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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. EMPTY BACKGROUND: the background is 100% flat pure white (#ffffff) and totally empty. Do NOT draw a horizontal ground line, floor line, baseline, platform, shadow or any stroke beneath the sprites. "Same ground line" is an invisible alignment of the feet, never a drawn line. Only the three sprites on white, nothing else. THE SINGLE MOST IMPORTANT RULE - FRAME 3 IS THE DEPTH-SWAPPED OPPOSITE OF FRAME 1, NEVER A REPEAT OF IT. Use the two skin tones and the two greys as the proof: FRAME 1: the fist held FORWARD in front of the chest is painted in the DARKER TAN skin tone (it is the far arm); the fist swung BACK behind the hip is painted in the LIGHT PALE skin tone (near arm). The boot planted FORWARD to the right is the DARK far boot; the boot kicked BACK to the left is the LIGHTER near boot with the lighter grey trouser leg. FRAME 3: INVERT ALL FOUR. The fist held FORWARD in front of the chest is now the LIGHT PALE skin tone (near arm); the fist swung BACK behind the hip is the DARKER TAN skin tone (far arm). The boot planted FORWARD to the right is the LIGHTER near boot with the lighter grey trouser leg; the boot kicked BACK to the left is the DARK far boot. The light near limbs and the dark far limbs must literally TRADE PLACES between frame 1 and frame 3, arms and legs both. It is FORBIDDEN to reuse frame 1's limb arrangement in frame 3, to merely widen or narrow the same stride, or to only lift one heel. Both contact strides are WIDE and OPEN: the two boots far apart with a big white gap between them, legs scissored at a strong angle, arms clearly swung front and back. Frame 2 by contrast has both boots touching under the body and both arms hanging straight down. In all three frames the head, hair spikes, headband, silver plate, face and torso are the exact same pixels at the exact same height, and the body faces strictly RIGHT.
Creator
Jorge Sousa
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