OpenLLM-France/wikimedia huggingface dataset:
# Star Fox franchise strategy guide/Vehicles/Wolfen

The Wolfen (ウルフェン) is a fictional space ship piloted by the Star Wolf team in the Star Fox series of video games. Like the Arwing, the Wolfen undergoes changes in each Star Fox game.

## History
### Wolfen in Star Fox 64

The first appearance of the Wolfen in a published game was in Star Fox 64 on the Fichina (Mistakenly named Fortuna) stage; they would reappear on Bolse if any of them survived or the player took a route to Bolse that avoided Fichina. A Wolfen can also appear in Training Mode during the All-Range Phase, each time the player kills 100 enemies.

### Wolfen in Star Fox 2

The unnamed fighters of the Star Wolf team in Star Fox 2 could be called Wolfens but that remains unknown since the game was never released. Wolf had his own uniquely designed fighter while the other three members use the same design, one very similar to the one that would eventually appear in Star Fox 64.

### Wolfen II

The Wolfen II as seen in Star Fox 64.
The first and only appearance of the Wolfen II to date was in Star Fox 64 on Venom. They would only appear if the player went through Area 6. They had two G-Diffusers, compared to the Arwing's one, which made the ship faster. The Wolfen II had twin lasers and was capable of deflecting bombs and charged lasers, and was regarded by the in-game characters as being a superior ship to an Arwing.

### Wolfen in Star Fox: Assault

The Wolfen is used by Star Wolf in Star Fox: Assault in several stages. The Wolfen can be unlocked in Star Fox: Assault for use in multiplayer, and it deals more damage at each laser level and with a charged laser. It also flies faster than the Arwing but it cannot come to a complete stop in mid-air, and is less maneuverable. It can also have a wing walker ride shotgun on one of the upper wings, as seen in the Corneria City level of the game. However, in Vs Mode, the upper wings cannot be stood upon, and players would have to use one of the lower wings.

### Wolfen in Star Fox Command

The Wolfen appears to be almost identical in appearance to its Star Fox: Assault incarnation. Also, similar to the Star Fox team, the team pilots radical alterations of the original Wolfen design, such as the Rainbow Delta and the Black Rose. However, Wolf keeps the original Wolfen design, which has been dubbed the Red Fang in the instruction booklet.
* Wolf's Wolfen as seen on Star Fox: CommandWolf's Wolfen as seen on Star Fox: Command
* Leon's Rainbow Delta WolfenLeon's Rainbow Delta Wolfen
* Panther's Blackrose WolfenPanther's Blackrose Wolfen

## In other games

A Wolfen trophy can be obtained in Super Smash Bros. Melee. It also appears occasionally in both Star Fox stages of said game.
A Wolfen can be seen flying across the stage during the video clip starring Snake in Brawl.

## References

* Star Fox series game manuals

## External links

* ArwingLanding.net
# Star Sonata

Welcome to the wiki-based Wikibook for the Massively Multiplayer Online Game Star Sonata. If you like, have a quick read through the discussion page to get an idea of the history of the book. Some of this data is very outdated... we need your help to fix it!

## Index of project pages

Overview
* Commands and Keys — Guides to commands and keys that can be used in the game
* Beginners — Beginners
* Blueprint items — Blueprint items
* DG items — DG items
* Special AI drops — Special AI drops
* Ruin items — Ruin items
* Augmenters — Augmenters
* Special AI stations — Special AI stations
* Skills — Skills
* Bases — Bases
* Glossary — a glossary of terms
* Frequently Asked Questions — FAQs

## How to write this book

Anyone who wishes to improve on this book is highly encouraged to do so. Before you do, make sure you've read the MediaWiki editing help page and the project discussion page .

