OpenLLM-France/wikimedia huggingface dataset:
# Donkey Kong Country/Levels/Barrel Cannon Canyon

* Enemies: Kritters, Zingers
* Bonus Rooms: 2
* Animal Helpers: None
* Animal Tokens: Winky, Rambi
* Difficulty: 4
* Extra Lives: 1
* Level Warp: No
* Hidden Cameras:
* Music: DK Island Theme (Begins at Part 1)
There is a shortcut that speeds through the first part of the map. Jump above the level entrance, and continue until you see a barrel. Enter it, and you will be launched across a series of barrels; you should collect the K in this section. This shortcut should land you at a DK Barrel, providing you a teammate if you lost him previously.
Continue right. When you see three Kritters jumping in a pit, jump on one while it is jumping to reach the tree-top above. You should now see the Rambi token in view, which you should collect.
After the checkpoint, continue right. There is a TNT barrel that you can pickup in that route, used in a secret two alcoves down. You should eventually reach a barrel that you can enter (although there is another route available without said barrel, but it's more difficult.) Wait for the above barrel to align, and launch yourself a few screens ahead.
Next, you will need to enter another barrel. This requires completing a sequence of blasts that require you to launch when the barrels are aligned, and when you aren't blocked by a Zinger. The barrels move more quickly as you go through the sequence, but you should eventually arrive at a sign with an arrow pointing to the right.
To reach the letter G, jump on one of the approaching blue Kritters to launch yourself onto the tree with bananas. Next, roll and jump to clear the gap between the two trees. Alternatively, climb above the exit tunnel, and approach the letter from the right.
# Donkey Kong Country/Levels/Bouncy Bonanza

* Enemies: Kritter, Zinger
* Bonus Rooms: 2
* Animal Helpers: Winky
* Difficulty: 5/10
* Extra Lives:
* Level Warp: Yes
* Hidden Cameras:
* Music: Cave Dweller Concert
This is a long level, full of enemies, so you have to be careful and try not to get hit. The goal is to make it to the exit.
When you reach a tire that can be rolled, push it to the right until it is directly below a checkpoint barrel.
After the checkpoint is a platform the moves up and down. Riding it only gives access to a few bananas, but if you can make a jump, you can collect the letter N to the right. If you can't, you can go below the platform and move right until you see a tire that you can jump upward on. Enter the alcove to get Winky, which will take care of the Zingers for you (and give a high jump you can use to reach the letter K). If the platform is missing, head left a bit to make it reappear.
The letter G should be in plain sight after the jumping gauntlet. After this, there is a loose tire that can be rolled to the far right to access a bonus screen, but this only provides a few bananas.
# Donkey Kong Country/Levels/Bumble B. Rumble

Bumble B. Rumble, the third boss level, is not that hard to beat. When you first hit Queen B. with a barrel she goes red. After this, you then need to hit her with five more barrels. The best way to avoid getting stung is to run underneath her when she goes up. Just run for each barrel and keep throwing them at her.
# Donkey Kong Country/Cheats
## Fifty lives

On the start page select "Exit game". On your controller: push B, A, R, R, A, L and hear a ding! Play the game and you will see you have fifty lives. Do it wrong and it erases a saved game, so be careful!
Also on the SNES this is possible with the same buttons(just a different controller). On the SNES version of the game, doing this cheat wrong will not erase a saved game.

## Bonus Game Trainer

While Cranky Kong is playing his music, press D-Pad (Down), Y, D-Pad (Down), D-Pad (Down), Y and you will hear a ding. You will then appear in a bonus room with 3 of each Animal Token. Here you can train your skills at the bonus rooms for the animals (Rambi, Expresso, Enguarde, and Winky).

## Kill a Klump with Diddy Kong by jumping

If you are playing as Diddy kill any extra enemies around a Klump. If you can jump on him long enough to get him to fall off an edge, right before he falls he will die.

## A Darby Day of Music (Music Test)

Highlight erase and insert the following code.
D-Pad (Down), A, R, B, Y, D-Pad (Down), A, Y. If you hear a ding, push Select to change the music.

