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782 prompts

A symmetrical studio photograph of two identical, transparent glass chemical flasks si
FLUX.2 Pro

A symmetrical studio photograph of two identical, transparent glass chemical flasks si

A symmetrical studio photograph of two identical, transparent glass chemical flasks sitting side-by-side on a white laboratory bench. The LEFT flask contains a clear, still blue liquid and has a label reading "SOLUTION A: STABLE". The RIGHT flask contains the same blue liquid, but it is vigorously bubbling and boiling, with steam rising from the neck. It has an identical label that reads "SOLUTION B: REACTING". The lighting is clean and clinical. The focus must clearly show the difference in the liquid's state.

MiniMax H3 Max

Create a **Flappy Bird-style pixel-art gameplay animation set entirely in San Francisc

Create a **Flappy Bird-style pixel-art gameplay animation set entirely in San Francisco**, presented as authentic retro mobile game footage. A tiny pixel-art bird automatically flies from left to right while the camera remains fixed in a classic side-scrolling 2D perspective. The player keeps the bird airborne by repeatedly flapping upward while gravity constantly pulls it downward. Instead of the traditional green pipes, every obstacle should be unmistakably **San Francisco-themed** while preserving the exact same simple gameplay mechanic: each obstacle creates a narrow vertical opening that the bird must fly through without touching anything. Use obstacles such as: * Two steep San Francisco hills forming a narrow gap. * Victorian houses extending down from above and up from below. * Giant red sections of the Golden Gate Bridge creating openings between the towers and roadway. * Cable cars entering from the top and bottom of the screen. * Downtown skyscrapers forming tight passages. * The Transamerica Pyramid extending into the flight path. * Coastal cliffs surrounding a narrow opening. * Construction scaffolding creating rectangular gaps. * Giant redwood trees framing the flight path. * Fog banks partially surrounding openings while keeping the playable gap clearly visible. Every obstacle must function like a real Flappy Bird obstacle: **one clear opening, one required flight path, no alternate routes.** ### SAN FRANCISCO ENVIRONMENT Make the scrolling background unmistakably San Francisco. Include layered pixel-art scenery: **Foreground:** rooftops, streetlights, cable-car wires, fire escapes, trees, signs and passing architectural details. **Midground:** colorful Victorian houses, steep streets, cable cars, cafés, parks, dense neighborhoods and downtown buildings. **Background:** San Francisco Bay, Alcatraz, the Transamerica Pyramid, Salesforce Tower, rolling hills and the Golden Gate Bridge. **Sky:** bright California sunset colors, huge pixel clouds, drifting coastal fog, distant birds and subtle atmospheric animation. The scenery should continuously scroll from right to left while the bird remains around the left-center of the screen. ### GAMEPLAY The bird flies automatically forward. Each flap causes a quick upward movement followed by a smooth downward arc from gravity. The gameplay should be fast, simple and immediately readable. Show the bird successfully passing through multiple increasingly difficult San Francisco-themed gaps. Obstacle spacing should feel fair but challenging. Never allow the bird to fly around an obstacle. Every obstacle must extend completely from either the top or bottom edge of the playable screen, leaving only one intentional opening. The sequence should feel like genuine uninterrupted gameplay rather than a cinematic animation. ### BIRD ANIMATION Use a charming, simple pixel-art bird with a tiny 2–4 frame wing-flapping animation. Keep the bird's: * sprite design * proportions * colors * beak * wings * eyes completely consistent throughout the sequence. When flapping upward, slightly tilt the bird upward. When falling, gradually tilt the bird downward. ### SCORE Include a large retro pixel-number score centered near the top of the screen. Start at a low score and visibly increase it by one every time the bird successfully clears an obstacle: **3 → 4 → 5 → 6 → 7** Keep the UI extremely minimal. No menus, dialogue, instructions or unnecessary interface elements. ### PIXEL-ART STYLE Crisp handcrafted pixel art with visible individual pixels. Limited retro color palette. No 3D rendering. No realistic textures. No vector graphics. No motion blur. No anti-aliasing. No smooth painted edges. Everything should look intentionally created as pixel art. The visual quality should feel like a beautifully polished modern indie recreation of a classic 2010s mobile game. ### CAMERA Classic fixed side-view gameplay camera. No zoom. No camera rotation. No cuts. No cinematic angles. The bird maintains approximately the same horizontal position while the entire San Francisco environment continuously scrolls from right to left. ### AUDIO Use a simple catchy retro mobile-game soundtrack with light chiptune melodies. Add: * short flap sound on every wing beat * satisfying point sound whenever an obstacle is cleared * subtle cable-car bell sounds * distant city ambience * occasional seagulls * soft wind near the Bay Keep the music playful and addictive. ### OVERALL FEEL It should immediately read as: **“Flappy Bird, but the entire game takes place in San Francisco.”** Simple, addictive, funny and instantly recognizable. The city's architecture and landmarks should replace the traditional obstacle design without making the gameplay complicated. **Format:** 16:9 widescreen, continuous side-scrolling pixel-art gameplay, fixed camera, no cuts, retro game audio, minimal score HUD, no logos.

