OpenLLM-France/wikimedia huggingface dataset:
# Mega Man (classic series)/Mega Man 2

Mega Man is a platformer released for the Nintendo Entertainment System in 1988, and is the second game of the Mega Man series.

### Storyline

Having escaped from prison, Dr. Wiley created eight more robot masters to take over the world with. Mega Man sets off to stop him once again.

### Walkthrough

There are many suggested orders in which you should take on the eight robot masters. This order is perhaps the easiest:
* Metal Man
* Bubble Man
* Flash Man
* Wood Man
* Air Man
* Quick Man
* Crash Man
* Heat Man

### Bugs/Glitches

As one of the favorite games in the series, Mega Man 2 has become a popular game for speed runners. A number of bugs are exploited in an average speed run, allowing the game to be completed at break neck speed.
# Super Mario RPG: Legend of the Seven Stars

This wikibook is a strategy guide for Super Mario RPG: Legend of the Seven Stars.

## Table of Contents

* Characters
** Smithy
** Smithy Gang
# Super Mario Galaxy 2/World S

World S is the legendary world that had been said couple of times before beating Bowser. Once you had beaten Bowser in the Galaxy Generator, the game will say that a World S had opened up.
World S will have 6 of the hardest level of the game. While it is also include the Grandemaster Galaxy, that galaxy ordinary star and prankster comet star will appear only on some certain condition.
To be able to take all the galaxies (except for the last one that requiring also star bits), you will need to gather 110 stars of the game (out of the all 120 stars of the game). There's no forks in this world, so you will have to take every galaxy to advance.
The save title on this world would be: "World S: Here we go!".
(Note: the guide to this galaxy contains only the gold stars levels)

## Galaxies

* Mario Squared
* Rolling Coaster
* Twisty Trials
* Stone Cyclone
* Boss Blitz
* Flip-Out
# Super Mario Galaxy 2/World S/Mario Squared

The first Galaxy in World S is kind of throwback or even sequel to Super Mario Galaxy Toy Box galaxy. It's landscape feature Mario in it's 6 bit design as the ground for this galaxy for it's normal star, and 6 bit Luigi for it's prankster comet star.

## Make Mario a Star

The objective in this level, is making all the ? marked tiles to ! ones.
While it sound simple, most of the level have disappearing tiles once stepping on them. There's no much a guide to how to do it but simply planning which way to go first. The advice is start from the north-east corner to the north-west corner, and then go back to the south ones. Just take the unlimited time to plan your steps well.
Once all the ? marked had changed, the Star will shown where you started the level. So make sure that the nearest disappearing tiles won't go off.

## Luigi's Purple Coin Chaos

This level is considered one of the hardest level in the game. If you thought Make Mario a Star level was easy, this one is not. It's not only the fact that there's no shortage in the Purple Coins, you must collect them all. But also the game will give you 2 minutes to do it, and also a bunch of Shadow Mario will chase you.
This means that you must not only plan your steps carefully, but try at best not to miss any coin in any tile, not only as they disappear but also not to get hit by Shadow Mario. The advice is not to take all the closest purple coins nearby, but take the purple coins in the right and from there taking a long jump to the north-east corner, collect the purple coins there (there's also a coins that can be gathered by long jump only), and from there going north-west, south-west and then come back south-east to the beginning.
If you lost too much lives, take advice from Cosmic Roselina to show you the best plan (which is similar to how I have written). Good Luck.
# Super Mario RPG: Legend of the Seven Stars/Characters/Smithy

Smithy is the antagonist and final boss of the game.

