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Shopping Interrupted by a Tokyo Alley Brawl

Source
REFERENCE PRIORITY

image1 controls the replacement protagonist’s appearance and matching HUD portrait. Its three views depict one person, not three characters. Do not reproduce the reference sheet or its white background. The source video takes precedence over the approximate time ranges below for exact cuts, movements, and interface visibility.

CHARACTER

Replace the original male protagonist in the light-colored suit with the adult woman from @ character.png in every gameplay shot and cinematic close-up. Preserve her warm tan skin, amber-brown eyes, long wavy brown hair with caramel highlights, silver star hair clips, hoop earrings, layered necklaces, bracelets, dark cropped short-sleeve overshirt, white cropped tank top, dark pleated plaid skirt, black grommet belt, white slouchy leg warmers, chunky black platform loafers, and burgundy shoulder bag with silver chains, star charm, and burgundy pompom.

Render her as a detailed anime-styled 3D playable character integrated into the source game’s environment, with coherent lighting, shadows, materials, and physical contact. Preserve her recognizable facial identity and proportions. Do not inherit the original man’s face, build, hairstyle, or suit. Keep the original opponents unchanged. Her hair, skirt, jewelry, and bag respond naturally to movement. Keep accessories attached and consistent. Adapt the original combat poses to her proportions while preserving attack directions, dodges, contacts, and recovery timing.

Her personality is a confident, playful, fashion-conscious adult gyaru who remains casually unflustered during combat. Express this through amused glances, slight smiles, and relaxed Japanese delivery during existing pauses. Do not add unrelated poses or extra shots.

ENVIRONMENT AND CAMERA

Reproduce the narrow nighttime Japanese entertainment-district alley: illuminated shop signs, red awnings, dark brick walls, closed shutters, the vending machine on the left, rubbish bags and striped traffic cones on the right, cardboard boxes farther down the lane, loose paper, and the metal pole on the pavement. Match the original street layout, perspective, mixed warm shop lighting, dark reflective pavement, and opponent positions.

Maintain the appearance of captured third-person game footage, including the player-follow camera, abrupt camera resets, brief combat close-ups, action freezes, and dramatic finishing-move angles. Preserve the source’s camera changes instead of turning the sequence into one continuous cinematic shot.

GAME UI — PRESERVE THE SOURCE

Reproduce the original UI’s screen positions, scale, colors, typography, transparency, layering, animation, and appearance/disappearance timing. Interface graphics remain anchored to the screen.

Preserve the upper-left portrait, stacked colored status meters, dark empty portions, and small orange readout beneath. Replace only the portrait with the new female protagonist, retaining its original style and crop. Preserve the red-ringed circular numerical indicator beside the status meters and its changing values; upper-right Japanese labels and changing numerical readouts; lower-left circular minimap, street layout, markers, and viewing direction; lower-right Japanese labels, colored button icons, and counters.

Preserve the large bold white ENCOUNTER overlay during the opening punch freeze; red horizontal combat-feedback strips including PERFECT DODGE and the parry notification; repeated and stacked feedback after successive defensive actions. Copy the parry label exactly from the source, including its apparent PAREY spelling.

Preserve the large center-right circular selection wheel with its dark segmented face, metallic rim, red/orange outer arc, weapon and bottle icons, central symbol, Japanese labels, and orange/yellow selection wedge. Preserve the later contextual button/action prompt and the right-side BATTLE COMPLETE display with horizontal lines, entrance flash, and reward readout.

Match the source’s UI visibility changes. Hide the standard gameplay HUD during the opening confrontation when the source hides it. Preserve the reduced interface and dodge feedback during the near-miss close-up. During finishing-move close-ups, retain the upper-left status display and circular indicator as shown while other elements disappear or fade according to the reference. Restore the normal gameplay HUD when the source returns to ordinary combat. Status bars, numbers, selection highlights, and combat notifications must update with the corresponding reference events rather than remaining static.

SHOT AND ACTION SEQUENCE

0.0–1.5s: Begin with the rear third-person gameplay view. She walks away from the camera along the alley, occupying the original protagonist’s position and scale. Show the normal HUD and minimap. Match the source’s walking pace and forward camera tracking.

1.5–5.0s: Cut closer behind her shoulders with three dark-clothed men ahead. Follow the reference’s progression from the back of her head to a side/three-quarter close-up as she turns. The nearest opponent approaches while the others remain behind him. Hide the standard HUD according to the reference. In the existing speaking beat, she says in natural Japanese with amused impatience: 「ねえ、買い物の邪魔なんだけど。」 Her tone is casual and lightly challenging, as though these men are an annoying interruption to her shopping. Use synchronized lip movement. No dialogue subtitles.

5.0–7.0s: The nearest man throws a punch across the close foreground toward her face. Match the tilted close framing and momentary suspended action. Flash and hold the large centered white ENCOUNTER text over the characters for the same duration as the source. Remove it on the transition into gameplay. She remains cool and unimpressed.

