Prompt de vídeo
Create a two second square 3D motion loop starting from the supplied first frame. Preserve the continuous saturated teal background and floor, the small upright retro Minesweeper window suspended near the upper center, its pale beveled frame and blue title bar, and the broad pile of tiny tiles across the lower foreground. The window is slightly angled in perspective but remains fixed in position, orientation and size. Keep its narrow glow, gray header, red counters and small yellow face consistent. The visible board behaves like an open container whose contents spill through the lower edge.
LOCKED CAMERA
Keep the camera completely still with the same frontal viewpoint and slight downward view of the floor. No push, orbit, pan, shake or focus shift. The window must not swing, descend, tilt further or travel across the scene.
TILE MOVEMENT
Begin with the spill already in progress. Hundreds of small light gray beveled square tiles and a smaller number of vivid red tiles tumble inside the dark game area, flow over its lower rim, and drop through the open space onto the existing pile. Preserve their small scale relative to the window. Tiles carry tiny dark or colored game markings, but the animation is defined by their physical shapes rather than newly invented readable text.
Each falling piece follows its own short gravity driven arc. Let squares rotate on different axes, briefly expose their thickness, hit neighboring pieces, bounce once or twice and slide into the heap. The main falling stream is narrow beneath the window, then spreads slightly as collisions scatter pieces over the pile. The mound stays centered below the window, broad and shallow, with a few loose pieces around its perimeter. Red faces should punctuate the mostly pale pile throughout.
Maintain a steady visual density inside the window and a roughly stable overall heap footprint through the short cycle. Animate local pieces and small avalanches, not a large wave lifting the whole floor pile. Match the soft contact shadows and glossy edges as pieces turn. Use a repeatable steady state, so the ending can return naturally to the opening activity without a visible pile reset or a new camera angle.
LIGHT AND FINISH
Clean playful 3D rendering, bright pale tile edges, subtle soft shadows on teal, and a modest white halo around the window. Keep the background flat and uninterrupted. Preserve the original screen frame and counter placement rather than adding modern app chrome. Sound is optional; if required, use light original tile taps without copying source audio.
Negative prompt: still screenshot, frozen pile, moving camera, collapsing window, liquid tiles, oversized cubes, exploding blocks, large smoke effects, extra windows, horizon line, hands, cursor interaction, new branding, captions, watermark, abrupt cut or scene change.
Prompt details and source
Prompt de movimiento reconstruido a partir del vídeo de origen. Se incluye el primer fotograma. No se han verificado una reproducción generada ni la recreación de la banda sonora original.
Leer prompt de la imagen de portada
Create a square 3D still image on an uninterrupted saturated teal background and floor. Near the upper center place one small floating vintage Windows Minesweeper window, viewed almost straight on with a slight perspective tilt. It occupies about one quarter of the total width. Its frame is light gray with raised beveled edges, a narrow dark blue title bar reading “Minesweeper”, tiny window controls and a thin menu row. Below the menu are two red digital counters and a small yellow smiley button. The playing area is nearly black.
Show a suspended stream of dozens of tiny solid square game tiles extending downward from the open lower edge of the window. Their individual faces carry simple red flags, black mines and small blue or red numbers. Tiles have pale gray beveled sides, consistent physical thickness and differing rotations. Their distribution is sparse just below the window and widens into a broad irregular heap across the lower quarter of the image. A few isolated tiles rest around the heap, with soft contact shadows that ground it on the teal floor.
Keep a generous empty teal band between the window and the edges. Add a soft pale cyan halo behind the window, gentle studio illumination and crisp miniature geometry. Render one frozen arrangement of the tiles, with no motion blur, arrows, additional windows or caption outside the retro interface.
Leer texto de origen
Source caption: “SPILL”
Ventana flotante de Buscaminas antiguo sobre un suelo verde azulado saturado con elementos del juego dispersos. Obtén el prompt del vídeo y el primer fotograma para adaptarlos en Clico Web.
Referencia del primer fotograma
Descargar primer fotogramaEste fotograma se incluirá al continuar en Clico Web. Puedes reemplazarlo allí.
Cámara: Vista frontal fija con un ligero ángulo de perspectiva. La ventana flotante del juego permanece inmóvil mientras pequeñas casillas caen, chocan y rebotan debajo.