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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 - a STRONG 45-DEGREE three-quarter view, clearly halfway between a front view and a right side profile, NOT almost-frontal: the whole body is rotated so it walks toward the LOWER-RIGHT. The RIGHT shoulder is clearly closer to the viewer and the left shoulder is turned away. The head is turned the same 45 degrees. This exact strong 45-degree diagonal is identical 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. CRITICAL CORRECTION 1 - THE FACE MUST BE ASYMMETRIC THREE-QUARTER, NOT FRONTAL: the last two attempts drew a symmetric frontal face, which is a FAILURE. Turn the head a full 45 degrees to the right: the nose must break the right-hand silhouette of the face, the near (right) cheek is wide while the far (left) cheek is compressed and short, the far eye is visibly SMALLER and pushed close to the left edge of the face, the two eyes are NOT mirror images and NOT evenly spaced, the mouth sits off-center toward the right, and the far ear is completely hidden. The headband plate is also angled and off-center toward the right, not centered flat. CRITICAL CORRECTION 2 - THE TORSO MUST BE ROTATED TOO: draw the near right shoulder and near arm clearly in FRONT of the chest, overlapping it, while the far left shoulder is set back and the far arm is thinner and partly hidden behind the body; the crossed collar of the gi and the knot of the magenta sash are pushed off-center toward the right. The torso silhouette must be noticeably narrower than a frontal view. The middle frame has this identical 45-degree rotation. CRITICAL CORRECTION 3 - MUCH BIGGER STRIDE AND REAL ARM SWING: in frames 1 and 3 the gap of white background between the front boot and the back boot must be at least as wide as the character's head, legs never touching or overlapping. The arms must not hang at the sides: in frame 1 the near hand is raised forward in front of the magenta sash and the far hand is swung back behind the hip; in frame 3 this is exactly mirrored. Frames 1 and 3 must be instantly recognizable as opposite steps.
Creator
Jorge Sousa
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