## External Links

Star Sonata Homepage
# Star Sonata/Commands and Keys

Commands & Keys
Basic Controls
The player guide tells you the commands, but here is some of the list with an expanded explanation:
Space - FIRE!
W, A, D - Thrust / turn. Star Sonata works with inertia, which means your ship doesn't have brakes, and the only thing stopping you travelling in a direction is an opposite thrust. So, to stop you must apply a thrust against the direction you are travelling: this also factors in the weight of your ship, so the heavier you are, the more inertia you have. When trading, 500 microchips will effect you far less than 500 nuclear waste. Take time to learn how to use this against AI. Also note that all engines have both a thrust (how fast you reach full speed) and turn (obvious) stat, so choose an engine that best suits your ship: Traders will need high thrust to move heavy loads; combat ships need quick turning to target AI.
Tab, Ctrl, Q, Z - Next target, class of targets, cycle targets, closest ship. Learning to use ctrl and then q to quickly select your destination is very important and will save you a lot of time. There are two main advantages - each list is much smaller, and allows you to cycle quickly through them. Thus, if you are given directions to a system (usually in the form Sol - Crevice - Free Market and so on) you can select the worm hole class with ctrl, and quickly cycle through to the named next system. There is also another advantage - when looking for missions, selecting the class AI station and cycling through them will give you an info tab (on the left, above the system map) that will tell you if there is a new mission there. Very useful to quickly check if there is a new mission!
V - autopilot. Essential. Note that at first you can only autopilot manually to the next wormhole. However, there is a skill, Astral Navigation, that allows you to set routes automatically, available at Earth Central, Sol. If you get this skill, each point allows you to set that many systems as a route by double clicking on the system in question on your system map. This is extremely useful for long haul trading ~ but be aware, you have to explore the systems first!
Left / Right mouse button - select target / autopilot to point. Before you can shoot (space bar) anything you must select it with a left click. Likewise, if you wish to scoop something in particular, you must select it. Note that pressing C to scoop without targeting will scoop the closest thing if you can pick it up. This is useful for mass scooping a pile of debris, picking up the smaller items (for example Neural Keys) and leaving the heavier items. Right click will autopilot you to a destination, and bring you to a complete stop. Very useful for stopping yourself automatically at a point, especially on worm holes.
# Structural Biochemistry/Cell Death/Stabilization
## Overview

Up to 50% of neurons that develop die during the course of normal development. The fact that neurons that make incorrect connections are more likely to die suggests that cell death increases the overall accuracy of synaptic connections.
There are three evidences that suggest that neural cells die since they fail to compete with others and fail at life preserving:
* Implantation of an extra target site decreases neuron death
* Destroying some neurons before the period of neuron death increases the survival rate of the remainder
* Increasing the number of axons that initially synapse on a target decreases survival rate of the remainder
# Structural Biochemistry/Cell Adhesion
## Introduction

Cell adhesion is fundamental in the formation of tissues due to the attraction between individual cells. These adhesions are due to the internal cytoskeleton, which determines the overall structure of the cell. The cell can be in two states - stable adhesion interactions and dynamic adhesive interactions. The stable adhesion interactions are typically made up of cell adhesion receptors (which usually are the glycoprotein that binds the ECM between cells), ECM (extracellular matrix, which are large proteins that interact with other cellular receptors on the site) proteins, and cytoplasmic plaque proteins.

## Formation of Tissue

One of the most significant cell adhesions that is required to form a stable tissue is called the Cadherins adhesion molecules, which are transmembrane receptors that depends on Ca2+ to recognize other cells during growth. One of the most studied cadherin molecules is called E-cadherin, which is known to fight epithelial cancer. Cadherin work by combining with catenins and the actin in the cytoskeleton. Catenins are cytoplasmic plaque proteins, which incorporates both a-catenins and b-catenins. a-catenins are responsible for the linkage between the cadherins to the actin in the cytoskeleton. b-catenins are responsible for the interaction between the a-catenin and the cadherin cytoplasmic domain. Based on the observations of b-catenin's interaction with growth factors and transformation, it can be concluded that b-catenin are simply acting as the regulatory component. Cadherins are also responsible for the regions of the cell known as the junctional localization, which are the stronger points of the cell that is capable for adhesion. The EC (extracellular matrix) domains are split into five sub-domains, EC1, EC2, EC3, EC4, and EC5. With the help of x-ray crystallography, the EC1 sub-domain can be used to form a dimer, more specifically called the strand dimer, which are monomers that are parallel to the adhesive binding surfaces and orient outwards.

## Desmosomal Junctions

Desmosomal junctions are primarily located in epithelia and cardiac muscles. They link with the intermediate filament cytoskeleton to form a network capable of withholding immense weight.

