1 turnTtamburinsNov 5App screen test: Generate exactly these images with the image model you were given. Use each prompt word for word: do not rewrite, add to or "improve" it. Use the highest quality the tool offers and 2K if it offers a resolution. Aspect ratio 2:3 unless the prompt says otherwise. One generation per prompt; retry only if the call errors. Do not edit, crop or upscale the results. Deliver the images in order (01.png, 02.png, ...) and an index.html that shows each image with its prompt underneath and the exact model name the tool reported. 01. A high-fidelity iPhone screen for a roommate expense app called "Halves": a balance card that says "You're owed $128.40", a list of 4 recent expenses (Groceries $86.20 · Mina, Internet $60.00 · Jay, Pizza $36.00 · You, Electricity $112.75 · Sam) and a bottom tab bar with Home, Expenses, Settle, Profile. Aspect ratio 9:16. 02. A desktop dashboard for a small coffee roastery called "Ember Roasters": weekly revenue chart, top 5 beans with sales numbers, low-stock alerts, clean light theme. Aspect ratio 16:9.LLMClaude Opus 5.5Gen AIGPT Image 2.5 SunburstSkill—Softwarefal.ai2.9M tokens·4m 7s00
1 turnTtamburinsNov 5Logo and sticker test: Generate exactly these images with the image model you were given. Use each prompt word for word: do not rewrite, add to or "improve" it. Use the highest quality the tool offers and 2K if it offers a resolution. Aspect ratio 2:3 unless the prompt says otherwise. One generation per prompt; retry only if the call errors. Do not edit, crop or upscale the results. Deliver the images in order (01.png, 02.png, ...) and an index.html that shows each image with its prompt underneath and the exact model name the tool reported. 01. A flat vector logo for a coffee shop called "Moss & Ember": a fern leaf inside a coffee bean, two colors, clean geometric lines, on white. Aspect ratio 1:1. 02. A sticker sheet of 6 flat vector stickers of one original mascot, a round orange cat with a tiny backpack, each sticker a different pose, white outlines, on white. Aspect ratio 1:1.LLMClaude Opus 5.5Gen AI—Skill—Software—443.7K tokens·1m 32s00
1 turnTtamburinsNov 5Game sprite sheet test: Generate exactly these images with the image model you were given. Use each prompt word for word: do not rewrite, add to or "improve" it. Use the highest quality the tool offers and 2K if it offers a resolution. Aspect ratio 2:3 unless the prompt says otherwise. One generation per prompt; retry only if the call errors. Do not edit, crop or upscale the results. Deliver the images in order (01.png, 02.png, ...) and an index.html that shows each image with its prompt underneath and the exact model name the tool reported. 01. A pixel-art sprite sheet of an original small knight with a red scarf: an 8-frame run cycle in one row, transparent background, same size and palette in every frame, 64x64 pixels per frame. Aspect ratio 16:9. 02. A sprite sheet of an original ink-wash wanderer in a wide straw hat: idle (4 frames), walk (6 frames) and jump (4 frames), one row each, every row labeled, the same character in every frame. Aspect ratio 16:9. 03. A fighting-game sprite sheet of an original anime girl in a red bomber jacket: a 6-frame punch combo seen from the side, plain white background, the same face and outfit in every frame. Aspect ratio 16:9.LLMClaude Opus 5.5Gen AIGPT Image 2.5 SunburstSkill—Softwarefal.ai2.8M tokens·4m 48s00
1 turnTtamburinsNov 5Phone-photo realism test: Generate exactly these images with the image model you were given. Use each prompt word for word: do not rewrite, add to or "improve" it. Use the highest quality the tool offers and 2K if it offers a resolution. Aspect ratio 2:3 unless the prompt says otherwise. One generation per prompt; retry only if the call errors. Do not edit, crop or upscale the results. Deliver the images in order (01.png, 02.png, ...) and an index.html that shows each image with its prompt underneath and the exact model name the tool reported. 01. A phone selfie of a woman with long copper-red hair in a grey knit sweater, standing in a bare autumn forest on an overcast afternoon. Arm's-length front camera, slight wide-angle distortion, natural skin with freckles and pores, no makeup, hair a little messy from the wind. 02. A candid night street photo taken on a phone: an older man buying fish cakes at a street food stall in Seoul, steam rising, neon signs reflected on wet pavement, people passing with motion blur, slightly noisy shadows. 03. A close-up portrait of a freckled woman in her 40s wearing an orange wool scarf, autumn leaves behind her, 50mm lens at f/2, overcast light, visible fine lines and real skin texture.LLMClaude Opus 5.5Gen AIGPT Image 2.5 FlareSkill—SoftwareHiggsfield+12.1M tokens·4m 45s00
Output C, 1 turnTtamburinsNov 5Use Blender (bpy + Cycles, already installed) to build our galaxy, the Milky Way, and render a 10-second cinematic flythrough of it. The galaxy: a barred spiral the way astronomers map it today. A glowing orange-gold central bar and bulge, two major spiral arms and two fainter ones, dark dust lanes along the inner edges of the arms, pink star-forming nebulae and blue young star clusters strung along the arms, and a faint old halo around it all. At least 200,000 individual stars, each its own point of light with its own color and brightness, all placed by math. No images, no downloaded textures, no HDRIs, no stock assets. The shot: 0 to 3 s, the whole galaxy face-on from far above, turning slowly. 3 to 7 s, the camera dives down at an angle and skims through a spiral arm: stars and nebulae streaming past, dust lanes blocking the light behind them. 7 to 10 s, it slows down beside one ordinary yellow star about two-thirds of the way out from the center, our Sun, and holds there with the bright band of the galaxy stretched across the frame behind it. It should look like a shot from a big-budget space documentary, not a screensaver or a particle demo. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, the .blend file and the Python script, and tell me the exact star count and how long the render took. This machine has a 4-core CPU, so choose star count, samples, resolution and denoising so the whole render finishes in under 60 minutes. · 4LLMClaude Fable 5.1Gen AI—Skill—SoftwareBlender+17.5M tokens·1h 32m 46s00
Output D, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to build our galaxy, the Milky Way, and render a 10-second cinematic flythrough of it. The galaxy: a barred spiral the way astronomers map it today. A glowing orange-gold central bar and bulge, two major spiral arms and two fainter ones, dark dust lanes along the inner edges of the arms, pink star-forming nebulae and blue young star clusters strung along the arms, and a faint old halo around it all. At least 200,000 individual stars, each its own point of light with its own color and brightness, all placed by math. No images, no downloaded textures, no HDRIs, no stock assets. The shot: 0 to 3 s, the whole galaxy face-on from far above, turning slowly. 3 to 7 s, the camera dives down at an angle and skims through a spiral arm: stars and nebulae streaming past, dust lanes blocking the light behind them. 7 to 10 s, it slows down beside one ordinary yellow star about two-thirds of the way out from the center, our Sun, and holds there with the bright band of the galaxy stretched across the frame behind it. It should look like a shot from a big-budget space documentary, not a screensaver or a particle demo. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, the .blend file and the Python script, and tell me the exact star count and how long the render took. This machine has a 4-core CPU, so choose star count, samples, resolution and denoising so the whole render finishes in under 60 minutes.LLMGPT-6.1 TerraGen AI—Skill—SoftwareFFmpeg+1194.5K tokens·12m 49s00
Output B, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to build our galaxy, the Milky Way, and render a 10-second cinematic flythrough of it. The galaxy: a barred spiral the way astronomers map it today. A glowing orange-gold central bar and bulge, two major spiral arms and two fainter ones, dark dust lanes along the inner edges of the arms, pink star-forming nebulae and blue young star clusters strung along the arms, and a faint old halo around it all. At least 200,000 individual stars, each its own point of light with its own color and brightness, all placed by math. No images, no downloaded textures, no HDRIs, no stock assets. The shot: 0 to 3 s, the whole galaxy face-on from far above, turning slowly. 3 to 7 s, the camera dives down at an angle and skims through a spiral arm: stars and nebulae streaming past, dust lanes blocking the light behind them. 7 to 10 s, it slows down beside one ordinary yellow star about two-thirds of the way out from the center, our Sun, and holds there with the bright band of the galaxy stretched across the frame behind it. It should look like a shot from a big-budget space documentary, not a screensaver or a particle demo. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, the .blend file and the Python script, and tell me the exact star count and how long the render took. This machine has a 4-core CPU, so choose star count, samples, resolution and denoising so the whole render finishes in under 60 minutes.LLMGPT-6.1 SolGen AI—Skill—SoftwareFFmpeg+11.4M tokens·1h 35m 32s00
