o3 Mini vs MiniMax M1
Compare o3 Mini by OpenAI against MiniMax M1 by MiniMax, context windows of 64K vs 1.0M, tested across 19 shared challenges. Updated February 2026.
Compare o3 Mini by OpenAI against MiniMax M1 by MiniMax, context windows of 64K vs 1.0M, tested across 19 shared challenges. Updated February 2026.
19 challenges
Tests an AI's randomness and creativity
Unique count: 5/5 (All jokes are distinct in structure, topic, and punchline).
Tests an AI's ability to generate vector graphics
Tests an AI's ability to create detailed SVG illustrations of gaming hardware
Tests an AI's humor and creative writing ability
Title: "Modern Life: A Masterclass in Absurdity"
(Lights up. Comedian steps onto stage, grinning.)
Hey everyone! Thanks for coming out. I'm just here to talk about... gestures vaguely... all this. You know, life. Specifically, how we're all just winging it. Like, when did "adulting" become a verb? I swear, the only thing I've mastered is forgetting why I walked into a room.
Let's start with phones. We're all glued to them, right? I saw a couple on a date last night—both on their
phones. The only time they looked up was to take a selfie together. #RelationshipGoals.
We're so connected, but we can't even make eye contact. I tried to talk to my friend at a café, and he said,
"Hold on, I'm tagging my coffee." Tagging. As if the latte's gonna get a sponsorship deal.
And why do we take 20 photos of the same meal? "Had a great burger!" snaps 15 pics "Wait, the lighting's better here." snaps 10 more By the time you post it, the burger's cold. But hey, at least the aesthetic is perfect.
(Pauses, mock-serious.)
Social media's turned us into over-sharers. "Just saw a cool bug!" posts 15 pics "My cat sneezed!" live streams it We're not living life—we're just creating content for life.
(Shifts tone, mimics texting.)
And why do we text everything? I called my friend, and he goes, "Who calls anymore? Just text me." So I texted: "Call me." He replied, "Why? Just text." I said, "I need to talk." He said, "About what?" I said, "This." He said, "This is why we text."
(Shrugs, grinning.)
We've become a species that'd rather send a voice memo than have a conversation. "Hey, check out this 10-minute rant about my neighbor's hedge!" plays clip of wind noise
(Picks up pace.)
And let's talk about "notifications." My phone buzzes constantly. I've trained myself to ignore it—like a dog hearing a bell it knows doesn't mean food. "Oh, another email? Cool, I'll just... stares into middle distance... exist in this void."
We're all just... checks phone... distracted. I tried to read a book last week. Got three chapters in before I thought, "This would make a great tweet."
(Closes, softer.)
But hey, maybe I'm overcomplicating it. Maybe we're all just trying to feel less alone in a world that's too connected. Or maybe we're just bored. Either way, thanks for laughing. And if you're recording this on your phone... smirks... tag me.
(Exits, waving.)
Runtime: ~3 minutes. Relies on observational humor, relatable tech/social media quirks, and a conversational tone. No puns—just exaggerated truths about modern life.
Tests an AI's ability to generate a complete, working landing page
Recreate an interactive, classic Mario level in a single HTML file.
Couldn't render this response
This model didn't return a displayable web page for this challenge.
