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Made with Nano Banana 2 Lite ยท CC0 ยท 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 Barkbore beetle: forest BARK/moss plated wood-borer bulk green-brown, hero prop = bark-plate shell / wood-bore snout - NOT metal shop iron. BOSS PRESENCE: large readable silhouette filling most of each cell, heavier armor and ironworks weight, dramatic materials and lighting - elite Keep boss weight, not a weak tiny bug or flat toy scarab. ONE locked character identity in EVERY cell of EVERY row - same silhouette, hero prop, horns/mandibles, shell shape, leg count, materials; never a second beetle design, never bipedal robot, never swapped body. Each cell contains ONE complete full-body sprite with clear magenta margin on all sides (especially top). Motion is OK inside the cell - walk cycle, attack lunge, jump crouch to air to land, death collapse, enrage shake - body may shift and jump may leave the floor, but MUST NOT spill into the cell above or adjacent cells; never cross magenta grid lines; never occupy two stacked cells. Complete limbs inside each cell - no intentional amputation, no cropped heads or legs at cell edges. Feet 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 weak bug, plain garden scarab, flat toy look, planted freeze pose lock, A/B panel stitch look, identity drift, empty cells, 4-column grids.
Creator
shawn pace
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