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minimax/h3-max/text-to-video

fal's H3 Max is a post-trained variant of MiniMax H3, tuned for stronger prompt adherence and better aesthetics while co-optimized with our custom inference stack for higher throughput with no compromises on output quality
Inference
Commercial use

Prompt examples

Examples are generated using the MiniMax H3 Max Text to Video. You can customize them by clicking on the "Playground" button.

Request 01a03f8f-9bed-7193-bf58-e96e5115d203. Status 200. minimax/h3-max/text-to-video. 2w ago
An aging warrior-monk in scorched ceremonial armor, a split ceramic mask and a humming prayer-band on his forearm + 0–4s: climbs silently along a cliffside terrace as insect-like surveyor drones comb the sun-bleached ruins, standing alone under as the camera rises over the ruined monastery. Sun-blasted post-apocalyptic sci-fi action, dust, heat haze, practical debris, sweeping crane tracking, silence broken only by wind.
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h3-max/text-to-video · 2w ago
Request 01a02fe9-7d54-7a20-b951-c316bb833ffc. Status 200. minimax/h3-max/text-to-video. 3w ago
BLACK MIRROR TIDEFLATS / THE COLLAPSING SEA-CATHEDRAL Style: 8K cinematic. Photorealistic — no 3D render, no game engine, no game-cutscene aesthetic. Cinematography: naturalistic master cinematography. Lighting: high-contrast dramatic light. Cold storm-blue dusk across the flats vs. blinding sodium-orange furnace glow pouring from the toppling structure. The wet mirror surface doubles every light source into a second inverted world. Color: 60:30:10 — dominant gunmetal blue and wet slate (the tideflats and sky) / secondary sodium amber and rust-red (burning floodlights, corroded steel) / accent magnesium white and cobalt blue (the failing reactor core and its arc-flashes). Camera: physical cine lens. 180° shutter motion blur. Continuous handheld operator shake, motivated by the ground concussions rolling through the shallow water. Physics: gravity and inertia respected. Steel trusses buckle and fold under their own mass; spray, ash and salt mist obey atmospheric drag. SUBJECTS: @pilot: a lone figure in a salt-crusted pressure suit crewing a skeletal wind-skiff — a low wheeled land-yacht with a torn carbon sail — hunched at the tiller, cracked gold-tinted visor reflecting the falling structure, throwing twin walls of white spray from its outriggers. @cathedral: a colossal derelict sea-rig, a kilometre of rusted iron lattice and floodlight towers, listing and buckling as it collapses into the shallows, shedding burning platform decks and cobalt arc-flash from its ruptured core. LOCATION: an endless tidal flat of black volcanic glass under two inches of standing water — a perfect mirror to the horizon — broken by rotting mooring pylons and drifting curtains of salt mist, the skyline dominated by the burning collapse. ACTION — ONE CONTINUOUS TAKE, single unbroken handheld tracking shot, NO cuts, 15 seconds. 0:00–0:05 Medium-Wide on @pilot: camera tracks alongside the skiff as it carves between rotting pylons that burst into splinters and spray behind the wheels; the horizon tears open as @cathedral enters frame, leaning, trailing burning deck plates. 0:05–0:10 continuous zoom-in / tilt up: camera glides past the skiff and tilts up through the pylons onto the collapse; a core vessel detonates, the shockwave ripping the standing water into a flat sheet and bending the flare into a horizontal streak across frame. 0:10–0:15 Extreme Close-Up on @cathedral: telephoto-compressed view of the disintegrating rig against the sky, steel plate peeling and glowing white-hot, raining burning debris down toward the camera. CONSTRAINTS: 16:9 anamorphic widescreen. ONE CONTINUOUS SHOT — absolutely NO hard cuts. Telephoto compression during the zoom. No slow-motion. Photoreal throughout. AUDIO (NO MUSIC): deep structural groan of failing steel, the hiss and slap of water under the hull, tearing-metal screech from above, the rigging-hum and canvas crack of the skiff at speed, wind roar across open flats.