Seedance 2.0

Continuous Shot Character Chase Scene

Storytelling

The camera tracks behind a young protagonist sprinting through a crowded old market street at dusk. 0-2s: begin with handheld urgency, close behind the character. 2-5s: shift to side tracking as the character dodges pedestrians and knocks over a fruit stand. 5-8s: push forward as the character glances back in panic, breath visible, fabric moving in the wind, and distant shouts closing in. Rich crowd ambience, footsteps, wooden carts, and city echoes. No scene cuts, one continuous shot.

a lone futuristic courier walking through a vast desolate landscape during a heavy tim
Nano Banana 2

a lone futuristic courier walking through a vast desolate landscape during a heavy tim

a lone futuristic courier walking through a vast desolate landscape during a heavy timefall rainstorm, carrying tall stacks of cargo containers on his back, dark clouds covering the sky, rain falling in long streaks and splashing on the ground, wet rocky terrain and muddy paths reflecting dim light, the courier wearing a high-tech delivery suit with cables and sensors, a transparent protective hood over his head, mist drifting across the valley, distant mountains fading into the rain, cinematic ultra wide shot, epic environmental scale, melancholic and tense atmosphere, ultra realistic, post-apocalyptic sci-fi world, death stranding style

High-quality flat lay photography creating a DIY infographic that simply explains how
Nano Banana Pro

High-quality flat lay photography creating a DIY infographic that simply explains how

High-quality flat lay photography creating a DIY infographic that simply explains how solar energy works, arranged on a clean, light gray textured background. The visual story flows from left to right in clear steps: Content is based on this:https://wavespeed.ai/. Simple, clean black arrows are hand-drawn onto the background to guide the viewer's eye from the sun to the house, clearly marking the flow of energy. The overall mood is educational, modern, and easy to understand. The image is shot from a top-down, bird's-eye view with soft, even lighting that minimizes shadows and keeps the focus on the process. Format 16:9

Seedance 2.5

A high-budget 5-second K-pop girl group music video, cinematic 16:9 widescreen. Five a

