          <stop offset="50%"  stop-color="#eaf6ff" stop-opacity="0.90"/>
          <stop offset="74%"  stop-color="#ffffff" stop-opacity="0.45"/>
          <stop offset="100%" stop-color="#ffffff" stop-opacity="0"/>
        </linearGradient>

        <linearGradient id="streakSoft" x1="0%" y1="0%" x2="100%" y2="60%">
          <stop offset="0%"   stop-color="#ffffff" stop-opacity="0"/>
          <stop offset="45%"  stop-color="#dcefff" stop-opacity="0.30"/>
          <stop offset="100%" stop-color="#ffffff" stop-opacity="0"/>
        </linearGradient>

        <!-- hairline rim gradient along the outer edge -->
        <linearGradient id="rimLine" x1="12%" y1="0%" x2="88%" y2="100%">
          <stop offset="0%"   stop-color="#ffffff" stop-opacity="0.05"/>
          <stop offset="22%"  stop-color="#f2f9ff" stop-opacity="0.75"/>
          <stop offset="50%"  stop-color="#bcd8f4" stop-opacity="0.35"/>
          <stop offset="78%"  stop-color="#9dc2e6" stop-opacity="0.55"/>
          <stop offset="100%" stop-color="#ffffff" stop-opacity="0.10"/>
        </linearGradient>

        <!-- the glow the orb is sitting on -->
        <radialGradient id="floorGlow" cx="50%" cy="50%" r="50%">
          <stop offset="0%"   stop-color="#a8d0ff" stop-opacity="0.55"/>
          <stop offset="45%"  stop-color="#5f8ec4" stop-opacity="0.22"/>
          <stop offset="100%" stop-color="#2d4a6e" stop-opacity="0"/>
        </radialGradient>

        <!-- ======================= PAPER GRADIENTS ======================= -->
        <linearGradient id="paperBody" x1="20%" y1="8%" x2="82%" y2="96%">
          <stop offset="0%"   stop-color="#ffffff"/>
          <stop offset="42%"  stop-color="#f2f2ef"/>
          <stop offset="100%" stop-color="#c9c5bb"/>
        </linearGradient>
        <linearGradient id="paperBackWing" x1="18%" y1="10%" x2="85%" y2="95%">
          <stop offset="0%"   stop-color="#eef0f4"/>
          <stop offset="55%"  stop-color="#d5d8de"/>
          <stop offset="100%" stop-color="#a8adb6"/>
        </linearGradient>
        <linearGradient id="paperFrontWing" x1="15%" y1="5%" x2="80%" y2="100%">
          <stop offset="0%"   stop-color="#ffffff"/>
          <stop offset="46%"  stop-color="#f6f6f4"/>
          <stop offset="78%"  stop-color="#ddd9d1"/>
          <stop offset="100%" stop-color="#b6b1a6"/>
        </linearGradient>
        <linearGradient id="paperNeck" x1="30%" y1="0%" x2="80%" y2="100%">
          <stop offset="0%"   stop-color="#f8f9fb"/>
          <stop offset="55%"  stop-color="#e2e4e9"/>
          <stop offset="100%" stop-color="#b4b8c0"/>
        </linearGradient>
        <linearGradient id="paperHead" x1="20%" y1="0%" x2="85%" y2="100%">
          <stop offset="0%"   stop-color="#ffffff"/>
          <stop offset="60%"  stop-color="#e6e8ec"/>
          <stop offset="100%" stop-color="#b9bec7"/>
        </linearGradient>
        <linearGradient id="paperTail" x1="55%" y1="0%" x2="30%" y2="100%">
          <stop offset="0%"   stop-color="#f7f7f5"/>
          <stop offset="55%"  stop-color="#dcd9d2"/>
          <stop offset="100%" stop-color="#aba69b"/>
        </linearGradient>
        <linearGradient id="paperBeak" x1="0%" y1="0%" x2="100%" y2="100%">
          <stop offset="0%"   stop-color="#f0f1f3"/>
          <stop offset="100%" stop-color="#9aa0a9"/>
        </linearGradient>
        <radialGradient id="paperLeg" cx="45%" cy="20%" r="80%">
          <stop offset="0%"   stop-color="#f6f6f4"/>
          <stop offset="100%" stop-color="#bdb9b0"/>
        </radialGradient>

        <!-- ======================= FILTERS ======================= -->
        <filter id="specGlass" x="-30%" y="-30%" width="160%" height="160%">
          <feGaussianBlur in="SourceAlpha" stdDeviation="5" result="bump"/>
          <feSpecularLighting in="bump" surfaceScale="7" specularConstant="1.25" specularExponent="40"
                              lighting-color="#ffffff" result="spec">
            <fePointLight x="690" y="150" z="230"/>
          </feSpecularLighting>
          <feComposite in="spec" in2="SourceAlpha" operator="in" result="specCut"/>
        </filter>

        <filter id="cranePaper" x="-25%" y="-25%" width="150%" height="150%">
          <feGaussianBlur in="SourceAlpha" stdDeviation="1.3" result="s"/>
          <feSpecularLighting in="s" surfaceScale="6" specularConstant="1.15" specularExponent="30"
                              lighting-color="#ffffff" result="spec">
            <fePointLight x="690" y="150" z="260"/>
          </feSpecularLighting>
          <feComposite in="spec" in2="SourceAlpha" operator="in" result="specCut"/>
          <feGaussianBlur in="SourceAlpha" stdDeviation="3.4" result="flake"/>
          <feOffset in="flake" dx="2.5" dy="5" result="flakeOff"/>
          <feFlood flood-color="#05080e" flood-opacity="0.55" result="shColor"/>
          <feComposite in="shColor" in2="flakeOff" operator="in" result="shadow"/>
          <feMerge>
            <feMergeNode in="shadow"/>
            <feMergeNode in="SourceGraphic"/>
            <feMergeNode in="specCut"/>
          </feMerge>
        </filter>

        <filter id="warp" x="-28%" y="-28%" width="156%" height="156%">
          <feTurbulence type="fractalNoise" baseFrequency="0.012 0.02" numOctaves="2" seed="7" result="noise"/>
          <feDisplacementMap in="SourceGraphic" in2="noise" scale="13" xChannelSelector="R" yChannelSelector="G"/>
        </filter>

        <filter id="soft" x="-60%" y="-60%" width="220%" height="220%">
          <feGaussianBlur stdDeviation="9"/>
        </filter>
        <filter id="soft2" x="-60%" y="-60%" width="220%" height="220%">
          <feGaussianBlur stdDeviation="3.5"/>
        </filter>
        <filter id="soft1" x="-60%" y="-60%" width="220%" height="220%">
          <feGaussianBlur stdDeviation="1.4"/>
        </filter>
        <filter id="bloom" x="-80%" y="-80%" width="260%" height="260%">
          <feGaussianBlur stdDeviation="16"/>
        </filter>

        <filter id="floorBlur" x="-50%" y="-50%" width="200%" height="200%">
          <feGaussianBlur stdDeviation="12"/>
        </filter>

        <!-- ======================= CLIP PATHS ======================= -->
        <clipPath id="sphereClip">
          <circle cx="400" cy="400" r="272"/>
        </clipPath>
        <clipPath id="sphereClipInner">
          <circle cx="400" cy="400" r="266"/>
        </clipPath>
      </defs>

      <!-- ================================================================
           SCENE
           ================================================================ -->

      <!-- cast shadow / caustic on the floor -->
      <ellipse cx="400" cy="702" rx="250" ry="52" fill="url(#caustic)" filter="url(#floorBlur)"/>
      <ellipse cx="400" cy="694" rx="150" ry="26" fill="url(#floorGlow)" filter="url(#floorBlur)" opacity="0.8"/>

      <!-- subtle halo behind the orb -->
      <circle cx="400" cy="400" r="330" fill="url(#bgRefract)" opacity="0.55" filter="url(#bloom)"/>

      <!-- ---------- MAIN GLASS BODY ---------- -->
      <circle cx="400" cy="400" r="272" fill="url(#glassBody)"/>

      <!-- ================================================================
           CONTENTS (clipped to the sphere) : ORIGAMI CRANE
           ================================================================ -->
      <g clip-path="url(#sphereClip)">

        <!-- refracted background band inside the glass -->
        <rect x="128" y="128" width="544" height="544" fill="url(#bgRefract)"/>

        <!-- horizon line refracted inside the glass -->
        <rect x="128" y="470" width="544" height="202" fill="#0b1626" opacity="0.30" filter="url(#soft)"/>
        <rect x="128" y="466" width="544" height="8" fill="#9dc4ec" opacity="0.16" filter="url(#soft1)"/>

        <!-- the crane, softly warped by refraction near the glass edge -->
        <g filter="url(#warp)">
          <g transform="translate(400 400) scale(1.32) translate(-400 -400)">

            <!-- ---------- BACK WING ---------- -->
            <g filter="url(#cranePaper)">
              <polygon points="401,400 470,398 648,408 476,462" fill="url(#paperBackWing)"/>
              <path d="M405 406 L470 400 L648 408" fill="none" stroke="#8f959e" stroke-width="1.6" opacity="0.55"/>
              <path d="M476 462 L648 408" fill="none" stroke="#aeb4bd" stroke-width="1.4" opacity="0.5"/>
              <polygon points="470,398 648,408 486,436" fill="#ffffff" opacity="0.18"/>
            </g>

            <!-- ---------- TAIL (back half) ---------- -->
            <g filter="url(#cranePaper)">
              <polygon points="330,436 452,466 344,443" fill="url(#paperTail)"/>
            </g>

            <!-- ---------- BODY ---------- -->
            <g filter="url(#cranePaper)">
              <polygon points="400,392 480,416 468,458 332,442 344,412" fill="url(#paperBody)"/>
              <!-- dorsal fold -->
              <path d="M400 392 L480 416" fill="none" stroke="#a7a49c" stroke-width="2" opacity="0.7"/>
              <path d="M400 392 L344 412" fill="none" stroke="#b6b2a9" stroke-width="1.8" opacity="0.6"/>
              <!-- belly crease -->
              <path d="M344 412 L332 442 L468 458 L480 416" fill="none" stroke="#bdb9b0" stroke-width="1.6" opacity="0.55"/>
              <!-- front facet plane -->
              <polygon points="400,392 480,416 468,458 400,452" fill="#ffffff" opacity="0.16"/>
              <!-- center belly fold -->
              <path d="M332 442 L468 458" fill="none" stroke="#948f86" stroke-width="1.4" opacity="0.45"/>
              <polygon points="344,412 400,392 400,452 332,442" fill="#cfccc5" opacity="0.32"/>
            </g>

            <!-- ---------- TAIL (front half) ---------- -->
            <g filter="url(#cranePaper)">
              <polygon points="330,436 452,466 474,484" fill="url(#paperTail)"/>
              <path d="M330 436 L452 466" fill="none" stroke="#8f8b82" stroke-width="1.3" opacity="0.5"/>
            </g>