## Donkey Rides A Donkey

In Jungle Hijinxs, get Rambi from his box and go back to the beginning of the level. Go up the tree and jump on the next tree. Jump where the banana arrows are and get the Steel Barrel. Throw it at the tree house tree and jump on it. While riding it, hold Y and when you get to Rambi (while still riding the barrel), push B. Suddenly you will get on Rambi, Rambi will become a black and red Donkey Kong, and the B&R Donkey will throw the barrel (but he actually throws the air, because the barrel mysteriously disappears). You will then ride an almost fully-active black and red Donkey Kong. But if you hit anything other than left or right on the D-Pad, the DK will disappear, and Rambi will return. This same thing will work if you use Diddy to ride, only it will be a black and red Diddy.
# Donkey Kong Country/Controls
## Basic Controls

| SNES | GBC | GBA | Function |
| D-Pad | D-Pad | D-Pad | Menus SNES: D-Pad (Up) and D-Pad (Down) scroll through selections. GBC: D-Pad (Left and Right) scroll through selections. GBA: D-Pad scrolls through selections. Map Screen Move your character. In-game Move your character. On ground: D-Pad (Down) ducks. Underwater: D-Pad (Down) dives faster. |
| A | None | L | Menus and Map Screen SNES: Make a selection. In-game Get off your animal buddy. Switch from Donkey Kong to Diddy and vice versa. Switch between players in two player team mode (SNES). |
| B | A | A | Menus and Map Screen SNES: Make a selection. In-game Jump (this will also mount your animal buddy if you land on them). Swim upward. |
| X | None | None | Menus and Map Screen Make a selection. |
| Y | B | B or R* | Menus SNES: Make a selection. GBC and GBA: Cancel a selection. Map Screen SNES: Make a selection. In-game Press to roll or cartwheel. Hold down to run. Press to pick up a barrel, release to throw. Hold down to climb vines faster. Press while holding D-Pad (Down) to perform Donkey Kong's hand slap. |
| start | start | start | Menus Make a selection. Map Screen SNES and GBC: Make a selection. GBA: Open up map menu. In-game Pause. |
| select | select | select | Menus SNES: Make a selection. Map Screen GBA: Quit game. In-game Get off your animal buddy (GBC and GBA). Switch from Donkey Kong to Diddy and vice versa. Switch between players in two player team mode (SNES). Press after pausing to exit a level you have previously finished. |
| L R | None | None | No function. |

## In-game combinations

| SNES | GBC | GBA | Effect |
| D-Pad (Down) + Y | D-Pad (Down) + B | D-Pad (Down) + B / R* | Performs Donkey Kong hand slap attack, which defeats most ground enemies and reveals hidden bananas. |
| Y + B | B + A | B / R* + A | If done over a gap, performs a midair jump, effectively allowing your character to jump much farther than before. |
| start + select | start + select | start + select | L Quits a previously completed level. |
* $_{IntheGameBoyAdvanceversion,BisrecommendedoverRbecauseRisusedforotherfunctionsintherestofthetrilogy.}$
# Donkey Kong Country/Levels/Boss Dumb Drum

Boss Dumb Drum is the fifth boss level, and is where Dumb Drum is fought. He will slam down a few times (the first time once, the second time twice, and so on) then he will pour out a few enemies. First, two Kritters come out of the Dumb Drum, then it's two Slippas, then two Klaptraps, next two Klumps, and finally two armies. The last time he slams down he explodes, and the giant banana is yours.
# Donkey Kong Country/Levels/Coral Capers

* Enemies: Croctopus, Bitesize, Chomps Jr., Chomps
* Bonus Rooms: 0
* Animal Helpers: Engaurde
* Animal Tokens: Expresso
* Difficulty: 4
* Extra Lives: 1
* Level Warp: No
* Photographs: 1
* Music: Aquatic Ambiance
This is an underwater level. Proceed to the right, evading the Bitesizes (the small innocent-looking fish), and turn up. At the branch, you can continue upward to collect the letter K, and proceed right to continue. In the square patrolled by the Croctopus, you will find one banana at the bottom, which under will appear as a square formation of bananas After you should continue right.
When you enter the large chamber, head to the bottom-right which is marked by an arrow composed of bananas. Proceed down to find the animal helper, Engaurde. Continue onward by moving up and turning left. Head past the Croctopus, and through the large chamber. Break the checkpoint barrel, and look for the letter O at the top. Follow the second banana arrow pointing downward.
If you lost Engaurde, you can find a second one at the bottom-right corner of the Croctopus's patrol route. However, you can't use him to defeat the croctopus, and should avoid it if it approaches. Continue left and turn up. When you reach the Chomps patrolling back and forth in the vertical passage, you can squeeze to the right to collect a gold animal icon. Continue to the top past the branch to collect the letter N, and continue right for the next part of the level.
The path to the right leads to the exit, although you will have to swim past the enemies. When you reach the croctopus, it will travel in a figure-eight pattern, with the letter G between the two blocks. Continue right to the exit.