Output A, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to build our galaxy, the Milky Way, and render a 10-second cinematic flythrough of it. The galaxy: a barred spiral the way astronomers map it today. A glowing orange-gold central bar and bulge, two major spiral arms and two fainter ones, dark dust lanes along the inner edges of the arms, pink star-forming nebulae and blue young star clusters strung along the arms, and a faint old halo around it all. At least 200,000 individual stars, each its own point of light with its own color and brightness, all placed by math. No images, no downloaded textures, no HDRIs, no stock assets. The shot: 0 to 3 s, the whole galaxy face-on from far above, turning slowly. 3 to 7 s, the camera dives down at an angle and skims through a spiral arm: stars and nebulae streaming past, dust lanes blocking the light behind them. 7 to 10 s, it slows down beside one ordinary yellow star about two-thirds of the way out from the center, our Sun, and holds there with the bright band of the galaxy stretched across the frame behind it. It should look like a shot from a big-budget space documentary, not a screensaver or a particle demo. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, the .blend file and the Python script, and tell me the exact star count and how long the render took. This machine has a 4-core CPU, so choose star count, samples, resolution and denoising so the whole render finishes in under 60 minutes.LLMClaude Opus 5.5Gen AI—Skill—SoftwareBlender+13.4M tokens·1h 23m 18s00
Output D, 1 turnTtamburinsNov 4Evals.ag promo film: 45 seconds, Apple / Higgsfield-style motion graphics Your mission: make a 45-second promo video for evals.ag, the site where you give one prompt to several AI models side by side and see what each one actually made, and what it really used to make it. The bar: an Apple product film or a Higgsfield launch video. Bold kinetic type, cuts on the beat of a strong music track, the real product UI pushed in close, full-bleed footage. Not a slideshow, not a plain screen recording with captions. It must show: 1. How evals is really used, on the real site (https://evals.ag): New run → type a prompt → pick several AI models and a Gen AI model → the run builds every option side by side → open an output and its "Actually observed" panel (the models it really used, tokens, runtime) → vote. Capture the real pages yourself; never mock up the UI. 2. The most dynamic results made on evals, full-bleed, each labeled with its model exactly as evals shows it. Use these: - 3D ink-wash game, Claude Fable 5.1, 2nd turn: https://evals.ag/outputs/out_2EZ8MK3JNBFPN8VTHF3E3RTQ1M - Web-swinging city in pure code, Claude Fable 5.1: https://evals.ag/outputs/out_7ECA3V3J211PM73F1M93NPH0V0 - Naruto live stage show, one AI director on 4 video models: https://evals.ag/runs/run_0FEWK0JDXA0K499DCNAFEJDYZF - Naruto live-action opening, Veo 3.1: https://evals.ag/outputs/out_1QP1J7JH3ZZEZEPVMG3RYHW0CK - The Odyssey opening on 4 video models: https://evals.ag/runs/run_10GW1FCFXGG17KY1Q2PJP7F7PH - T-rex on a bike, Claude Fable 5.1: https://evals.ag/outputs/out_517HGB9FC9NYCM34K3GWE118RZ - Vox-style Beethoven reel, Claude Fable 5.1: https://evals.ag/outputs/out_3M4PKHHEPG6VD82TN8AREFX6JB 3. One message the viewer remembers, in your own words, ending on the evals.ag logo. Use evals.ag's own look (background #fafaf8, ink #22211f, accent #a13a2b, Pretendard). Every model name and number on screen must come from the outputs themselves. Deliver one 1920x1080 MP4 with sound, plus a short list of every clip and screen you used.LLMGemini 4 ArgonGen AIEleven MusicSkill—SoftwareChromium+218.2M tokens·1h 25m 59s00
Output C, 1 turnTtamburinsNov 4Evals.ag promo film: 45 seconds, Apple / Higgsfield-style motion graphics Your mission: make a 45-second promo video for evals.ag, the site where you give one prompt to several AI models side by side and see what each one actually made, and what it really used to make it. The bar: an Apple product film or a Higgsfield launch video. Bold kinetic type, cuts on the beat of a strong music track, the real product UI pushed in close, full-bleed footage. Not a slideshow, not a plain screen recording with captions. It must show: 1. How evals is really used, on the real site (https://evals.ag): New run → type a prompt → pick several AI models and a Gen AI model → the run builds every option side by side → open an output and its "Actually observed" panel (the models it really used, tokens, runtime) → vote. Capture the real pages yourself; never mock up the UI. 2. The most dynamic results made on evals, full-bleed, each labeled with its model exactly as evals shows it. Use these: - 3D ink-wash game, Claude Fable 5.1, 2nd turn: https://evals.ag/outputs/out_2EZ8MK3JNBFPN8VTHF3E3RTQ1M - Web-swinging city in pure code, Claude Fable 5.1: https://evals.ag/outputs/out_7ECA3V3J211PM73F1M93NPH0V0 - Naruto live stage show, one AI director on 4 video models: https://evals.ag/runs/run_0FEWK0JDXA0K499DCNAFEJDYZF - Naruto live-action opening, Veo 3.1: https://evals.ag/outputs/out_1QP1J7JH3ZZEZEPVMG3RYHW0CK - The Odyssey opening on 4 video models: https://evals.ag/runs/run_10GW1FCFXGG17KY1Q2PJP7F7PH - T-rex on a bike, Claude Fable 5.1: https://evals.ag/outputs/out_517HGB9FC9NYCM34K3GWE118RZ - Vox-style Beethoven reel, Claude Fable 5.1: https://evals.ag/outputs/out_3M4PKHHEPG6VD82TN8AREFX6JB 3. One message the viewer remembers, in your own words, ending on the evals.ag logo. Use evals.ag's own look (background #fafaf8, ink #22211f, accent #a13a2b, Pretendard). Every model name and number on screen must come from the outputs themselves. Deliver one 1920x1080 MP4 with sound, plus a short list of every clip and screen you used.LLMClaude Fable 5.1Gen AIEleven MusicSkill—SoftwareGoogle Chrome+37.8M tokens·1h 3m 55s00
Output B, 1 turnTtamburinsNov 4Evals.ag promo film: 45 seconds, Apple / Higgsfield-style motion graphics Your mission: make a 45-second promo video for evals.ag, the site where you give one prompt to several AI models side by side and see what each one actually made, and what it really used to make it. The bar: an Apple product film or a Higgsfield launch video. Bold kinetic type, cuts on the beat of a strong music track, the real product UI pushed in close, full-bleed footage. Not a slideshow, not a plain screen recording with captions. It must show: 1. How evals is really used, on the real site (https://evals.ag): New run → type a prompt → pick several AI models and a Gen AI model → the run builds every option side by side → open an output and its "Actually observed" panel (the models it really used, tokens, runtime) → vote. Capture the real pages yourself; never mock up the UI. 2. The most dynamic results made on evals, full-bleed, each labeled with its model exactly as evals shows it. Use these: - 3D ink-wash game, Claude Fable 5.1, 2nd turn: https://evals.ag/outputs/out_2EZ8MK3JNBFPN8VTHF3E3RTQ1M - Web-swinging city in pure code, Claude Fable 5.1: https://evals.ag/outputs/out_7ECA3V3J211PM73F1M93NPH0V0 - Naruto live stage show, one AI director on 4 video models: https://evals.ag/runs/run_0FEWK0JDXA0K499DCNAFEJDYZF - Naruto live-action opening, Veo 3.1: https://evals.ag/outputs/out_1QP1J7JH3ZZEZEPVMG3RYHW0CK - The Odyssey opening on 4 video models: https://evals.ag/runs/run_10GW1FCFXGG17KY1Q2PJP7F7PH - T-rex on a bike, Claude Fable 5.1: https://evals.ag/outputs/out_517HGB9FC9NYCM34K3GWE118RZ - Vox-style Beethoven reel, Claude Fable 5.1: https://evals.ag/outputs/out_3M4PKHHEPG6VD82TN8AREFX6JB 3. One message the viewer remembers, in your own words, ending on the evals.ag logo. Use evals.ag's own look (background #fafaf8, ink #22211f, accent #a13a2b, Pretendard). Every model name and number on screen must come from the outputs themselves. Deliver one 1920x1080 MP4 with sound, plus a short list of every clip and screen you used.LLMGPT-6.1 TerraGen AI—Skill—SoftwareChromium+21M tokens·15m 55s00
Output A, 1 turnTtamburinsNov 4Evals.ag promo film: 45 seconds, Apple / Higgsfield-style motion graphics Your mission: make a 45-second promo video for evals.ag, the site where you give one prompt to several AI models side by side and see what each one actually made, and what it really used to make it. The bar: an Apple product film or a Higgsfield launch video. Bold kinetic type, cuts on the beat of a strong music track, the real product UI pushed in close, full-bleed footage. Not a slideshow, not a plain screen recording with captions. It must show: 1. How evals is really used, on the real site (https://evals.ag): New run → type a prompt → pick several AI models and a Gen AI model → the run builds every option side by side → open an output and its "Actually observed" panel (the models it really used, tokens, runtime) → vote. Capture the real pages yourself; never mock up the UI. 2. The most dynamic results made on evals, full-bleed, each labeled with its model exactly as evals shows it. Use these: - 3D ink-wash game, Claude Fable 5.1, 2nd turn: https://evals.ag/outputs/out_2EZ8MK3JNBFPN8VTHF3E3RTQ1M - Web-swinging city in pure code, Claude Fable 5.1: https://evals.ag/outputs/out_7ECA3V3J211PM73F1M93NPH0V0 - Naruto live stage show, one AI director on 4 video models: https://evals.ag/runs/run_0FEWK0JDXA0K499DCNAFEJDYZF - Naruto live-action opening, Veo 3.1: https://evals.ag/outputs/out_1QP1J7JH3ZZEZEPVMG3RYHW0CK - The Odyssey opening on 4 video models: https://evals.ag/runs/run_10GW1FCFXGG17KY1Q2PJP7F7PH - T-rex on a bike, Claude Fable 5.1: https://evals.ag/outputs/out_517HGB9FC9NYCM34K3GWE118RZ - Vox-style Beethoven reel, Claude Fable 5.1: https://evals.ag/outputs/out_3M4PKHHEPG6VD82TN8AREFX6JB 3. One message the viewer remembers, in your own words, ending on the evals.ag logo. Use evals.ag's own look (background #fafaf8, ink #22211f, accent #a13a2b, Pretendard). Every model name and number on screen must come from the outputs themselves. Deliver one 1920x1080 MP4 with sound, plus a short list of every clip and screen you used.LLMClaude Opus 5.5Gen AIEleven MusicSkill—SoftwarePlaywright+211.6M tokens·25m 13s00