            <!-- ---------- NECK ---------- -->
            <g filter="url(#cranePaper)">
              <polygon points="354,414 404,392 364,232 344,240" fill="url(#paperNeck)"/>
              <polygon points="404,392 420,392 374,236 364,232" fill="#ffffff" opacity="0.42"/>
              <path d="M354 414 L364 232" fill="none" stroke="#9aa0a8" stroke-width="1.7" opacity="0.6"/>
              <path d="M404 392 L374 236" fill="none" stroke="#aab0b8" stroke-width="1.5" opacity="0.5"/>
            </g>

            <!-- ---------- HEAD ---------- -->
            <g filter="url(#cranePaper)">
              <polygon points="364,232 344,240 322,198 348,190" fill="url(#paperHead)"/>
              <path d="M364 232 L322 198" fill="none" stroke="#9ba1a9" stroke-width="1.3" opacity="0.55"/>
              <polygon points="322,198 348,190 352,204" fill="#ffffff" opacity="0.5"/>
            </g>

            <!-- ---------- BEAK ---------- -->
            <g filter="url(#cranePaper)">
              <polygon points="322,198 348,190 288,180" fill="url(#paperBeak)"/>
              <path d="M348 190 L288 180" fill="none" stroke="#7f858d" stroke-width="1.1" opacity="0.6"/>
            </g>

            <!-- ---------- LEGS ---------- -->
            <g filter="url(#cranePaper)" opacity="0.92">
              <polygon points="392,454 406,456 422,500 410,502" fill="url(#paperLeg)"/>
              <polygon points="410,502 422,500 427,504 413,509" fill="#c2beb5"/>
              <polygon points="406,456 420,457 444,494 432,498" fill="url(#paperLeg)"/>
              <polygon points="432,498 444,494 449,498 435,503" fill="#bdb9b0"/>
            </g>

            <!-- ---------- FRONT WING ---------- -->
            <g filter="url(#cranePaper)">
              <polygon points="395,404 462,440 316,508 342,438" fill="url(#paperFrontWing)"/>
              <!-- primary fold line to tip -->
              <path d="M395 404 L316 508" fill="none" stroke="#948f85" stroke-width="1.8" opacity="0.6"/>
              <!-- leading edge -->
              <path d="M395 404 L462 440" fill="none" stroke="#a8a49b" stroke-width="1.7" opacity="0.6"/>
              <!-- trailing edge -->
              <path d="M342 438 L316 508" fill="none" stroke="#b3afa6" stroke-width="1.5" opacity="0.55"/>
              <!-- inner facet highlight -->
              <polygon points="395,404 462,440 402,462" fill="#ffffff" opacity="0.30"/>
              <polygon points="342,438 395,404 402,462" fill="#e8e4dc" opacity="0.20"/>
              <!-- feather crease -->
              <path d="M402 462 L316 508" fill="none" stroke="#9c978d" stroke-width="1.1" opacity="0.4"/>
            </g>

          </g>
        </g>

        <!-- internal bloom from the pale paper inside the glass -->
        <g clip-path="url(#sphereClipInner)" style="mix-blend-mode: screen">
          <ellipse cx="400" cy="380" rx="210" ry="190" fill="#bfe0ff" opacity="0.14" filter="url(#bloom)"/>
        </g>

        <!-- refraction edge: the contents get squeezed/brighter at the glass wall -->
        <g clip-path="url(#sphereClip)" opacity="0.5">
          <circle cx="400" cy="400" r="272" fill="url(#glassRim)"/>
        </g>

        <!-- internal haze / glass volume in front of the crane -->
        <circle cx="400" cy="400" r="272" fill="url(#glassRim)" opacity="0.55"/>
        <circle cx="400" cy="400" r="272" fill="url(#innerShadow)"/>
      </g>

      <!-- ================================================================
           GLASS SURFACE : highlight, streaks, rim, reflection
           ================================================================ -->

      <!-- broad soft key-light sheen on upper-right -->
      <ellipse cx="497" cy="284" rx="150" ry="120" fill="#ffffff" opacity="0.16"
               transform="rotate(-34 497 284)" filter="url(#soft)"/>
      <ellipse cx="500" cy="286" rx="108" ry="82" fill="#f4faff" opacity="0.22"
               transform="rotate(-34 500 286)" filter="url(#soft2)"/>

      <!-- hard specular glint -->
      <ellipse cx="547" cy="242" rx="34" ry="20" fill="#ffffff" opacity="0.95"
               transform="rotate(-36 547 242)" filter="url(#soft1)"/>
      <ellipse cx="560" cy="236" rx="13" ry="7" fill="#ffffff" opacity="1"
               transform="rotate(-36 560 236)"/>

      <!-- secondary small glint lower-right -->
      <ellipse cx="588" cy="452" rx="20" ry="12" fill="#eaf5ff" opacity="0.5"
               transform="rotate(28 588 452)" filter="url(#soft1)"/>

      <!-- window / sash streak reflection, upper-left -->
      <g clip-path="url(#sphereClip)">
        <path d="M236 168 C300 150 360 176 372 262 C382 336 316 356 262 340 C208 324 190 246 236 168 Z"
              fill="url(#streak)" opacity="0.55" filter="url(#soft1)"/>
        <path d="M214 260 C250 246 300 268 306 332 C312 392 254 414 216 392 C178 370 178 300 214 260 Z"
              fill="url(#streakSoft)" opacity="0.7" filter="url(#soft2)"/>
      </g>

      <!-- curved ribbon reflection along lower-left rim -->
      <g clip-path="url(#sphereClip)" opacity="0.5">
        <path d="M162 486 C132 372 168 246 258 180 C206 268 186 380 214 470 C232 528 196 556 162 486 Z"
              fill="#dfeeff" opacity="0.4" filter="url(#soft2)"/>
      </g>

      <!-- fine concentric arcs hinting curved glass surface -->
      <g clip-path="url(#sphereClip)" fill="none" stroke="#ffffff" opacity="0.10">
        <path d="M180 300 C250 210 380 190 470 244" stroke-width="2" filter="url(#soft1)"/>
        <path d="M196 340 C262 258 384 240 462 288" stroke-width="1.5" filter="url(#soft1)"/>
      </g>

      <!-- fresnel rim light all around -->
      <circle cx="400" cy="400" r="272" fill="none" stroke="url(#rimLine)" stroke-width="2.4" opacity="0.9"/>
      <circle cx="400" cy="400" r="270" fill="none" stroke="#ffffff" stroke-width="1" opacity="0.16"/>

      <!-- bright crescent rim on the lit side -->
      <path d="M628 288 A 272 272 0 0 1 588 516"
            fill="none" stroke="#ffffff" stroke-width="5" stroke-linecap="round"
            opacity="0.75" filter="url(#soft2)"/>

      <!-- reflected light crescent on the shadow side -->
      <path d="M176 320 A 272 272 0 0 0 214 534"
            fill="none" stroke="#a9cdf0" stroke-width="3.5" stroke-linecap="round"
            opacity="0.45" filter="url(#soft2)"/>

      <!-- solid specular pass computed from the circle geometry -->
      <circle cx="400" cy="400" r="272" fill="none" stroke="none"/>

      <!-- contact shadow where the orb meets its glow -->
      <g clip-path="url(#sphereClip)">
        <ellipse cx="400" cy="676" rx="240" ry="40" fill="#050b14" opacity="0.35" filter="url(#soft)"/>
      </g>

      <!-- top outline to seat the sphere against the dark background -->
      <circle cx="400" cy="400" r="272" fill="none" stroke="#0a1220" stroke-width="1" opacity="0.35"/>
    </svg>
  </div>

  <div class="caption">
    <strong>Origami Crane</strong>
    Suspended in hand-blown glass
  </div>

</body>
</html>

Test 2: Procedural 3D globe

The second artifact builds an interactive globe with Three.js. It creates the planet procedurally rather than relying on a downloaded Earth texture, then layers atmosphere, stars, a soft particle sprite, orbiting light rings, and user-facing controls around the scene.
This test demonstrates stronger application structure than the first. The model separates scene setup, reusable particle construction, globe composition, input handling, resize behavior, and animation. Rotation controls update the globe group rather than fighting the camera, while the surrounding particles and glow give the scene a polished science-fiction identity.
The tradeoff is geographic fidelity. A procedural surface can look convincing at a glance, but it is not an accurate map and should not be presented as one. The external Three.js import is also a runtime dependency; an offline deliverable would need the library bundled locally.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Procedural 3D Globe</title>
<style>
  html, body { margin: 0; height: 100%; overflow: hidden; background: #04060d;
    font-family: system-ui, -apple-system, "Segoe UI", Roboto, sans-serif; }
  #app { position: fixed; inset: 0; }
  canvas { display: block; }
  #ui { position: fixed; left: 20px; bottom: 20px; padding: 14px 18px; border-radius: 14px;
    background: rgba(12, 20, 38, 0.55); border: 1px solid rgba(120, 180, 255, 0.25);
    backdrop-filter: blur(8px); -webkit-backdrop-filter: blur(8px);
    color: #cfe4ff; font-size: 13px; letter-spacing: .03em; user-select: none;
    box-shadow: 0 8px 30px rgba(0, 0, 0, .45); z-index: 10; }
  #ui h1 { margin: 0 0 10px; font-size: 12px; font-weight: 600; text-transform: uppercase;
    letter-spacing: .16em; color: #9ec8ff; }
  #ui .row { display: flex; align-items: center; gap: 12px; }
  #ui .val { min-width: 44px; text-align: right; color: #7fbcff; font-variant-numeric: tabular-nums; }
  input[type=range] { -webkit-appearance: none; appearance: none; width: 180px; height: 4px;
    border-radius: 4px; background: linear-gradient(90deg, #2a6cff, #7fd4ff); outline: none; }
  input[type=range]::-webkit-slider-thumb { -webkit-appearance: none; width: 16px; height: 16px;
    border-radius: 50%; background: #eaf5ff; border: 2px solid #3f8dff; cursor: pointer;
    box-shadow: 0 0 10px rgba(90, 160, 255, .8); }
  input[type=range]::-moz-range-thumb { width: 16px; height: 16px; border-radius: 50%;
    background: #eaf5ff; border: 2px solid #3f8dff; cursor: pointer; }
  #hint { position: fixed; right: 20px; bottom: 20px; color: rgba(160, 195, 240, .5);
    font-size: 12px; letter-spacing: .04em; user-select: none; z-index: 10; }
</style>
</head>
<body>
<div id="app"></div>
<div id="ui">
  <h1>Globe Controls</h1>
  <div class="row">
    <label for="speed">Rotation</label>
    <input id="speed" type="range" min="0" max="3" step="0.01" value="1">
    <span class="val" id="speedVal">1.00</span>
  </div>
</div>
<div id="hint">Drag to rotate &middot; Scroll to zoom</div>

<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js"
  }
}
</script>

<script type="module">
import * as THREE from 'three';