A high-budget 5-second K-pop girl group music video, cinematic 16:9 widescreen. Five adult Asian female dancers perform on a large futuristic stage. Each member has a clearly distinct face and hairstyle, while wearing coordinated black and metallic-silver performance outfits with knee-high boots. Keep all five dancers visually consistent throughout the entire video. 0.0-0.8s: The five members stand motionless in a tight V formation on a dark reflective floor, heads lowered. Only sharp cold-white rim lights reveal their silhouettes. The camera begins from a slightly low angle and smoothly dollies forward. 0.8-2.2s: On the first heavy beat, the stage flashes electric blue. All five dancers snap their heads up, make direct eye contact with the camera, and perform one powerful synchronized movement: a sharp shoulder hit, arms slicing outward, followed by a precise side step. Their hair and clothing react naturally to the movement. 2.2-4.1s: Without any cut, the camera makes a subtle clockwise arc around the group. The center performer steps forward while the other four open symmetrically to both sides, transforming the V formation into a wide crown-shaped formation. They execute a synchronized hip turn and strong arm strike exactly on the beat. 4.1-5.0s: All five dancers step toward the camera together and hit a powerful final pose. The center performer points directly into the lens. The entire LED wall instantly changes from electric blue to deep crimson red on the final beat. End with a brief white strobe flash. One continuous shot, no cuts. Fast, confident and precisely synchronized choreography. Realistic adult human anatomy, stable faces, natural body motion, premium K-pop styling, cinematic concert lighting, glossy reflections, subtle stage haze, strong bass-driven energy, crisp motion, realistic skin texture, polished commercial music-video quality.

MiniMax H3 Max

.Create a pixel-art side-scrolling platformer gameplay animation, presented as authent