BLENDoutput.blendBLEND file · 17 MBOutput C, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to build a tall brick tower and knock it down with a wrecking ball, then render a 10-second cinematic slow-motion shot of the collapse. The tower: a round brick chimney about 12 m tall with a few arched windows, made of at least 3,000 individual bricks laid in a real running bond, every brick its own rigid body. It stands in an empty cobblestone yard at dusk. Keep the materials simple and fast to render: red clay bricks with slight color variation, a gray ground, warm low sunlight, a soft sky. No glass, no water. The shot: 0 to 2 s, a low wide shot of the quiet tower as a steel wrecking ball on a chain swings in from a crane. 2 to 4 s, it hits a third of the way up and bricks burst out of the wall in slow motion. 4 to 9 s, everything above the hole sags, cracks and comes down in a cascade, bricks tumbling, bouncing and piling up, a little dust, while the camera slowly orbits. 9 to 10 s, the dust settles and the ball is still swinging. The collapse has to come from a real baked rigid body simulation driven by the ball's mass and swing, not keyframed bricks. If the bricks float, explode for no reason or fall through the ground, it fails. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, the .blend file and the Python script, and tell me the exact brick count and how long the simulation and the render each took. This machine has a 4-core CPU, so choose brick count, samples, resolution and denoising so the simulation and render together finish in under 60 minutes. It should look like a demolition shot from a movie.LLMClaude Fable 5.1Gen AI—Skill—SoftwareBlender5.6M tokens·48m 7s00
Output D, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to build a tall brick tower and knock it down with a wrecking ball, then render a 10-second cinematic slow-motion shot of the collapse. The tower: a round brick chimney about 12 m tall with a few arched windows, made of at least 3,000 individual bricks laid in a real running bond, every brick its own rigid body. It stands in an empty cobblestone yard at dusk. Keep the materials simple and fast to render: red clay bricks with slight color variation, a gray ground, warm low sunlight, a soft sky. No glass, no water. The shot: 0 to 2 s, a low wide shot of the quiet tower as a steel wrecking ball on a chain swings in from a crane. 2 to 4 s, it hits a third of the way up and bricks burst out of the wall in slow motion. 4 to 9 s, everything above the hole sags, cracks and comes down in a cascade, bricks tumbling, bouncing and piling up, a little dust, while the camera slowly orbits. 9 to 10 s, the dust settles and the ball is still swinging. The collapse has to come from a real baked rigid body simulation driven by the ball's mass and swing, not keyframed bricks. If the bricks float, explode for no reason or fall through the ground, it fails. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, the .blend file and the Python script, and tell me the exact brick count and how long the simulation and the render each took. This machine has a 4-core CPU, so choose brick count, samples, resolution and denoising so the simulation and render together finish in under 60 minutes. It should look like a demolition shot from a movie.LLMGPT-6.1 TerraGen AI—Skill—SoftwareBlender+1355.9K tokens·57m 37s00
Output B, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to build a tall brick tower and knock it down with a wrecking ball, then render a 10-second cinematic slow-motion shot of the collapse. The tower: a round brick chimney about 12 m tall with a few arched windows, made of at least 3,000 individual bricks laid in a real running bond, every brick its own rigid body. It stands in an empty cobblestone yard at dusk. Keep the materials simple and fast to render: red clay bricks with slight color variation, a gray ground, warm low sunlight, a soft sky. No glass, no water. The shot: 0 to 2 s, a low wide shot of the quiet tower as a steel wrecking ball on a chain swings in from a crane. 2 to 4 s, it hits a third of the way up and bricks burst out of the wall in slow motion. 4 to 9 s, everything above the hole sags, cracks and comes down in a cascade, bricks tumbling, bouncing and piling up, a little dust, while the camera slowly orbits. 9 to 10 s, the dust settles and the ball is still swinging. The collapse has to come from a real baked rigid body simulation driven by the ball's mass and swing, not keyframed bricks. If the bricks float, explode for no reason or fall through the ground, it fails. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, the .blend file and the Python script, and tell me the exact brick count and how long the simulation and the render each took. This machine has a 4-core CPU, so choose brick count, samples, resolution and denoising so the simulation and render together finish in under 60 minutes. It should look like a demolition shot from a movie.LLMGPT-6.1 SolGen AI—Skill—SoftwareBlender2.2M tokens·1h 35m 48s00
Output A, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to build a tall brick tower and knock it down with a wrecking ball, then render a 10-second cinematic slow-motion shot of the collapse. The tower: a round brick chimney about 12 m tall with a few arched windows, made of at least 3,000 individual bricks laid in a real running bond, every brick its own rigid body. It stands in an empty cobblestone yard at dusk. Keep the materials simple and fast to render: red clay bricks with slight color variation, a gray ground, warm low sunlight, a soft sky. No glass, no water. The shot: 0 to 2 s, a low wide shot of the quiet tower as a steel wrecking ball on a chain swings in from a crane. 2 to 4 s, it hits a third of the way up and bricks burst out of the wall in slow motion. 4 to 9 s, everything above the hole sags, cracks and comes down in a cascade, bricks tumbling, bouncing and piling up, a little dust, while the camera slowly orbits. 9 to 10 s, the dust settles and the ball is still swinging. The collapse has to come from a real baked rigid body simulation driven by the ball's mass and swing, not keyframed bricks. If the bricks float, explode for no reason or fall through the ground, it fails. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, the .blend file and the Python script, and tell me the exact brick count and how long the simulation and the render each took. This machine has a 4-core CPU, so choose brick count, samples, resolution and denoising so the simulation and render together finish in under 60 minutes. It should look like a demolition shot from a movie.LLM<synthetic>+1Gen AI—Skill—SoftwareBlender+14.3M tokens·1h 32m 50s00
Output D, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine. Cut taglines, helper text and secondary labels. If a screen needs them to make sense, fix the layout.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1242.7K tokens·8m 8s00
Output C, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine. Cut taglines, helper text and secondary labels. If a screen needs them to make sense, fix the layout.LLMClaude Fable 5.1Gen AI—Skill—SoftwareGoogle Chrome+1695.6K tokens·5m 14s00
Output B, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine. Cut taglines, helper text and secondary labels. If a screen needs them to make sense, fix the layout.LLMGPT-6.1 TerraGen AI—Skill—Software—13.7K tokens·1m 56s00
Output A, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine. Cut taglines, helper text and secondary labels. If a screen needs them to make sense, fix the layout.LLMClaude Opus 5.5Gen AI—Skill—SoftwareGoogle Chrome+1821.8K tokens·4m 1s00
Output D, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine. I want this to be as perfect as Linear's website or Apple Notes: simple purpose, simple architecture, simple design, simple implementation. Cut taglines, helper text and secondary labels. If a screen needs them to make sense, fix the layout. Every decision should elevate the user experience (UX), developer experience (DX) and agent experience (AX) at once, without breaking anything.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1259K tokens·8m 30s00
Output C, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine. I want this to be as perfect as Linear's website or Apple Notes: simple purpose, simple architecture, simple design, simple implementation. Cut taglines, helper text and secondary labels. If a screen needs them to make sense, fix the layout. Every decision should elevate the user experience (UX), developer experience (DX) and agent experience (AX) at once, without breaking anything.LLMClaude Fable 5.1Gen AI—Skill—SoftwareGoogle Chrome+1504.3K tokens·6m 13s00
Output B, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine. I want this to be as perfect as Linear's website or Apple Notes: simple purpose, simple architecture, simple design, simple implementation. Cut taglines, helper text and secondary labels. If a screen needs them to make sense, fix the layout. Every decision should elevate the user experience (UX), developer experience (DX) and agent experience (AX) at once, without breaking anything.LLMGPT-6.1 TerraGen AI—Skill—Software—33.4K tokens·2m 37s00
Output A, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine. I want this to be as perfect as Linear's website or Apple Notes: simple purpose, simple architecture, simple design, simple implementation. Cut taglines, helper text and secondary labels. If a screen needs them to make sense, fix the layout. Every decision should elevate the user experience (UX), developer experience (DX) and agent experience (AX) at once, without breaking anything.LLMClaude Opus 5.5Gen AI—Skill—SoftwareChromium+1229.3K tokens·3m 21s00