/* ------------------------------------------------------------------ *
 *  Procedural value noise (3D) so the equirectangular map has no seam
 * ------------------------------------------------------------------ */
function hash3(i, j, k) {
  let n = Math.imul(i, 374761393) + Math.imul(j, 668265263) + Math.imul(k, 1274126177);
  n = Math.imul(n ^ (n >>> 13), 1274126177);
  n ^= n >>> 16;
  return (n >>> 0) / 4294967295;
}
function fade(t) { return t * t * t * (t * (t * 6 - 15) + 10); }
function noise3(x, y, z) {
  const xi = Math.floor(x), yi = Math.floor(y), zi = Math.floor(z);
  const xf = x - xi, yf = y - yi, zf = z - zi;
  const u = fade(xf), v = fade(yf), w = fade(zf);
  const c000 = hash3(xi, yi, zi),       c100 = hash3(xi + 1, yi, zi);
  const c010 = hash3(xi, yi + 1, zi),   c110 = hash3(xi + 1, yi + 1, zi);
  const c001 = hash3(xi, yi, zi + 1),   c101 = hash3(xi + 1, yi, zi + 1);
  const c011 = hash3(xi, yi + 1, zi + 1), c111 = hash3(xi + 1, yi + 1, zi + 1);
  const x00 = c000 + (c100 - c000) * u;
  const x10 = c010 + (c110 - c010) * u;
  const x01 = c001 + (c101 - c001) * u;
  const x11 = c011 + (c111 - c011) * u;
  const y0 = x00 + (x10 - x00) * v;
  const y1 = x01 + (x11 - x01) * v;
  return y0 + (y1 - y0) * w;
}
function fbm(x, y, z, oct, freq, gain) {
  let sum = 0, amp = 1, f = freq, norm = 0;
  for (let i = 0; i < oct; i++) {
    sum += amp * noise3(x * f, y * f, z * f);
    norm += amp; amp *= gain; f *= 2.03;
  }
  return sum / norm;
}
function clamp(v, a, b) { return v < a ? a : v > b ? b : v; }
function lerp(a, b, t) { return a + (b - a) * t; }

/* ------------------------------------------------------------------ *
 *  Renderer / scene / camera
 * ------------------------------------------------------------------ */
const app = document.getElementById('app');
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
app.appendChild(renderer.domElement);

const scene = new THREE.Scene();
scene.background = new THREE.Color(0x04060d);

const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 300);
camera.position.set(0, 0, 3.2);

/* ------------------------------------------------------------------ *
 *  Lighting
 * ------------------------------------------------------------------ */
const sun = new THREE.DirectionalLight(0xffffff, 2.6);
sun.position.set(5, 2.5, 4);
scene.add(sun);

const rim = new THREE.DirectionalLight(0x4a7dff, 0.9);
rim.position.set(-5, -2, -4);
scene.add(rim);

const ambient = new THREE.AmbientLight(0x334466, 1.1);
scene.add(ambient);

/* ------------------------------------------------------------------ *
 *  Procedural planet textures (colour + bump + specular)
 * ------------------------------------------------------------------ */
const TW = 1024, TH = 512, SEA = 0.52;

function buildPlanetTextures() {
  const colorCv = document.createElement('canvas'); colorCv.width = TW; colorCv.height = TH;
  const bumpCv  = document.createElement('canvas'); bumpCv.width  = TW; bumpCv.height  = TH;
  const specCv  = document.createElement('canvas'); specCv.width  = TW; specCv.height  = TH;

  const cctx = colorCv.getContext('2d');
  const bctx = bumpCv.getContext('2d');
  const sctx = specCv.getContext('2d');

  const cimg = cctx.createImageData(TW, TH);
  const bimg = bctx.createImageData(TW, TH);
  const simg = sctx.createImageData(TW, TH);
  const cd = cimg.data, bd = bimg.data, sd = simg.data;

  const ramp = [
    [0.00, 46, 112, 58],
    [0.35, 92, 122, 62],
    [0.65, 138, 122, 82],
    [0.85, 168, 158, 138],
    [1.00, 235, 240, 245]
  ];
  function landColor(t) {
    for (let i = 1; i < ramp.length; i++) {
      if (t <= ramp[i][0]) {
        const p = ramp[i - 1], q = ramp[i];
        const f = (t - p[0]) / (q[0] - p[0]);
        return [lerp(p[1], q[1], f), lerp(p[2], q[2], f), lerp(p[3], q[3], f)];
      }
    }
    const q = ramp[ramp.length - 1];
    return [q[1], q[2], q[3]];
  }

  let idx = 0;
  for (let y = 0; y < TH; y++) {
    const theta = (y / (TH - 1)) * Math.PI;
    const sinT = Math.sin(theta), cosT = Math.cos(theta);
    for (let x = 0; x < TW; x++) {
      const phi = (x / TW) * Math.PI * 2;
      const px = sinT * Math.cos(phi);
      const py = cosT;
      const pz = sinT * Math.sin(phi);

      let h = fbm(px + 4.2, py - 1.7, pz + 9.1, 5, 1.7, 0.5);
      h += (fbm(px, py, pz, 4, 7.0, 0.5) - 0.5) * 0.11;
      h = clamp(h, 0, 1);

      const absLat = Math.abs(py);

      let r, g, b;
      if (h < SEA) {
        const t = h / SEA;
        r = lerp(3, 22, t);
        g = lerp(16, 74, t);
        b = lerp(48, 128, t);
      } else {
        const col = landColor((h - SEA) / (1 - SEA));
        r = col[0]; g = col[1]; b = col[2];
      }

      const ice = clamp((absLat - 0.76) / 0.20, 0, 1);
      if (ice > 0) {
        r = lerp(r, 240, ice);
        g = lerp(g, 246, ice);
        b = lerp(b, 252, ice);
      }

      const grain = (hash3(x, y, 7) - 0.5) * 10;
      cd[idx]     = clamp(r + grain, 0, 255);
      cd[idx + 1] = clamp(g + grain, 0, 255);
      cd[idx + 2] = clamp(b + grain, 0, 255);
      cd[idx + 3] = 255;

      const bump = h > SEA ? Math.pow((h - SEA) / (1 - SEA), 0.9) * 255 : 0;
      bd[idx] = bd[idx + 1] = bd[idx + 2] = bump;
      bd[idx + 3] = 255;

      const spec = h < SEA ? 235 : 18;
      sd[idx] = sd[idx + 1] = sd[idx + 2] = spec;
      sd[idx + 3] = 255;

      idx += 4;
    }
  }

  cctx.putImageData(cimg, 0, 0);
  bctx.putImageData(bimg, 0, 0);
  sctx.putImageData(simg, 0, 0);
  return { colorCv, bumpCv, specCv };
}

const { colorCv, bumpCv, specCv } = buildPlanetTextures();
const maxAniso = renderer.capabilities.getMaxAnisotropy();

const colorTex = new THREE.CanvasTexture(colorCv);
colorTex.colorSpace = THREE.SRGBColorSpace;
colorTex.wrapS = THREE.RepeatWrapping;
colorTex.anisotropy = maxAniso;

const bumpTex = new THREE.CanvasTexture(bumpCv);
bumpTex.wrapS = THREE.RepeatWrapping;
bumpTex.anisotropy = maxAniso;

const specTex = new THREE.CanvasTexture(specCv);
specTex.wrapS = THREE.RepeatWrapping;

/* ------------------------------------------------------------------ *
 *  Globe + translucent atmosphere
 * ------------------------------------------------------------------ */
const globeGroup = new THREE.Group();
scene.add(globeGroup);

const globe = new THREE.Mesh(
  new THREE.SphereGeometry(1, 96, 96),
  new THREE.MeshPhongMaterial({
    map: colorTex,
    bumpMap: bumpTex,
    bumpScale: 0.04,
    specularMap: specTex,
    specular: new THREE.Color(0x778899),
    shininess: 18
  })
);
globeGroup.add(globe);

const atmosphere = new THREE.Mesh(
  new THREE.SphereGeometry(1.18, 64, 64),
  new THREE.ShaderMaterial({
    uniforms: { glowColor: { value: new THREE.Color(0x3d8bff) } },
    vertexShader: `
      varying vec3 vNormal;
      void main() {
        vNormal = normalize(normalMatrix * normal);
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
      }
    `,
    fragmentShader: `
      uniform vec3 glowColor;
      varying vec3 vNormal;
      void main() {
        float d = 0.72 - dot(vNormal, vec3(0.0, 0.0, 1.0));
        float intensity = pow(max(d, 0.0), 3.0);
        gl_FragColor = vec4(glowColor * intensity, 1.0);
      }
    `,
    side: THREE.BackSide,
    blending: THREE.AdditiveBlending,
    transparent: true,
    depthWrite: false
  })
);
globeGroup.add(atmosphere);

/* ------------------------------------------------------------------ *
 *  Reusable soft-particle sprite
 * ------------------------------------------------------------------ */
function makeSparkTexture() {
  const s = 64;
  const cv = document.createElement('canvas');
  cv.width = cv.height = s;
  const g = cv.getContext('2d');
  const grd = g.createRadialGradient(s / 2, s / 2, 0, s / 2, s / 2, s / 2);
  grd.addColorStop(0.0, 'rgba(255,255,255,1)');
  grd.addColorStop(0.25, 'rgba(210,235,255,0.85)');
  grd.addColorStop(0.6, 'rgba(120,180,255,0.25)');
  grd.addColorStop(1.0, 'rgba(90,140,255,0)');
  g.fillStyle = grd;
  g.fillRect(0, 0, s, s);
  const tex = new THREE.CanvasTexture(cv);
  tex.colorSpace = THREE.SRGBColorSpace;
  return tex;
}
const sparkTex = makeSparkTexture();

/* ------------------------------------------------------------------ *
 *  Orbiting ring of light particles
 * ------------------------------------------------------------------ */
const ringGroup = new THREE.Group();
ringGroup.rotation.x = Math.PI * 0.32;
ringGroup.rotation.z = Math.PI * 0.08;
scene.add(ringGroup);

const N = 1800;
const rPos = new Float32Array(N * 3);
const rCol = new Float32Array(N * 3);
const cool = new THREE.Color(0x8ecbff);
const warm = new THREE.Color(0xfff0c0);
for (let i = 0; i < N; i++) {
  const a = Math.random() * Math.PI * 2;
  const radius = 1.5 + Math.pow(Math.random(), 0.6) * 0.55;
  rPos[i * 3]     = Math.cos(a) * radius;
  rPos[i * 3 + 1] = (Math.random() - 0.5) * 0.06;
  rPos[i * 3 + 2] = Math.sin(a) * radius;

  const c = Math.random() < 0.15 ? warm : cool;
  const f = 0.5 + Math.random() * 0.5;
  rCol[i * 3]     = c.r * f;
  rCol[i * 3 + 1] = c.g * f;
  rCol[i * 3 + 2] = c.b * f;
}
const ringGeo = new THREE.BufferGeometry();
ringGeo.setAttribute('position', new THREE.BufferAttribute(rPos, 3));
ringGeo.setAttribute('color', new THREE.BufferAttribute(rCol, 3));
const ringPoints = new THREE.Points(ringGeo, new THREE.PointsMaterial({
  size: 0.035,
  map: sparkTex,
  vertexColors: true,
  transparent: true,
  opacity: 0.95,
  blending: THREE.AdditiveBlending,
  depthWrite: false,
  sizeAttenuation: true
}));
ringGroup.add(ringPoints);