7.0–10.5s: Return to the wider third-person combat view with the normal HUD restored. Reproduce the guard stance, incoming attacks, quick head and torso evasions, short steps, and parries. Retain the red ground-level markers where visible. Trigger PERFECT DODGE and the source’s parry notifications at the corresponding defensive moments, preserving repeated and stacked feedback. During a brief existing gap between movements, she teasingly says: 「遅すぎ〜。」 Give the final vowel a short, playful stretch. Do not delay an attack or cut to accommodate the line. No dialogue subtitles.

10.5–13.5s: Recreate the extreme close-up of the opponent’s fist stopping just beside her face. Match the near-miss hold, face-and-fist composition, reduced HUD, and small PERFECT DODGE feedback. Cut behind her shoulder as she delivers the source’s compact counterpunch. Preserve the impact flash, opponent recoil, and backward fall. Return toward the standard gameplay framing while the remaining opponents stay active.

13.5–17.5s: She resets her fighting stance facing the remaining opponents. Open the reference’s circular item/weapon selection wheel at center-right with the combat visible behind it. Preserve the menu pause or slowed action. Match the selection progression: highlight the bottle segment before moving to the metal-weapon segment. Reproduce the orange/yellow selected wedge, outer-ring change, icons, Japanese item labels, and other HUD elements. Close the wheel at the corresponding moment. She bends and obtains the metal pole from the ground, following the original pickup movement.

17.5–21.5s: Preserve the metal-pole combat. Follow the source’s low recovery from the pickup, horizontal defensive pole position, turns toward incoming attackers, quick parries, and sweeping pole strikes. Maintain coherent hand placement and a rigid, continuous pole. Reproduce the opponents’ recoils, knockdowns, short impact flashes, camera pivots, and repeated stacked red parry-feedback strips. Preserve the contextual button/action prompt near the right side when it appears. Transition back to the unarmed guard at the same point as the source. Do not carry the pole into the finishing punch.

21.5–26.5s: Match the final combat reset and transition into the special finishing attack. During the brief preparation beat, she says with relaxed confidence: 「じゃ、あたしの番ね。」 Keep the delivery compact enough to finish before the main impact. No dialogue subtitles. Recreate the close view of the forward arm and the other fist drawn back with concentrated red light. Follow the original low-angle opponent view, tight fist-and-torso framing, curved red energy streaks, brief held anticipation, and explosive release. Preserve the specific sequence of camera angles. Her body punch connects and launches the opponent backward down the alley toward the cardboard boxes. Match the white impact fragments, red trails, forward follow-through, and opponent trajectory. Retain the upper-left status display and circular indicator during the finishing close-ups exactly as the source shows them.

26.5–30.1s: Return to the wider gameplay camera as the opponent lands among the boxes and the boxes scatter. She relaxes from the combat stance. Match the source’s brief hand-to-upper-body recovery gesture and turn. Do not add a manicure inspection or fashion pose. During this recovery beat, she says lightly: 「さて、買い物の続きっと。」 No dialogue subtitles. Show BATTLE COMPLETE and the reward readout on the right, matching the source’s flash, placement, timing, and persistence. Restore the normal HUD and minimap as shown. End with her walking farther down the alley in the rear third-person view while the result overlay remains visible for the corresponding source duration.

JAPANESE VOICE AND AUDIO

All intelligible character speech must be Japanese. The protagonist speaks exactly these four lines, in this order: 1.「ねえ、買い物の邪魔なんだけど。」 2.「遅すぎ〜。」 3.「じゃ、あたしの番ね。」 4.「さて、買い物の続きっと。」

Use a natural adult female Japanese voice with fluent pronunciation, conversational rhythm, and playful gyaru inflection. She sounds self-assured and lightly teasing, never childish or excessively theatrical. Avoid exaggerated screaming. Keep each line within its existing action pause, with synchronized lip movement. Do not add narration, translations, or extra dialogue.

Completely replace the original protagonist’s male speech and combat vocalizations with her Japanese voice and matching short exertion sounds. Opponents retain appropriate nonverbal combat reactions; any intelligible opponent speech must also be Japanese. Preserve the reference’s sound timing and game soundscape: footsteps, attack whooshes, blocks, metal-pole swings and impacts, finishing impact, enemy reactions, menu-selection feedback, and battle-completion feedback. Keep speech clear above the background mix.

NO SPOKEN-DIALOGUE SUBTITLES

Do not display any spoken Japanese line as subtitles, captions, dialogue boxes, speech bubbles, romanization, or translation. This restriction applies only to spoken dialogue. Preserve all source gameplay text, HUD labels, combat notifications, menu labels, numerical readouts, contextual prompts, environmental signage, ENCOUNTER, PERFECT DODGE, parry feedback, and BATTLE COMPLETE.

FINAL PRIORITY

Prioritize fidelity to the attached video over embellishment. Preserve the encounter, opponents, weapon-selection beat, pole-fighting section, finishing move, and departure. Maintain one consistent replacement protagonist throughout, including her HUD portrait.

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