Output D, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to model and animate a rose made of jewels inside a clear glass bell jar, then render a 10-second cinematic shot of an arrow flying straight at it. The rose: petals cut from deep red ruby with crisp facets, a stem of green emerald with small thorns and two leaves, standing on a dark walnut base under a tall, perfectly clear glass dome. Light should bend through the glass and sparkle in every facet. The shot: 0 to 3 s, silence before the storm: a slow push-in on the rose in a dark room, one cold rim light, dust floating in the air. 3 to 4 s, an arrow bursts out of the darkness toward the jar. 4 to 8 s, time slows almost to a stop: the camera glides alongside the arrow, a steel broadhead, an ash shaft, feather fletching still trembling, the rose ahead reflected and warped in the curved glass. 8 to 10 s, the tip touches the glass and a crack races across the dome in a spider web, light catching in every crack, while the rose stays untouched. Hold on that frame. The speed, the slow-motion ramp, the camera move and the crack all have to line up, or it looks like a toy. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, and the .blend file and Python script you used. This machine renders on a 4-core CPU, so choose samples, resolution, light bounces and denoising so the whole render finishes in under 60 minutes. It should feel like a movie trailer shot the moment it plays.LLMGPT-6.1 TerraGen AI—Skill—SoftwareBlender+1107.2K tokens·29m 20s00
Output C, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to model and animate a rose made of jewels inside a clear glass bell jar, then render a 10-second cinematic shot of an arrow flying straight at it. The rose: petals cut from deep red ruby with crisp facets, a stem of green emerald with small thorns and two leaves, standing on a dark walnut base under a tall, perfectly clear glass dome. Light should bend through the glass and sparkle in every facet. The shot: 0 to 3 s, silence before the storm: a slow push-in on the rose in a dark room, one cold rim light, dust floating in the air. 3 to 4 s, an arrow bursts out of the darkness toward the jar. 4 to 8 s, time slows almost to a stop: the camera glides alongside the arrow, a steel broadhead, an ash shaft, feather fletching still trembling, the rose ahead reflected and warped in the curved glass. 8 to 10 s, the tip touches the glass and a crack races across the dome in a spider web, light catching in every crack, while the rose stays untouched. Hold on that frame. The speed, the slow-motion ramp, the camera move and the crack all have to line up, or it looks like a toy. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, and the .blend file and Python script you used. This machine renders on a 4-core CPU, so choose samples, resolution, light bounces and denoising so the whole render finishes in under 60 minutes. It should feel like a movie trailer shot the moment it plays.LLMClaude Fable 5.1Gen AI—Skill—SoftwareFFmpeg+16.7M tokens·1h 19m 5s00
Output B, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to model and animate a rose made of jewels inside a clear glass bell jar, then render a 10-second cinematic shot of an arrow flying straight at it. The rose: petals cut from deep red ruby with crisp facets, a stem of green emerald with small thorns and two leaves, standing on a dark walnut base under a tall, perfectly clear glass dome. Light should bend through the glass and sparkle in every facet. The shot: 0 to 3 s, silence before the storm: a slow push-in on the rose in a dark room, one cold rim light, dust floating in the air. 3 to 4 s, an arrow bursts out of the darkness toward the jar. 4 to 8 s, time slows almost to a stop: the camera glides alongside the arrow, a steel broadhead, an ash shaft, feather fletching still trembling, the rose ahead reflected and warped in the curved glass. 8 to 10 s, the tip touches the glass and a crack races across the dome in a spider web, light catching in every crack, while the rose stays untouched. Hold on that frame. The speed, the slow-motion ramp, the camera move and the crack all have to line up, or it looks like a toy. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, and the .blend file and Python script you used. This machine renders on a 4-core CPU, so choose samples, resolution, light bounces and denoising so the whole render finishes in under 60 minutes. It should feel like a movie trailer shot the moment it plays.LLMGPT-6.1 SolGen AI—Skill—SoftwareFFmpeg946.8K tokens·1h 6m 22s00
Output A, 1 turnTtamburinsNov 4Use Blender (bpy + Cycles, already installed) to model and animate a rose made of jewels inside a clear glass bell jar, then render a 10-second cinematic shot of an arrow flying straight at it. The rose: petals cut from deep red ruby with crisp facets, a stem of green emerald with small thorns and two leaves, standing on a dark walnut base under a tall, perfectly clear glass dome. Light should bend through the glass and sparkle in every facet. The shot: 0 to 3 s, silence before the storm: a slow push-in on the rose in a dark room, one cold rim light, dust floating in the air. 3 to 4 s, an arrow bursts out of the darkness toward the jar. 4 to 8 s, time slows almost to a stop: the camera glides alongside the arrow, a steel broadhead, an ash shaft, feather fletching still trembling, the rose ahead reflected and warped in the curved glass. 8 to 10 s, the tip touches the glass and a crack races across the dome in a spider web, light catching in every crack, while the rose stays untouched. Hold on that frame. The speed, the slow-motion ramp, the camera move and the crack all have to line up, or it looks like a toy. Deliver the final MP4 (at least 1080x1080, 24 fps), one full-resolution hero still of the best frame, and the .blend file and Python script you used. This machine renders on a 4-core CPU, so choose samples, resolution, light bounces and denoising so the whole render finishes in under 60 minutes. It should feel like a movie trailer shot the moment it plays.LLMClaude Opus 5.5Gen AI—Skill—SoftwareBlender+15.6M tokens·49m 41s00
Output D, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1126.3K tokens·5m 36s00
Output C, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine.LLMClaude Fable 5.1Gen AI—Skill—SoftwareGoogle Chrome+1329.7K tokens·5m 3s00
Output B, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine.LLMGPT-6.1 TerraGen AI—Skill—Software—15K tokens·2m 12s00
Output A, 1 turnTtamburinsNov 4Build Halves, a web app for splitting shared expenses with roommates. It needs a landing page that explains the product, and the working app: add an expense (what it was for, the amount, who paid, and who it's split between), see the list of expenses, and see who owes whom using the fewest payments. Keep the data in localStorage so it's still there after a reload. Deliver one self-contained index.html. No external images; CDN libraries are fine.LLMClaude Opus 5.5Gen AI—Skill—SoftwareChromium+1370.1K tokens·5m 8s00
Output C, 2 turnsTtamburinsNov 4Ink Wanderer: a playable 3D game in one web page Your mission: build an original third-person 3D platformer that runs in the browser (Three.js is fine). The player is a lone traveler in a straw hat and a dark cloak, crossing a misty ink-painted mountain world: stone ledges over waterfalls, crumbling cliff stairs, blocks hanging on ropes, a wooden raft, and a torii gate at the summit. It should feel like walking into a moving sumi-e painting. It has to be a real game, not a demo: WASD to move, Space to jump, mouse or arrow keys to turn the camera, a camera that follows smoothly, jumps that feel good. At least 3 short areas, each adding one new idea (a moving platform, a simple puzzle such as a lever or pressure plate, a patrolling enemy you avoid or knock off the edge), checkpoints when you fall, and an ending when you reach the gate. The look is the point: ink-wash shading, paper texture, brush-stroke outlines, drifting mist, and a single warm accent colour. Make or generate every asset yourself; original designs only. The bar: someone just built a game like this in 24 hours with six different tools and a lot of hand work. Show what one prompt can do. Deliver one finished game as a single playable web page (index.html plus any files it needs).LLMClaude Fable 5.1Gen AINano Banana Pro+1Skill—SoftwareGoogle Chrome+120.4M tokens·1h 58m 10s00
Output D, 1 turnTtamburinsNov 4Build a complex, cinematic 2D animation as a single standalone HTML file, using WebGL with GLSL shaders and a 2D Canvas. No external assets, images or libraries: draw and shade everything in code. The scene: an original masked hero swings through a dense, towering city at golden hour, shot from a steep high angle looking down the street canyons. They fire glowing web lines that snap onto rooftops, swing in long arcs with real momentum, let go at the top of the arc, flip through the air and shoot the next line before they fall. The camera chases them through the buildings. The city should feel enormous and alive: hundreds of buildings with lit windows, rooftop water towers and details, traffic far below, warm sunlight and long shadows, haze and depth. Use shaders for lighting, atmosphere and motion blur, and the 2D canvas for the hero, the web lines and particles. Swing physics should come from a real pendulum, not canned paths. It should run on its own forever with no input, at 60 fps in a normal laptop browser, and feel fast and fun the moment it loads.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1988.1K tokens·24m 33s00
