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Made with Nano Banana 2 Lite · CC0 · 9 Aug 2026
Generated from: STRICT game sprite animation atlas: EXACTLY 8 rows by EXACTLY 6 columns of EQUAL rectangular cells (48 cells total, uniform grid). Portrait layout taller than wide (3:4). Side-view pixel-art platformer ENEMY BOSS / elite encounter. Character: ELITE BOSS Amethyst Blob slime: heavy translucent purple gel, hero prop = amethyst chunk core glowing inside gel — crystal cave elite, NOT opaque beetle shell. FAMILY LOCK: this is a SLIME — translucent GEL body with prism/crystal shards and lavender tones. Never a beetle carapace, never a drone coil chassis, never cloth sail wings, never spider legs. BOSS PRESENCE: large readable gel silhouette filling most of each cell, dramatic translucency and prism light — elite Keep boss weight, not a tiny cute blob. ONE locked character identity in EVERY cell — same gel shape, hero prop, shard layout, materials. Glow/FX must be lavender, white, or soft cyan — never magenta/pink (magenta is atlas matte). CRITICAL FRAMING: thick empty magenta margins on TOP and SIDES; gel drips and shards stay inside cells. Motion is OK inside the cell — wobble idle, ooze walk, attack lunge, jump hop, death collapse, enrage shake — body may shift and jump may leave the floor, but MUST NOT spill into adjacent cells; never cross magenta lines. Complete body inside each cell — no cropped tops or drips at edges. Feet/base generally low in the cell when grounded. Rows top to bottom: (1) idle (2) walk (3) attack (4) jump (5) special (6) hurt (7) death (8) enrage. Face RIGHT. Solid MAGENTA #FF00FF background only between cells. No text, no labels, no ground line, no UI. Style B illustrated readable silhouette. AVOID: tiny cute blob, beetle shell, drone machine, planted freeze, A/B stitch, empty cells, 4-column grids.
Creator
shawn pace
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