## Photograph location (GBA only)

Swim below the letter G.
# Donkey Kong Country/Gameplay
## Barrel types

There are many different types of barrels in Donkey Kong Country. Some can be picked up and others are activated when you touch them. This page details the different functions of each barrel and names them according to their names in the Super Nintendo manual.

### Regular Barrel

This is the basic barrel that can be picked up or put down and thrown. This barrel is useful in defeating most enemies and revealing hidden passages. Different variations roll or smash when they hit the ground or enemies.

### TNT Drum

This barrel has mostly the same functions as the regular barrel with a few exceptions. TNT drums explode within a few seconds of being put down, so you can't let go of them for too long. They also explode when they hit enemies and explode when they hit the ground.

### Barrel Cannon

These barrels can be jumped in, and you will be shot out automatically.
# Chess Opening Theory/1. e4/1...e5/2. Nf3/2...Nc6/3. Bb5/3...a6/4. Bxc6/4...dxc6/5. O-O/5...Bg4/6. h3
## 6. h3

This move looks natural, forcing Black's hand, but there is a surprising option for Black! 6...h5 is a surprising move that forces White's hand instead.

## Theory table

| 6 | 7 | |
| ... h5 | d3 Qf6 | = |
| ... Bxf3 | Qxf3 | +/= |
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# Ruy Lopez, Barendregt Variation

Nxe5 is now a threat, because after Qd4, forking the knight and a pawn, Nf3, attacking the queen, Qxe4??, capturing the pawn, there is Re1! pinning the queen to the king. At this point, there are several moves, for example Bg4, pinning the knight, Bd6, protecting the pawn and developing the bishop, f6, also protecting the pawn and Qd6, protecting the pawn again. Bg4 is the most aggressive, pinning the knight, while the supporting Bd6 is also good. f6 looks ugly, but is playable now that white's light squared bishop is off the board.

## Theory Table

| 5 | 6 | 7 | |
| ... Bg4 | h3 h5 | | = |
| ... f6 | d4 exd4 | Nxd4 Bd6 | +/= |
| Bd6 | | | = |
# Chess Opening Theory/1. e4/1...e5/2. Nf3/2...Nc6/3. Bb5/3...a6/4. Ba4/4...f5

Similar to actual Schliemann Defense.
1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 f5

## References

* Nunn's Chess Openings. 1999. John Nunn (Editor), Graham Burgess, John Emms, Joe Gallagher. ISBN 1-8574-4221-0.
* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Ruy Lopez, Exchange Variation

White decides they don't want to risk having their Bishop trapped on the queenside, and exchanges it with black's Knight. Black's only good move is 4...dxc6, as 4...bxc6?! leaves white with a small advantage.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
    1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Bxc6
| 4 | 5 | 6 |
| ... dxc6 | O-O f6 | d4 Bg4 | = |
| ... bxc6?! | Nc3 d6 | d4 f6 | += |
| ... bxc6?! | d4 exd4 | Qxd4 ... | += |
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## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
Nick de Firmian (1999). Modern Chess Openings (14 ed.). Random House. ISBN 0-8129-3084-3.
# Chess Opening Theory/1. e4/1...e5/2. Nf3/2...Nc6/3. Bb5/3...a6/4. Bxc6/4...dxc6/5. O-O/5...Bg4/6. h3/6...h5
## Ruy Lopez, Exchange Variation, Alapin Gambit

After h5, black sacrifices the bishop for the betterment of Black's position. 7. hxg4? is bad because after 7. ...hxg4! the knight on f3 is attacked, and moving the knight is even worse. For example, after 8. Nxe5??, white captures the pawn, but after 8. ...Qh4! the checkmate in four moves is unavoidable. White can also try 7. c3 with the idea of playing d4, but 7. ...Qd3 stops it. 8. hxg4, hxg4. 9. Nxe5, there is a move Bd6, attacking the knight. 10. Nxd3 and then, there is 10. ...Bh2+ and you repeat moves. And white can also play 7. d4 with the idea of developing queenside pieces.