Output C, 1 turnTtamburinsNov 4Build a complex, cinematic 2D animation as a single standalone HTML file, using WebGL with GLSL shaders and a 2D Canvas. No external assets, images or libraries: draw and shade everything in code. The scene: an original masked hero swings through a dense, towering city at golden hour, shot from a steep high angle looking down the street canyons. They fire glowing web lines that snap onto rooftops, swing in long arcs with real momentum, let go at the top of the arc, flip through the air and shoot the next line before they fall. The camera chases them through the buildings. The city should feel enormous and alive: hundreds of buildings with lit windows, rooftop water towers and details, traffic far below, warm sunlight and long shadows, haze and depth. Use shaders for lighting, atmosphere and motion blur, and the 2D canvas for the hero, the web lines and particles. Swing physics should come from a real pendulum, not canned paths. It should run on its own forever with no input, at 60 fps in a normal laptop browser, and feel fast and fun the moment it loads.LLMClaude Fable 5.1Gen AI—Skill—SoftwareGoogle Chrome+118.2M tokens·1h 8m 18s00
Output B, 1 turnTtamburinsNov 4Build a complex, cinematic 2D animation as a single standalone HTML file, using WebGL with GLSL shaders and a 2D Canvas. No external assets, images or libraries: draw and shade everything in code. The scene: an original masked hero swings through a dense, towering city at golden hour, shot from a steep high angle looking down the street canyons. They fire glowing web lines that snap onto rooftops, swing in long arcs with real momentum, let go at the top of the arc, flip through the air and shoot the next line before they fall. The camera chases them through the buildings. The city should feel enormous and alive: hundreds of buildings with lit windows, rooftop water towers and details, traffic far below, warm sunlight and long shadows, haze and depth. Use shaders for lighting, atmosphere and motion blur, and the 2D canvas for the hero, the web lines and particles. Swing physics should come from a real pendulum, not canned paths. It should run on its own forever with no input, at 60 fps in a normal laptop browser, and feel fast and fun the moment it loads.LLMGPT-6.1 TerraGen AI—Skill—SoftwareChromium+1145.4K tokens·9m 10s00
Output A, 1 turnTtamburinsNov 4Build a complex, cinematic 2D animation as a single standalone HTML file, using WebGL with GLSL shaders and a 2D Canvas. No external assets, images or libraries: draw and shade everything in code. The scene: an original masked hero swings through a dense, towering city at golden hour, shot from a steep high angle looking down the street canyons. They fire glowing web lines that snap onto rooftops, swing in long arcs with real momentum, let go at the top of the arc, flip through the air and shoot the next line before they fall. The camera chases them through the buildings. The city should feel enormous and alive: hundreds of buildings with lit windows, rooftop water towers and details, traffic far below, warm sunlight and long shadows, haze and depth. Use shaders for lighting, atmosphere and motion blur, and the 2D canvas for the hero, the web lines and particles. Swing physics should come from a real pendulum, not canned paths. It should run on its own forever with no input, at 60 fps in a normal laptop browser, and feel fast and fun the moment it loads.LLMClaude Opus 5.5Gen AI—Skill—SoftwareChromium4.2M tokens·26m 59s00
Output D, 1 turnTtamburinsNov 4Ink Wanderer: a playable 3D game in one web page Your mission: build an original third-person 3D platformer that runs in the browser (Three.js is fine). The player is a lone traveler in a straw hat and a dark cloak, crossing a misty ink-painted mountain world: stone ledges over waterfalls, crumbling cliff stairs, blocks hanging on ropes, a wooden raft, and a torii gate at the summit. It should feel like walking into a moving sumi-e painting. It has to be a real game, not a demo: WASD to move, Space to jump, mouse or arrow keys to turn the camera, a camera that follows smoothly, jumps that feel good. At least 3 short areas, each adding one new idea (a moving platform, a simple puzzle such as a lever or pressure plate, a patrolling enemy you avoid or knock off the edge), checkpoints when you fall, and an ending when you reach the gate. The look is the point: ink-wash shading, paper texture, brush-stroke outlines, drifting mist, and a single warm accent colour. Make or generate every asset yourself; original designs only. The bar: someone just built a game like this in 24 hours with six different tools and a lot of hand work. Show what one prompt can do. Deliver one finished game as a single playable web page (index.html plus any files it needs).LLMGemini 4 ArgonGen AI—Skill—SoftwarePlaywright892.8K tokens·21m 36s00
Output B, 1 turnTtamburinsNov 4Ink Wanderer: a playable 3D game in one web page Your mission: build an original third-person 3D platformer that runs in the browser (Three.js is fine). The player is a lone traveler in a straw hat and a dark cloak, crossing a misty ink-painted mountain world: stone ledges over waterfalls, crumbling cliff stairs, blocks hanging on ropes, a wooden raft, and a torii gate at the summit. It should feel like walking into a moving sumi-e painting. It has to be a real game, not a demo: WASD to move, Space to jump, mouse or arrow keys to turn the camera, a camera that follows smoothly, jumps that feel good. At least 3 short areas, each adding one new idea (a moving platform, a simple puzzle such as a lever or pressure plate, a patrolling enemy you avoid or knock off the edge), checkpoints when you fall, and an ending when you reach the gate. The look is the point: ink-wash shading, paper texture, brush-stroke outlines, drifting mist, and a single warm accent colour. Make or generate every asset yourself; original designs only. The bar: someone just built a game like this in 24 hours with six different tools and a lot of hand work. Show what one prompt can do. Deliver one finished game as a single playable web page (index.html plus any files it needs).LLMGPT-6.1 TerraGen AI—Skill—SoftwareChromium+1272.1K tokens·13m 22s00
Output A, 1 turnTtamburinsNov 4Ink Wanderer: a playable 3D game in one web page Your mission: build an original third-person 3D platformer that runs in the browser (Three.js is fine). The player is a lone traveler in a straw hat and a dark cloak, crossing a misty ink-painted mountain world: stone ledges over waterfalls, crumbling cliff stairs, blocks hanging on ropes, a wooden raft, and a torii gate at the summit. It should feel like walking into a moving sumi-e painting. It has to be a real game, not a demo: WASD to move, Space to jump, mouse or arrow keys to turn the camera, a camera that follows smoothly, jumps that feel good. At least 3 short areas, each adding one new idea (a moving platform, a simple puzzle such as a lever or pressure plate, a patrolling enemy you avoid or knock off the edge), checkpoints when you fall, and an ending when you reach the gate. The look is the point: ink-wash shading, paper texture, brush-stroke outlines, drifting mist, and a single warm accent colour. Make or generate every asset yourself; original designs only. The bar: someone just built a game like this in 24 hours with six different tools and a lot of hand work. Show what one prompt can do. Deliver one finished game as a single playable web page (index.html plus any files it needs).LLMClaude Opus 5.5Gen AI—Skill—SoftwareChromium+12.6M tokens·23m 44s00
Output D, 1 turnTtamburinsNov 4Naruto live stage show: 30 seconds of fan footage Your mission: make a 30-second video that looks like real phone footage a fan filmed at a live Naruto stunt show at an outdoor anime theme park in Japan. Someone scrolling Instagram should believe it is real and ask where the show is. Shoot it like a fan in the crowd: handheld, slightly zoomed in, daylight, the backs of heads and raised phones in the foreground, a Hidden Leaf village set with rock walls, wooden gates and Japanese rooftops. Costumed stunt performers (original people, no real actors or celebrities) fight as Naruto and Sasuke: wire-work leaps off the set, fast hand-to-hand clashes, landings that kick up dust. The jutsu are the showstopper and must be impossible to miss: Naruto's shadow clones flood the stage, a spinning blue Rasengan glows in his palm, Sasuke's Chidori crackles with white-blue lightning, a fireball jutsu rolls across the set, and the final Rasengan vs Chidori clash bursts into a shockwave of light, wind and dust that hits the front rows. Make them look like the most expensive stage effects in the world, with their light falling on the performers, the set and the crowd's faces. The crowd gasps, flinches, cheers and shouts in Japanese. The bar: AI-made Naruto stage fights have pulled tens of millions of views. Make yours more convincing and more spectacular: real phone shake, real light on real faces, and performers and costumes that stay the same in every shot. Deliver one finished 30-second widescreen (16:9) MP4 with sound. Voices are Japanese crowd and announcer sounds, with no subtitles or on-screen text.LLMClaude Opus 5.5Gen AIMiniMax H3 Max+3Skill—Softwarefal.ai+12M tokens·14m 52s00