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h3-max/text-to-video · 3w ago
Request 01a02fcb-6fb1-7700-aab9-a4ba3fff415c. Status 200. minimax/h3-max/text-to-video. 3w ago
He explodes upward out of the black. Both arms drive toward the falling apple, body twisting, white linen sleeves snapping taut then bunching as his shoulders roll. The apple tumbles fast, end over end, its stem whipping. He mistimes it — the fruit glances off his fingertips and spins away; he lunges after it, throwing his weight sideways, hair swinging across his face, eyes flashing wide. He catches it hard against his palm, the impact shoving his arm back and down, linen collapsing in loose folds. He pulls it in against his chest, breathing hard, and breaks into a grin as he looks straight into the lens. The candlelight jumps with every movement, flaring across his forearms and guttering into darkness behind him.
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h3-max/text-to-video · 3w ago
Request 01a03037-b15c-72d0-87c3-571aef6e6589. Status 200. minimax/h3-max/text-to-video. 3w ago
Create a 5-second live-action Hollywood film shot in a bright university library. A thoughtful professor stands in a medium shot, turns slightly toward an unseen student, and calmly says, “What is the real?” Natural daylight, professional cinema camera, realistic performance, subtle camera drift, no close-up, no dark lighting, perfect lip sync.
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h3-max/text-to-video · 3w ago
Request 01a0303d-cfe2-7ff1-8a09-ebb76de92c4b. Status 200. minimax/h3-max/text-to-video. 3w ago
Exactly 5 seconds. Inside a bright sterile laboratory, a cryogenic chamber opens and cold vapor spills across the floor. A confused man slowly sits up. A scientist steps forward and says, “Welcome back.” The man asks, “What year is it?” The scientist hesitates as the camera gently pulls backward. Photorealistic Hollywood science-fiction drama, soft white daylight, realistic vapor, restrained acting, accurate lip sync, no extreme close-up.
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h3-max/text-to-video · 3w ago
Request 01a0311b-dcbd-7402-87a8-e4add01e6436. Status 200. minimax/h3-max/text-to-video. 3w ago
minecraft creative mode but in real world. in new york city.
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h3-max/text-to-video · 3w ago
Request 01a03636-3021-7700-873b-1ef049525c5c. Status 200. minimax/h3-max/text-to-video. 3w ago
Create a **Flappy Bird-style pixel-art gameplay animation set entirely in San Francisco**, presented as authentic retro mobile game footage. A tiny pixel-art bird automatically flies from left to right while the camera remains fixed in a classic side-scrolling 2D perspective. The player keeps the bird airborne by repeatedly flapping upward while gravity constantly pulls it downward. Instead of the traditional green pipes, every obstacle should be unmistakably **San Francisco-themed** while preserving the exact same simple gameplay mechanic: each obstacle creates a narrow vertical opening that the bird must fly through without touching anything. Use obstacles such as: * Two steep San Francisco hills forming a narrow gap. * Victorian houses extending down from above and up from below. * Giant red sections of the Golden Gate Bridge creating openings between the towers and roadway. * Cable cars entering from the top and bottom of the screen. * Downtown skyscrapers forming tight passages. * The Transamerica Pyramid extending into the flight path. * Coastal cliffs surrounding a narrow opening. * Construction scaffolding creating rectangular gaps. * Giant redwood trees framing the flight path. * Fog banks partially surrounding openings while keeping the playable gap clearly visible. Every obstacle must function like a real Flappy Bird obstacle: **one clear opening, one required flight path, no alternate routes.** ### SAN FRANCISCO ENVIRONMENT Make the scrolling background unmistakably San Francisco. Include layered pixel-art scenery: **Foreground:** rooftops, streetlights, cable-car wires, fire escapes, trees, signs and passing architectural details. **Midground:** colorful Victorian houses, steep streets, cable cars, cafés, parks, dense neighborhoods and downtown buildings. **Background:** San Francisco Bay, Alcatraz, the Transamerica Pyramid, Salesforce Tower, rolling hills and the Golden Gate Bridge. **Sky:** bright California sunset colors, huge pixel clouds, drifting coastal fog, distant birds and subtle atmospheric animation. The scenery should continuously scroll from right to left while the bird remains around the left-center of the screen. ### GAMEPLAY The bird flies automatically forward. Each flap causes a quick upward movement followed by a smooth downward arc from gravity. The gameplay should be fast, simple and immediately readable. Show the bird successfully passing through multiple increasingly difficult San Francisco-themed gaps. Obstacle spacing