/* ------------------------------------------------------------------ *
 *  Starfield backdrop
 * ------------------------------------------------------------------ */
const SN = 1400;
const sPos = new Float32Array(SN * 3);
for (let i = 0; i < SN; i++) {
  const u = Math.random() * 2 - 1;
  const t = Math.random() * Math.PI * 2;
  const s = Math.sqrt(1 - u * u);
  const rr = 30 + Math.random() * 70;
  sPos[i * 3]     = Math.cos(t) * s * rr;
  sPos[i * 3 + 1] = u * rr;
  sPos[i * 3 + 2] = Math.sin(t) * s * rr;
}
const starGeo = new THREE.BufferGeometry();
starGeo.setAttribute('position', new THREE.BufferAttribute(sPos, 3));
scene.add(new THREE.Points(starGeo, new THREE.PointsMaterial({
  size: 0.5,
  map: sparkTex,
  color: 0xbfd8ff,
  transparent: true,
  opacity: 0.8,
  blending: THREE.AdditiveBlending,
  depthWrite: false,
  sizeAttenuation: true
})));

/* ------------------------------------------------------------------ *
 *  Interaction: drag to rotate, wheel to zoom, slider for speed
 * ------------------------------------------------------------------ */
const el = renderer.domElement;
el.style.touchAction = 'none';
el.style.cursor = 'grab';

let isDragging = false;
let lastX = 0, lastY = 0;
let spinY = 0, spinX = 0;
let rotY = 0, rotX = 0;

el.addEventListener('pointerdown', (e) => {
  isDragging = true;
  lastX = e.clientX; lastY = e.clientY;
  spinX = spinY = 0;
  el.style.cursor = 'grabbing';
  try { el.setPointerCapture(e.pointerId); } catch (_) {}
});
el.addEventListener('pointermove', (e) => {
  if (!isDragging) return;
  const dx = e.clientX - lastX;
  const dy = e.clientY - lastY;
  lastX = e.clientX; lastY = e.clientY;
  rotY += dx * 0.005;
  rotX = clamp(rotX + dy * 0.005, -1.3, 1.3);
  spinY = dx * 0.12;
  spinX = dy * 0.12;
});
function endDrag(e) {
  if (!isDragging) return;
  isDragging = false;
  el.style.cursor = 'grab';
  if (e && e.pointerId !== undefined) {
    try { el.releasePointerCapture(e.pointerId); } catch (_) {}
  }
}
el.addEventListener('pointerup', endDrag);
el.addEventListener('pointercancel', endDrag);

el.addEventListener('wheel', (e) => {
  e.preventDefault();
  const next = camera.position.z + e.deltaY * 0.0016 * camera.position.z;
  camera.position.z = clamp(next, 1.35, 8);
}, { passive: false });

const speedInput = document.getElementById('speed');
const speedVal = document.getElementById('speedVal');
let rotateSpeed = 0.32;
function updateSpeed() {
  const v = parseFloat(speedInput.value);
  rotateSpeed = v * 0.32;
  speedVal.textContent = v.toFixed(2);
}
speedInput.addEventListener('input', updateSpeed);
updateSpeed();

/* ------------------------------------------------------------------ *
 *  Render loop
 * ------------------------------------------------------------------ */
const clock = new THREE.Clock();
function animate() {
  requestAnimationFrame(animate);
  const dt = Math.min(clock.getDelta(), 0.05);

  if (!isDragging) {
    rotY += (rotateSpeed + spinY) * dt;
    rotX = clamp(rotX + spinX * dt, -1.3, 1.3);
    spinY *= 0.94;
    spinX *= 0.94;
  }

  globeGroup.rotation.y = rotY;
  globeGroup.rotation.x = rotX;

  ringGroup.rotation.y += dt * 0.28;
  ringPoints.rotation.z += dt * 0.05;

  renderer.render(scene, camera);
}
animate();

window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>

Test 3: Wizard of the Floating Isles

The final task is the most revealing because it requires a complete gameplay loop rather than a single visual. Wizard of the Floating Isles includes a low-poly player character, floating-island environment, collectible crystals, enemies or hazards, health, scoring, start and game-over states, restart logic, keyboard input, responsive rendering, and synthesized sound effects through the Web Audio API.
This is the strongest of the three outputs. The model coordinates rendering, state, collision or proximity checks, input, animation, user-interface updates, and audio in one file without losing the core loop. The visual system is consistent: dark space, warm score accents, stylized geometry, soft shadows, and readable overlays all support the fantasy theme.
It is still a benchmark-sized game. The controls and difficulty need user testing, touch support is not evident, audio depends on a user gesture and browser support, and the monolithic file would become difficult to maintain as the game grew. But as a one-shot creative coding result, it shows that V4.1 Flash can do more than produce attractive fragments—it can assemble a small interactive product.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<title>Wizard of the Floating Isles</title>
<style>
  * { margin: 0; padding: 0; box-sizing: border-box; }
  html, body { width: 100%; height: 100%; overflow: hidden; background: #0b1026; font-family: "Trebuchet MS", "Segoe UI", system-ui, sans-serif; }
  #app { position: fixed; inset: 0; }
  canvas { display: block; }

  .hud { position: fixed; z-index: 10; pointer-events: none; color: #fff; text-shadow: 0 2px 6px rgba(0,0,0,.55); user-select: none; }

  #topleft { top: 16px; left: 18px; }
  #label { font-size: 13px; letter-spacing: 2px; text-transform: uppercase; opacity: .85; margin-bottom: 6px; }
  #healthWrap {
    width: 240px; height: 20px; border-radius: 12px;
    background: rgba(0,0,0,.35); border: 2px solid rgba(255,255,255,.55);
    overflow: hidden; box-shadow: 0 4px 18px rgba(0,0,0,.4);
  }
  #healthBar {
    height: 100%; width: 100%;
    background: linear-gradient(90deg, #ff6b9d, #ffd166, #7bffb2);
    transition: width .18s ease-out;
  }
  #healthText { margin-top: 5px; font-size: 13px; opacity: .9; }

  #topright { top: 16px; right: 20px; text-align: right; }
  #score { font-size: 34px; font-weight: 800; letter-spacing: 1px; color: #ffe08a; }
  #scoreLabel { font-size: 12px; letter-spacing: 3px; text-transform: uppercase; opacity: .8; }
  #crystalCount { margin-top: 6px; font-size: 15px; color: #9ff3ff; }

  #objective {
    left: 50%; top: 16px; transform: translateX(-50%);
    background: rgba(20,16,50,.42); border: 1px solid rgba(255,255,255,.22);
    padding: 8px 18px; border-radius: 20px; font-size: 13px; letter-spacing: .4px;
    backdrop-filter: blur(4px);
  }

  #bottom {
    left: 50%; bottom: 16px; transform: translateX(-50%);
    font-size: 12.5px; opacity: .75; letter-spacing: .5px; white-space: nowrap;
  }
  kbd {
    display: inline-block; background: rgba(255,255,255,.16); border: 1px solid rgba(255,255,255,.35);
    border-radius: 5px; padding: 1px 6px; font-family: inherit; font-size: 11.5px;
  }

  #flash {
    position: fixed; inset: 0; z-index: 20; pointer-events: none;
    background: #ff2d55; opacity: 0; transition: opacity .28s ease-out;
  }

  .overlay {
    position: fixed; inset: 0; z-index: 30;
    display: flex; flex-direction: column; align-items: center; justify-content: center;
    background: radial-gradient(circle at 50% 40%, rgba(60,40,120,.78), rgba(8,6,24,.94));
    color: #fff; text-align: center; padding: 24px;
  }
  .overlay.hidden { display: none; }
  .overlay h1 { font-size: 46px; letter-spacing: 2px; margin-bottom: 10px; }
  .overlay h1 span { color: #ffe08a; }
  .overlay p { font-size: 16px; opacity: .88; max-width: 620px; line-height: 1.6; margin-bottom: 8px; }
  .overlay .stats { margin: 14px 0 22px; font-size: 18px; color: #9ff3ff; }
  #startBtn, #restartBtn {
    pointer-events: auto; cursor: pointer; border: none; border-radius: 30px;
    padding: 14px 42px; font-size: 18px; font-weight: 700; letter-spacing: 1px;
    color: #241436; background: linear-gradient(180deg, #ffe08a, #ffb347);
    box-shadow: 0 8px 28px rgba(255,180,80,.45); transition: transform .12s ease, box-shadow .12s ease;
    font-family: inherit;
  }
  #startBtn:hover, #restartBtn:hover { transform: translateY(-2px) scale(1.03); box-shadow: 0 12px 34px rgba(255,180,80,.6); }
  .keys { margin-top: 18px; font-size: 14px; opacity: .8; line-height: 1.9; }
</style>
</head>
<body>
<div id="app"></div>

<div class="hud" id="topleft">
  <div id="label">Health</div>
  <div id="healthWrap"><div id="healthBar"></div></div>
  <div id="healthText">100 / 100</div>
</div>

<div class="hud" id="topright">
  <div id="scoreLabel">Score</div>
  <div id="score">0</div>
  <div id="crystalCount">Crystals 0 / 10</div>
</div>

<div class="hud" id="objective">Objective: Collect every glowing crystal and survive the elemental turrets</div>
<div class="hud" id="bottom">
  <kbd>W</kbd><kbd>A</kbd><kbd>S</kbd><kbd>D</kbd> move &nbsp;•&nbsp; <kbd>Space</kbd> jump &nbsp;•&nbsp; drag mouse to orbit camera &nbsp;•&nbsp; scroll to zoom
</div>

<div id="flash"></div>

<div class="overlay" id="startOverlay">
  <h1>Wizard of the <span>Floating Isles</span></h1>
  <p>A low-poly archipelago drifts among pastel skies. Gather the arcane crystals, leap between islands, and dodge the elemental bolts of the automated turrets.</p>
  <div class="keys">
    <div><kbd>W</kbd> <kbd>A</kbd> <kbd>S</kbd> <kbd>D</kbd> &nbsp; Move relative to the camera</div>
    <div><kbd>Space</kbd> &nbsp; Jump</div>
    <div>Drag with the mouse &nbsp; Orbit the camera &nbsp;•&nbsp; Scroll &nbsp; Zoom</div>
  </div>
  <br />
  <button id="startBtn">Begin the Journey</button>
</div>

<div class="overlay hidden" id="endOverlay">
  <h1 id="endTitle">Game Over</h1>
  <p id="endMessage"></p>
  <div class="stats" id="endStats"></div>
  <button id="restartBtn">Play Again</button>
</div>

<script type="importmap">
{
  "imports": {
    "three": "https://unpkg.com/[email protected]/build/three.module.js"
  }
}
</script>

<script type="module">
import * as THREE from 'three';

/* ------------------------------------------------------------------ *
 *  CONSTANTS
 * ------------------------------------------------------------------ */
const GRAVITY      = 26;
const MOVE_SPEED   = 8.2;
const JUMP_SPEED   = 10.6;
const PLAYER_R     = 0.45;
const STEP_UP      = 1.6;
const DAY_LENGTH   = 150;          // seconds for a full day/night cycle
const CAM_DIST_MIN = 4;
const CAM_DIST_MAX = 18;

/* ------------------------------------------------------------------ *
 *  RENDERER / SCENE / CAMERA
 * ------------------------------------------------------------------ */
const app = document.getElementById('app');

const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: 'high-performance' });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
app.appendChild(renderer.domElement);

const scene = new THREE.Scene();
scene.fog = new THREE.Fog(0xa8d8ff, 40, 190);

const camera = new THREE.PerspectiveCamera(58, window.innerWidth / window.innerHeight, 0.1, 1200);

