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Combattant d'acier : bataille finale de l'arène

Steel Fighter: Arena Final Battle

Combattant d'acier : bataille finale de l'arène — découvrez cette création avec MiniMax H3 sur OpenZhenZhen, son prompt original et un exemple de génération à réutiliser.

Combattant d'acier : bataille finale de l'arène — AI video creation
Combattant d'acier : bataille finale de l'arène

Prompt

Prompt chinois

制作一个15秒、16:9画幅的超写实AAA格斗游戏风格短片:两名成年男性重甲斗士在未来竞技场决战。斗士A是苍白、秃头、眼睛突出的类人角色,穿棕金色铠甲;斗士B是高大的长角兽人战士,穿深色铠甲,披着飘动的红色披风。全程保持角色身份、铠甲、比例和配色一致。采用侧面格斗镜头,命中时动态推近并轻微震动,呈现精致的游戏内渲染、戏剧化竞技场灯光和清晰的街机HUD界面。 0.00–2.00:以双方紧张对峙的面部特写开场,随后拉远至完整VS布局。竖直的电能分隔线劈开画面。显示双方玩家名牌、满格生命条、中央显示60的回合计时器,以及轻微发光的HUD。加入尖锐电流声和低沉重音。 2.00–4.00:两名斗士迅速进入待机姿势。中央先出现巨大的街机字体READY,随后快速切换为伴随强闪光、火花和轻微镜头推进的FIGHT。配合渐强的电子与电影感节奏,以及呼啸声和火花爆裂声。 4.00–7.00:斗士A快速直拳出击。斗士B短暂后仰,立即以强力踢击反击。表现运动模糊、红橙色命中火花、光迹、下降的生命条、短暂的COUNTER提示和1至2连击计数。加入拳击与铠甲撞击音效。 7.00–11.00:斗士B以连续连招掌控局面:连续拳击、将对手击飞后进行空中追击、多次追加打击,最后接旋转终结技。镜头动态推近,最强命中处加入微型慢动作,四肢留下能量轨迹。连击数从3提升至6,显示伤害数字,大幅削减斗士A的生命值,音乐节奏变得更激烈。 11.00–13.00:斗士A踉跄跪地,喘息沉重,画面略带慢动作。几乎耗尽的生命条闪烁红光并伴随警告脉冲。音乐短暂降低,加入低沉心跳和竞技场轰鸣。 13.00–15.00:斗士B从戏剧化角度发动最后的重击。命中瞬间短暂停格,随后将斗士A击飞。画面充满巨大的火花爆炸、碎屑、运动模糊和镜头震动。斗士A生命条完全清空,中央显示巨大、发光的红色KO。以决定性的低音撞击声和突然切黑结束。

Prompt anglais

Create a 15-second 16:9 ultra-realistic AAA fighting-game cinematic featuring two adult male armored fighters in a futuristic arena. Fighter A is a pale, bald, wide-eyed humanoid in brown-gold armor; Fighter B is a tall horned beast-like warrior in dark armor with a flowing red cape. Keep their identities, armor, proportions, and colors consistent throughout. Use a side-view fighting camera with dynamic zooms and subtle impact shake, polished in-game rendering, dramatic arena lighting, and crisp arcade HUD graphics. 0.00–2.00: Begin with an intense close-up face-off, then pull back to a full versus layout. A vertical electric energy divider splits the screen. Show both player nameplates, fully charged health bars, a centered round timer reading 60, and subtle HUD glow. Add a sharp electric crack and bass accent. 2.00–4.00: Both fighters snap into idle stances. Display large arcade words READY, then transition rapidly to FIGHT with a bright flash, sparks, and a slight camera push. Use a rising electronic-cinematic beat and a whoosh followed by a spark burst. 4.00–7.00: Fighter A throws a fast straight punch. Fighter B reels briefly, then immediately counters with a powerful kick. Show motion blur, red-orange hit sparks, light streaks, decreasing health bars, a brief COUNTER indicator, and a 1–2 hit combo count. Use punch and armor-impact sounds. 7.00–11.00: Fighter B takes control with a chained combo: successive punches, a launch into a mid-air juggle, repeated strikes, and a spinning finishing blow. Push the camera in dynamically, use micro slow motion on the strongest hits, and add energy trails around the limbs. Increase the combo counter from 3 to 6 hits, show damage numbers, and drain Fighter A's health substantially. Intensify the aggressive rhythm. 11.00–13.00: Fighter A staggers onto one knee, breathing heavily in slight slow motion. Flash the nearly empty health bar red with a warning pulse. Lower the music briefly and add a low heartbeat and arena rumble. 13.00–15.00: Fighter B delivers a final heavy strike from a dramatic angle. Freeze the impact for a fraction of a second, then launch Fighter A backward. Fill the screen with a massive spark explosion, debris, motion blur, and camera shake. Empty Fighter A's health bar and display a huge glowing red KO at center. End on a decisive bass impact and abrupt cut.

Thèmes et styles

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