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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Create a complete, polished, playable 2D arcade fighting game for PC called: STREET BATTLE 2: ULTIMATE The game should feel like a professional classic arcade fighting game, with fast combat, combos, special abilities, character differences, dramatic effects and multiple stages. Use completely ORIGINAL characters, artwork, animations, sounds, names and environments. Do NOT copy Tekken, Street Fighter, Mortal Kombat or any copyrighted characters/assets. ━━━━━━━━━━━━━━━━━━ CORE GAME ━━━━━━━━━━━━━━━━━━ * 2-player local multiplayer on ONE laptop. * Both players use the same keyboard. * Single-player mode against AI. * Local 2-player VS mode. * Story/Arcade mode. * Training mode. * Best of 3 rounds. * Each round lasts 60 seconds. * First player to win 2 rounds wins the match. * Add pause menu. * Add restart match option. * Add rematch option. * Add character selection. * Add stage selection. ━━━━━━━━━━━━━━━━━━ CHARACTERS ━━━━━━━━━━━━━━━━━━ Create 12 completely original fighters. Each character must have: * Unique appearance * Unique clothing * Unique fighting style * Unique idle animation * Unique walking animation * Unique jump animation * Unique punch animation * Unique kick animation * Unique blocking animation * Unique hit reaction * Unique special attack * Unique ultimate attack * Different speed * Different strength * Different defense * Different jump ability * Different combo style Characters: 1. RAYAN — Fast Martial Artist * Very fast movement * Lightning combo * Special: Wind Strike * Ultimate: Cyclone Rush 2. ZAROK — Heavy Street Fighter * Slow but extremely powerful * Heavy punches * Special: Ground Smash * Ultimate: Earth Breaker 3. KAIRA — Energy Fighter * Long-range energy attacks * Special: Energy Blast * Ultimate: Plasma Storm 4. DRAKE — Powerful Boxer * Very strong punches * Special: Power Rush * Ultimate: Iron Barrage 5. NAYA — Agile Ninja * Extremely fast * Air attacks * Special: Shadow Dash * Ultimate: Shadow Storm 6. VEX — Electric Fighter * Electric attacks * Special: Lightning Strike * Ultimate: Thunder Cage 7. ARKAN — Fire Warrior * Fire-based attacks * Special: Flame Wave * Ultimate: Inferno Burst 8. LUNA — Ice Fighter * Ice attacks * Can temporarily slow the opponent * Special: Ice Shot * Ultimate: Frozen Prison 9. TORR — Defensive Warrior * Very high defense * Powerful counter attacks * Special: Shield Crush * Ultimate: Fortress Impact 10. ZANE — Speed Fighter * Fastest character * Multiple dash attacks * Special: Flash Dash * Ultimate: Sonic Assault 11. ROKA — Balanced Fighter * Balanced speed, power and defense * Multiple combo styles * Special: Dragon Pulse * Ultimate: Dragon Storm 12. VOID — Final Legendary Fighter * Extremely powerful end-game character * Dark energy attacks * Special: Void Blast * Ultimate: Cosmic Destruction ━━━━━━━━━━━━━━━━━━ CHARACTER POWER SYSTEM ━━━━━━━━━━━━━━━━━━ Every fighter must have: * Health * Energy * Strength * Defense * Speed * Jump power * Attack range Do NOT make all characters identical. Make every character feel genuinely different when played. ━━━━━━━━━━━━━━━━━━ COMBAT ━━━━━━━━━━━━━━━━━━ Add: * Light punch * Heavy punch * Light kick * Heavy kick * Jump attack * Crouching attack * Blocking * Counter attack * Dash * Backstep * Grab * Throw * Air attacks * Combo system * Special attacks * Ultimate attacks * Knockback * Hit stun * Recovery animation * Attack cooldown * Different damage values Create combo chains such as: Punch → Punch → Kick Punch → Kick → Special Jump → Kick → Punch → Heavy Attack Allow skilled players to combine attacks naturally. ━━━━━━━━━━━━━━━━━━ SPECIAL ENERGY ━━━━━━━━━━━━━━━━━━ Add an energy meter. Energy increases when: * Player attacks * Player receives damage * Player successfully blocks * Player performs combos When the meter reaches 100%: * Ultimate attack becomes available. * Show a visual indication. * Play a special sound. * Add dramatic screen effects. ━━━━━━━━━━━━━━━━━━ ULTIMATE ATTACKS ━━━━━━━━━━━━━━━━━━ Every character must have a completely different ultimate attack. When an ultimate is activated: * Slow the game briefly. * Add dramatic camera movement. * Add screen shake. * Add particles. * Add bright impact effects. * Play a unique sound. * Show the character performing the attack. * Deal major damage. Do not make ultimate attacks instant one-button unavoidable wins. They should have a short activation/cooldown period so the opponent can react. ━━━━━━━━━━━━━━━━━━ TRANSFORMATION SYSTEM ━━━━━━━━━━━━━━━━━━ Add a transformation system for selected powerful characters. When the transformation meter is full: * Character changes appearance. * Character gets temporary increased abilities. * Add glowing effects. * Change attack animations. * Change special attack. * Add transformation sound. * Transformation lasts for a limited amount of time. ━━━━━━━━━━━━━━━━━━ 20 LEVELS ━━━━━━━━━━━━━━━━━━ Create 20 different playable levels. Each level must have: * Unique background * Unique environment * Different lighting * Different atmosphere * Different music * Environmental animation * Unique visual effects LEVELS: 1. Downtown Street 2. Neon City 3. Underground Arena 4. Desert Highway 5. Mountain Temple 6. Industrial Factory 7. Rainy Harbor 8. Ancient Ruins 9. Snow Fortress 10. Cyber City 11. Burning Warehouse 12. Jungle Temple 13. Night Market 14. Abandoned Subway 15. Sky Platform 16. Crystal Cave 17. Storm Arena 18. Ancient Battlefield 19. Dark Energy Chamber 20. Ultimate Battle Arena Level 20 should be the final championship arena. ━━━━━━━━━━━━━━━━━━ STORY / ARCADE MODE ━━━━━━━━━━━━━━━━━━ Create an arcade/story mode. The player: * Selects a character. * Fights through multiple opponents. * Unlocks new levels. * Faces stronger enemies as the game progresses. * Eventually reaches the final boss. Create boss battles with special behavior. The final boss should be: VOID Give the final boss: * Unique appearance * Unique attacks * Unique ultimate * Multiple attack patterns * Increased difficulty * Special boss health bar ━━━━━━━━━━━━━━━━━━ AI OPPONENTS ━━━━━━━━━━━━━━━━━━ Create intelligent computer-controlled opponents. AI should be able to: * Move toward the player * Attack * Block * Jump * Dodge * Counter * Use combos * Use special attacks * Use ultimate attacks * React to the player's behavior Difficulty levels: EASY NORMAL HARD EXTREME ━━━━━━━━━━━━━━━━━━ PLAYER CONTROLS ━━━━━━━━━━━━━━━━━━ PLAYER 1: A = Move Left D = Move Right W = Jump S = Block F = Punch G = Kick H = Special J = Ultimate R = Dash T = Grab PLAYER 2: Left Arrow = Move Left Right Arrow = Move Right Up Arrow = Jump Down Arrow = Block K = Punch L = Kick O = Special P = Ultimate I = Dash U = Grab ━━━━━━━━━━━━━━━━━━ GAME MODES ━━━━━━━━━━━━━━━━━━ MAIN MENU: * PLAY * STORY MODE * 2 PLAYER VS * TRAINING * CHARACTER SELECT * STAGE SELECT * CONTROLS * SETTINGS ━━━━━━━━━━━━━━━━━━ MATCH UI ━━━━━━━━━━━━━━━━━━ Top left: PLAYER 1 Health Bar Energy Bar Character Name Top right: PLAYER 2 Health Bar Energy Bar Character Name Center: 60-second timer Also display: ROUND 1 ROUND 2 ROUND 3 At round start: ROUND 1 FIGHT! At round end: PLAYER 1 WINS or PLAYER 2 WINS After the match: PLAYER 1 WINS THE MATCH or PLAYER 2 WINS THE MATCH Show: REMATCH CHARACTER SELECT MAIN MENU ━━━━━━━━━━━━━━━━━━ GRAPHICS ━━━━━━━━━━━━━━━━━━ Make the graphics visually impressive. Use: * Detailed original character designs * Smooth animations * Dynamic lighting * Particle effects * Attack trails * Energy effects * Fire effects * Ice effects * Lightning effects * Smoke * Dust * Hit sparks * Screen shake * Motion effects * Dramatic ultimate animations Characters should look clearly different from each other. Do not use generic identical characters with different colors. ━━━━━━━━━━━━━━━━━━ ARE, as an in-game screenshot in flat colour 2D shapes with a bright limited palette. Palette: sky blue #8ecae6, grass #3a7d44, player sunflower #ffb703, threat red #d62828, accent white #fdfcdc. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Dolphin Boy
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