[Slot Execution Instructions] No replaceable slots are configured. Bracketed sections like [Project Overview] and [Output Checklist] are fixed column names, not slots. Execute directly according to these specifications without inquiring. Do not alter the game genre, model names, 3-column layout, art style, shot count, target duration, or audio design. [Global Highest Priority: Complete Action and Duration Adaptation] This rule takes precedence over all other generation, editing, and compositing requirements. Target Duration: The final Master duration is approximately 28 seconds. Fable 5, Kimi K3, and GPT-5.6 Sol are three parallel tracks playing simultaneously, each running for about 28 seconds. Their durations must not be added together; the Master is not 84 seconds. Sequential Generation: Prioritize generating a continuous 28-second clip for each column in a single pass. If limited by the model's single-generation duration, use last-frame continuation to produce sequential segments. The next segment must seamlessly connect from the last frame of the previous one, inheriting the spaceship, enemies, barrages, items, background scrolling, and HUD visual style. Unified Speed Multiplier: If the total duration of the raw sequential footage in a column exceeds 28 seconds, it is strictly forbidden to crop the clips, delete intermediate actions, or only keep the first few seconds. You must apply a unified speed multiplier (speed_factor = Total Duration / 28) to compress the entire continuous track. Action coverage must be 100%, preserving the sequence from the first frame to the final frame. Continuity: Do not use hard cuts, black/white flashes, or cross-dissolves to mask discontinuities. If a segment fails to inherit the state, it must be regenerated. Audio Resync: After video retiming is complete, resync and produce the BGM and game sound effects. Use pitch-preserving time stretching if original audio must be retained; never delete video actions to match audio length. [Project Overview] Duration & Framerate: Approx. 28 seconds, ~30fps. Aspect Ratio: Horizontal 16:9 (Reference: 1212×720 or proportional HD). Theme: Side-by-side comparison of vertical space shooter games generated by three AI models: Fable 5, Kimi K3, and GPT-5.6 Sol. Art Style: White minimalist tech display frame, deep blue-black space interiors, retro arcade style, cyber neon, vector HUD, and slight CRT glow. Fixed Constraints: Single continuous shot with no camera movement or montages. No real people, live-action devices, or watermarks. Only use doubao or keling 2.6 if video models are required. [Three-Column Detailed Differences] The three game windows are identical in size and alignment, separated by light gray vertical lines. Headers and HUDs are locked as stable graphic layers in post-production. Fable 5 (Left): Minimalist near-black space with sparse stars. Cyan triangular wireframe spaceship firing thin cyan bullets. Magenta geometric wireframe enemies with low density and weak explosion feedback. Top HUD displays score, WAVE, and 3 hearts. Kimi K3 (Center): Traditional arcade style. Deep blue-purple gradient sky. Blue solid spaceship with exhaust flames firing vertical yellow bullets. Magenta, purple, and orange geometric enemies dropping items and showing +100/+200 points upon destruction. Top HUD displays SCORE, LEVEL (advancing 1–6), and heart lives. GPT-5.6 Sol (Right): High-density neon style. Scrolling perspective grid with a planet in the upper right. Fast-moving cyan-white glowing spaceship firing dense yellow-white bullets. Neon-colored enemies entering in scattered, diagonal, or full-row formations, causing massive bullet hells and intense particle explosions. Top HUD displays SCORE, SECTOR, and heart lives. [Storyboard Rhythm] This is a single continuous shot with escalating combat intensity: 00:00–00:08: Simultaneous base shooting. Center column enters Level 2; Right column adds colored enemies and barrages. 