Output C, 1 turnTtamburinsNov 4Naruto live stage show: 30 seconds of fan footage Your mission: make a 30-second video that looks like real phone footage a fan filmed at a live Naruto stunt show at an outdoor anime theme park in Japan. Someone scrolling Instagram should believe it is real and ask where the show is. Shoot it like a fan in the crowd: handheld, slightly zoomed in, daylight, the backs of heads and raised phones in the foreground, a Hidden Leaf village set with rock walls, wooden gates and Japanese rooftops. Costumed stunt performers (original people, no real actors or celebrities) fight as Naruto and Sasuke: wire-work leaps off the set, fast hand-to-hand clashes, landings that kick up dust. The jutsu are the showstopper and must be impossible to miss: Naruto's shadow clones flood the stage, a spinning blue Rasengan glows in his palm, Sasuke's Chidori crackles with white-blue lightning, a fireball jutsu rolls across the set, and the final Rasengan vs Chidori clash bursts into a shockwave of light, wind and dust that hits the front rows. Make them look like the most expensive stage effects in the world, with their light falling on the performers, the set and the crowd's faces. The crowd gasps, flinches, cheers and shouts in Japanese. The bar: AI-made Naruto stage fights have pulled tens of millions of views. Make yours more convincing and more spectacular: real phone shake, real light on real faces, and performers and costumes that stay the same in every shot. Deliver one finished 30-second widescreen (16:9) MP4 with sound. Voices are Japanese crowd and announcer sounds, with no subtitles or on-screen text.LLMClaude Opus 5.5Gen AIKling 4.0+3Skill—Softwarefal.ai2.2M tokens·55m 53s00
Output B, 1 turnTtamburinsNov 4Naruto live stage show: 30 seconds of fan footage Your mission: make a 30-second video that looks like real phone footage a fan filmed at a live Naruto stunt show at an outdoor anime theme park in Japan. Someone scrolling Instagram should believe it is real and ask where the show is. Shoot it like a fan in the crowd: handheld, slightly zoomed in, daylight, the backs of heads and raised phones in the foreground, a Hidden Leaf village set with rock walls, wooden gates and Japanese rooftops. Costumed stunt performers (original people, no real actors or celebrities) fight as Naruto and Sasuke: wire-work leaps off the set, fast hand-to-hand clashes, landings that kick up dust. The jutsu are the showstopper and must be impossible to miss: Naruto's shadow clones flood the stage, a spinning blue Rasengan glows in his palm, Sasuke's Chidori crackles with white-blue lightning, a fireball jutsu rolls across the set, and the final Rasengan vs Chidori clash bursts into a shockwave of light, wind and dust that hits the front rows. Make them look like the most expensive stage effects in the world, with their light falling on the performers, the set and the crowd's faces. The crowd gasps, flinches, cheers and shouts in Japanese. The bar: AI-made Naruto stage fights have pulled tens of millions of views. Make yours more convincing and more spectacular: real phone shake, real light on real faces, and performers and costumes that stay the same in every shot. Deliver one finished 30-second widescreen (16:9) MP4 with sound. Voices are Japanese crowd and announcer sounds, with no subtitles or on-screen text.LLMClaude Opus 5.5Gen AIVeo 3.1+1Skill—SoftwareFFmpeg+11.1M tokens·10m 43s00
Output A, 1 turnTtamburinsNov 4Naruto live stage show: 30 seconds of fan footage Your mission: make a 30-second video that looks like real phone footage a fan filmed at a live Naruto stunt show at an outdoor anime theme park in Japan. Someone scrolling Instagram should believe it is real and ask where the show is. Shoot it like a fan in the crowd: handheld, slightly zoomed in, daylight, the backs of heads and raised phones in the foreground, a Hidden Leaf village set with rock walls, wooden gates and Japanese rooftops. Costumed stunt performers (original people, no real actors or celebrities) fight as Naruto and Sasuke: wire-work leaps off the set, fast hand-to-hand clashes, landings that kick up dust. The jutsu are the showstopper and must be impossible to miss: Naruto's shadow clones flood the stage, a spinning blue Rasengan glows in his palm, Sasuke's Chidori crackles with white-blue lightning, a fireball jutsu rolls across the set, and the final Rasengan vs Chidori clash bursts into a shockwave of light, wind and dust that hits the front rows. Make them look like the most expensive stage effects in the world, with their light falling on the performers, the set and the crowd's faces. The crowd gasps, flinches, cheers and shouts in Japanese. The bar: AI-made Naruto stage fights have pulled tens of millions of views. Make yours more convincing and more spectacular: real phone shake, real light on real faces, and performers and costumes that stay the same in every shot. Deliver one finished 30-second widescreen (16:9) MP4 with sound. Voices are Japanese crowd and announcer sounds, with no subtitles or on-screen text.LLMClaude Opus 5.5Gen AIKling 4.0+4Skill—Softwarefal.ai2.7M tokens·25m 38s00
Output D, 1 turnTtamburinsNov 4Same face, every shot: a 15-second identity test The attached photo (naruto_casting_photo.jpg) is the casting photo of our original actor for a live-action Naruto. Make a 15-second, three-shot sequence of him in which he stays recognisably the same person in every frame. Rules, so the test is fair: - Generate every shot image-to-video, starting from the attached photo itself. Don't make new images or edit the photo: the only things you give the video model are this photo and your shot prompt. - Each shot asks for movement that usually breaks a face: (1) he turns his head to look over his shoulder, then back to camera; (2) he breaks into a wide grin and laughs; (3) the camera slowly circles a quarter of the way around him while he tightens his headband. - Use only the video model you were given, for every shot. If a shot is refused, try once more with a reworded prompt, then tell us. Don't switch to another model. Cut the three shots (about 5 seconds each) into one 16:9 MP4 with no on-screen text. Sound is optional. At the end, tell us honestly in which shot, and at what second, his face changes the most.LLMClaude Opus 5.5Gen AIMiniMax H3 MaxSkill—SoftwareFFmpeg+1835.4K tokens·6m 19s00
Output C, 1 turnTtamburinsNov 4Same face, every shot: a 15-second identity test The attached photo (naruto_casting_photo.jpg) is the casting photo of our original actor for a live-action Naruto. Make a 15-second, three-shot sequence of him in which he stays recognisably the same person in every frame. Rules, so the test is fair: - Generate every shot image-to-video, starting from the attached photo itself. Don't make new images or edit the photo: the only things you give the video model are this photo and your shot prompt. - Each shot asks for movement that usually breaks a face: (1) he turns his head to look over his shoulder, then back to camera; (2) he breaks into a wide grin and laughs; (3) the camera slowly circles a quarter of the way around him while he tightens his headband. - Use only the video model you were given, for every shot. If a shot is refused, try once more with a reworded prompt, then tell us. Don't switch to another model. Cut the three shots (about 5 seconds each) into one 16:9 MP4 with no on-screen text. Sound is optional. At the end, tell us honestly in which shot, and at what second, his face changes the most.LLMClaude Opus 5.5Gen AI—Skill—Software—397K tokens·6m 31s00
Output B, 1 turnTtamburinsNov 4Same face, every shot: a 15-second identity test The attached photo (naruto_casting_photo.jpg) is the casting photo of our original actor for a live-action Naruto. Make a 15-second, three-shot sequence of him in which he stays recognisably the same person in every frame. Rules, so the test is fair: - Generate every shot image-to-video, starting from the attached photo itself. Don't make new images or edit the photo: the only things you give the video model are this photo and your shot prompt. - Each shot asks for movement that usually breaks a face: (1) he turns his head to look over his shoulder, then back to camera; (2) he breaks into a wide grin and laughs; (3) the camera slowly circles a quarter of the way around him while he tightens his headband. - Use only the video model you were given, for every shot. If a shot is refused, try once more with a reworded prompt, then tell us. Don't switch to another model. Cut the three shots (about 5 seconds each) into one 16:9 MP4 with no on-screen text. Sound is optional. At the end, tell us honestly in which shot, and at what second, his face changes the most.LLMClaude Opus 5.5Gen AIVeo 3.1Skill—SoftwareFFmpeg+1783.3K tokens·6m 53s00
Output A, 1 turnTtamburinsNov 4Same face, every shot: a 15-second identity test The attached photo (naruto_casting_photo.jpg) is the casting photo of our original actor for a live-action Naruto. Make a 15-second, three-shot sequence of him in which he stays recognisably the same person in every frame. Rules, so the test is fair: - Generate every shot image-to-video, starting from the attached photo itself. Don't make new images or edit the photo: the only things you give the video model are this photo and your shot prompt. - Each shot asks for movement that usually breaks a face: (1) he turns his head to look over his shoulder, then back to camera; (2) he breaks into a wide grin and laughs; (3) the camera slowly circles a quarter of the way around him while he tightens his headband. - Use only the video model you were given, for every shot. If a shot is refused, try once more with a reworded prompt, then tell us. Don't switch to another model. Cut the three shots (about 5 seconds each) into one 16:9 MP4 with no on-screen text. Sound is optional. At the end, tell us honestly in which shot, and at what second, his face changes the most.LLMClaude Opus 5.5Gen AIKling 4.0Skill—SoftwareFFmpeg+1965.4K tokens·12m 49s00
Output B, 1 turnTtamburinsNov 4Make a Vox-style documentary reel about the Mars Climate Orbiter lost to a units mix-up: about 25 seconds, vertical 9:16. Write the script, make the images, and animate each scene in code. Deliver one finished MP4.LLMGPT-6 AstraGen AINano Banana Pro+1Skill—SoftwareFFmpeg+1783.4K tokens·8m 10s00
