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Made with Nano Banana 2 Lite ยท CC0 ยท 3 Oct 2026
Generated from: a scene from a small video game about: "Make a retro pixel-art game called "WINTER OLYMPICS 1998". Everything is pixel art with a limited 16-color palette, and all sound is 8-bit chiptune made with the Web Audio API (no external audio files). Add a mute button. LOOK & THEME - Title screen shows a pixel-art snowflower emblem inspired by the Nagano 1998 Winter Olympics logo, with the five Olympic rings. The whole UI (menus, buttons, fonts, backgrounds) uses the logo's colors: snow white, ice blue, red, and dark navy. - Main menu has 4 big buttons: Alpine Skiing, Hockey, Curling, Biathlon. Each mode has its own HIGH SCORES button. - Each mode keeps its own Top 10 scoreboard, saved in the database. When a player makes the Top 10, show an arcade-style name entry screen where they choose their name (up to 8 characters). Scoring per mode: Alpine = fastest time, Biathlon = fastest total time, Curling = highest total points, Hockey = biggest goal difference. - Mini-game format: every run lasts about 1-3 minutes. 1) ALPINE SKIING (downhill, time attack) - Controls: LEFT/RIGHT steer, DOWN = tuck (faster but harder to turn), UP = brake. - A live timer is shown at the top. Slalom gates (red/blue flags) are placed along the course; missing a gate adds +2 seconds. Small bumps and a jump add variety. - The finish area has a finish line with a gate/portal and a banner. Crowds of pixel spectators stand in the stands around the finish area, waving flags and cheering (animated). When you cross the line, show your time and a "NEW RE, 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
Aleksi Rajakangas
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