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Made with Nano Banana 2 Lite · CC0 · 10 Aug 2026
Generated from: STRICT game sprite animation atlas: EXACTLY 8 rows by EXACTLY 6 columns of EQUAL rectangular cells (48 cells total — ALL 48 FILLED, ZERO empty/blank magenta-only cells, uniform grid). Portrait layout taller than wide (3:4). Side-view pixel-art platformer ENEMY BOSS / elite encounter. Character: ELITE BOSS Sand Chitin scorp: gold-tan SAND CHITIN armor, hero prop = oversized segmented sand-chitin claw — bone-dune siege weight, NOT beetle scrap, NOT drone. FAMILY LOCK: this is a SCORP — sand chitin, bone spurs, gold-tan. Never drone coils, never ice primary, never translucent slime gel, never cloth sails as body. BOSS PRESENCE: large readable clawed silhouette, heavy chitin weight — elite Keep boss. ONE locked identity in EVERY cell. FX: cyan/white/amber sand sparks ONLY — never magenta/pink glow (matte atlas color). CRITICAL FRAMING: silhouette ~50% of cell height with HUGE empty MAGENTA #FF00FF margins — especially ABOVE raised tail/stinger, pincer claws, bone spikes, and jump apex (never touch or flatten against the top cell edge; leave deep headroom so tops never clip). Each of the 8 rows is a CLEAR DISTINCT anim cycle with scorp motion — NOT frozen duplicate poses, NOT rigid whole-sprite rotate-in-place, NOT blank/empty cells. JUMP ROW must have all 6 cells filled with airborne poses. Motion OK inside cell; never cross magenta grid lines. Complete limbs/tail/pincers in cell. Feet low when grounded. Rows: (1) idle claw-breathe (2) walk scuttle-cycle (3) attack pincer strike (4) jump apex with headroom (5) special bone-spur sting (6) hurt recoil (7) death collapse (8) enrage surge. Face RIGHT. Solid MAGENTA #FF00FF between cells. No text, no UI, no labels. Style B readable silhouette. AVOID: drone coils, ice primary, slime gel, tiny toy bug, planted freeze, A/B stitch, 4-column grids, touching top edge, empty cells.
Creator
shawn pace
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