VITOMIND · TESTED LIVE

Is Space Bunny MiniMax M3.1 Flash?

MiniMax launched M3.1 Flash Preview inside MiniMax Code on September 27, 2026, with no public API. Four days earlier a free, anonymous model, Space Bunny Alpha, appeared on OpenRouter, and testers matched its tokenizer to MiniMax. We gave it our own prompts, and gave the same prompts to MiniMax M3, the official model. Everything here runs in your browser.

Space Bunny Alpha · Voxel island
Space Bunny Alpha Voxel island

Palm trees, chickens, huts with smoke, a jetty and a boat; a day/night slider, wave and cloud toggles. One prompt, no edits.

Drag to orbit · scroll to zoom3.6 min · freeOpen
Space Bunny Alpha · LAST SIGNAL
Space Bunny Alpha LAST SIGNAL

A wave-survival shooter in a night outpost: barricades, wall weapons, an Overcharge machine. The best of 10 runs; we flipped two signs in the movement code (WASD was mirrored).

P practice · WASD · click fire · E buy · F rebuild3.8 min · freeOpen
Space Bunny Alpha · Sep 28 · Nimbus OS
Space Bunny Alpha · Sep 28 Nimbus OS

A desktop OS in the browser: Finder, notes, calculator, terminal, music, settings. No edits.

Click the dock · Ctrl+Space7.6 min · freeOpen
Space Bunny Alpha · Oct 2 · Nimbus OS
Space Bunny Alpha · Oct 2 Nimbus OS

Same prompt, five days later: faster, new layout and dock. One character fixed ($ to $$), otherwise the Finder crashed on open.

Click the dock · Ctrl+Space4.5 min · freeOpen
MiniMax M3 · Nimbus OS
MiniMax M3 Nimbus OS

Same prompt on MiniMax's official model: light theme, Finder, notes, music. Ran first try, no edits.

Click the dock · Ctrl+Space20.8 min · $0.065Open
MiniMax M3 · LAST SIGNAL
MiniMax M3 LAST SIGNAL

Our first shooter prompt on MiniMax M3: ran first try, no edits. Very dark: press L for the flashlight.

P practice · WASD · click fire · L light7.6 min · $0.026Open
Prompt: Space Bunny Alpha · Voxel island
Build a voxel-themed tropical island in Three.js: a few palm trees that sway, chickens that wander and peck, a handful of small huts with thatched roofs, and a sandy sea shore with gentle animated waves lapping at the beach.
Make it feel alive: a day/night cycle with a sun and moon, clouds drifting, smoke from one hut, birds circling, and add a few extra details of your own.
Orbit the camera with the mouse, scroll to zoom, auto-rotate slowly when idle. A small glass panel lets the viewer change the time of day with a slider and toggle the waves and the clouds.

Deliver it as ONE self-contained HTML file. If you use Three.js, load it from https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js (and addons from https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/) via an importmap; no other external assets, everything made in code. Output only the HTML file.
Prompt: Space Bunny Alpha · LAST SIGNAL
Build a first-person wave-survival shooter in Three.js called "LAST SIGNAL", set at night inside an abandoned research outpost: a main room with boarded-up windows, two side rooms behind doors that can be opened by buying them, crates, lab benches, flickering lights, and a dark yard outside.
Undead creatures (stylised, low-poly, no gore) climb in through the windows: each window has wooden barricade planks that the creatures tear off one by one, and the player can hold F next to a window to rebuild them.
Rounds get harder each wave; a round counter and points appear on the HUD. Points come from hits and kills.
Weapons: a pistol to start, a rifle and a shotgun on the walls to buy, each with its own recoil, muzzle flash, ejecting shell casings and reload animation. A glowing "Overcharge" machine upgrades the current weapon for points. A flashlight on L.
WASD + mouse look with pointer lock, left click to fire, R to reload, E to buy / interact, number keys switch weapons. Ammo, health with red vignette when hurt, crosshair, hit markers, a buy prompt when near an item.
On the title screen pressing P starts PRACTICE MODE (shown on the HUD): the player cannot die and starts with 5000 points, so every feature can be shown.
For automated testing, expose the live state on window.game = { player, camera, enemies, round, points, weapon, ammo, paused } and keep it updated every frame.
Lighting: the outpost is lit by warm emergency floodlights and glowing work lamps, so the rooms, the creatures and the weapons read clearly on screen at all times -- moody, but never near-black.
Sound effects made with the Web Audio API. Everything in one HTML file.

Deliver it as ONE self-contained HTML file. If you use Three.js, load it from https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js (and addons from https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/) via an importmap; no other external assets, everything made in code. Output only the HTML file.
Prompt: MiniMax M3 · Nimbus OS, Space Bunny Alpha · Nimbus OS
Build "Nimbus OS": a browser-based desktop operating system inspired by modern macOS, as a single page.
Frosted-glass (glassmorphism) menu bar at the top with a clock and a working Apple-style menu, a dock at the bottom with magnifying icons drawn as SVG (no emoji, no images).
Apps that open in draggable, resizable windows with traffic-light buttons: Finder (fake file tree), Notes (typing works and persists in memory), Calculator (works), Terminal (a few commands: help, ls, date, clear, neofetch), Music (a fake player with a visualiser), Settings (wallpaper choice, dark/light mode, display brightness slider, sound volume slider).
A notification centre that slides in from the right with widgets (weather, calendar, battery). Spotlight search with Cmd/Ctrl+Space that opens apps.
Smooth animations everywhere, a beautiful gradient wallpaper made in CSS.

Deliver it as ONE self-contained HTML file. If you use Three.js, load it from https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js (and addons from https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/) via an importmap; no other external assets, everything made in code. Output only the HTML file.
Prompt: MiniMax M3 · LAST SIGNAL
Build a first-person wave-survival shooter in Three.js called "LAST SIGNAL", set at night inside an abandoned research outpost: a main room with boarded-up windows, two side rooms behind doors that can be opened by buying them, crates, lab benches, flickering lights, and a dark yard outside.
Undead creatures (stylised, low-poly, no gore) climb in through the windows: each window has wooden barricade planks that the creatures tear off one by one, and the player can hold F next to a window to rebuild them.
Rounds get harder each wave; a round counter and points appear on the HUD. Points come from hits and kills.
Weapons: a pistol to start, a rifle and a shotgun on the walls to buy, each with its own recoil, muzzle flash, ejecting shell casings and reload animation. A glowing "Overcharge" machine upgrades the current weapon for points. A flashlight on L.
WASD + mouse look with pointer lock, left click to fire, R to reload, E to buy / interact, number keys switch weapons. Ammo, health with red vignette when hurt, crosshair, hit markers, a buy prompt when near an item.
On the title screen pressing P starts PRACTICE MODE (shown on the HUD): the player cannot die and starts with 5000 points, so every feature can be shown.
For automated testing, expose the live state on window.game = { player, camera, enemies, round, points, weapon, ammo, paused } and keep it updated every frame.
Sound effects made with the Web Audio API. Everything in one HTML file.

Deliver it as ONE self-contained HTML file. If you use Three.js, load it from https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js (and addons from https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/) via an importmap; no other external assets, everything made in code. Output only the HTML file.