## Story

Smithy comes to the Mushroom Kingdom via his giant sword/ship, Exor. Exor descends from the heavens, shattering the mystical Star Road into seven pieces and proceeds to crash into Bowser's Keep, the impact of Exor's landing sends Mario, Princess Peach and Bowser (who were in the keep at the time) flying. Smithy then proceeds to take over the keep. From this roost, Smithy creates weapon-themed minions that wreak havoc on the Mushroom Kingdom. These minions includes the living knife Mack, the living bow Bowyer, the strange spear-like being Yaridovich, the team of axe-based warriors dubbed the Axem Rangers, and the flying battleship known as the Blade. Smithy also manages to manipulate or brainwash several of Bowser's minions into working for him. Smithy himself is never seen until the very end of the game, despite having his army spread out all across the Mushroom Kingdom.
After Mario, Geno and Mallow's battle with Bowyer, Smithy learns the secret of the Star Pieces and begins a search for them with the intent of destroying them.
Never appearing in the Mushroom Kingdom, Smithy's void-like world is actually located within Exor. Smithy's world is a giant desolate factory full of robotic clones of his minions, many deadly machines and several bizzare creatures native to that world. After Mario and his allies (consisting of Mallow, Geno, Princess Toadstool and surprisingly, Bowser) finally reach Smithy's Factory by defeating Exor, they confront Smithy, who reveals his plan to destroy the Star Pieces and his scheme to make a world filled with weapons. Mario and company engage in battle with him. When Smithy's first form is destroyed he reveals his true form, a head with the ability to transform into specialized heads including a magician (magic), a tank (physical and one hit KO attacks), a mask-like shield (defense) and treasure chest (status ailments).
After a grueling battle Mario and his allies finally defeat Smithy. After Smithy self-destructs the portal to his world is destroyed when Exor dissolves, after this the Mushroom Kingdom returns to normal. At the very end of the game during the parade which accompanies the closing credits, Smithy can be seen riding on the Blade where he proceeds to smash Mack, Bowyer, and Yaridovich, who follow behind him.
# Super Mario Sunshine

Super Mario Sunshine is a 3D platformer developed and published by Nintendo for the Nintendo GameCube. It was released in Japan on July 19, 2002, in North America on August 26, 2002, and in Europe on October 4, 2002. It is the first Mario platformer since Super Mario 64's release six years earlier. It was followed by Super Mario Galaxy for the Wii. In 2020 Super Mario Sunshine was re-released on the Nintendo Switch as part of the Super Mario 3D All-Stars compilation, commemorating the 35th anniversary of the series.

## Story

Mario sets out for the prestigious tropical retreat Isle Delfino, for a well-deserved vacation with Princess Peach, Toadsworth, and other many-colored Toads. Upon arrival, Mario finds that the once-pristine island has been vandalized with graffiti and toxic goop. As a result of this pollution, sun-shaped objects called Shine Sprites, the island's source of power, have dispersed, and the island is covered in a perpetual shadow. Even worse, the culprit seen spreading the graffiti looks like Mario; thus, Mario is promptly arrested as he steps off the plane.
Mario is put on trial, found guilty, and ordered to clean up the mess and return the Shine Sprites. To help with the cleaning, Mario finds FLUDD (short for "Flash Liquidizing Ultra Dousing Device"), a powerful water cannon touted like a backpack. Mario sets out on his adventure, promising to clear his name and locate the real criminal while restoring tranquility and order to Isle Delfino.

## Contents
### Getting started

* Gameplay - Gameplay information
* Controls - How to play the game
* Characters - The main cast of characters
* Enemies - The enemies that Mario encounters
* Bosses - The bosses whom Mario fights
* Items - The usable items

### Collectibles

* Blue Coins - Information about Blue Coins, which can be traded for Shine Sprites
* Shine Sprites - Information about the game's main collectible item

### Walkthrough

The main setting and hub area is Isle Delfino, which has several regions to explore. There is a central area, Delfino Plaza, and several "adventure" or "episode" areas which branch off from it. Each region is isolated from the rest, accessible only through specific portals, tunnels, etc. These areas are where the more traditional gameplay takes place. The game's goal is to reach the final linear milestone, but to do so you have to collect a required amount of Shine Sprites as you go along. The walkthrough shows how to gather every Shine Sprite, but you do not need to collect every single one in the game to complete the game.

