Microgame Frenzy — Style Prompt

A rapid-fire party-game film: one command word, a few seconds, one action. Every microgame is drawn in a completely different art style, and the film keeps getting faster. Genre reference (grammar only): the WarioWare series. Never use its name, characters, UI, microgames or music.

The format suits short films; once the frenzy stops building, end it.

1. Essence, and what it is not

Not Rhythm Game Show (one art style, rounds of bars, call-and-response), not a style sampler reel (every game has stakes; lives connect them), not a montage (each game has a rule grasped in under a second).

2. Materials & rendering

3. Colour logic

4. Type & subtitles

5. Motion quality

6. Camera grammar

A vocabulary, not a route. Opening and ending come from the topic.

Move What it expresses Can serve
Start inside a game, command already slamming the rules explain themselves throwing the viewer in
Pull back out of the game screen scale: this was one screen on a show the first return to the stage
Locked frontal home frame the constant; only the scoreboard changes stage beats; the host's reaction
Slot reels (the stage splits into spinning strips of earlier frames, stopping one per beat) acceleration, a summary a speed-up; a change of round
Extreme insert on the trigger prop the start, felt a game starting on the downbeat
Lights cut to one top spot, frame unchanged stakes; the last chance the last life; a decision
Tile flip (last frames of past games flip into pieces of a new frame) the past becomes the material of the present a boss or finale; a recap
Push into a detail, hold the viewer notices before the hero does a clue; a silence
Snap back to wide on one beat release a solution blooming; a save
Split screen, two media side by side comparison, rivalry two players; before/after; two approaches

Framing: the game screen is a fixed fraction of the frame (around 40 % of the width); in a mixed-media frame keep one focal chain (A leads to B leads to C) and push info panels into a corner.

7. Sound palette

8. Native moves

A menu: use the ones your story needs.

9. Pitfalls of the medium

10. Engine

demo/timeline.js (tempo grid and segments, the single source of truth), demo/toon.js + demo/stage.js + demo/hud.js (home look, stage, timer, command word, stamps, lives, subtitle cards; call setCtx when drawing offscreen), demo/chars.js (host and hero rigs), demo/glpass.js (WebGL2 material shaders: riso, crayon, CRT, ink, blueprint paper), one demo/g_<medium>.js per medium (sceneX(g, lt) + the hero translation), demo/film.js (transitions through the TV, slot reels, tiles, events). Module map and build: DEMO.md.

11. Variation space

You decide the tasks, which medium draws each, the home stage and its frame-within-the-frame, the host and hero, the number of rounds, where failures fall, the finale, the opening and the ending. The command → action → result unit, the medium switch and the acceleration 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.