Output A, 1 turnTtamburinsNov 4Make a Vox-style documentary reel about the Mars Climate Orbiter lost to a units mix-up: about 25 seconds, vertical 9:16. Write the script, make the images, and animate each scene in code. Deliver one finished MP4.LLMClaude Opus 5.5Gen AINano Banana Pro+2Skill—SoftwareFFmpeg+21.8M tokens·13m 19s00
Output B, 1 turnTtamburinsNov 2Create a 2D anime scene for the web. It must look completely like real Japanese anime, as if it were taken directly from a finished theatrical anime film. This is traditional-looking, hand-drawn 2D anime, not a 3D animation, a moving illustration, or a stylized web graphic. Deliver the final result as a single, self-contained HTML file. Use any tools, libraries, references, guides, literally anything etc. Use Studio Ghibli films as the art style reference for the design, line work, painted backgrounds, color, and atmosphere. Create an original giant robot as the main character. No people appear in the scene. Use any tools or techniques you want, including 3D, as long as the final result looks 100% like hand-drawn 2D anime. SCENE At sunrise, mist hangs over an abandoned forest. A giant robot has knelt here for so long that moss, wildflowers, and old trees have grown over its body. A small bird lands on its shoulder as the first ray of sunlight reaches its weathered face. Deep inside its chest, a faint light flickers on. The ground trembles and birds burst from the treetops. With a deep, creaking groan, the robot slowly rises as soil, vines, and leaves pour from its armor. It lifts its head toward a gap in the canopy. The engines ignite, sending a great ring of wind across the forest. The robot tears into the golden sky, leaving a curving trail of light and mist as leaves spiral down through the sunbeams. ANIME QUALITY STANDARD Every frame must look as if it was drawn by professional anime animators and painted by master background artists for a finished theatrical film. Robot: A hand-drawn anime mecha that feels heavy, ancient, and full of personality, with cel-colored forms, chipped paint, rust, moss, and believable weathering. Keep it on-model from every angle, and let its posture and glowing eyes express emotion. Line art: Confident, delicate, hand-inked anime line work with subtle variation in thickness and pressure. Coloring: Traditional anime cel coloring with clean color areas, simple hard-edged shadows, and a soft, natural palette. Backgrounds: Richly detailed, hand-painted anime backgrounds in a gouache style, with visible brushwork, natural color variation, layered foliage, and real depth. Lighting: Golden sunrise light, colorful shadows, glowing mist, and soft atmosphere that unite the robot and background. Animation: Authentic hand-drawn anime timing with real weight, strong key poses, natural holds, and overlapping movement in vines, grass, leaves, birds, and falling debris. The robot should rise slowly and feel massive, then launch with explosive power. Direction: Cinematic anime shots, beautiful composition, thoughtful staging, and pacing that starts quietly, builds tension, and ends in a soaring climax. IT MUST NOT LOOK LIKE - 3D: No plastic materials, CGI shading, visible polygons, game-engine lighting, or computer-perfect perspective. - SVG or vector art: No simple geometric shapes, perfect curves, uniform outlines, flat corporate illustration, or basic gradients. - Web animation: No sliding layers, constant bobbing, floating parts, smooth software easing, or puppet-like joint rotation. You are free to change any part of the prompt, if it would result, in better results. - AI art: No warped shapes, melted details, flickering, or changing robot designs. - Non-anime art: No Western cartoon designs, realistic rendering, soft painterly shading on the robot, or generic digital illustration. - Amateur work: No stiff poses, empty backgrounds, repeated trees, muddy colors, clip art, placeholders, or unfinished details. The result should feel awe-inspiring, nostalgic, and full of wonder, like the moment an old forgotten dream comes back to life. Before finishing, inspect random frames as still images. If any frame does not look completely like real 2D anime, keep improving it. Do not stop until every frame could pass as a still from a theatrical anime film.LLMGPT-6.1 TerraGen AISeedance 2.0Skill—SoftwareChromium+2697.8K tokens·12m 28s00
Output A, 1 turnTtamburinsNov 2Create a 2D anime scene for the web. It must look completely like real Japanese anime, as if it were taken directly from a finished theatrical anime film. This is traditional-looking, hand-drawn 2D anime, not a 3D animation, a moving illustration, or a stylized web graphic. Deliver the final result as a single, self-contained HTML file. Use any tools, libraries, references, guides, literally anything etc. Use Studio Ghibli films as the art style reference for the design, line work, painted backgrounds, color, and atmosphere. Create an original giant robot as the main character. No people appear in the scene. Use any tools or techniques you want, including 3D, as long as the final result looks 100% like hand-drawn 2D anime. SCENE At sunrise, mist hangs over an abandoned forest. A giant robot has knelt here for so long that moss, wildflowers, and old trees have grown over its body. A small bird lands on its shoulder as the first ray of sunlight reaches its weathered face. Deep inside its chest, a faint light flickers on. The ground trembles and birds burst from the treetops. With a deep, creaking groan, the robot slowly rises as soil, vines, and leaves pour from its armor. It lifts its head toward a gap in the canopy. The engines ignite, sending a great ring of wind across the forest. The robot tears into the golden sky, leaving a curving trail of light and mist as leaves spiral down through the sunbeams. ANIME QUALITY STANDARD Every frame must look as if it was drawn by professional anime animators and painted by master background artists for a finished theatrical film. Robot: A hand-drawn anime mecha that feels heavy, ancient, and full of personality, with cel-colored forms, chipped paint, rust, moss, and believable weathering. Keep it on-model from every angle, and let its posture and glowing eyes express emotion. Line art: Confident, delicate, hand-inked anime line work with subtle variation in thickness and pressure. Coloring: Traditional anime cel coloring with clean color areas, simple hard-edged shadows, and a soft, natural palette. Backgrounds: Richly detailed, hand-painted anime backgrounds in a gouache style, with visible brushwork, natural color variation, layered foliage, and real depth. Lighting: Golden sunrise light, colorful shadows, glowing mist, and soft atmosphere that unite the robot and background. Animation: Authentic hand-drawn anime timing with real weight, strong key poses, natural holds, and overlapping movement in vines, grass, leaves, birds, and falling debris. The robot should rise slowly and feel massive, then launch with explosive power. Direction: Cinematic anime shots, beautiful composition, thoughtful staging, and pacing that starts quietly, builds tension, and ends in a soaring climax. IT MUST NOT LOOK LIKE - 3D: No plastic materials, CGI shading, visible polygons, game-engine lighting, or computer-perfect perspective. - SVG or vector art: No simple geometric shapes, perfect curves, uniform outlines, flat corporate illustration, or basic gradients. - Web animation: No sliding layers, constant bobbing, floating parts, smooth software easing, or puppet-like joint rotation. You are free to change any part of the prompt, if it would result, in better results. - AI art: No warped shapes, melted details, flickering, or changing robot designs. - Non-anime art: No Western cartoon designs, realistic rendering, soft painterly shading on the robot, or generic digital illustration. - Amateur work: No stiff poses, empty backgrounds, repeated trees, muddy colors, clip art, placeholders, or unfinished details. The result should feel awe-inspiring, nostalgic, and full of wonder, like the moment an old forgotten dream comes back to life. Before finishing, inspect random frames as still images. If any frame does not look completely like real 2D anime, keep improving it. Do not stop until every frame could pass as a still from a theatrical anime film.LLMClaude Opus 5.5Gen AISeedance 2.0+3Skill—SoftwareChromium+35.7M tokens·51m 49s00