#### Hub areas

* Delfino Airstrip
* Delfino Plaza (blue coins)

#### Worlds

* Bianco Hills (blue coins)
* Ricco Harbor (blue coins)
* Gelato Beach (blue coins)
* Pinna Park (blue coins)
* Noki Bay (blue coins)
* Sirena Beach (blue coins)
* Pianta Village (blue coins)
* Corona Mountain (blue coins)
# Toki Pona/Morphological typology
### Morphological Typology

toki pona is an isolation language. The morphological processes are limited to possible clitics. No content words inflect.
"A bound morpheme is a morpheme that must be attached to some other morpheme to be integrated naturally into a discourse." 1997 Payne

#### Bound Morphemes

The following words cannot stand alone:
* pi – a variety of meanings, including "of", "has", or a logical grouping operator
* e – accusative clitic
* li – verb phrase marker
* lon, sama, kepeken, tan, tawa – These are the prepositions.
"A clitic is bound morpheme that functions at a phrasal or clausal level, but which binds phonologically to some other word, known as the host." 1997 Payne

#### More bound clitics

The particles pi, e and the prepositions are clitics that consistently have the same host. The pi always precedes a noun and no other word can go between the pi and the noun without changing the sense of the phrase. This is also true for prepositions. The pi and propositions apply to the entire following phrase.
How bound is pi? One test is to examine how pi reacts to conjunctions.
I saw the Chinese animals.
? mi lukin e soweli pi telo en ma. ? mi lukin e soweli pi ma en telo. I saw the animal of the land and sea.
The specs to date do not make it clear if conjuncted modifiers or pi-complements are legal.
How bound is e? en doesn't move e from its head noun, but anu does. mi lukin e soweli anu waso. mi lukin e waso anu soweli.

#### Less bound clitics- Grammatical Particles

Auxiliary or serial verbs may go between li and the head verb. li marks the beginning of a verb phrase that continues until the e or first preposition.
Depending on how you parse the phrases with compound prepositions (lon + geographic word), lon can be split from its head noun.
soweli li lape lon anpa supa. The animal sleeps under the bed.

#### Periphrasal Patterns

Because toki pona is strongly isolating, the equivalent of derivational operations do not involve binding morphemes. This doesn't mean that these processes don't exist, but instead they are clausal or discourse level operations.
There isn't any bound infixation, but at the phrasal level, plural markers can be inserted in the middle of the phrase.
tomo pi telo nasa / tomo mute pi telo nasa: house(s) of strange water/houses of strange water
jan pona / jan pona mute ? jan mute pona: good person(s)/good people
Stems or base words are never modified. Reduplication has no special meaning.
Note that singularity or plurality is not the default. "tomo" can both mean one building or multiple buildings.

### Head/Dependent Marking

It isn't clear if the head or the dependents are being marked.
lipu jan The man's book.
lipu mute jan The man's books.
lipu mute pi jan mute The people's books.
# Toki a, jan Jonatan!/lipu lili nanpa wan
## lili lipu nanpa wan

