Rhythm Game Show — Style Prompt

A rhythm-game variety show in flat vector: toy-like mascots with thick ink outlines on candy-coloured stripes and sunbursts, every hit landing on a fixed tempo grid, call-and-response patterns, and a judgement word when each round is won. References (grammar only): rhythm-action party games in the Rhythm Heaven mould (cue → answer, round cards, judgement words), Japanese variety-show telops (thick outlined captions, stripe and sunburst sets), WarioWare-style stage cards. Never use their names, characters, UI, levels or music.

The length follows the number of rounds: each round is a title card plus its bars of play. Narration is optional: the style can carry a film on short shouts and telops alone.

1. Essence, and what it is not

Not a microgame frenzy (no timer or one-verb command per 3 s game, no change of art style per round), not a mid-century cartoon (no textured painted backgrounds, no character acting), not a keynote (no slow reveals, no gradients).

2. Materials & rendering

3. Colour logic

4. Type & subtitles

5. Motion quality

6. Camera grammar

The stage is a frontal, symmetrical proscenium; the frame itself does the moving. A vocabulary, not a route. Opening and ending come from the topic.

Move What it expresses Can serve
Beat punch (zoom 0.8–5 % around centre, decays in ~0.16 s) the hit, felt in the frame any accent; a slam; a count-in
Several punches in one bar the frame breathing with the music a chorus; an escalating pattern
Locked frontal wide the whole stage as a game board a pattern being set up; a crowd; a scoreboard
Hard cut on the bar line + flash a new round, a new set chapter changes; a before/after
Split stage (two halves, two sets) two sides answering each other a rivalry; human vs machine; old vs new
Shrink to thumbnail (a finished bit scales down into a slot) memory, accumulation a recap; "and then all of this happened"
Vertical scroll of the set (floor to sky) rising stakes or scale a leaderboard; growth; a tower of items
Snap zoom onto one prop (hard cut to a 2× framing, back on the next bar) this detail is the joke a price tag; a number; a face reacting

Keep the sum of simultaneous punches below ~0.06 so the frame edge never shows. Characters stand on the floor band; banners top-left, judgement words centre-top. Hard cuts only; no dissolves.

7. Sound palette

8. Native moves

A menu: use the ones your story needs.

9. Pitfalls of the medium

10. Engine

demo/frame_head.html (SVG helpers: el, txt, tf, op, easing E, per-glyph chars/charsPop, measure), demo/main_v1.js (tempo grid at(bar, beat), ev() sound events, punch(), hopY/hitSq, gtext telops, stripes/dots/raysEl sets, burst, judge, banner), demo/main_b.js (bean() characters + pose(), human(), scene(t0, t1, build), card(), dropY, heyAt), demo/music.py + demo/synth_lib.py (event-driven score and SFX). The contract: scene() builds nodes once and returns update(t), which only sets attributes. Module table and a minimal new round: DEMO.md.

11. Variation space

You decide the rounds and their verbs, the cast, the sets and colours, whether there is narration, the tempo, the opening, the ending and the length. The grid, the drawing kit and the telop language stay.

All far from our demo:


How our demo was made (story, shots, score, end card, build): DEMO.md. Read it after your treatment exists.