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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: REALISTIC 3D MOTOCYCLE RACING GAME — a complete, playable, high-quality 3D motorcycle racing game: realistic sports motorcycle physics, intelligent AI opponents, responsive controls, strong performance. It must feel like a genuine motorcycle racing simulator, NOT a car racing game with motorcycle models. DEVELOPMENT PRIORITY (in this order): 1) Motorcycle handling & physics 2) Competitive AI racing 3) Responsive controls 4) Performance & frame rate 5) Track quality 6) Graphics & visual effects 7) Extra game modes. Must be playable as soon as the core systems are implemented. Do not spend excessive resources on graphics before the motorcycle and AI work. CONTROLS: throttle, front brake, rear brake, combined braking, steering with counter-steering, lean left, lean right, gear up, gear down, clutch if supported, reset/recovery. Keyboard + controller (analogue throttle, braking, steering where possible). Immediate but realistic response. MOTORCYCLE PHYSICS (dedicated motorcycle physics system — do NOT use a car vehicle controller): - Leaning: bike naturally leans into corners; lean angle depends on speed, steering, corner radius, tire grip, accel, braking, surface. Higher speed = more sensitive steering and proper counter-steering required. - Counter-steering: rider briefly steers opposite to initiate lean at speed; must not steer like a car. - Weight transfer: accel, braking, cornering, landing jumps. Hard brake → weight front; hard accel → weight rear. - Tires: each tire has own grip, slip, contact, rotation, braking force, drive force; lose grip beyond traction; rear-wheel slides, front-wheel loss of grip, brake lock-up, wheelspin, controlled slides. - Suspension: independent front & rear; compresses under braking, accel, bumps, kerbs, landings; rebounds naturally; affects tire contact; suspension movement visible on the bike. - Acceleration: depends on engine power, gear, RPM, mass, traction, aero drag, gradient; hard accel can wheelie. - Braking: believable stopping distance; effectiveness depends on speed, brake pressure, tire grip, weight transfer, lean angle, surface, front/rear distribution; hard braking while leaned → grip loss. - Gears & RPM: realistic gears, RPM, gear ratios, engine power curve, redline, engine braking, gear shifting; meaningful gear differences. MOTORCYCLE TYPES (at least, each actually feels different, using configurable motorcycle data): - Superbike: very high top speed, strong acceleration, high grip, requires skill at high speed. - Supersport: slightly lower power, more forgiving handling, excellent cornering. - Beginner Bike: lower speed, easier handling, stable braking, ideal for new players., 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
Frankie Smith
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