.Create a pixel-art side-scrolling platformer gameplay animation, presented as authentic 16-bit / 32-bit retro game footage. The game is a fast, continuous San Francisco-themed endless runner. A heroic pixel-art adventurer automatically runs from left to right while the camera smoothly tracks the character, keeping the hero roughly centered on screen. The player cannot stop or move around obstacles. Every obstacle that enters the hero’s running path must require either jumping over it or ducking underneath it. The hero must never simply run past, behind, in front of, or through an obstacle. GAMEPLAY The hero continuously runs forward through a beautiful pixel-art version of San Francisco. Obstacles approach clearly from the right side of the screen with enough visual anticipation to understand what is happening. There are only two ways to avoid hazards: JUMP: Used for anything occupying the ground-level running path. DUCK: Used for anything crossing directly above the running path at head or upper-body height. Every gameplay obstacle must physically intersect the hero’s path if no action is taken. Examples of San Francisco-themed obstacles: * A cheerful corgi runs directly across the hero’s path. The hero jumps completely over it. * A startup founder or venture capitalist charges directly toward the hero holding out a giant term sheet. The hero jumps completely over the person. * An autonomous delivery robot rolls directly into the running path. Jump over it. * An abandoned electric scooter lies horizontally across the sidewalk. Jump over it. * A shopping cart rolls directly into the running path. Jump over it. * A low-flying delivery drone crosses directly at the hero’s head level. Duck underneath it. * A flock of pigeons flies directly across the path at head height. Duck underneath them. * A strange startup prototype drone flies directly across the running path. Duck underneath it. * Low construction scaffolding extends across the sidewalk. Duck underneath it. Keep obstacles visually distinct and spaced far enough apart that every jump or duck reads clearly as a deliberate gameplay action. SAN FRANCISCO ENVIRONMENT The world should be unmistakably San Francisco while retaining the beautiful fantasy-adventure atmosphere of the original concept. The environment scrolls continuously behind the hero using multi-layer parallax scrolling: Foreground: lush grass, sidewalk edges, rocks, flowers, tiny plants, fire hydrants, cable-car rails, fallen leaves, utility covers and small particles moving quickly. Midground: colorful Victorian houses, steep streets, cafés, trees, cable cars, fences, stone walls, staircases, construction scaffolding and occasional fantasy waterfalls moving at medium speed. Background: enormous green hills mixed with recognizable San Francisco geography, dense neighborhoods, downtown skyscrapers, the Transamerica Pyramid, distant castle-like silhouettes, the Bay, the Golden Gate Bridge and enormous mountains beyond the city, moving slowly. Very distant atmospheric layer: colorful California sky, enormous clouds, drifting coastal fog, distant birds and subtle atmospheric pixel animation. Blend recognizable San Francisco architecture with a lush fantasy-adventure world. Victorian houses can sit beside ancient stone ruins. Cable-car tracks can wind through grassy hills. Waterfalls can descend beside city staircases. The Golden Gate Bridge can appear dramatically between mountains and fog. Background pedestrians, cars, buildings and scenery are decorative only. Anything presented as an actual gameplay hazard must enter the hero’s exact physical running path and trigger a jump or duck. HERO ANIMATION Use a highly polished 8–12 frame running cycle with expressive movement, bouncing hair and clothing, an animated cape, scarf or jacket, natural arm and leg motion, and tiny dust particles appearing beneath the boots. During gameplay, transition cleanly between: RUN → JUMP → LAND → RUN → DUCK → RUN Jump animations must visibly carry the hero completely over each ground obstacle. Duck animations must visibly lower the hero enough for airborne obstacles to pass directly over the character. Keep the hero’s design, face, clothing, colors, proportions and sprite dimensions 100% consistent throughout every frame. SCORE AND GAME UI Include a small, authentic retro-game score counter in the upper-right corner. The score continuously increases as the hero survives and travels farther. Use a simple pixel font and numbers, such as: SCORE 004820 The score should visibly increase during gameplay. Keep the interface minimal so it feels like an actual endless-runner game rather than a cinematic animation. Do not add menus, tutorial text, dialogue boxes or unnecessary interface elements. MUSIC AND SOUND Include energetic retro video-game music throughout the gameplay. The soundtrack should sound like a polished SNES / early PlayStation-era adventure game: upbeat, catchy and energetic, with chiptune-inspired synths, punchy retro drums, melodic bass and a bright adventurous lead melody. Add synchronized retro sound effects: * Soft rhythmic footsteps while running. * A short arcade-style jump sound whenever the hero jumps. * A quick swoosh during ducking. * Landing sound when the hero touches the ground. * Drone buzzing as drones approach. * Pigeon wing flaps. * Small environmental sounds for passing cable cars or city activity. * A subtle score or point sound after successfully clearing an obstacle. Music should remain the dominant audio layer, with sound effects mixed cleanly underneath. PIXEL-ART REQUIREMENTS Crisp hand-crafted pixel art with clearly visible individual pixels, a limited retro color palette and extremely detailed sprite work. The visual quality should resemble a premium modern indie pixel-art platformer, combining nostalgic SNES / PlayStation-era game art with highly polished modern animation. Use detailed environmental pixel art, expressive sprite animation, colorful lighting and rich parallax depth. Absolutely no 3D rendering, no vector graphics, no smooth painted edges, no realistic textures, no motion blur and no anti-aliased artwork. Everything on screen must look intentionally drawn as pixel art. CAMERA Classic side-view 2D platformer perspective. Fixed camera height. Smooth horizontal tracking. No zooming. No cuts. No camera rotation. The hero remains approximately centered while the environment moves continuously from right to left. Obstacles always approach from the right and cross the hero’s exact running line. Never allow the hero to avoid an obstacle simply because it passes in the foreground or background. If it is a gameplay obstacle, the hero must jump over it or duck underneath it. OVERALL FEEL Make the game feel like a beautiful fantasy-adventure platformer crossed with a simple offline endless runner, except the entire world is a playful pixel-art interpretation of San Francisco. Prioritize readable gameplay, detailed scenery, satisfying running animation, clear jumps and ducks, recognizable San Francisco details, a continuously increasing score, and catchy retro game music. Format: 16:9 widescreen, side-scrolling 2D gameplay, 60 FPS if supported, continuous gameplay, retro soundtrack and sound effects, minimal score HUD, no logos.

Seedance 2.0

First Frame Storytelling Reveal

First Frame Control

Start from a still close-up of a young girl reading alone in a dim library. Over 0-3s, the camera slowly pulls back to reveal floating dust, shelves stretching into darkness, and warm window light. Over 3-6s, papers begin to move gently as if a hidden force is present. Over 6-8s, a glowing doorway appears in the background and the girl looks up in surprise. Keep the girl's appearance consistent throughout the shot.