/* ---- gradient sky dome ---- */
const skyUniforms = {
  topColor:    { value: new THREE.Color(0x7fb8ff) },
  bottomColor: { value: new THREE.Color(0xd7f3ff) },
  offset:      { value: 40.0 },
  exponent:    { value: 0.7 }
};
const sky = new THREE.Mesh(
  new THREE.SphereGeometry(600, 32, 20),
  new THREE.ShaderMaterial({
    uniforms: skyUniforms,
    side: THREE.BackSide,
    depthWrite: false,
    vertexShader: `
      varying vec3 vWorldPosition;
      void main() {
        vec4 wp = modelMatrix * vec4(position, 1.0);
        vWorldPosition = wp.xyz;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
      }`,
    fragmentShader: `
      uniform vec3 topColor;
      uniform vec3 bottomColor;
      uniform float offset;
      uniform float exponent;
      varying vec3 vWorldPosition;
      void main() {
        float h = normalize(vWorldPosition + vec3(0.0, offset, 0.0)).y;
        float f = max(pow(max(h, 0.0), exponent), 0.0);
        gl_FragColor = vec4(mix(bottomColor, topColor, f), 1.0);
      }`
  })
);
scene.add(sky);

/* ---- stars (visible at night) ---- */
const starGeo = new THREE.BufferGeometry();
{
  const N = 900, arr = new Float32Array(N * 3);
  for (let i = 0; i < N; i++) {
    const u = Math.random() * Math.PI * 2;
    const v = Math.random() * 0.72 + 0.10;
    const r = 520;
    const phi = Math.acos(v);
    arr[i * 3 + 0] = r * Math.sin(phi) * Math.cos(u);
    arr[i * 3 + 1] = r * Math.cos(phi) + 20;
    arr[i * 3 + 2] = r * Math.sin(phi) * Math.sin(u);
  }
  starGeo.setAttribute('position', new THREE.BufferAttribute(arr, 3));
}
const starMat = new THREE.PointsMaterial({ color: 0xffffff, size: 2.0, sizeAttenuation: false, transparent: true, opacity: 0, depthWrite: false, fog: false });
const stars = new THREE.Points(starGeo, starMat);
scene.add(stars);

/* ------------------------------------------------------------------ *
 *  LIGHTING
 * ------------------------------------------------------------------ */
const ambientLight = new THREE.AmbientLight(0xbfd4ff, 0.75);
scene.add(ambientLight);

const hemiLight = new THREE.HemisphereLight(0xbfe3ff, 0x6a5a8c, 0.55);
scene.add(hemiLight);

const sunLight = new THREE.DirectionalLight(0xfff4d6, 1.35);
sunLight.castShadow = true;
sunLight.shadow.mapSize.set(2048, 2048);
sunLight.shadow.camera.near = 1;
sunLight.shadow.camera.far = 200;
sunLight.shadow.camera.left = -60;
sunLight.shadow.camera.right = 60;
sunLight.shadow.camera.top = 60;
sunLight.shadow.camera.bottom = -60;
sunLight.shadow.bias = -0.0009;
scene.add(sunLight);
scene.add(sunLight.target);

const moonLight = new THREE.DirectionalLight(0x9db8ff, 0.0);
scene.add(moonLight);

/* ------------------------------------------------------------------ *
 *  MATERIAL PALETTE
 * ------------------------------------------------------------------ */
const MAT = {
  grass:  new THREE.MeshStandardMaterial({ color: 0x8ee89a, roughness: 0.95, flatShading: true }),
  grass2: new THREE.MeshStandardMaterial({ color: 0x7ddc8b, roughness: 1.0, flatShading: true }),
  rock:   new THREE.MeshStandardMaterial({ color: 0xa892e8, roughness: 0.9,  flatShading: true }),
  rock2:  new THREE.MeshStandardMaterial({ color: 0x8d7ad6, roughness: 0.9,  flatShading: true }),
  trunk:  new THREE.MeshStandardMaterial({ color: 0xa9744f, roughness: 1.0,  flatShading: true }),
  leaf:   new THREE.MeshStandardMaterial({ color: 0x6ee7a8, roughness: 1.0,  flatShading: true }),
  leaf2:  new THREE.MeshStandardMaterial({ color: 0x8ff0c0, roughness: 1.0,  flatShading: true }),
  rockDeco: new THREE.MeshStandardMaterial({ color: 0xc9bdf0, roughness: 1.0, flatShading: true }),
  mushroom: new THREE.MeshStandardMaterial({ color: 0xff9ecb, roughness: 0.8, flatShading: true }),
  turretBase: new THREE.MeshStandardMaterial({ color: 0x5b6b8c, roughness: 0.7, metalness: 0.35, flatShading: true }),
  turretHead: new THREE.MeshStandardMaterial({ color: 0x7f8fb3, roughness: 0.55, metalness: 0.5, flatShading: true }),
  turretCore: new THREE.MeshStandardMaterial({ color: 0xff6b6b, emissive: 0xff3322, emissiveIntensity: 1.4, roughness: 0.4 })
};

/* ------------------------------------------------------------------ *
 *  WORLD DATA
 * ------------------------------------------------------------------ */
const platforms = [];   // { x, z, top, r }
const islands   = [];   // groups
const crystals  = [];
const turrets   = [];
const projectiles = [];
const bursts    = [];
const obstacles = [];   // { x, z, r } solid cylinders to push the player out of

const islandDefs = [
  { x: 0,   z: 0,   top: 0.0, r: 12.0, decor: 7 },
  { x: 17,  z: 3,   top: 0.8, r: 7.5,  decor: 4 },
  { x: -16, z: -5,  top: 1.2, r: 6.5,  decor: 4 },
  { x: 5,   z: -18, top: 1.6, r: 6.5,  decor: 3 },
  { x: -9,  z: 16,  top: 0.6, r: 7.0,  decor: 4 },
  { x: 22,  z: -14, top: 2.4, r: 5.5,  decor: 2 },
  { x: -23, z: 9,   top: 1.9, r: 5.5,  decor: 2 },
  { x: -3,  z: 27,  top: 2.6, r: 5.0,  decor: 2 }
];

function buildIsland(def, index) {
  const g = new THREE.Group();
  const { x, z, top, r } = def;

  const grass = new THREE.Mesh(new THREE.CylinderGeometry(r, r * 0.93, 0.9, 9), (index % 2 === 0) ? MAT.grass : MAT.grass2);
  grass.position.y = top - 0.45;
  grass.castShadow = true; grass.receiveShadow = true;
  g.add(grass);

  const rock = new THREE.Mesh(new THREE.CylinderGeometry(r * 0.93, r * 0.22, 4.5, 9), MAT.rock);
  rock.position.y = top - 0.9 - 2.25;
  rock.rotation.y = Math.random() * Math.PI;
  rock.castShadow = true; rock.receiveShadow = true;
  g.add(rock);

  const tip = new THREE.Mesh(new THREE.ConeGeometry(r * 0.23, 4.2, 9), MAT.rock2);
  tip.rotation.x = Math.PI;
  tip.position.y = top - 0.9 - 4.5 - 2.1;
  tip.castShadow = true;
  g.add(tip);

  // decorative props on top
  for (let i = 0; i < def.decor; i++) {
    const a = Math.random() * Math.PI * 2;
    const d = Math.random() * (r - 2.2);
    const px = Math.cos(a) * d, pz = Math.sin(a) * d;
    const kind = Math.random();
    if (kind < 0.45) {
      const tree = new THREE.Group();
      const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.16, 0.22, 1.5, 6), MAT.trunk);
      trunk.position.y = 0.75; trunk.castShadow = true;
      const leaf = new THREE.Mesh(new THREE.ConeGeometry(0.95, 2.1, 7), Math.random() < 0.5 ? MAT.leaf : MAT.leaf2);
      leaf.position.y = 2.2; leaf.castShadow = true;
      tree.add(trunk, leaf);
      tree.position.set(px, top, pz);
      tree.scale.setScalar(0.8 + Math.random() * 0.7);
      g.add(tree);
      obstacles.push({ x: x + px, z: z + pz, r: 0.45, y: top });
    } else if (kind < 0.75) {
      const rockDeco = new THREE.Mesh(new THREE.DodecahedronGeometry(0.5 + Math.random() * 0.5, 0), MAT.rockDeco);
      rockDeco.position.set(px, top + 0.2, pz);
      rockDeco.rotation.set(Math.random(), Math.random(), Math.random());
      rockDeco.castShadow = true; rockDeco.receiveShadow = true;
      g.add(rockDeco);
    } else {
      const mush = new THREE.Group();
      const stem = new THREE.Mesh(new THREE.CylinderGeometry(0.09, 0.12, 0.6, 6), new THREE.MeshStandardMaterial({ color: 0xfff0f6, roughness: 1, flatShading: true }));
      stem.position.y = 0.3;
      const cap = new THREE.Mesh(new THREE.SphereGeometry(0.38, 8, 6, 0, Math.PI * 2, 0, Math.PI / 2), MAT.mushroom);
      cap.position.y = 0.6;
      cap.castShadow = true;
      mush.add(stem, cap);
      mush.position.set(px, top, pz);
      mush.scale.setScalar(0.8 + Math.random() * 0.8);
      g.add(mush);
    }
  }

  g.position.set(x, 0, z);
  scene.add(g);
  islands.push(g);
  platforms.push({ x, z, top, r: r - 0.35 });
}

islandDefs.forEach(buildIsland);

/* ------------------------------------------------------------------ *
 *  PLAYER (low-poly wizard)
 * ------------------------------------------------------------------ */
const player = {
  group: new THREE.Group(),
  pos: new THREE.Vector3(0, 0, 0),
  vel: new THREE.Vector3(0, 0, 0),
  yaw: 0,
  grounded: true,
  radius: PLAYER_R
};

function buildWizard() {
  const g = new THREE.Group();

  const robeMat  = new THREE.MeshStandardMaterial({ color: 0x7c4dff, roughness: 0.8, flatShading: true });
  const robeMat2 = new THREE.MeshStandardMaterial({ color: 0x5e35b1, roughness: 0.8, flatShading: true });
  const skinMat  = new THREE.MeshStandardMaterial({ color: 0xffd8b0, roughness: 0.9, flatShading: true });
  const hatMat   = new THREE.MeshStandardMaterial({ color: 0x3f51b5, roughness: 0.8, flatShading: true });
  const staffMat = new THREE.MeshStandardMaterial({ color: 0x9e7b52, roughness: 1.0, flatShading: true });
  const orbMat   = new THREE.MeshStandardMaterial({ color: 0x9ff3ff, emissive: 0x38e8ff, emissiveIntensity: 2.2, roughness: 0.2 });

  const robe = new THREE.Mesh(new THREE.ConeGeometry(0.5, 1.25, 7), robeMat);
  robe.position.y = 0.66; robe.castShadow = true; robe.receiveShadow = true;
  g.add(robe);

  const belt = new THREE.Mesh(new THREE.CylinderGeometry(0.36, 0.4, 0.14, 7), robeMat2);
  belt.position.y = 0.72; belt.castShadow = true;
  g.add(belt);

  const head = new THREE.Mesh(new THREE.IcosahedronGeometry(0.27, 1), skinMat);
  head.position.y = 1.44; head.castShadow = true;
  g.add(head);

  const brim = new THREE.Mesh(new THREE.CylinderGeometry(0.5, 0.5, 0.08, 9), hatMat);
  brim.position.y = 1.62; brim.castShadow = true;
  g.add(brim);

  const hat = new THREE.Mesh(new THREE.ConeGeometry(0.36, 0.85, 9), hatMat);
  hat.position.y = 2.02; hat.rotation.z = 0.12; hat.castShadow = true;
  g.add(hat);

  const hatTip = new THREE.Mesh(new THREE.SphereGeometry(0.07, 6, 5), orbMat);
  hatTip.position.set(0.12, 2.46, 0);
  g.add(hatTip);