Unesim may (1 may)
jan mije li awen sewi lon ma tomo. jan lukin e ma tomo.
jan li awen sewi lon ma tomo? pona, ona li lon ma tomo.
jan li awen sewi lon... jan anu seme? ala, ona li awen sewi ala lon jan. Ona li awen sewi lon ma tomo.
jan li awen sewi lon tomo tawa linja? ala, ona li awen sewi ala lon tomo tawa linja. Ona li awen sewi lon ma tomo. jan li awen sewi lon ma tomo.
jan li sitelen lon lipu pi suno ale? pona, ona li sitelen e lipu pi suno ale.
lipu pi suno ale li sitelen e jan? ala, lipu pi suno ale li sitelen ala. jan li sitelen. jan mije li sitelen lon lipu pi suno ale.
ma tomo li lukin e jan? ala, ma tomo li lukin ala e jan. ma tomo li lukin ala. jan li lukin. jan li lukin e ma tomo? pona, jan li lukin e ma tomo.
jan li awen sewi lon ma seme? ona li awen sewi lon ma tomo. jan li sitelen e seme? ona li sitelen e lipu pi suno ale. jan li lukin e seme? ona li lukin e ma tomo. ona li awen sewi lon ma tomo, e ona li sitelen e lipu pi suno ale, e ona li lukin e ma tomo.
jan li awen sewin lon lipu pi suno ale? ala, ona li sitelen lon lipu pi suno ale. jan li lukin e jan? ala, ona li lukin ala e jan; ona li lukin e ma tomo.
jan li suli. jan li pona, e jan jo e sona mute. ona li pilin. ona li pilin e ijo ken pi ma tomo. ona li pilin: “ma tomo li seme? ma tomo li pona? ma tomo li suli?”
jan li sitelen e ma tomo? ala, ona li sitelen ala e ma tomo; ma tomo li suli. ona li sitelen e lipu pi suno ale; lipu pi suno ale li ala suli.
lipu pi suno ale li pilin e ijo ken jan? ale, lipu pi suno ale li pilin ala. jan li pilin. ona li pilin e ijo ken lipu pi suno ale, e pilin e ijo ken ma tomo.
e ona li sitelen lon lipu pi suno ale. ona li sitelen e ijo ken ma tomo . ona li sitelen: “ma tomo li pona, e ma tomo li suli.”
ona li pilin: “ma tomo li pona”; ona li pilin e ni: ma tomo li pona. ona li pilin “ma tomo li suli”; ona li pilin e ni: ma tomo li suli. ona li pilin lon ma tomo, e ona li pilin lon lipu pi suno ale.
lipu pi suno ale li seme? lipu pi suno ale li ma pi jan li sitelen . lon lipu pi suno ale, jan sitelen e ijo ken ma tomo. lon lipu pi suno ale, jan li sitelen ala e ijo ken tomo tawa linja; jan li awen sewi lon ma tomo, ala lon tomo tawa linja. ona li pilin ala e ijo ken tomo tawa linja, li pilin e ijo ken ma tomo, ma tomo li ma tomo Minsen.
ma tomo li seme? ona li ma tomo Minsen. ma tomo Minsen li ma seme? ona li ma pi jan li awen sewi. jan li ma seme? ona li lon ma tomo Minsen.
pona, ma tomo Minsen li ma tomo pona, li ma tomo suli. jan li pilin e ijo ken ma tomo Minsen li ma tomo pona, e ona li pilin e ijo ken ona li ma tomo suli. jan jo e sona mute. ona li toki: “toki a, ma tomo Minsen!” ona li jan pona!
jan li awen sewi e li pilin: “tomo tawa linja li ma seme?” ona li lukin...ona li lukin e tomo tawa linja! ona li pilin : "tomo tawa linja!" tenpo ni, ona li pilin ala e ijo ken ma tomo anu pilin e ijo ken lipu pi suno ale; ona li pilin e ijo ken tomo tawa linja!

## Grammar

li:
* ona li lukin
* jan li lon
* tomo tawa linja li pilin
taso....
* mi lukin
* sina lon
* mi mute pilin
e:
* mi lukin e tomo tawa linja
* mi sitelen e lipu
taso...
* mi pilin pona
# NetHack/History

Some text in NetHack/Beginning was adapted from the chapter Basic tasks of the book Learning the vi Editor at Wikibooks. Text was adapted 6 November 2005.
# NetHack/Introduction and General Advice

