Game Anatomy

Controlled autopsies of AI game-building systems.

Pong

An AI Pong generation test across Claude Haiku, Gemini Pro, and Gemini Flash: what one vague sentence produces, and what an explicit test contract changes.

Pong is the floor of the Game Anatomy ladder: two paddles, a bouncing ball, a score, and almost no room for the task itself to hide behind complexity.

In this experiment, Pong is not treated as a nostalgia object. It is the null control. If an AI system fails here, the failure belongs to the prompt, the process, the verification harness, or the manager.

Findings

Related autopsies

Next rung: Breakout, where one ball has to stay coherent with a persistent field of bricks.

Playable artifacts

Three playable Pong artifacts

Same one-line spec, three different AI systems, three different interpretations.

The museum piece screenshot

1972

The museum piece

Claude Haiku

Two paddles, two human players, minimal classic Pong.

Play this build

The tutorial answer screenshot

The Textbook

The tutorial answer

Gemini Pro 3.1

Mouse control, computer opponent, clean web-tutorial style.

Play this build

The neon arcade screenshot

The Casino

The neon arcade

Gemini Flash 3.5

Power-ups, particles, synthesized sound, and extra spectacle.

Play this build

The fun arc produced a fourth build: CyberPong with the wall graft, the focused change accepted in Fun Is Not a Spec.