译文
Create a 15-second, horizontal video with a 16:9 aspect ratio, featuring a realistic martial arts movie quality of "Shaolin Wooden Man Alley" with a one-take run-through challenge scene.
The scene is a straight, narrow wooden man alley with the entrance and exit on the same line. The sides of the grey stone walls are lined with wooden pillars, crossbeams, wooden arms, gears, and sliding track mechanisms. The spatial structure remains stable without bending, changing scenes, or deforming.
The entire scene features only one young Shaolin monk. After entering, the mechanisms of the entire alley activate immediately, with wooden pillars constantly extending and retracting at high speed, crossbeams continuously sweeping, and overhead wooden beams continuously falling, actively attacking instead of waiting for the character to touch them.
The character runs through the challenges:
A wooden pillar on the left suddenly pushes towards the chest, and he sidesteps to avoid it;
A crossbeam on the right sweeps towards the head, and he quickly bends over to crawl under it;
A low wooden post sweeps a leg, and he jumps over it;
Two wooden pillars on either side attack simultaneously, and he shrinks his shoulders and turns to squeeze through the gap;
A thick wooden post suddenly comes crashing towards him head-on, and he has no time to dodge, so he can only cross his arms to block, being knocked back with a force, with a small amount of blood oozing from the corner of his mouth;
He quickly stabilizes his body, turns to dodge a side wooden pillar;
An overhead crossbeam falls, and he rolls forward to avoid it, then gets up and continues to accelerate towards the finish line;
Finally, he bends over, sidesteps, jumps, and blocks, squeezing through the densest round of mechanisms, and quickly dashes out through the exit stone gate.
The entire segment must be a one-take shot, with the camera continuously following from behind the character at an angle. The interactions between the mechanism attacks and the character's defenses must be clear, with the wooden impacts having a sense of weight, speed, and realistic force feedback.
No cutting of the camera, no multiple characters, no clones, no stationary mechanisms, no characters only pushing wood forward, no spatial deformation, no fantasy effects.
The BGM uses gradually accelerating Eastern drumbeats, accompanied by gear sounds, wooden pillar wind sounds, impact sounds, footsteps, and the character's breathing sounds, pushing the sense of pressure to the climax of the challenge.