## References

* Gumbiner, Barry M (1996). "Cell Adhesion: The Molecular Basis of Tissue Architecture and Morphogenesis". Cell. 84 (3): 345–57. doi:10.1016/S0092-8674(00)81279-9.
# Structural Biochemistry/Cell Organelles/Centrioles
## Overview

Every animal cell has two small organelles called centrioles. Centrioles help the cell when it comes time to divide. Mitosis and meiosis both have centrioles involved in. A centriole is a small set of microtubules arranged in a specific way. Also, there are nine groups of microtubules. The centrioles are found in pairs and move towards the poles of the nucleus when it is time for cell division. During interphase, the cell is at rest. The centrioles move to opposite ends of the nucleus and a mitotic spindle of threads begins to appear during prophase.
Centrioles are cylindrical structures that composed of groupings of microtubules arranged in 9+3 pattern. They are usually exist in pairs that form centrosomes. Centrioles are found in animal cells and play a big role in cell division. While cell division, the centrosome divides and the centrioles replicate (make new copies). The result is two centrosomes, each with its own pair of centrioles. The two centrosomes move to opposite ends of the nucleus, and from each centrosome, microtubules grow into a "spindle" which is responsible for separating replicated chromosomes into the two daughter cells. Centrioles contain delta-tubulin, a protein which is part of the structure of tubulin. Centrioles are barrel-shaped organelles that are found in most eukaryotic cells, with the exception of vascular plants and fungi. Centrioles consist of nine triplets of microtubules and are involved in the mitotic spindling, as well as when the cytoplasm of a eukaryotic cell split to form two daughter cells.
# Super Smash Bros. Melee/Movelists/Young Link

Young Link is a weaker, albeit faster and lighter, clone of Link. However, Young Link's boomerang goes a shorter distance while he has more control over its initial angle, he fires "fire arrows" instead of the traditional kind, his Spin Attack traps enemies near his sword, and his bombs are smaller but have multiple explosions.

## Advanced techniques
### Wall Grapple

When using Link, Young Link, or Samus, pressing Z or A+L or A+R to use the character's hookshot (Link and Young Link) or grappling beam (Samus). This can be done during the aforementioned characters' air dodges. It can connect to most solid ledges or walls and will allow the character to hang there; pressing A reels the character back up towards the stage. A triple jump attack (Up+B) can be performed immediately afterwards. The air dodge can be used to position the character properly before using this recovery technique, since the hookshot/grappling beam will not connect if the character is too close or far from a wall. If it hits an enemy it does some damage and has minimal knockback.
In general, this move is superior to the Up+B for recovery, except in stages like DK 64 where it won't work.

### Bomb Jump

Young Link also has the ability to bomb jump, but it is not quite as effective and much more difficult to pull off. Basically once you’re off the edge (from being hit), pull a bomb out, throw it, and proceed to jump and up B, if you do it correctly then the bomb will blow up on you and you will be able to perform another up B move.

#### Auto Block

Young Link automatically blocks projectiles with his shield just by standing there, granted there at the right height, of course. Ducking will also accomplish the same thing. Samus’s Charge Shot, Bob-ombs, almost anything. Young Link Link can't use this ability while holding items (Since he holds them with his right hand and puts his shield on his back). Unlike Link, Young Link will lower his guard during his standing animation.

#### Boomerang hookshot glitch

In 1.0, it is possible to throw a boomerang and hookshot a ledge. When the boomerang comes back Young Link will shoot up impossibly high into the air. This glitch is fixed in later versions (Player's Choice, PAL/European)
# Super Smash Bros. Melee/Movelists/Zelda
## Basic Techniques
#### Aerial Attacks

| Button(s) | Description/notes |
| A | |
| Up+A | Zelda produces a blast of fire above her. |
| Forward+A | Zelda's signature lightning kick. If it skims enemy, less than meager damage will be done. If it hits dead-on, it is insanely powerful and has amazing knockback. Quite good and has more range than a good sex kick. |
| Back+A | Identical to Forward+A |
| Down+A | |

