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Made with Nano Banana 2 Lite ยท CC0 ยท 24 Jul 2026
Generated from: CHARACTER (must be 100% identical in every single frame): a chibi ninja with a VERY LARGE round head, total height about 2.5 heads. Bright grass-green SPIKY hair made of short pointed tufts sticking up and outward - spiky, NEVER smooth, NEVER rounded, NEVER long. A dark grey cloth headband around the forehead with a small rectangular silver metal plate at the front-center. Pale skin, big cyan almond eyes, tiny nose and mouth. THE FACE IS ALWAYS FULLY VISIBLE - absolutely NO face mask, nothing covering the mouth or nose. Long-sleeved dark charcoal-grey crossed ninja gi, a bright magenta waist sash, charcoal pants, dark boots, bare-skin hands. STYLE: crisp retro SNES-style pixel-art overworld sprite, single dark 1-pixel outline, soft cel shading, limited palette, exactly the same style, pixel density and proportions as the reference image. Pure white (#ffffff) background. No shadow, no grid lines, no text, no border. Produce EXACTLY 3 sprites in ONE horizontal row, evenly spaced, all the same size, all standing on the same ground line. POSE: all three sprites are in a STRICT SIDE PROFILE facing RIGHT - the body is fully sideways, only ONE eye is visible, the nose points to the right edge, the chest is seen edge-on and is NEVER turned toward the viewer. The same strict right profile in all three frames, including the middle one. WALK CYCLE - an open, clearly readable stride. FRAME 1 = contact pose, one leg striding forward and the other kicked back, and the ARMS SWING OPPOSITE to the legs. FRAME 2 = passing pose, both legs together under the body mid-step, arms straight down at the sides. FRAME 3 = the opposite contact pose, legs and arms swung the other way. Frames 1 and 3 must look clearly different from each other and from frame 2. NOTHING ELSE changes: head, face, hair, torso, body size and the facing direction are pixel-identical in all three frames. BACKGROUND RULE - the background must be 100% pure flat white (#ffffff) and COMPLETELY EMPTY. Do NOT draw a horizontal ground line, floor line, baseline, shadow, platform or any stroke under the characters. "Standing on the same ground line" means only that their feet are aligned at the same height - it is an invisible alignment, never a drawn line. Nothing but the three sprites on white. CRITICAL - FRAME 3 MUST BE THE LIMB-SWAPPED OPPOSITE OF FRAME 1, NOT A COPY OF IT. Limb by limb: FRAME 1: the NEAR leg (light-shaded, closest to the viewer) strides FORWARD to the RIGHT, its boot planted well ahead of the body; the FAR leg (dark-shaded) is kicked BACK to the LEFT. The NEAR arm (light skin hand) swings BACKWARD to the LEFT behind the hip; the FAR arm (darker shaded hand) swings FORWARD to the RIGHT in front of the chest. FRAME 3: EXACTLY REVERSED - the NEAR light-shaded leg is now kicked BACK to the LEFT and the FAR dark-shaded leg strides FORWARD to the RIGHT; the NEAR light-skin hand swings FORWARD to the RIGHT in front of the chest and the FAR darker hand swings BACKWARD to the LEFT behind the hip. The light near limbs and the dark far limbs TRADE PLACES between frame 1 and frame 3 - for the legs as well as the arms. Do NOT just widen or narrow the same stride, do NOT nudge a foot up, do NOT redraw frame 1 twice. Make both contact strides WIDE and OPEN - the two boots clearly separated with a big gap of white between them, legs scissored apart at a strong angle, so the walk reads instantly at small size. Frame 2 in contrast has the two boots touching under the body. Every frame keeps the head, hair spikes, headband, silver plate, face and torso EXACTLY the same pixels at the same height - only arms and legs move, and the whole body faces strictly RIGHT in all three frames.
Creator
Jorge Sousa
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