NetHack is a free roguelike computer game. The goal of the adventurer is to descend through the dungeon and retrieve the Amulet of Yendor. You can download the game from the official NetHack home page. The game runs on Mac OS, Windows, Unix, and many other platforms.
The dungeon contains many monsters and other causes of death. NetHack is a very difficult game, especially for players who lack knowledge of Dungeons & Dragons and avoid reading the spoilers.
NetHack is a complicated game, and it can be difficult to understand all the details of how it works. There are numerous "spoilers" available on the Web; here is a fairly complete list. However, NetHack is very much an exploration and discovery game, and many people prefer to avoid reading spoilers, or at least to wait to read them until they have a hunch about how a certain part of the game works and want confirmation. If you'd prefer to figure out the game for yourself, here are a few tips that may help:
* Read the Guidebook that comes with the game.
* Inscribing the mystic word "Elbereth" on the ground can help to keep you safe. See the Guidebook for more details.
* Fortune cookies, graffiti and the Oracle will all give you cryptic hints, but only the Oracle's hints are guaranteed to be helpful.
* It's usually safe to try wielding or wearing items that aren't cursed (though a few particularly nasty items become cursed when worn). Pets are reluctant to step on cursed items.
* To determine what a magical item is, read a scroll of identify.
* To determine what special abilities your character has picked up, use a wand or potion of enlightenment.
* As mentioned in the Guidebook, if you play in explore mode you will have infinitely many lives and will start with a wand of wishing. Ascensions (victories) in explore mode do not count, but it can enable you to explore more of the dungeon than you could reach in a real game.
# NetHack/Combat

This will be a visual guide to combat in NetHack:
* how to wield a weapon (press [w] and pick from the inventory)
* how to enhance skills with weapons (NetHack gives you a message; #enhance your skill; mention the upper limit to enhancement, but do not spoil it)
* how to throw objects (press [t], pick an object, use hjklyubn for the direction; you can throw potions, rocks, and miscellaneous items; you can press [Q] to "quiver" and item and throw it with [f])
* how to wield a ranged weapon and fire ammunition (wield bow or sling; optionally put ammo in quiver; throw or fire ammo while wielding the weapon; pick up and recycle ammo)
This is similar in scope to the NetHack Guidebook, but with screenshots.
Ammo test: If you are wielding the correct weapon, you can throw the ammo farther. This is a "spoiler" to anyone who does not know that a bow shoots an arrow farther than your hand.
Also, the fact that there are only eight directions to throw implies that you or a monster can avoid ranged attacks by not being in any of the eight paths. For example, you @ and the kobold k cannot hit each other with spears or arrows:
TODO:
# NetHack/Choosing Role and Race

What type of character to play?
If you are a beginner, it is much easier to stay alive as a big dumb warrior (such as a Barbarian, Valkyrie or Samurai) than as a highly intelligent but physically weak magic user (such as a Wizard or Healer). Race is not as significant as class, although Elves have very low limits on their strength and constitution, so are not recommended to beginners. Alignment (whether you are lawful, neutral or chaotic) is also not too important; its main effect is on the artifact weapons you can obtain by sacrificing to your deity.
Lawful Human Valkyrie is an excellent combination for several reasons. Valkyries start with a highly enchanted small shield which can remain part of their armour for a long time. They also start with a good weapon, and if they are lawful they can dip it in a fountain to convert it into Excalibur. (The Lady of the Lake does not insist that you are a Knight, but she gets annoyed if neutral or chaotic characters try this trick.) Another excellent weapon, Mjollnir, is their guaranteed first gift from sacrificing. The Valkyrie's quest artifact is the Orb of Fate, which halves any damage they take, making it well worth lugging it around despite its weight.
The advantage of a Human Valkyrie over a Dwarven Valkyrie is that all inhabitants of the Gnomish Mines will be friendly to the dwarf but not necessarily to the human. Some see this as a disadvantage, but nothing in the Mines is particularly deadly. Killing the inhabitants is not advisable if they are peaceful, because your god will not approve, but is a useful source of food, experience and equipment if they are hostile.
A few other classes have special features which may help you to learn about the game:
* Barbarians have poison resistance, meaning that you can eat (almost) anything and learn which corpses are poisonous.
* Priests can detect whether items are blessed, uncursed or cursed, which helps with discovering the effect of blessing or cursing items.
* Wizards start with several magic items - useful for exploring what items exist in the game and what they do.
* Healers start with a stethoscope, which is handy for checking the state of health of a monster. Note, though, that Healer is one of the most difficult classes.
# Trigonometry/Circles and Triangles/The Nine-point Circle

