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CHARACTERS & ENEMIES

Knight character sprite CHARACTER "a knight with sword and shield" MID ERA • 6 COLORS • 4/tile
Wizard character sprite CHARACTER "a wizard with a staff" MID ERA • 6 COLORS • 4/tile
Skeleton enemy sprite ENEMY "a skeleton warrior" MID ERA • 6 COLORS • 4/tile
Slime enemy sprite ENEMY "a slime monster" EARLY ERA • 4 COLORS • 4/tile

ITEMS & UI ELEMENTS

Potion item sprite ITEM "a healing potion" MID ERA • 6 COLORS • 4/tile
Health hearts HUD element UI ELEMENT "health hearts HUD" 3 COLORS • 4/tile

TILES & TILESETS

Brick wall tile TILE "brick wall" 4 COLORS • SEAMLESS
Dungeon stone tileset TILESET "dungeon stone wall" 3×3 CONNECTED • 4 COLORS

SPRITE SHEET ANIMATIONS

Rogue walk cycle animation WALK CYCLE "a rogue with daggers" • 4/tile
Paladin attack animation ATTACK "a paladin with longsword" • 4/tile
Goblin death animation DEATH "a goblin" • 4/tile
Wizard cast animation CAST "a wizard casting a spell" • 4/tile

Walk, idle, attack, jump, death, and cast cycles. Zero palette drift between frames.


SAME PROMPT, FOUR ERAS

Warrior in retro era style RETRO 1978 – 1983 3 COLORS • 4/tile
Warrior in early NES era style EARLY 1983 – 1984 4 COLORS • 4/tile
Warrior in mid NES era style MID 1985 – 1986 6 COLORS • 4/tile
Warrior in late NES era style LATE 1987+ 6 COLORS • 4/tile

The era system matches the visual style and constraints of specific periods in console hardware history. Same prompt, different era, different look.


DRAWN PIXEL-BY-PIXEL IN ASEPRITE

An alternative mode where Claude draws every pixel natively in Aseprite using MCP tools. Output is a real .aseprite file — editable layers, palette, the works. More advanced eras available via the MCP server product.

Retro alien drawn in Aseprite ENEMY "an alien invader" RETRO • ASEPRITE MODE
Retro ghost drawn in Aseprite ENEMY "a ghost enemy" RETRO • ASEPRITE MODE
Retro star item drawn in Aseprite ITEM "a star power-up" RETRO • ASEPRITE MODE
Retro brick tile drawn in Aseprite TILE "a brick wall" RETRO • ASEPRITE MODE
Early era bat drawn in Aseprite ENEMY "a bat enemy" EARLY • ASEPRITE MODE
Early era mushroom enemy drawn in Aseprite ENEMY "a mushroom enemy" EARLY • ASEPRITE MODE
Early era heart item drawn in Aseprite ITEM "a health heart" EARLY • ASEPRITE MODE
Early era warrior drawn in Aseprite CHARACTER "a warrior" EARLY • ASEPRITE MODE

Aseprite mode produces native .aseprite files with correct palettes and editable layers. Hardware-compliant output, ready to use.

MID & LATE ERAS — YOUR MODEL, YOUR QUALITY

With a more capable model, Aseprite mode extends to mid and late eras. Equipment detail, complex creatures, and richer palettes become viable at 16×16. Available via the MCP server product — you bring your own Claude model.

OPUS

Mid-era dragon drawn in Aseprite by Opus ENEMY "a dragon" MID • OPUS
Late-era armored mage drawn in Aseprite by Opus CHARACTER "an armored mage" LATE • OPUS
Late-era potion bottle drawn in Aseprite by Opus ITEM "a potion bottle" LATE • OPUS

SONNET

Mid-era dragon drawn in Aseprite by Sonnet ENEMY "a dragon" MID • SONNET
Late-era armored mage drawn in Aseprite by Sonnet CHARACTER "an armored mage" LATE • SONNET
Late-era potion bottle drawn in Aseprite by Sonnet ITEM "a potion bottle" LATE • SONNET

ANIMATIONS — MULTI-FRAME VIA PIXEL-MCP

Both Opus and Sonnet can draw coherent multi-frame animations — walk cycles, attack sequences, idle bobs. Each frame is drawn pixel-by-pixel, maintaining character identity across the sequence.

Opus mushroom idle animation IDLE BOB "a mushroom character" EARLY • OPUS
Sonnet mushroom idle animation IDLE BOB "a mushroom character" EARLY • SONNET

HARDWARE LIMITS

NES

NES · 4 colors/sprite · 8×8 or 8×16 sprites

4 colors per sprite (3 + clear). 8×8 or 8×16 sprites. 54-color master palette. Built for mocks that look like NES hardware, not a soft filter on a PNG.

SNES

SNES · up to 16 colors/sprite · console sprite and tile sizes

Up to 16 colors per sprite from the SNES palette. Sprite and tile sizes match what the console expects. Stub bosses and UI while you playtest.

Genesis / Mega Drive

Genesis · 16 colors/sprite · 512-color set

16 colors per sprite from the 512-color Genesis set. Same tile grammar as a real Mega Drive sheet. Stub enemies and HUD before you lock art direction.

Game Boy

Game Boy · 4 shades · 8×8 or 8×16 sprites

4 shades. 8×8 or 8×16 sprites. The green-gray look comes from the hardware. Stub your GB demo sprites here, then commission final pixels.

Game Boy Color

GBC · 4-color palette banks

GBC sprite and BG palette banks (4 colors each). More color than DMG, still a console budget. Placeholder sheets that stay honest about what GBC can show.

Commodore 64

C64 · 16 colors · hires

16-color C64 hires palette. The generator offers hires only, with 2 colors per 8×8 cell. Prototype sprites that fit a C64 screen, then bring in an artist for the release build.

PC Engine / TurboGrafx-16

PC Engine · 16-color palettes

PC Engine palette limits enforced. 16 colors per palette. Stub HuCard-era tiles for playtests. Ship art still belongs to a human pixel artist.