#### Special Attacks

| Button(s) | Attack | Description/notes |
| B | Nayru's Love | Zelda surrounds herself with a blue crystal shield. The shield deflects most projectiles, and can hurt opponents when near Zelda. |
| Up + B | Farore's Wind | Zelda uses a whirlwind to teleport to another spot on the stage. Can also harm close opponents with minimal damage. |
| Down + B | Transform | Transform into Sheik. Even players who use Zelda exclusively will sometimes switch to Sheik if the battle calls for it. |
| Forward + B | Din's Fire | Zelda sends out a small target-lightball which moves quickly in the direction Zelda is facing. The longer B is held, the farther the lightball will travel and once B is released, a small delayed explosion will occur where the lightball ended. The lightball's travel can be controlled with the control stick, though control is limited. It is good for hurting distant slow opponents, or setting off Motion-Sensor Bombs without Zelda taking damage. |

## Switching between Zelda and Sheik

An effective Zelda/Sheik game revolves around knowing when to transform. As a general rule of thumb, Sheik is better at racking up damage while Zelda provides the finishing attacks.

## Advantages of Zelda

* More powerful moves, especially Smash attacks
* Great aerial attacks (particularly the lightning kick)
* Greater distance covered with Up+B and less lag
* Reflective ability (B)
* Long distance projectile (Forward+B)

## Advantages of Sheik

* Quicker moves and movement
* Equally great aerial attacks (including a better-than-average sex kick)
* Better skill with melee weapons (two hits)
* Great juggling and edge guard techniques\
* More powerful Up+B
* Great attack range, particularly that of smash attacks
It is also worth noting Sheik is lighter than Zelda
# Super Smash Bros. Melee/Non-playable stages

These stages are only found in certain circumstances, and cannot be played in Vs. mode unless Debug mode is used (Note: Goomba, Entei, and Majora's Mask cannot be played even with debug mode, though they can be via other hacks).
None of these names are official.
* Mushroom Kingdom Adventure (This is played as the first level of Adventure Mode.)
* Underground Maze (This is played as the third level of Adventure Mode.)
* Escape Shaft (This is played as the eighth level of Adventure Mode.)
* Race to the Finish (This is played as the ninth level of Classic Mode.)
* Target Test (This is played as the third level of Classic Mode and varies from character to character. Note: Debug Mode allows people to play in a Sheik Target Test Arena, which is unfinished. It is rumored that originally when someone turns into Sheik in Zelda's target test, this would appear for an easy 3 targets)
* Goomba (This is played in Event Match #14 "Trophy Tussle".)
* Entei (This is played in Event Match #26 "Trophy Tussle 2".)
* Majora's Mask (This is played in Event Match #47 "Trophy Tussle 3".)
* Trophy Collector (This is played as the sixth level of Classic Mode)
* All-Star Teleporter (This is played between every stage of All-Star)
* F-Zero Raceway (This is played as either the fifteenth or fourteenth level of Adventure Mode, depending on whether or not the player fought Giant Kirby. This is also played in Event Match #33 "Lethal Marathon".)
* Homerun Stadium (This is played in the Homerun Contest.)
* Test Stage (Apparently a stage designed for testing the Super Smash Brothers: Melee beta.)
There are also four other stages, only available through debug mode, though in such an unfinished state that the game freezes when the game starts, and thus the stages can never be seen. Their names are:
* AKANEIA (One of the first Fire Emblem games was named Fire Emblem: Akaneia, so this is probably an unfinished Fire Emblem stage)
* Dummy (Apparently some other testing stage. The infamous Animal Crossing glitch item DUMMY was also a testing item)
* IceTop (Believed to be an unfinished second Icicle Mountain stage)
* 10-2 (Possibly another Mario level, but never finished)
# Super Smash Bros. Melee/Non-playable characters/Fighting Wire Frame