In any triangle, the following nine points lie on a circle, which is thus called the nine-point circle of that triangle:
* The mid-points of the three sides;
* The three points where lines through the vertices perpendicular to the opposite sides meet those sides;
* The mid-points of the lines between the vertices and the orthocentre.
The radius of the nine-point circle is half that of the circumcircle, and its centre bisects the line between the circumcentre and the orthocentre.
Feuerbach's Theorem
This theorem states that the nine-point circle just touches, without intersecting, the incircle and the three excircles of the triangle. Feuerbach proved this by computing the distances between these circles' centres, and the radii, algebraically.
# Trigonometry/Circles and Triangles/The Excircles

An excircle of a triangle is a circle that has as tangents one side of the triangle and the other two sides extended. There are three such circles, one corresponding to each side of the triangle.
The centre of each such circle, an excentre of the triangle, is at the intersection of the bisector of the angle opposite the side tangent to the circle and the external bisectors of the other two angles of the triangle. The proof is similar to that for the location of the incentre.
Let the sides of a triangle be a, b and c and the angles opposite be A, B and C respectively. Denote the area of the triangle by Δ. Write s = $^1$⁄$_2$(a+b+c).
If the radius of the excircle touching side a is r$_a$, then $r_{a}={\frac {\Delta }{s-a}}$, with similar expressions for the other two excircles. If r is the inradius, we have
    ${\frac {1}{r_{a}}}+{\frac {1}{r_{b}}}+{\frac {1}{r_{c}}}={\frac {s-a}{\Delta }}+{\frac {s-b}{\Delta }}+{\frac {s-c}{\Delta }}={\frac {s}{\Delta }}={\frac {1}{r}}$
If the vertices of a triangle are ABC and the excircle touching side BC does so at point D, then AB+BD = AC+CD. (This is easily proved using the theorem that the two tangents from a point to a circle are equal in length.) Both these expressions are s, the semiperimeter.
The square of the distance of the excentre corresponding to side a from the circumcentre is R(R+2r$_a$), with similar expressions for the other two excentres. Also,
    $\displaystyle r_{a}+r_{b}+r_{c}=r+4R.$
The area of the triangle is
    $\displaystyle {\sqrt {r_{a}r_{b}r_{c}r}}.$
Three other expressions for r$_a$ are
    $r_{a}=a{{\cos({\frac {B}{2}})\cos({\frac {C}{2}})} \over {\cos({\frac {A}{2}})}}$
    $r_{a}=4R\sin({\frac {A}{2}})\cos({\frac {B}{2}})\cos({\frac {C}{2}})$
    $r_{a}=s\tan({\frac {A}{2}})$
with similar expressions for r$_b$ and r$_c$.
It can readily be proved from the second of these expressions that if r$_a$ = r + r$_b$ + r$_c$ then A is a right angle.
The distance of I$_a$ from the three vertices A, B, C are
    $4R\cos \left({\frac {B}{2}}\right)\cos \left({\frac {C}{2}}\right){\text{, }}4R\sin \left({\frac {A}{2}}\right)\cos \left({\frac {C}{2}}\right){\text{, }}4R\sin \left({\frac {A}{2}}\right)\cos \left({\frac {B}{2}}\right)$
respectively, with similar expressions for the other excentres.
    $\displaystyle r.II_{a}.II_{b}.II_{c}=4R.IA.IB.IC$