<!DOCTYPE html>
<html>
<head>
<title>Super Mario Bros. Level</title>
>
<style>
body {
margin: 0;
overflow: hidden;
background: #87CEEB;
font-family: 'Press Start 2P', system-ui, -apple-system, sans-serif;
}
#gameCanvas {
display: block;
margin: 0 auto;
background: #87CEEB;
}
#score {
position: absolute;
top: 20px;
left: 20px;
color: white;
font-size: 20px;
text-shadow: 2px 2px 0 #000;
}
#instructions {
position: absolute;
bottom: 20px;
left: 20px;
color: white;
font-size: 14px;
text-shadow: 1px 1px 0 #000;
}
</style>
>
</head>
<body<body>
<div id="score">SCORE: 0</div>
<div id="instructions">←→ TO MOVE | ↑ TO JUMP | REACH THE FLAG!!</div>
<canvas id="gameCanvas" width="800" height="600">"></canvas>
>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
let score = 0;
const gravity = 0.5;
const friction = 0.8;
// Game objects
const mario = {
x: 50,
y: 450,
width: 40,
height: 60,
speed: 5,
velX: 0,
velY: 0,
grounded: false,
jumping: false,
color: '#FF0000'
};
const platforms = [
{ x: 0, y: 550, width: 800, height: 50, color: '#8B4513' }, // Ground
{ x: 200, y: 450, width: 100, height: 20, color: '#8B4513' }, // Platform 1
{ x: 400, y: 350, width: 100, height: 20, color: '#8B4513' }, // Platform 2
{ x: 600, y: 250, width: 100, height: 20, color: '#8B4513' } // Platform 3
];
const enemies = [
{ x: 250, y: 430, width: 30, height: 30, velX: 2, color: '#000000' },
{ x: 450, y: 330, width: 30, height: 30, velX: 2, color: '#000000' },
{ x: 650, y: 230, width: 30, height: 30, velX: 2, color: '#000000' }
];
const coins = [
{ x: 220, y: 430, width: 20, height: 20, collected: false, color: '#FFD700' },
{ x: 420, y: 330, width: 20, height: 20, collected: false, color: '#FFD700' },
{ x: 620, y: 230, width: 20, height: 20, collected: false, color: '#FFD700' }
];
const flag = { x: 700, y: 200, width: 30, height: 50, color: '#00FF00' };
// Input handling
const keys = {};
document.addEventListener('keydown', e => keys[e.key] = true);
document.addEventListener('keyup', e => keys[e.key] = false);
// Game loop
function gameLoop() {
// Clear canvas
ctx.fillStyle = '#87CEEB';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw clouds
drawClouds();
// Update Mario
updateMario();
// Update enemies
updateEnemies();
// Check collisions
checkCollisions();
// Draw game elements
drawGameElements();
requestAnimationFrame(gameLoop);
}
function updateMario() {
// Movement
if (keys['ArrowLeft']) mario.velX = -mario.speed;
if (keys['ArrowRight']) mario.velX = mario.speed;
if (keys['ArrowUp'] && mario.grounded) {
mario.velY = -12;
mario.grounded = false;
}
// Physics
mario.velX *= friction;
mario.velY += gravity;
mario.x += mario.velX;
mario.y += mario.velY;
// Boundaries
if (mario.x < 0) mario.x = 0;
if (mario.x + mario.width > canvas.width) mario.x = canvas.width - mario.width;
// Reset if fallen off
if (mario.y > canvas.height) {
mario.x = 50;
mario.y = 450;
mario.velY = 0;
}
// Platform collision
mario.grounded = false;
platforms.forEach(p => {
if (mario.x + mario.width > p.x &&
mario.x < p.x + p.width &&
mario.y + mario.height >= p.y &&
mario.y + mario.height <= p.y + 10 &&
mario.velY > 0) {
mario.grounded = true;
mario.y = p.y - mario.height;
mario.velY = 0;
}
});
}
function updateEnemies() {
enemies.forEach((e, index) => {
e.x += e.velX;
// Platform collision
platforms.forEach(p => {
if (e.x + e.width > p.x &&
e.x < p.x + p.width &&
e.y + e.height >= p.y &&
e.y + e.height <= p.y + 5) {
if (e.x <= p.x || e.x + e.width >= p.x + p.width) {
e.velX *= -1;
}
}
});
});
}
function checkCollisions() {
// Enemy collision
enemies.forEach((e, index) => {
if (mario.x + mario.width > e.x &&
mario.x < e.x + e.width &&
mario.y + mario.height > e.y &&
mario.y < e.y + e.height) {
if (mario.velY > 0 && mario.y + mario.height < e.y + e.height) {
enemies.splice(index, 1);
mario.velY = -10;
score += 20;
} else {
mario.x = 50;
mario.y = 450;
mario.velY = 0;
}
}
});
// Coin collection
coins.forEach(c => {
if (!c.collected &&
mario.x + mario.width > c.x &&
mario.x < c.x + c.width &&
mario.y + mario.height > c.y &&
mario.y < c.y + c.height) {
c.collected = true;
score += 10;
}
});
// Flag collision (win condition)
if (mario.x + mario.width > flag.x &&
mario.x < flag.x + flag.width &&
mario.y + mario.height > flag.y &&
mario.y < flag.y + flag.height) {
