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Vibecoding4 min read

One Prompt, Two Agents: Codex's Sub-Agents Out-Build Claude at Vibecoding

Simon Willison gave the same four-year-old game prompt to Claude Fable 5 and to Codex Desktop running GPT-5.6 Sol Ultra. The sub-agent-heavy Sol Ultra run shipped the more complete game — and published its exact cost.

By TRAGenX Desk

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Four years ago, Simon Willison generated a silly game premise with GPT-3 and DALL-E: you and a crew of thieving raccoons pull off heists, from bank jobs to art theft. It sat unused until last week, when he decided to actually build it — twice — as a benchmark for where agentic coding tools stand in mid-2026.

Two agents, one prompt

On August 5, Willison fed the premise to Claude Fable 5 running in Claude Code for web and got a working game in one shot: a single raccoon collecting coins and fish in a backyard. Two days later, he ran the identical prompt through Codex Desktop on GPT-5.6 Sol Ultra — a mode, as Willison describes it, where the model "makes aggressive use of sub-agents." The result, Moonlight & Mayhem, is a noticeably more complete game: the player stacks up with two rescued raccoon crewmates inside a museum to extract a golden sardine, closer in scope to the original "series of daring heists" premise than Fable 5's backyard scene.

This is exactly the kind of apples-to-apples comparison that's hard to find in AI coding coverage, which is usually either vendor benchmark theater or vague vibes. Same prompt, same class of task, two different agent architectures — and Willison logged the results in public, including a bug along the way (an early build gave the raccoons oversized, floating eyeball spheres, fixed through a couple more rounds of prompting).

The number that matters: sub-agent orchestration, not raw model IQ

The headline isn't "GPT-5.6 beats Claude." It's that the *harness* — how a coding agent decomposes a build into parallel sub-agent work — visibly changed the output for the same underlying task and premise. Sol Ultra's aggressive sub-agent delegation let it cover more scope (asset generation, multiple game mechanics, crewmate AI) in roughly the same wall-clock window a single-threaded agent used to build something smaller. That's the pattern we watch for in vibecoding: not which foundation model wins a leaderboard, but which agent runtime decomposes a spec into independently-workable pieces without losing coherence.

Codex Desktop's build also used OpenAI's gpt-image-2 to generate its own textures and sprite prompts, folding asset creation into the same agentic loop as the code — one less handoff to a human designer, and one more place where a sub-agent's output has to be checked, not assumed correct.

Willison published the receipt

What sets this write-up apart from typical "AI built my app" posts is the accounting: 52 minutes, 700.7K input tokens, 32.5M cached tokens, 148K output tokens, roughly $23.28 in API cost. For anyone evaluating agentic coding tools for real work, that kind of line-item transparency is more useful than a demo video — it lets you actually budget a sub-agent-heavy workflow instead of guessing.

Why this matters beyond a raccoon game

A throwaway game prompt is a low-stakes way to stress-test something that matters a lot in production: whether an agent's sub-agent fan-out produces genuinely more capable output, or just more output. The eyeball bug is the tell — sub-agents that work in parallel can each ship something individually plausible that doesn't compose cleanly until a human (or another review pass) catches it. That's the same failure mode that shows up in agentic PRs on real codebases, just lower stakes here.

  • Same prompt, two runtimes is a more honest comparison than vendor-published benchmarks.
  • Sub-agent aggressiveness is now a meaningful, testable variable — not just model choice.
  • Published token/cost breakdowns should become standard practice for anyone writing up agentic coding results.

Codex Desktop running GPT-5.6 Sol Ultra — the mode where Sol makes aggressive use of sub-agents — produced a much better game.

Simon Willison

FAQ

Frequently asked questions

What is Codex Desktop's "Sol Ultra" mode?
It's the configuration of OpenAI's Codex Desktop that, per Simon Willison's description, has the model make aggressive use of sub-agents to parallelize work on a build — in this case a full raccoon-heist game generated from a single prompt.
How much did the Codex Desktop build actually cost?
Willison reported roughly $23.28 in API cost for the Moonlight & Mayhem build: 700.7K input tokens, 32.5M cached tokens, and 148K output tokens, completed in about 52 minutes.
Where can I see the two games compared?
Claude Fable 5's version is documented in Willison's August 5, 2026 post; the Codex/GPT-5.6 Sol Ultra version, Moonlight & Mayhem, is playable at simonw.github.io/raccoon-heist-codex/ with source on GitHub.

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