should feel fair but challenging. Never allow the bird to fly around an obstacle. Every obstacle must extend completely from either the top or bottom edge of the playable screen, leaving only one intentional opening. The sequence should feel like genuine uninterrupted gameplay rather than a cinematic animation. ### BIRD ANIMATION Use a charming, simple pixel-art bird with a tiny 2–4 frame wing-flapping animation. Keep the bird's: * sprite design * proportions * colors * beak * wings * eyes completely consistent throughout the sequence. When flapping upward, slightly tilt the bird upward. When falling, gradually tilt the bird downward. ### SCORE Include a large retro pixel-number score centered near the top of the screen. Start at a low score and visibly increase it by one every time the bird successfully clears an obstacle: **3 → 4 → 5 → 6 → 7** Keep the UI extremely minimal. No menus, dialogue, instructions or unnecessary interface elements. ### PIXEL-ART STYLE Crisp handcrafted pixel art with visible individual pixels. Limited retro color palette. No 3D rendering. No realistic textures. No vector graphics. No motion blur. No anti-aliasing. No smooth painted edges. Everything should look intentionally created as pixel art. The visual quality should feel like a beautifully polished modern indie recreation of a classic 2010s mobile game. ### CAMERA Classic fixed side-view gameplay camera. No zoom. No camera rotation. No cuts. No cinematic angles. The bird maintains approximately the same horizontal position while the entire San Francisco environment continuously scrolls from right to left. ### AUDIO Use a simple catchy retro mobile-game soundtrack with light chiptune melodies. Add: * short flap sound on every wing beat * satisfying point sound whenever an obstacle is cleared * subtle cable-car bell sounds * distant city ambience * occasional seagulls * soft wind near the Bay Keep the music playful and addictive. ### OVERALL FEEL It should immediately read as: **“Flappy Bird, but the entire game takes place in San Francisco.”** Simple, addictive, funny and instantly recognizable. The city's architecture and landmarks should replace the traditional obstacle design without making the gameplay complicated. **Format:** 16:9 widescreen, continuous side-scrolling pixel-art gameplay, fixed camera, no cuts, retro game audio, minimal score HUD, no logos.
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h3-max/text-to-video · 3w ago
Request 01a034c2-5cbd-78e1-ad00-d231e81d4b97. Status 200. minimax/h3-max/text-to-video. 3w ago
.Create a pixel-art side-scrolling platformer gameplay animation, presented as authentic 16-bit / 32-bit retro game footage. The game is a fast, continuous San Francisco-themed endless runner. A heroic pixel-art adventurer automatically runs from left to right while the camera smoothly tracks the character, keeping the hero roughly centered on screen. The player cannot stop or move around obstacles. Every obstacle that enters the hero’s running path must require either jumping over it or ducking underneath it. The hero must never simply run past, behind, in front of, or through an obstacle. GAMEPLAY The hero continuously runs forward through a beautiful pixel-art version of San Francisco. Obstacles approach clearly from the right side of the screen with enough visual anticipation to understand what is happening. There are only two ways to avoid hazards: JUMP: Used for anything occupying the ground-level running path. DUCK: Used for anything crossing directly above the running path at head or upper-body height. Every gameplay obstacle must physically intersect the hero’s path if no action is taken. Examples of San Francisco-themed obstacles: * A cheerful corgi runs directly across the hero’s path. The hero jumps completely over it. * A startup founder or venture capitalist charges directly toward the hero holding out a giant term sheet. The hero jumps completely over the person. * An autonomous delivery robot rolls directly into the running path. Jump over it. * An abandoned electric scooter lies horizontally across the sidewalk. Jump over it. * A shopping cart rolls directly into the running path. Jump over it. * A low-flying delivery drone crosses directly at the hero’s head level. Duck underneath it. * A flock of pigeons flies directly across the path at head height. Duck underneath them. * A strange startup prototype drone flies directly across the running path. Duck underneath it. * Low construction scaffolding extends across the sidewalk. Duck underneath it. Keep obstacles visually distinct and spaced far enough apart that every jump or duck reads clearly as a deliberate gameplay action. SAN FRANCISCO ENVIRONMENT The world should be unmistakably San Francisco while retaining the beautiful fantasy-adventure atmosphere of the original concept. The environment scrolls continuously behind the hero using multi-layer parallax scrolling: Foreground: lush grass, sidewalk