alert('YOU WIN!\nSCORE: ' + score + '');
resetGame();
}
// Update score display
document.getElementById('score').textContent = 'SCORE: ' + score + '';
}
function drawGameElements() {
// Draw platforms
platforms.forEach(p => {
ctx.fillStyle = p.color;
ctx.fillRect(p.x, p.y, p.width, p.height);
});
// Draw coins
coins.forEach(c => {
if (!c.collected) {
ctx.fillStyle = c.color;
ctx.beginPath();
ctx.arc(c.x + 10, c.y + 10, 10, 0, Math.PI * 2);
ctx.fill();
}
});
// Draw enemies
enemies.forEach(e => {
ctx.fillStyle = e.color;
ctx.fillRect(e.x, e.y, e.width, e.height);
// Draw eyes
ctx.fillStyle = 'white';
ctx.fillRect(e.x + 7, e.y + 8, 5, 5);
ctx.fillRect(e.x + 18, e.y + 8, 5, 5);
});
// Draw flag
ctx.fillStyle = flag.color;
ctx.fillRect(flag.x, flag.y, flag.width, flag.height);
// Flag pole
ctx.strokeStyle = '#654321';
ctx.lineWidth = 5;
ctx.beginPath();
ctx.moveTo(flag.x, 250);
ctx.lineTo(flag.x, flag.y);
ctx.stroke();
// Draw Mario
ctx.fillStyle = mario.color;
ctx.fillRect(mario.x, mario.y, mario.width, mario.height);
// Mario eyes
ctx.fillStyle = 'white';
ctx.fillRect(mario.x + 10, mario.y + 15, 8, 8);
ctx.fillRect(mario.x + 22, mario.y + 15, 8, 8);
}
function drawClouds() {
ctx.fillStyle = 'rgba(255, 255, 255, 0.8)';
// Cloud 1
ctx.beginPath();
ctx.arc(100, 100, 20, 0, Math.PI * 2);
ctx.arc(130, 90, 20, 0, Math.PI * 2);
ctx.arc(160, 100, 20, 0, Math.PI * 2);
ctx.fill();
// Cloud 2
ctx.beginPath();
ctx.arc(600, 150, 20, 0, Math.PI * 2);
ctx.arc(630, 140, 20, 0, Math.PI * 2);
ctx.arc(660, 150, 20, 0, Math.PI * 2);
ctx.fill();
}
function resetGame() {
mario.x = 50;
mario.y = 450;
mario.velY = 0;
coins.forEach(c => c.collected = false);
score = 0;
enemies.push(
{ x: 250, y: 430, width: 30, height: 30, velX: 2, color: '#000000' },
{ x: 450, y: 330, width: 30, height: 30, velX: 2, color: '#000000' },
{ x: 650, y: 230, width: 30, height: 30, velX: 2, color: '#000000' }
);
}
// Start game
gameLoop();
</script>
>
</body>
</htmlhtml>Tests an AI's ability to create a detailed world map in SVG format
Generate a unique and simple recipe with common ingredients.
Create a starter plan for improving long-term health.
Recreate a classic, retro, macOS Desktop UI — make it interactive and nostalgic, make it as interactive as you can, you can be creative.. Feel free to showcase your skills. The entire application must be a single-page self-contained HTML file.
Develop a cutting-edge 3-month longevity plan for a biohacker.
Integrating cutting-edge strategies for physical, cognitive, and cellular health.
Goal: Establish baseline metrics, initiate core protocols, and build habits.
Dosages and cycling to maximize efficacy and minimize tolerance.
Cycling Notes:
Ketogenic cycling with fasting for metabolic flexibility and autophagy.
Strength, HIIT, and recovery for mitochondrial health and muscle retention.
Data-driven adjustments for personalized optimization.
HRV training, breathwork, and cold exposure.
Goal: Refine protocols using data, enhance cognitive performance, and deepen autophagy.
Goal: Push performance, refine biomarkers, and integrate cutting-edge biohacks.
This plan balances aggressive longevity strategies with adaptability, leveraging wearables and biomarkers for precision. Always consult a healthcare provider before starting new supplements or protocols.
Design an innovative, multi-component dish worthy of a 3-star Michelin restaurant.
Dish Name: Oceanic Harmony: Scallop, Yuzu, and Black Garlic
Conceptual Narrative:
This dish embodies the interplay between land and sea, inspired by the Japanese philosophy of shinrin-yoku (forest bathing). The Hokkaido scallop represents the ocean’s bounty, while black garlic (a fermented, earthy ingredient) and yuzu (a citrus fruit) bridge terrestrial and marine elements. A celery root puree adds creaminess, black truffle introduces luxury, and seaweed salad evokes coastal flora. Edible flowers mirror the colors of a forest meadow, creating a dish that is both visually stunning and narratively cohesive.
(Serves 4)
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This dish balances technical mastery, unexpected flavor pairings (scallop + black garlic + yuzu), and artistic presentation, embodying the creativity and precision of a Michelin 3-star experience.