  // staff held in right hand
  const staff = new THREE.Group();
  const rod = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.05, 1.9, 6), staffMat);
  rod.position.y = 0.25; rod.castShadow = true;
  const orb = new THREE.Mesh(new THREE.IcosahedronGeometry(0.16, 1), orbMat);
  orb.position.y = 1.28;
  const orbGlow = new THREE.Mesh(new THREE.SphereGeometry(0.28, 10, 8), new THREE.MeshBasicMaterial({ color: 0x6fe9ff, transparent: true, opacity: 0.28, blending: THREE.AdditiveBlending, depthWrite: false }));
  orbGlow.position.y = 1.28;
  staff.add(rod, orb, orbGlow);
  staff.position.set(0.52, 0.55, 0.02);
  staff.rotation.z = -0.18;
  g.add(staff);
  player.staff = staff;
  player.orbGlow = orbGlow;

  // little boots
  const bootMat = new THREE.MeshStandardMaterial({ color: 0x2b2350, roughness: 1, flatShading: true });
  for (const sx of [-0.2, 0.2]) {
    const foot = new THREE.Mesh(new THREE.BoxGeometry(0.24, 0.16, 0.34), bootMat);
    foot.position.set(sx, 0.08, 0.06);
    foot.castShadow = true;
    g.add(foot);
  }

  scene.add(g);
  return g;
}
player.group = buildWizard();

/* soft blob shadow under the wizard for readability */
const blob = new THREE.Mesh(
  new THREE.CircleGeometry(0.55, 20),
  new THREE.MeshBasicMaterial({ color: 0x201a3a, transparent: true, opacity: 0.32, depthWrite: false })
);
blob.rotation.x = -Math.PI / 2;
scene.add(blob);

/* ------------------------------------------------------------------ *
 *  CRYSTALS
 * ------------------------------------------------------------------ */
const crystalSpots = [
  [10.5, 0, 6.5], [-9.5, 0, -8.0], [0.5, 0, -10.5], [-11.0, 0, 4.0], [8.5, 0, -7.5],
  [17, 0.8, 3], [-16, 1.2, -5], [5, 1.6, -18], [-9, 0.6, 16], [22, 2.4, -14]
];
const crystalColors = [0x7ef9ff, 0xff9de2, 0xb388ff, 0x9dffb0, 0xffe082];

function buildCrystal(x, top, z, color) {
  const g = new THREE.Group();
  const core = new THREE.Mesh(
    new THREE.OctahedronGeometry(0.42, 0),
    new THREE.MeshStandardMaterial({ color, emissive: color, emissiveIntensity: 1.5, roughness: 0.15, metalness: 0.2, flatShading: true })
  );
  core.castShadow = true;
  const halo = new THREE.Mesh(
    new THREE.SphereGeometry(0.78, 12, 10),
    new THREE.MeshBasicMaterial({ color, transparent: true, opacity: 0.2, blending: THREE.AdditiveBlending, depthWrite: false })
  );
  const light = new THREE.PointLight(color, 0.0, 7, 2);
  light.intensity = 0.9;
  g.add(core, halo, light);
  g.position.set(x, top + 1.0, z);
  g.userData = { baseY: top + 1.0, phase: Math.random() * Math.PI * 2, core, halo, light, collected: false, color };
  scene.add(g);
  crystals.push(g);
}

crystalSpots.forEach((s, i) => buildCrystal(s[0], s[1], s[2], crystalColors[i % crystalColors.length]));
const TOTAL_CRYSTALS = crystals.length;

/* ------------------------------------------------------------------ *
 *  TURRETS
 * ------------------------------------------------------------------ */
const turretSpots = [
  [7.0, 0.0, 7.0], [-6.5, 0.0, -6.5], [17.5, 0.8, 0.5],
  [-15.0, 1.2, -7.5], [3.5, 1.6, -20.0], [-8.5, 0.6, 18.5]
];

function buildTurret(x, top, z) {
  const g = new THREE.Group();

  const base = new THREE.Mesh(new THREE.CylinderGeometry(0.85, 1.05, 0.7, 8), MAT.turretBase);
  base.position.y = 0.35; base.castShadow = true; base.receiveShadow = true;
  g.add(base);

  const pillar = new THREE.Mesh(new THREE.CylinderGeometry(0.4, 0.5, 1.1, 8), MAT.turretBase);
  pillar.position.y = 1.2; pillar.castShadow = true;
  g.add(pillar);

  const head = new THREE.Group();
  head.position.y = 1.95;
  const skull = new THREE.Mesh(new THREE.BoxGeometry(1.0, 0.7, 1.0), MAT.turretHead);
  skull.castShadow = true;
  const barrel = new THREE.Mesh(new THREE.CylinderGeometry(0.16, 0.2, 1.1, 7), MAT.turretHead);
  barrel.rotation.x = Math.PI / 2;
  barrel.position.z = 0.72; barrel.castShadow = true;
  const core = new THREE.Mesh(new THREE.SphereGeometry(0.2, 10, 8), MAT.turretCore.clone());
  core.position.set(0, 0.42, 0);
  head.add(skull, barrel, core);
  g.add(head);

  g.position.set(x, top, z);
  g.userData = {
    head, core: core.material, baseY: 1.95,
    cooldown: 1.2 + Math.random() * 2.0,
    phase: Math.random() * Math.PI * 2
  };
  scene.add(g);
  turrets.push(g);
  obstacles.push({ x, z, r: 1.15, y: top });
}

turretSpots.forEach(s => buildTurret(s[0], s[1], s[2]));

/* ------------------------------------------------------------------ *
 *  AMBIENT PARTICLES
 * ------------------------------------------------------------------ */
const MOTE_COUNT = 420;
const moteGeo = new THREE.BufferGeometry();
const motePos = new Float32Array(MOTE_COUNT * 3);
const moteSeed = new Float32Array(MOTE_COUNT);
for (let i = 0; i < MOTE_COUNT; i++) {
  motePos[i * 3 + 0] = (Math.random() - 0.5) * 110;
  motePos[i * 3 + 1] = Math.random() * 34 - 4;
  motePos[i * 3 + 2] = (Math.random() - 0.5) * 110;
  moteSeed[i] = Math.random() * Math.PI * 2;
}
moteGeo.setAttribute('position', new THREE.BufferAttribute(motePos, 3));
const moteMat = new THREE.PointsMaterial({ color: 0xfff2b0, size: 0.28, transparent: true, opacity: 0.7, blending: THREE.AdditiveBlending, depthWrite: false });
const motes = new THREE.Points(moteGeo, moteMat);
scene.add(motes);

/* ------------------------------------------------------------------ *
 *  AUDIO (Web Audio API)
 * ------------------------------------------------------------------ */
let audioCtx = null;
function initAudio() {
  if (!audioCtx) {
    try { audioCtx = new (window.AudioContext || window.webkitAudioContext)(); } catch (e) { audioCtx = null; }
  }
  if (audioCtx && audioCtx.state === 'suspended') audioCtx.resume();
}
function tone(freq, dur, type, gain, slideTo) {
  if (!audioCtx) return;
  const t0 = audioCtx.currentTime;
  const osc = audioCtx.createOscillator();
  const g = audioCtx.createGain();
  osc.type = type || 'sine';
  osc.frequency.setValueAtTime(freq, t0);
  if (slideTo) osc.frequency.exponentialRampToValueAtTime(Math.max(20, slideTo), t0 + dur);
  g.gain.setValueAtTime(0.0001, t0);
  g.gain.exponentialRampToValueAtTime(gain || 0.12, t0 + 0.015);
  g.gain.exponentialRampToValueAtTime(0.0001, t0 + dur);
  osc.connect(g); g.connect(audioCtx.destination);
  osc.start(t0); osc.stop(t0 + dur + 0.03);
}
function sfxJump()    { tone(340, 0.20, 'sine', 0.10, 680); }
function sfxCollect() { tone(880, 0.12, 'triangle', 0.13, 1320); setTimeout(() => tone(1320, 0.16, 'triangle', 0.11, 1760), 90); }
function sfxHit()     { tone(180, 0.28, 'sawtooth', 0.12, 60); }
function sfxShoot()   { tone(520, 0.10, 'square', 0.045, 300); }
function sfxWin()     { [523, 659, 784, 1047].forEach((f, i) => setTimeout(() => tone(f, 0.28, 'triangle', 0.12), i * 130)); }
function sfxLose()    { [392, 330, 262, 196].forEach((f, i) => setTimeout(() => tone(f, 0.35, 'sawtooth', 0.1, f * 0.7), i * 160)); }

/* ------------------------------------------------------------------ *
 *  INPUT
 * ------------------------------------------------------------------ */
const keys = Object.create(null);
window.addEventListener('keydown', e => {
  keys[e.code] = true;
  if (e.code === 'Space') e.preventDefault();
});
window.addEventListener('keyup', e => { keys[e.code] = false; });

let dragging = false, lastX = 0, lastY = 0;
let camYaw = Math.PI * 0.15, camPitch = 0.28, camDist = 9.5;

renderer.domElement.addEventListener('pointerdown', e => {
  dragging = true; lastX = e.clientX; lastY = e.clientY;
  renderer.domElement.setPointerCapture(e.pointerId);
});
renderer.domElement.addEventListener('pointermove', e => {
  if (!dragging) return;
  const dx = e.clientX - lastX, dy = e.clientY - lastY;
  lastX = e.clientX; lastY = e.clientY;
  camYaw   -= dx * 0.006;
  camPitch += dy * 0.004;
  camPitch = Math.max(-0.35, Math.min(1.05, camPitch));
});
const endDrag = e => { dragging = false; };
renderer.domElement.addEventListener('pointerup', endDrag);
renderer.domElement.addEventListener('pointercancel', endDrag);
renderer.domElement.addEventListener('wheel', e => {
  camDist = Math.max(CAM_DIST_MIN, Math.min(CAM_DIST_MAX, camDist + Math.sign(e.deltaY) * 0.7));
  e.preventDefault();
}, { passive: false });

window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
});