Output C, 1 turnTtamburinsNov 2Create a 2D anime scene for the web. It must look completely like real Japanese anime, as if it were taken directly from a finished theatrical anime film. This is traditional-looking, hand-drawn 2D anime, not a 3D animation, a moving illustration, or a stylized web graphic. Deliver the final result as a single, self-contained HTML file. Use any tools, libraries, references, guides, literally anything etc. Use Studio Ghibli films as the art style reference for the design, line work, painted backgrounds, color, and atmosphere. Create an original giant robot as the main character. No people appear in the scene. Use any tools or techniques you want, including 3D, as long as the final result looks 100% like hand-drawn 2D anime. SCENE At sunrise, mist hangs over an abandoned forest. A giant robot has knelt here for so long that moss, wildflowers, and old trees have grown over its body. A small bird lands on its shoulder as the first ray of sunlight reaches its weathered face. Deep inside its chest, a faint light flickers on. The ground trembles and birds burst from the treetops. With a deep, creaking groan, the robot slowly rises as soil, vines, and leaves pour from its armor. It lifts its head toward a gap in the canopy. The engines ignite, sending a great ring of wind across the forest. The robot tears into the golden sky, leaving a curving trail of light and mist as leaves spiral down through the sunbeams. ANIME QUALITY STANDARD Every frame must look as if it was drawn by professional anime animators and painted by master background artists for a finished theatrical film. Robot: A hand-drawn anime mecha that feels heavy, ancient, and full of personality, with cel-colored forms, chipped paint, rust, moss, and believable weathering. Keep it on-model from every angle, and let its posture and glowing eyes express emotion. Line art: Confident, delicate, hand-inked anime line work with subtle variation in thickness and pressure. Coloring: Traditional anime cel coloring with clean color areas, simple hard-edged shadows, and a soft, natural palette. Backgrounds: Richly detailed, hand-painted anime backgrounds in a gouache style, with visible brushwork, natural color variation, layered foliage, and real depth. Lighting: Golden sunrise light, colorful shadows, glowing mist, and soft atmosphere that unite the robot and background. Animation: Authentic hand-drawn anime timing with real weight, strong key poses, natural holds, and overlapping movement in vines, grass, leaves, birds, and falling debris. The robot should rise slowly and feel massive, then launch with explosive power. Direction: Cinematic anime shots, beautiful composition, thoughtful staging, and pacing that starts quietly, builds tension, and ends in a soaring climax. IT MUST NOT LOOK LIKE - 3D: No plastic materials, CGI shading, visible polygons, game-engine lighting, or computer-perfect perspective. - SVG or vector art: No simple geometric shapes, perfect curves, uniform outlines, flat corporate illustration, or basic gradients. - Web animation: No sliding layers, constant bobbing, floating parts, smooth software easing, or puppet-like joint rotation. You are free to change any part of the prompt, if it would result, in better results. - AI art: No warped shapes, melted details, flickering, or changing robot designs. - Non-anime art: No Western cartoon designs, realistic rendering, soft painterly shading on the robot, or generic digital illustration. - Amateur work: No stiff poses, empty backgrounds, repeated trees, muddy colors, clip art, placeholders, or unfinished details. The result should feel awe-inspiring, nostalgic, and full of wonder, like the moment an old forgotten dream comes back to life. Before finishing, inspect random frames as still images. If any frame does not look completely like real 2D anime, keep improving it. Do not stop until every frame could pass as a still from a theatrical anime film.LLMClaude Fable 5.1Gen AI—Skill—SoftwareGoogle Chrome+1692.6K tokens·2m 56s00
Output A, 1 turnTtamburinsNov 3Naruto live stage show: 30 seconds of fan footage Your mission: make a 30-second video that looks like real phone footage a fan filmed at a live Naruto stunt show at an outdoor anime theme park in Japan. Someone scrolling Instagram should believe they are watching a real show. Shoot it like a fan in the crowd: handheld, slightly zoomed in, daylight, the backs of heads and raised phones in the foreground, a Hidden Leaf village stage set with rock walls, wooden gates and Japanese rooftops. Costumed stunt performers (original people, no real actors or celebrities) stage the Naruto vs Sasuke fight: they leap off the set, clash and trade jutsu that land as real practical stage effects. Wind machines that bend the trees and whip the crowd's hair, dust and sand cannons that blow across the front rows, smoke, sparks, and a Rasengan vs Chidori clash built from stage lights and pyro. The crowd gasps, flinches, cheers and shouts in Japanese. The bar: fan-made AI videos of Naruto stage fights have pulled tens of millions of views, with people asking where the show was. Make yours more convincing: real stage physics, real crowd reactions, costumes and performers that stay the same in every shot, and no glow or magic that a real theme-park show couldn't pull off. You choose the shots, the moments and the sound. Deliver one finished 30-second widescreen (16:9) MP4 with sound. Any voices are Japanese crowd and announcer sounds, with no subtitles or on-screen text.LLMClaude Opus 5.5Gen AIKling 4.0Skill—SoftwareFFmpeg+13.1M tokens·30m 38s20
Output D, 1 turnTtamburinsNov 3Naruto live stage show: 30 seconds of fan footage Your mission: make a 30-second video that looks like real phone footage a fan filmed at a live Naruto stunt show at an outdoor anime theme park in Japan. Someone scrolling Instagram should believe they are watching a real show. Shoot it like a fan in the crowd: handheld, slightly zoomed in, daylight, the backs of heads and raised phones in the foreground, a Hidden Leaf village stage set with rock walls, wooden gates and Japanese rooftops. Costumed stunt performers (original people, no real actors or celebrities) stage the Naruto vs Sasuke fight: they leap off the set, clash and trade jutsu that land as real practical stage effects. Wind machines that bend the trees and whip the crowd's hair, dust and sand cannons that blow across the front rows, smoke, sparks, and a Rasengan vs Chidori clash built from stage lights and pyro. The crowd gasps, flinches, cheers and shouts in Japanese. The bar: fan-made AI videos of Naruto stage fights have pulled tens of millions of views, with people asking where the show was. Make yours more convincing: real stage physics, real crowd reactions, costumes and performers that stay the same in every shot, and no glow or magic that a real theme-park show couldn't pull off. You choose the shots, the moments and the sound. Deliver one finished 30-second widescreen (16:9) MP4 with sound. Any voices are Japanese crowd and announcer sounds, with no subtitles or on-screen text.LLMClaude Opus 5.5Gen AIMiniMax H3 Max+1Skill—SoftwareFFmpeg+11.5M tokens·12m 35s20
Output C, 1 turnTtamburinsNov 3Naruto live stage show: 30 seconds of fan footage Your mission: make a 30-second video that looks like real phone footage a fan filmed at a live Naruto stunt show at an outdoor anime theme park in Japan. Someone scrolling Instagram should believe they are watching a real show. Shoot it like a fan in the crowd: handheld, slightly zoomed in, daylight, the backs of heads and raised phones in the foreground, a Hidden Leaf village stage set with rock walls, wooden gates and Japanese rooftops. Costumed stunt performers (original people, no real actors or celebrities) stage the Naruto vs Sasuke fight: they leap off the set, clash and trade jutsu that land as real practical stage effects. Wind machines that bend the trees and whip the crowd's hair, dust and sand cannons that blow across the front rows, smoke, sparks, and a Rasengan vs Chidori clash built from stage lights and pyro. The crowd gasps, flinches, cheers and shouts in Japanese. The bar: fan-made AI videos of Naruto stage fights have pulled tens of millions of views, with people asking where the show was. Make yours more convincing: real stage physics, real crowd reactions, costumes and performers that stay the same in every shot, and no glow or magic that a real theme-park show couldn't pull off. You choose the shots, the moments and the sound. Deliver one finished 30-second widescreen (16:9) MP4 with sound. Any voices are Japanese crowd and announcer sounds, with no subtitles or on-screen text.LLMClaude Opus 5.5Gen AIVeo 3.1+1Skill—Softwarefal.ai4.6M tokens·36m 46s20
Output B, 1 turnTtamburinsNov 3Naruto live stage show: 30 seconds of fan footage Your mission: make a 30-second video that looks like real phone footage a fan filmed at a live Naruto stunt show at an outdoor anime theme park in Japan. Someone scrolling Instagram should believe they are watching a real show. Shoot it like a fan in the crowd: handheld, slightly zoomed in, daylight, the backs of heads and raised phones in the foreground, a Hidden Leaf village stage set with rock walls, wooden gates and Japanese rooftops. Costumed stunt performers (original people, no real actors or celebrities) stage the Naruto vs Sasuke fight: they leap off the set, clash and trade jutsu that land as real practical stage effects. Wind machines that bend the trees and whip the crowd's hair, dust and sand cannons that blow across the front rows, smoke, sparks, and a Rasengan vs Chidori clash built from stage lights and pyro. The crowd gasps, flinches, cheers and shouts in Japanese. The bar: fan-made AI videos of Naruto stage fights have pulled tens of millions of views, with people asking where the show was. Make yours more convincing: real stage physics, real crowd reactions, costumes and performers that stay the same in every shot, and no glow or magic that a real theme-park show couldn't pull off. You choose the shots, the moments and the sound. Deliver one finished 30-second widescreen (16:9) MP4 with sound. Any voices are Japanese crowd and announcer sounds, with no subtitles or on-screen text.LLMClaude Opus 5.5Gen AIVeo 3.1+1Skill—SoftwareFFmpeg+11.8M tokens·15m 28s20
Output D, 1 turnTtamburinsNov 3Make a Vox-style documentary reel about Beethoven going deaf: about 25 seconds, vertical 9:16. Write the script, make the images, and animate each scene in code. Deliver one finished MP4.LLMGPT-6 AstraGen AINano Banana Pro+2Skill—Softwarefal.ai1.4M tokens·13m 37s00
Output C, 1 turnTtamburinsNov 3Make a Vox-style documentary reel about Beethoven going deaf: about 25 seconds, vertical 9:16. Write the script, make the images, and animate each scene in code. Deliver one finished MP4.LLMClaude Fable 5.1Gen AINano Banana Pro+3Skill—SoftwareFFmpeg+21.6M tokens·15m 12s00
Output B, 1 turnTtamburinsNov 3Make a Vox-style documentary reel about Beethoven going deaf: about 25 seconds, vertical 9:16. Write the script, make the images, and animate each scene in code. Deliver one finished MP4.LLMGemini 4 ArgonGen AINano Banana Pro+1Skill—Softwarefal.ai2M tokens·24m 16s00