00:08–00:20: Intensity increases. Center column reaches Level 4; Right column forms complete formations and drops power-up items; Left column maintains a minimalist pace. 00:20–00:28: Climax. Center column reaches Level 6; Right column unleashes massive bullet hells and multi-row enemy arrays. The video ends abruptly while intense combat is still ongoing. [Standard Execution Steps] Setup Parameters: Initialize fixed specifications (16:9, 28s, 1 shot, 3 parallel tracks, no cropping) in project_spec.json. Video Generation: Generate the three vertical game tracks independently. Maintain strict state inheritance using continuity_state.json at every continuation point to track spaceship, enemies, and UI. Retiming & Assembly: Combine all sequential clips per column and apply the calculated speed_factor to compress each full timeline to exactly 28 seconds. Embed the three tracks into the static white tech frame. UI & Audio Post-Production: Overlay and lock the Logos, titles, and HUD layers. Create a retro electronic arcade audio track with fast synth pulses and 8-bit game SFX (lasers, explosions, level-ups) synchronized to the retiming. Quality Control: Inspect all continuation points to ensure 100% action coverage, stable layouts, and continuous HUD numeric progression. [Output Checklist] project_spec.json, storyboard_final.json, duration_map.json, continuity_state.json, run_log.json assets/ (Static UI, frames, and sprites) source_clips/ (Un-trimmed raw clips) and clips/ (Full sequences and retimed 28s tracks) audio/ (SFX tracks and final mix) final/master.mp4 (Final composite video)
[槽位执行说明] 未配置可替换槽位。[项目概览] 和 [输出清单] 等括号部分为固定列名,而非槽位。请直接根据这些规范执行,无需询问。不得更改游戏类型、模型名称、三栏布局、艺术风格、射击次数、目标时长或音频设计。[全局最高优先级:动作与时长适配] 此规则优先于所有其他生成、编辑和合成要求。目标时长:最终 Master 时长约为 28 秒。Fable 5、Kimi K3 和 GPT-5.6 Sol 为三个同时播放的并行轨道,每条轨道运行约 28 秒。时长不可相加;Master 总时长并非 84 秒。序列生成:优先为每一列生成单次连续的 28 秒片段。若受限于模型的单次生成时长,请使用末帧续写来生成连续片段。后续片段必须与前一片段的末帧无缝衔接,继承飞船、敌人、弹幕、道具、背景滚动及 HUD 视觉风格。统一速度倍率:若某一列的原始序列素材总时长超过 28 秒,严禁裁剪片段、删除中间动作或仅保留前几秒。必须应用统一速度倍率(speed_factor = 总时长 / 28)来压缩整条连续轨道。动作覆盖率必须达到 100%,保留从第一帧到最后一帧的完整序列。连续性:不得使用硬切、黑白闪烁或叠化来掩盖不连续性。若片段未能继承状态,必须重新生成。音频重同步:视频重定时完成后,重新同步并制作 BGM 和游戏音效。若必须保留原始音频,请使用不改变音调的时间拉伸;切勿为了匹配音频长度而删除视频动作。[项目概览] 时长与帧率:约 28 秒,约 30fps。宽高比:横屏 16:9(参考:1212×720 或等比高清)。主题:三个 AI 模型(Fable 5、Kimi K3 和 GPT-5.6 Sol)生成的垂直太空射击游戏并排对比。艺术风格:白色极简科技展示框、深蓝黑色太空内景、复古街机风格、赛博霓虹、矢量 HUD 以及轻微的 CRT 辉光。固定约束:单次连续镜头,无镜头移动或蒙太奇剪辑。无真人、实拍设备或水印。如需视频模型,仅限使用 doubao 或 keling 2.6。[三栏详细差异] 三个游戏窗口大小和对齐方式完全一致,由浅灰色垂直线分隔。标题和 HUD 在后期制作中作为稳定的图形层锁定。Fable 5(左):极简近黑色太空,点缀稀疏星光。青色三角形线框飞船,发射细长青色子弹。洋红色几何线框敌人,密度低,爆炸反馈较弱。顶部 HUD 显示分数、WAVE 和 3 颗心。Kimi K3(中):传统街机风格。深蓝紫色渐变天空。蓝色实体飞船,带有喷射火焰,发射垂直黄色子弹。洋红色、紫色和橙色几何敌人,掉落道具并在被摧毁时显示 +100/+200 分。顶部 HUD 显示 SCORE、LEVEL(1–6 级递进)和心形生命值。GPT-5.6 Sol(右):高密度霓虹风格。滚动透视网格,右上角有一颗行星。快速移动的青白色发光飞船,发射密集黄白色子弹。霓虹色敌人以分散、对角线或全排阵型进入,造成大规模弹幕和强烈的粒子爆炸。顶部 HUD 显示 SCORE、SECTOR 和心形生命值。[分镜节奏] 这是一个战斗强度不断升级的单次连续镜头:00:00–00:08:同步基础射击。中栏进入第 2 级;右栏增加彩色敌人和弹幕。00:08–00:20:强度增加。中栏达到第 4 级;右栏形成完整阵型并掉落强化道具;左栏保持极简节奏。00:20–00:28:高潮。中栏达到第 6 级;右栏释放大规模弹幕和多排敌机阵列。视频在激烈战斗中戛然而止。[标准执行步骤] 设置参数:在 project_spec.json 中初始化固定规范(16:9、28s、1 个镜头、3 个并行轨道、无裁剪)。视频生成:独立生成三个垂直游戏轨道。在每个续写点使用 continuity_state.json 严格保持状态继承,以追踪飞船、敌人和 UI。重定时与组装:合并每列的所有序列片段,并应用计算出的 speed_factor 将每条完整时间轴压缩至恰好 28 秒。将三条轨道嵌入静态白色科技框中。UI 与音频后期:叠加并锁定 Logo、标题和 HUD 层。制作一段复古电子街机音轨,包含快速合成器脉冲和 8-bit 游戏音效(激光、爆炸、升级),并与重定时同步。质量控制:检查所有续写点,确保 100% 动作覆盖、布局稳定以及 HUD 数值连续递进。[输出清单] project_spec.json, storyboard_final.json, duration_map.json, continuity_state.json, run_log.json assets/(静态 UI、帧和精灵图) source_clips/(未裁剪原始片段) 和 clips/(完整序列及重定时后的 28 秒轨道) audio/(音效轨道及最终混音) final/master.mp4(最终合成视频)
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