/* ------------------------------------------------------------------ *
 *  GAME STATE
 * ------------------------------------------------------------------ */
const STATE = { MENU: 0, PLAY: 1, END: 2 };
let state = STATE.MENU;
let score = 0;
let health = 100;
const maxHealth = 100;
let collected = 0;
let dayTime = 0.27;      // 0..1, roughly noon
let elapsed = 0;

const scoreEl     = document.getElementById('score');
const healthBar   = document.getElementById('healthBar');
const healthText  = document.getElementById('healthText');
const crystalEl   = document.getElementById('crystalCount');
const flashEl     = document.getElementById('flash');
const startOverlay = document.getElementById('startOverlay');
const endOverlay   = document.getElementById('endOverlay');
const endTitle     = document.getElementById('endTitle');
const endMessage   = document.getElementById('endMessage');
const endStats     = document.getElementById('endStats');

function updateHUD() {
  scoreEl.textContent = score;
  const pct = Math.max(0, health) / maxHealth * 100;
  healthBar.style.width = pct + '%';
  healthText.textContent = Math.max(0, Math.round(health)) + ' / ' + maxHealth;
  crystalEl.textContent = 'Crystals ' + collected + ' / ' + TOTAL_CRYSTALS;
}

function flashDamage() {
  flashEl.style.opacity = '0.5';
  setTimeout(() => { flashEl.style.opacity = '0'; }, 60);
}

function startGame() {
  resetGame();
  state = STATE.PLAY;
  startOverlay.classList.add('hidden');
  endOverlay.classList.add('hidden');
  initAudio();
}

function resetGame() {
  score = 0; health = maxHealth; collected = 0; elapsed = 0;

  player.pos.set(0, 0.05, 0);
  player.vel.set(0, 0, 0);
  player.yaw = 0;
  player.grounded = true;
  player.group.position.copy(player.pos);
  player.group.rotation.y = 0;

  // remove projectiles
  for (const p of projectiles) scene.remove(p.mesh);
  projectiles.length = 0;
  // remove bursts
  for (const b of bursts) scene.remove(b.mesh);
  bursts.length = 0;

  // restore crystals
  crystals.forEach((c, i) => {
    c.visible = true;
    c.userData.collected = false;
    c.userData.phase = Math.random() * Math.PI * 2;
    c.position.y = c.userData.baseY;
    const conf = crystalSpots[i];
    c.position.x = conf[0]; c.position.z = conf[2];
  });

  // reset turrets
  turrets.forEach(t => { t.userData.cooldown = 1.0 + Math.random() * 2.0; });

  updateHUD();
}

function endGame(won) {
  state = STATE.END;
  endOverlay.classList.remove('hidden');
  if (won) {
    endTitle.textContent = 'Victory!';
    endTitle.style.color = '#9dffb0';
    endMessage.textContent = 'You gathered every arcane crystal and escaped the elemental barrage. The floating isles hum with restored magic.';
    sfxWin();
  } else {
    endTitle.textContent = 'Game Over';
    endTitle.style.color = '#ff8fa3';
    endMessage.textContent = 'The elemental turrets overwhelmed you. The crystals scatter back into the mist...';
    sfxLose();
  }
  endStats.textContent = 'Final score: ' + score + '   •   Crystals: ' + collected + ' / ' + TOTAL_CRYSTALS;
}

document.getElementById('startBtn').addEventListener('click', startGame);
document.getElementById('restartBtn').addEventListener('click', startGame);

/* ------------------------------------------------------------------ *
 *  HELPERS
 * ------------------------------------------------------------------ */
function groundHeightAt(x, z) {
  let h = -Infinity;
  for (const p of platforms) {
    const dx = x - p.x, dz = z - p.z;
    if (dx * dx + dz * dz <= p.r * p.r) {
      if (p.top > h) h = p.top;
    }
  }
  return h;
}

function spawnBurst(position, color) {
  const count = 14;
  for (let i = 0; i < count; i++) {
    const geo = new THREE.TetrahedronGeometry(0.10 + Math.random() * 0.09, 0);
    const mat = new THREE.MeshBasicMaterial({ color, transparent: true, opacity: 1, blending: THREE.AdditiveBlending, depthWrite: false });
    const mesh = new THREE.Mesh(geo, mat);
    mesh.position.copy(position);
    scene.add(mesh);
    const dir = new THREE.Vector3(Math.random() - 0.5, Math.random() * 0.9 + 0.2, Math.random() - 0.5).normalize();
    bursts.push({
      mesh,
      vel: dir.multiplyScalar(2.5 + Math.random() * 3.5),
      life: 0.85,
      maxLife: 0.85
    });
  }
}

function fireProjectile(from, to) {
  const mat = new THREE.MeshStandardMaterial({ color: 0xff7b4d, emissive: 0xff5a1f, emissiveIntensity: 2.0, roughness: 0.3 });
  const mesh = new THREE.Mesh(new THREE.IcosahedronGeometry(0.26, 1), mat);
  mesh.position.copy(from);
  const glow = new THREE.Mesh(
    new THREE.SphereGeometry(0.48, 10, 8),
    new THREE.MeshBasicMaterial({ color: 0xff9a5c, transparent: true, opacity: 0.3, blending: THREE.AdditiveBlending, depthWrite: false })
  );
  mesh.add(glow);
  scene.add(mesh);
  const dir = to.clone().sub(from).normalize();
  const light = new THREE.PointLight(0xff7b2f, 0.8, 6, 2);
  mesh.add(light);
  projectiles.push({ mesh, vel: dir.multiplyScalar(15), life: 4.0 });
  sfxShoot();
}

/* ------------------------------------------------------------------ *
 *  UPDATE
 * ------------------------------------------------------------------ */
function updatePlayer(dt) {
  // desired movement direction in world space (camera relative)
  let ix = 0, iz = 0;
  if (keys['KeyW'] || keys['ArrowUp'])    iz -= 1;
  if (keys['KeyS'] || keys['ArrowDown'])  iz += 1;
  if (keys['KeyA'] || keys['ArrowLeft'])  ix -= 1;
  if (keys['KeyD'] || keys['ArrowRight']) ix += 1;

  const move = new THREE.Vector3(ix, 0, iz);
  const magicAttract = move.lengthSq() > 0;

  if (magicAttract) {
    move.normalize();
    const sin = Math.sin(camYaw), cos = Math.cos(camYaw);
    // rotate input by camera yaw
    const wx = move.x * cos - move.z * sin;
    const wz = move.x * sin + move.z * cos;
    move.set(wx, 0, wz);

    player.yaw = Math.atan2(move.x, move.z);

    // horizontal acceleration toward target
    const target = move.multiplyScalar(MOVE_SPEED);
    const accel = player.grounded ? 14 : 6;
    player.vel.x += (target.x - player.vel.x) * Math.min(1, accel * dt);
    player.vel.z += (target.z - player.vel.z) * Math.min(1, accel * dt);
  } else {
    const damp = player.grounded ? 16 : 3.5;
    player.vel.x -= player.vel.x * Math.min(1, damp * dt);
    player.vel.z -= player.vel.z * Math.min(1, damp * dt);
  }

  // jump
  if ((keys['Space']) && player.grounded) {
    player.vel.y = JUMP_SPEED;
    player.grounded = false;
    sfxJump();
  }

  // gravity
  player.vel.y -= GRAVITY * dt;

  const prevY = player.pos.y;

  // integrate
  player.pos.x += player.vel.x * dt;
  player.pos.y += player.vel.y * dt;
  player.pos.z += player.vel.z * dt;

  // horizontal obstacle push-out (turrets, trees)
  for (const o of obstacles) {
    const dx = player.pos.x - o.x;
    const dz = player.pos.z - o.z;
    const minD = o.r + player.radius;
    const d2 = dx * dx + dz * dz;
    if (d2 < minD * minD && d2 > 0.000001) {
      const d = Math.sqrt(d2);
      const push = (minD - d) / d;
      player.pos.x += dx * push;
      player.pos.z += dz * push;
    }
  }

  // ground collision
  const gh = groundHeightAt(player.pos.x, player.pos.z);
  player.grounded = false;
  if (gh > -Infinity) {
    if (player.vel.y <= 0.01 && player.pos.y <= gh && prevY >= gh - STEP_UP) {
      player.pos.y = gh;
      player.vel.y = 0;
      player.grounded = true;
    }
  }

  // world bounds / falling off the archipelago
  if (player.pos.y < -18) {
    damagePlayer(20, true);
    if (state === STATE.PLAY) {
      player.pos.set(0, 6, 0);
      player.vel.set(0, 0, 0);
    }
  }

  // limit roaming
  const limit = 78;
  player.pos.x = Math.max(-limit, Math.min(limit, player.pos.x));
  player.pos.z = Math.max(-limit, Math.min(limit, player.pos.z));

  // apply to model
  player.group.position.copy(player.pos);

  // smooth turn
  let diff = player.yaw - player.group.rotation.y;
  while (diff > Math.PI) diff -= Math.PI * 2;
  while (diff < -Math.PI) diff += Math.PI * 2;
  player.group.rotation.y += diff * Math.min(1, 12 * dt);

  // walk bob + staff idle
  const speed = Math.hypot(player.vel.x, player.vel.z);
  const bob = player.grounded ? Math.sin(elapsed * 9) * 0.045 * Math.min(1, speed / MOVE_SPEED) : 0;
  player.group.position.y = player.pos.y + bob;
  if (player.staff) player.staff.rotation.z = -0.18 + Math.sin(elapsed * 2.4) * 0.06;
  if (player.orbGlow) player.orbGlow.material.opacity = 0.22 + Math.sin(elapsed * 4) * 0.08;

  // blob shadow
  if (gh > -Infinity && player.pos.y - gh < 6) {
    blob.position.set(player.pos.x, gh + 0.03, player.pos.z);
    const s = 1 - Math.min(0.7, (player.pos.y - gh) * 0.09);
    blob.scale.setScalar(s);
    blob.material.opacity = 0.32 * s;
  } else {
    blob.material.opacity = 0;
  }
}

function damagePlayer(amount, silent) {
  if (state !== STATE.PLAY) return;
  health -= amount;
  if (!silent) { sfxHit(); flashDamage(); }
  else { flashDamage(); }
  if (health <= 0) {
    health = 0;
    updateHUD();
    endGame(false);
    return;
  }
  updateHUD();
}

function updateCrystals(dt) {
  for (const c of crystals) {
    if (c.userData.collected) continue;
    const u = c.userData;
    u.core.rotation.y += dt * 1.8;
    u.core.rotation.x += dt * 0.9;
    const bob = Math.sin(elapsed * 2.2 + u.phase) * 0.28;
    c.position.y = u.baseY + bob;
    u.light.intensity = 0.75 + Math.sin(elapsed * 3 + u.phase) * 0.3;
    u.halo.scale.setScalar(1 + Math.sin(elapsed * 2.5 + u.phase) * 0.07);

    const dx = player.pos.x - c.position.x;
    const dy = (player.pos.y + 0.9) - c.position.y;
    const dz = player.pos.z - c.position.z;
    if (dx * dx + dy * dy + dz * dz < 1.7) {
      u.collected = true;
      c.visible = false;
      collected++;
      score += 100;
      spawnBurst(c.position, u.color);
      sfxCollect();
      updateHUD();
      if (collected >= TOTAL_CRYSTALS) {
        endGame(true);
      }
    }
  }
}

function updateTurrets(dt) {
  const playerChest = new THREE.Vector3(player.pos.x, player.pos.y + 1.0, player.pos.z);

  for (const t of turrets) {
    const u = t.userData;
    const worldHead = new THREE.Vector3();
    u.head.getWorldPosition(worldHead);

    const dx = playerChest.x - worldHead.x;
    const dz = playerChest.z - worldHead.z;
    const dist = Math.sqrt(dx * dx + dz * dz);