edges, rocks, flowers, tiny plants, fire hydrants, cable-car rails, fallen leaves, utility covers and small particles moving quickly. Midground: colorful Victorian houses, steep streets, cafés, trees, cable cars, fences, stone walls, staircases, construction scaffolding and occasional fantasy waterfalls moving at medium speed. Background: enormous green hills mixed with recognizable San Francisco geography, dense neighborhoods, downtown skyscrapers, the Transamerica Pyramid, distant castle-like silhouettes, the Bay, the Golden Gate Bridge and enormous mountains beyond the city, moving slowly. Very distant atmospheric layer: colorful California sky, enormous clouds, drifting coastal fog, distant birds and subtle atmospheric pixel animation. Blend recognizable San Francisco architecture with a lush fantasy-adventure world. Victorian houses can sit beside ancient stone ruins. Cable-car tracks can wind through grassy hills. Waterfalls can descend beside city staircases. The Golden Gate Bridge can appear dramatically between mountains and fog. Background pedestrians, cars, buildings and scenery are decorative only. Anything presented as an actual gameplay hazard must enter the hero’s exact physical running path and trigger a jump or duck. HERO ANIMATION Use a highly polished 8–12 frame running cycle with expressive movement, bouncing hair and clothing, an animated cape, scarf or jacket, natural arm and leg motion, and tiny dust particles appearing beneath the boots. During gameplay, transition cleanly between: RUN → JUMP → LAND → RUN → DUCK → RUN Jump animations must visibly carry the hero completely over each ground obstacle. Duck animations must visibly lower the hero enough for airborne obstacles to pass directly over the character. Keep the hero’s design, face, clothing, colors, proportions and sprite dimensions 100% consistent throughout every frame. SCORE AND GAME UI Include a small, authentic retro-game score counter in the upper-right corner. The score continuously increases as the hero survives and travels farther. Use a simple pixel font and numbers, such as: SCORE 004820 The score should visibly increase during gameplay. Keep the interface minimal so it feels like an actual endless-runner game rather than a cinematic animation. Do not add menus, tutorial text, dialogue boxes or unnecessary interface elements. MUSIC AND SOUND Include energetic retro video-game music throughout the gameplay. The soundtrack should sound like a polished SNES / early PlayStation-era adventure game: upbeat, catchy and energetic, with chiptune-inspired synths, punchy retro drums, melodic bass and a bright adventurous lead melody. Add synchronized retro sound effects: * Soft rhythmic footsteps while running. * A short arcade-style jump sound whenever the hero jumps. * A quick swoosh during ducking. * Landing sound when the hero touches the ground. * Drone buzzing as drones approach. * Pigeon wing flaps. * Small environmental sounds for passing cable cars or city activity. * A subtle score or point sound after successfully clearing an obstacle. Music should remain the dominant audio layer, with sound effects mixed cleanly underneath. PIXEL-ART REQUIREMENTS Crisp hand-crafted pixel art with clearly visible individual pixels, a limited retro color palette and extremely detailed sprite work. The visual quality should resemble a premium modern indie pixel-art platformer, combining nostalgic SNES / PlayStation-era game art with highly polished modern animation. Use detailed environmental pixel art, expressive sprite animation, colorful lighting and rich parallax depth. Absolutely no 3D rendering, no vector graphics, no smooth painted edges, no realistic textures, no motion blur and no anti-aliased artwork. Everything on screen must look intentionally drawn as pixel art. CAMERA Classic side-view 2D platformer perspective. Fixed camera height. Smooth horizontal tracking. No zooming. No cuts. No camera rotation. The hero remains approximately centered while the environment moves continuously from right to left. Obstacles always approach from the right and cross the hero’s exact running line. Never allow the hero to avoid an obstacle simply because it passes in the foreground or background. If it is a gameplay obstacle, the hero must jump over it or duck underneath it. OVERALL FEEL Make the game feel like a beautiful fantasy-adventure platformer crossed with a simple offline endless runner, except the entire world is a playful pixel-art interpretation of San Francisco. Prioritize readable gameplay, detailed scenery, satisfying running animation, clear jumps and ducks, recognizable San Francisco details, a continuously increasing score, and catchy retro game music. Format: 16:9 widescreen, side-scrolling 2D gameplay, 60 FPS if supported, continuous gameplay, retro soundtrack and sound effects, minimal score HUD, no logos.
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h3-max/text-to-video · 3w ago