## Theory Table

For explanation of theory tables, see theory table and for notation, see algebraic notation..
1. e4, e5. 2. Nf3, Nc6. 3. Bb5, a6. 4. Bxc6, dxc6. 5. O-O, Bg4. 6. h3, h5
| 7 | |
| ... c3 | = |
| ... d3 | = |
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# Ruy Lopez, Exchange Variation

In order to attack the e5 pawn, White must first protect themself against the Qd4 threat (everyone must be aware that 5. Nxe5 only will give white disadvantage.).
    5. Nc3 is an option but probably not the best, and anyway not the most active.
    5. O-O is a much more subtle way to defend against the pawn capture, as after Nxe5 Qd4 Nf3 Qxe4, White can capture the queen with Re1 (the Black Queen is pinned because it protects the king).
    5. d4 is a way to break the center and solve matters in blood. But this variation does not seem to get good results for White.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation. .
    1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4. Bxc6 dxc6
| | 5 |
| Barendregt Variation (Main Line) | O-O - | = |
| | d4 - | = |
| | Nc3 - | = |
| | Nxe5 - | = |
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# Ruy Lopez, Exchange Variation

This is a poor move as Qd4 forks the knight at e5 and the pawn at e4. This gives Black control of the centre and an opportunity to do some further damage...
The knight retreats to f3 or d3 leading to Qxe4! and checks the King any defence means losing the opportunity to castle. Instead White can play 6. Ng4 but 6...Qxe4+ 7 Ne3 still leaves Black ahead in development and with the bishop pair.
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# Chess Opening Theory/1. e4/1...e5/2. Nf3/2...Nc6/3. Bb5/3...a6/4. Bxc6/4...dxc6/5. O-O/5...Bg4
## 5...Bg4

This aggressive move pins the f3-knight and is a good way to stop the threat of Nxe5. But this also has a hidden sting to it! The 'Obvious' h3 allows a hidden trap!

## Theory table

| 6 | |
| h3 h5 | +/= |
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# Steinitz Deferred

This move is a good developing move for black. It re-enforces the e-pawn, it allows the c8 bishop to readily join the battle and reserves the option of an f5 push. It does, however, impede the progress of the f8 bishop. This move is much more popular than the true Steinitz Defence.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
    1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 d6
| | 5 | 6 |
| | c3 Nf6 | O-O Bg4 | unclear |
| | Bxc6+ bxc6 | Nc3 c5 | unclear |
| | O-O Bg4 | Nc3 Nf6 | slightly better for white |
| Noah's Ark Trap | d4 b5 | Bb3 Nxd4 | -/+ |
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## References

* ↑ Noah's Ark Trap article on Wikipedia
* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Chess Opening Theory/1. e4/1...e5/2. Nf3/2...Nc6/3. Bb5/3...a6/4. Ba4/4...d6/5. d4

This is a fine move, but is is well on the way to the Noah's ark trap. Few masters play this move, preferring 5. c3 or castling.
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# Chess Opening Theory/1. e4/1...e5/2. d4/2...exd4/3. c3/3...d3

This moves declines the second pawn sacrifice, but gives White back the advantage because of Bxd3.
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# Danish Gambit Accepted - Double Danish
## 4. Bc4

4. Bc4 gambits a second pawn. It develops the light-squared bishop to a place attacking Black's weakest square f7.
Black almost always accepts the second pawn with 4...cxb2, rather than offering a transposition to the Göring Gambit with 4...Nc6.
In one rare line, Black advances the pawn to c2, not wanting to let White develop the dark squared bishop onto the long diagonal.

## Theory table

1. e4 e5 2. d4 exd4 3. c3 dxc3 4. Bc4
| 4 | 5 | 6 |
| Bc4 cxb2 | Bxb2 d5 | Bxd5 Nf6 | = |
| ... Nc6 | Nf3 cxb2 | Bxb2 Nf6 | ∞ |
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# Danish Gambit Accepted

The pawn is recaptured. White has great attacking chances with her two open bishops and quick development, but Black is up two pawns. A player who is up two pawns can safely assume that they're going to win any endgame that arises, which means White's attack needs concrete results - either material, or checkmate.
Rather than accept those stakes, Black often gambits a pawn straight back with 5...d5 to get her queen and c8-bishop into the game. This is the Schlechter Defence, in which Black can either try to hold onto the second pawn, or return that one too to steer the game into a level, queenless middlegame.
A more ambitious approach is 5...Nf6, the Classical Defence. It looks like the knight is just walking into an e5 advance, but tactical considerations mean it's not that simple.
5...Bb4+ is the Copenhagen Defence. Committing the bishop to b4 invites a later Qb3, but who doesn't love developing a piece with check when you're behind in development?
5...d6 is not fatal, but abandons any hope of active defence in favour of Turtle Mode.
5...Nc6 offers a transposition to the Göring Gambit.
5...c6 hampers the b8-knight and doesn't actually help Black achieve ...d5. Likewise 5...f6 is anti-developing move, and the attempted Scholar's Mate with 5...Qh4 doesn't work.
5...Qe7 is interesting move which plans Qb4+! winning bishop and with two pawns and bishop black is totally winning