The Fighting Wire Frames are a group of enemies in Super Smash Bros. Melee. They are possibly descendants of the Fighting Polygons, or Fighting Polygon Team. It is unknown who built the Wire Frames, if anyone, but it is generally accepted that Master Hand built them, possibly with Crazy Hand's help. Their symbol is the Melee Symbol (A circle with an off-center cross), just like Master Hand, Crazy Hand, Sandbag, Giga Bowser, and the Fighting Polygons. They also have this symbol where there face should be. There are two types of Fighting Wire Frames, Male and Female. The Males have better attack and defense than the females, but the females have better speed and jumps. The Wire Frames, just like all the other NPCs, can be controlled with Debug Mode, activated with an Action Replay. The Fighting Wire Frames are very weak, with the exception of the Cruel Wire Frames found in Cruel Melee. There are a number of Multi-Man Melees, listed below:
* 10-Man Melee: Fight 10 Wire Frames
* 100-Man Melee: Fight 100 Wire Frames
* 3-Minute Melee: Fight Wire Frames for 3 minutes
* 15-Minute Melee: Fight Wire Frames for 15 minutes
* Endless Melee: Fighting an endless number of Wire Frames
* Cruel Melee: Similar to Endless Melee except the Wire Frames are more difficult to defeat
* Wire Frame Fight in Adventure Mode: Fight 30 Wire Frames
The various Multi-Man Melees give different rewards, such as the unlockable character Falco for beating 15-Minute Melee and a Mr. Resetti trophy for killing 5 Cruel Wire Frames in Cruel Melee.
# Super Smash Bros. Melee/Non-playable characters/Sandbag

Sandbag is a character in the Home-Run Contest minigame of Super Smash Bros. Melee. The object is for the player's fighter (of their choice) to whack the Sandbag as far as possible with a Home-Run Bat, which is automatically provided. The more Sandbag is damaged, the farther it will fly when hit. Although Sandbag is not normally playable, he can be used by activating Debug Mode with an Action Replay. Playing as Sandbag frequently freezes the game due to his lack of animations and inability to die.
When Kirby copies Sandbag, Kirby does not receive any abilities. According to the game's trophy description, "Getting hit doesn't hurt Sandbag at all." During the actual Sandbag challenge, a player has ten seconds of time to deal as much damage to the Sandbag before those seconds expire. The Home-Run Bat is already the most powerful item when it comes to causing items and characters to fly large distances, so further damaging Sandbag causes it to travel farther. Immediately before the last second runs out, the player must use the Home-Run Bat to whack the Sandbag off the pedestal on which it rests. Even if the Sandbag is undamaged, it still flies several hundred feet.
In order to get the Sandbag trophy, the Sandbag must have traveled at least 984 feet (300 m).
# Structured Query Language/Example Database Data

rDBMS offers different ways to put data into their storage: from CSV files, Excel files, product-specific binary files, via several API's or special gateways to other databases respectively database systems and some more technics. So there is a wide range of - non standardized - possibilities to bring data into our system. Because we are speaking about SQL, we use the standardized INSERT command to do the job. It is available on all systems.
We use only a small amount of data because we want to keep things simple. Sometimes one needs a high number of rows to do performance tests. For this purpose, we show a special INSERT command at the end of this page, which exponentially inflates your table.

## person

Please note that the format of DATEs may depend on your local environment. Furthermore, SQLite uses a different syntax for the implicit conversion from string to DATE.

## Grow up

For realistic performance tests, we need a vast amount of data. The few number of rows in our example database does not meet this criteria. How can we generate test data and store it in a table? There are different possibilities: FOR loops in a procedure, (pseudo-) recursive calls, importing external data in a system-specific fashion, and some more.
Because we are dealing with SQL, we introduce an INSERT command, which is portable across all rDBMS. Although it has a simple syntax, it is very powerful. With every execution, it will double the number of rows. Suppose there is 1 row in a table. After the first execution, there will be a second row in the table. At first glance, this sounds boring. But after 10 executions there are more than a thousand rows, after 20 executions there are more than a million, and we suspect that only a few installations can execute it more than 30 times.
The command is an INSERT in combination with a (Sub-)SELECT. The SELECT retrieves all rows of the table because there is no WHERE clause. This is the reason for the doubling. The mandatory columns firstname and lastname keeps unchanged. We ignore optional columns. Only the primary key id is computed. The new value is the sum of the old value plus the highest available id when starting the command.
Some more remarks:
* max(id) is determined only once per execution! This illustrates an essential aspect of rDBMS: At a conceptual level, the database has a particular state before execution of a command and a new state after its execution. Commands are atomic operations moving the database from one state to another - they run entirely or not a bit! Both, the SELECT and the inner SELECT with the max(id), act on the initial state. They never see the result or an intermediate result of the INSERT. Otherwise, the INSERT would never end.
* If we wish to observe the process of growing, we can add a column to the table to store max(id) with each iteration.
* The computation of the new id may be omitted if the DBMS supports AUTOINCREMENT columns.
* For performance tests, it may be helpful to store some random data in one or more columns.