    // idle sway
    u.head.rotation.z = Math.sin(elapsed * 1.6 + u.phase) * 0.05;
    if (dist < 34) {
      // aim smoothly at the player
      const targetYaw = Math.atan2(dx, dz);
      let dyaw = targetYaw - u.head.rotation.y;
      while (dyaw > Math.PI) dyaw -= Math.PI * 2;
      while (dyaw < -Math.PI) dyaw += Math.PI * 2;
      u.head.rotation.y += dyaw * Math.min(1, 6 * dt);

      const pitch = Math.atan2(playerChest.y - worldHead.y, dist);
      u.head.rotation.x = -pitch;

      u.cooldown -= dt;
      if (u.cooldown <= 0 && state === STATE.PLAY) {
        u.cooldown = 1.7 + Math.random() * 0.8;
        u.core.emissiveIntensity = 3.0;
        const muzzle = worldHead.clone().add(
          new THREE.Vector3(Math.sin(u.head.rotation.y), 0, Math.cos(u.head.rotation.y)).multiplyScalar(1.1)
        );
        muzzle.y += 0.15;
        const aim = playerChest.clone().add(new THREE.Vector3(
          (Math.random() - 0.5) * 1.2,
          (Math.random() - 0.5) * 0.7,
          (Math.random() - 0.5) * 1.2
        ));
        fireProjectile(muzzle, aim);
      }
    }
    // core pulse
    u.core.emissiveIntensity += (1.2 - u.core.emissiveIntensity) * Math.min(1, 4 * dt);
  }
}

function updateProjectiles(dt) {
  for (let i = projectiles.length - 1; i >= 0; i--) {
    const p = projectiles[i];
    p.mesh.position.addScaledVector(p.vel, dt);
    p.vel.y -= 2.5 * dt;
    p.life -= dt;
    p.mesh.rotation.x += dt * 6;
    p.mesh.rotation.y += dt * 5;

    let dead = p.life <= 0;

    const dx = p.mesh.position.x - player.pos.x;
    const dy = p.mesh.position.y - (player.pos.y + 0.9);
    const dz = p.mesh.position.z - player.pos.z;
    if (dx * dx + dy * dy + dz * dz < 0.75) {
      damagePlayer(12, false);
      spawnBurst(p.mesh.position, 0xff7b4d);
      dead = true;
    }

    // collide with ground
    const gh = groundHeightAt(p.mesh.position.x, p.mesh.position.z);
    if (gh > -Infinity && p.mesh.position.y <= gh) {
      spawnBurst(p.mesh.position, 0xffb36b);
      dead = true;
    }

    if (dead) {
      scene.remove(p.mesh);
      p.mesh.geometry.dispose();
      p.mesh.material.dispose();
      projectiles.splice(i, 1);
    }
  }
}

function updateBursts(dt) {
  for (let i = bursts.length - 1; i >= 0; i--) {
    const b = bursts[i];
    b.vel.y -= 7 * dt;
    b.mesh.position.addScaledVector(b.vel, dt);
    b.life -= dt;
    const k = Math.max(0, b.life / b.maxLife);
    b.mesh.material.opacity = k;
    b.mesh.scale.setScalar(0.4 + k * 0.9);
    b.mesh.rotation.x += dt * 8;
    b.mesh.rotation.y += dt * 7;
    if (b.life <= 0) {
      scene.remove(b.mesh);
      b.mesh.geometry.dispose();
      b.mesh.material.dispose();
      bursts.splice(i, 1);
    }
  }
}

function updateDayNight(dt) {
  dayTime = (dayTime + dt / DAY_LENGTH) % 1;
  const angle = dayTime * Math.PI * 2 - Math.PI / 2;
  const sunY = Math.sin(angle);        // -1 .. 1
  const sunX = Math.cos(angle);

  const sunDir = new THREE.Vector3(sunX, sunY, 0.35).normalize();
  sunLight.position.copy(player.pos).addScaledVector(sunDir, 90);
  sunLight.target.position.copy(player.pos);

  const elev = Math.max(0, sunY);
  const dayFactor = THREE.MathUtils.clamp(sunY * 1.6 + 0.15, 0, 1);

  // sun color: warm at horizon -> white at noon
  const warm = new THREE.Color(0xffb066);
  const noon = new THREE.Color(0xfff4d6);
  sunLight.color.copy(warm).lerp(noon, THREE.MathUtils.clamp(sunY * 1.8, 0, 1));
  sunLight.intensity = 0.15 + elev * 1.35;

  moonLight.position.copy(player.pos).addScaledVector(new THREE.Vector3(-sunX, -sunY, 0.2).normalize(), 90);
  moonLight.intensity = THREE.MathUtils.clamp(-sunY, 0, 1) * 0.35;

  ambientLight.intensity = 0.25 + dayFactor * 0.6;

  // sky gradient colors
  const dayTop = new THREE.Color(0x6fb2ff);
  const dayBot = new THREE.Color(0xd6f2ff);
  const nightTop = new THREE.Color(0x0a1030);
  const nightBot = new THREE.Color(0x2a2350);
  const duskTop = new THREE.Color(0x5a4a9c);
  const duskBot = new THREE.Color(0xff9e7a);

  const horizonGlow = THREE.MathUtils.clamp(1 - Math.abs(sunY) * 3.2, 0, 1);

  const top = nightTop.clone().lerp(dayTop, dayFactor).lerp(duskTop, horizonGlow * 0.5);
  const bot = nightBot.clone().lerp(dayBot, dayFactor).lerp(duskBot, horizonGlow * 0.65);
  skyUniforms.topColor.value.copy(top);
  skyUniforms.bottomColor.value.copy(bot);

  scene.fog.color.copy(bot);
  scene.fog.near = 40;
  scene.fog.far = 190;

  starMat.opacity = THREE.MathUtils.clamp(1 - dayFactor * 1.7, 0, 0.95);

  // motes glow more at night
  moteMat.opacity = 0.35 + (1 - dayFactor) * 0.5;
  moteMat.color.setHSL(0.12, 1.0, 0.75 - (1 - dayFactor) * 0.1);
}

function updateMotes(dt) {
  motes.rotation.y += dt * 0.02;
  const pos = moteGeo.attributes.position.array;
  for (let i = 0; i < MOTE_COUNT; i++) {
    pos[i * 3 + 1] += Math.sin(elapsed * 0.7 + moteSeed[i]) * dt * 0.35;
  }
  moteGeo.attributes.position.needsUpdate = true;
}

function updateCamera(dt) {
  const target = new THREE.Vector3(player.pos.x, player.pos.y + 1.4, player.pos.z);

  const cosP = Math.cos(camPitch);
  const offset = new THREE.Vector3(
    Math.sin(camYaw) * cosP,
    Math.sin(camPitch),
    Math.cos(camYaw) * cosP
  ).multiplyScalar(camDist);

  const desired = target.clone().add(offset);

  // keep camera above the terrain
  const camGround = groundHeightAt(desired.x, desired.z);
  if (camGround > -Infinity && desired.y < camGround + 1.0) {
    desired.y = camGround + 1.0;
  }

  camera.position.lerp(desired, Math.min(1, 8 * dt));
  camera.lookAt(target);
}

/* ------------------------------------------------------------------ *
 *  MAIN LOOP
 * ------------------------------------------------------------------ */
const clock = new THREE.Clock();

function animate() {
  requestAnimationFrame(animate);
  const dt = Math.min(0.05, clock.getDelta());

  if (state === STATE.PLAY) {
    elapsed += dt;
    updatePlayer(dt);
    updateCrystals(dt);
    updateTurrets(dt);
    updateProjectiles(dt);
    updateBursts(dt);
    updateDayNight(dt);
    updateMotes(dt);
    updateCamera(dt);
  } else {
    // gentle idle camera / world motion on menus
    elapsed += dt * 0.5;
    updateDayNight(dt * 0.45);
    updateMotes(dt);
    updateBursts(dt);
    for (const c of crystals) {
      if (c.userData.collected) continue;
      c.userData.core.rotation.y += dt * 1.2;
      const u = c.userData;
      c.position.y = u.baseY + Math.sin(elapsed * 1.4 + u.phase) * 0.25;
    }
    // slow orbit of the camera around spawn
    camYaw += dt * 0.12;
    const target = new THREE.Vector3(0, 1.4, 0);
    const cosP = Math.cos(camPitch);
    const desired = target.clone().add(new THREE.Vector3(
      Math.sin(camYaw) * cosP, Math.sin(camPitch), Math.cos(camYaw) * cosP
    ).multiplyScalar(camDist));
    camera.position.lerp(desired, Math.min(1, 4 * dt));
    camera.lookAt(target);
    player.group.position.y = player.pos.y + Math.sin(elapsed * 2) * 0.04;
  }

  renderer.render(scene, camera);
}

/* initial state */
updateHUD();
player.group.position.copy(player.pos);
animate();
</script>
</body>
</html>

What these three outputs reveal

Across the set, DeepSeek-V4.1-Flash consistently produced working, visually intentional artifacts. The progression is important: declarative vector art, an animated WebGL scene, and a stateful game exercise different parts of frontend engineering. The model handled all three without collapsing into generic dashboard UI or leaving obvious placeholder sections.
Its most convincing strength is composition. The outputs combine many modest techniques—gradients, masks, particles, scene groups, overlays, state transitions, and procedural audio—into coherent wholes. That practical integration ability aligns with DeepSeek's strong official agentic results, although these three samples are too small and uncontrolled to validate the published scores.
The main concern is maintainability. Single-file prompts encourage large scripts, global state, inline styling, and CDN imports. Those are acceptable constraints for comparison, but a production follow-up should ask the model to split responsibilities, add tests, lock dependency versions, establish a Content Security Policy, and document the build and deployment path.

Who should consider V4.1 Flash?

V4.1 Flash looks especially compelling for coding agents, large-repository analysis, multimodal developer tools, and input-heavy workflows where KV-cache cost matters. Its official model card documents serving through vLLM and SGLang using OpenAI-compatible endpoints, and DeepSeek publishes a reference prompt encoder plus a maintained deepseek-recipe toolkit for Chat Completions and Responses-style messages. (Official deployment and prompt-encoding guidance)
Local deployment is possible in principle, but “Flash” should not be confused with small. A 552B-backbone model remains a serious infrastructure project even with sparse activation and quantization. Most developers will evaluate it through a hosted service or multi-GPU server rather than a normal laptop.

Verdict

DeepSeek-V4.1-Flash is not interesting merely because it posts high numbers. Its architecture attacks a real production bottleneck—KV-cache growth—while preserving a one-million-token context window and adding native vision. In my three hands-on browser tests, it delivered the kind of result that matters to working developers: complete artifacts with clear visual intent, meaningful interaction, and surprisingly few signs of unfinished scaffolding.
The wizard game is the standout, the globe is the cleanest demonstration of reusable 3D structure, and the glass crane shows excellent command of SVG effects. None proves that the model is universally better than its competitors, but together they make a strong case that V4.1 Flash deserves serious evaluation for creative coding and agentic development workflows.