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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 — ALL 48 FILLED, zero empty cells, uniform grid). MUST be 6 columns NOT 4 — count six sprites across EVERY row including jump row. Portrait layout taller than wide (3:4). Side-view pixel-art platformer ENEMY BOSS / elite encounter. Character: ELITE BOSS Sandwart toad: wet olive warted skin dusted gold-tan sand, hero prop = sand-caked twin flank bile sacs — still toad, NOT scorp. FAMILY LOCK: this is a TOAD — wet skin, bile sacs, reed mud. Never beetle carapace, never drone coils, never spider legs, never translucent slime gel body. BOSS PRESENCE: large readable warted silhouette, heavy wet bulk — elite Keep boss. ONE locked identity in EVERY cell — no blank magenta-only cells. FX: olive/bile green or white spit — never magenta/pink (matte atlas color). CRITICAL FRAMING: silhouette ~50% of cell height with HUGE empty MAGENTA #FF00FF margins — especially ABOVE warts, bile sacs, and jump apex (never touch top cell edge; deep headroom). Each of the 8 rows is a CLEAR DISTINCT anim cycle with squashy wet-skin motion — NOT frozen duplicates, NOT blank/empty cells. Jump row MUST show toad in mid-air in ALL 6 cells. Motion OK inside cell; never cross magenta grid lines. Complete limbs in cell. Feet low when grounded. Rows: (1) idle breathe (2) walk hop-cycle (3) attack lunge (4) jump apex with headroom ALL 6 cells filled (5) special bile spit (6) hurt recoil (7) death collapse (8) enrage surge. Face RIGHT. Solid MAGENTA #FF00FF between cells. Absolutely NO text, NO row labels, NO UI. Style B readable silhouette.
Creator
shawn pace
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