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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 seen FROM BEHIND in a STRONG 45-DEGREE three-quarter view - the back is angled toward the UPPER-RIGHT, so we see the back of the spiky green hair and the headband, plus only a tiny sliver of one cheek. This exact 45-degree diagonal is identical in all three frames INCLUDING THE MIDDLE ONE - never a pure back view and never a pure side view. The magenta belt is only a thin flat band across the lower back, no knot and no tails. 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 FIX A - FRAMES 1 AND 3 MUST BE MIRRORED STRIDES, NOT THE SAME POSE. In FRAME 1 the LEFT-SIDE leg (the one drawn on the left of the sprite) is the one striding FORWARD and the RIGHT-SIDE leg is the one kicked BACK, while the LEFT-SIDE arm is swung BACK and the RIGHT-SIDE arm is swung FORWARD. In FRAME 3 do the exact opposite: the RIGHT-SIDE leg strides FORWARD and the LEFT-SIDE leg is kicked BACK, the RIGHT-SIDE arm swings BACK and the LEFT-SIDE arm swings FORWARD. If you lay frame 1 over frame 3 the legs must be swapped. Do NOT simply make frame 3 a wider copy of frame 1 - that is wrong. CRITICAL FIX B - THE MIDDLE FRAME MUST NOT BE A FLAT BACK VIEW. Frame 2's shoulders and torso must be turned on the SAME 45-degree diagonal as frames 1 and 3: the far shoulder is smaller and higher, the near shoulder is larger and lower, the torso silhouette is narrower than a squared-off back, and the exact same tiny sliver of cheek is showing on the same side. All three torsos must have identical width and identical outline. CRITICAL FIX C - the boots must read as walking AWAY from the viewer on the diagonal: both toes point AWAY toward the upper-right, we see the heels and the back of the boots. Do not draw flat side-profile feet pointing to the left. Nothing else in the character changes between frames - only the legs and arms move.
Creator
Jorge Sousa
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