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
1. e4 e5 2. d4 exd4 3. c3 dxc3 4. Bc4 cxb2 5. Bxb2
| | 5 | 6 | 7 | 8 | |
| Schlechter Defense | ... d5 | Bxd5 Nf6 | Bxf7+ Kxf7 | Qxd8 Bb4+ | = |
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# Danish Gambit Accepted, Classical Defence
### 6. Nf3

6…Nxe4? would be a great move to teach chess students about the value of development over pawn-grabbing. The simple 7. O-O sets in motion an overwhelming attack.
Part of the reason White wants to play 7. O-O is that it deprives Black of the bishop check on b4, which is otherwise a free developing move. So it makes sense that Black's most popular move is the immediate 6...Bb4+ followed by castling, and that a less popular but higher-scoring alternative is 6...d5 to distract White from castling by threatening a piece. After 6...d5 7.exd5 Black has the nice d6 square for the bishop, Open Ruy Lopez style.
Black can opt for passive defence with 6...Be7 or 6...d6, or for a transposition to the Göring Gambit with 6...Nc6.
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# Danish Gambit Accepted, Classical Defence
### 6. e5

Black's f6-knight is attacked by a pawn. How about moving it? 6...Ng8 is an abject retreat that only magnifies White's lead in development. 6...Ne4 and 6...Ng4 both allow the simplifying Bxf7+, leaving White with ongoing pressure for an investment of a single pawn, although 6...Ng4 does set a couple of dastardly traps.
Black would ideally like the single pawn without giving White the ongoing pressure, and so the highest scoring moves are those which take preventative measures against Bxf7+:
* 6...Bb4+ means White can't take on f7 because she's in check;
* 6...d5 means White can't take on f7 because there's a pawn in the way.
Inserting 6...Qe7 7.Qe2 before dealing with the threat only helps White, whose queen isn't blocking her bishop in.
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# Danish Gambit Accepted

The Danish Gambit Accepted is popular among club players, but not so popular at the highest level. That is because, it is easy for black to fall into one of the many traps on this line, but if black knows what to do, white can get no more than equality out of the opening.
White has two main options from this position:
    4. Bc4 - Double Danish Gambit
    4. Nxc3 - Single Danish Gambit
Although it may have been known earlier, Danish player Severin From essayed the gambit in an 1867 Paris tournament and he is usually given credit for the opening. The Danish gambit was popular with masters of the attack including Alexander Alekhine, Frank Marshall, Joseph Henry Blackburne, and Jacques Mieses, but as Black's defenses improved it lost favor in the 1920s. Today it is rarely played in top-level chess.
White will sacrifice one or two pawns for the sake of rapid development and attack. With care, Black can accept one or both pawns safely, or simply decline the gambit altogether.

## Theory table

1. e4 e5 2. d4 exd4 3. c3 dxc3
| 4 | 5 | 6 |
| Bc4 cxb2 | Bxb2 d5 | Bxd5 Nf6 | = |
| Nxc3 Nc6 | Bc4 Bb4 | Nf3 d6 | = |
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## References

* Kasparov, Garry, & Keene, Raymond 1989 Batsford chess openings 2. ISBN 0-8050-3409-9.
# Chess Opening Theory/1. e4/1...e5/2. d4/2...exd4/3. c3/3...dxc3/4. Bc4/4...Nc6

After Nc6, White will usually play 5. Nf3 offering the b2-pawn again and developing the knight to its best square. This transposes to the Göring Gambit.
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# Chess Opening Theory/1. e4/1...e5/2. d4/2...exd4/3. c3/3...d5

This is the Sörensen Defense and is also sometimes called the Capablanca Defense. From this position, White almost always plays 4. exd5. Black can safely respond with ...Qxd5, as White cannot immediately attack the Queen. A common continuation is 5. cxd4 Nc6 6. Nf3 Bg4 7. Be2.
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# Double Danish Gambit Accepted

This time White has to recapture the pawn with 5. Bxb2 rather than give Black a second queen. (The sacrifice Bxf7 is an important idea in the Double Danish Accepted, just not yet.)