OpenLLM-France/wikimedia huggingface dataset:
# Chess Opening Theory/1. e4/1...e5/2. Qh5/2...Nc6/3. Bc4/3...g6/4. Qf3/4...Nf6/5. Nc3/5...Nd4
## Parham Attack
### 5...Nd4!

Black threatens to fork White’s pieces while simultaneously putting pressure on the queen, thereby forcing it to retreat to its original square, resulting in a tempo gain. White has some options, white can respond with Qd1, which retreats the queen to it’s starting square while keeping pressure over the diagonals, or Qd3, which does not retreat the queen but instead protects the c2 pawn. However, playing Qd3 results in a loss of control over the diagonals.
White has a variety of moves to play here.
* Qd1: Qd1 retreats the queen back to the square, saving white from being forked. This move is the best move to play in this position.
* Qd3: An alternative to Qd1, but this lessens the control over the center.

## Theory table

For explanation of theory tables, see theory table and for notation, see algebraic notation.
| | 5 | 6 | 7 | |
| Main Line | Nc3? Nd4! | Qd1 Bg7 | | -/+ |
| Variation Qd3 | Nc3? Nd4! | Qd3 Bg7 | | |
When contributing to this Wikibook, please follow the Conventions for organization.
# Japanese white book/Class 6

* Verb てから Verb ます
** 姉は日本語を勉強してから。
* Verb ないで下さい
** 廊下を走らないで下さい
* noun は verbたいです
** 東京で支店を出したいです
* 人はnounが好きです
** 好さだ(Like)、嫌いだ(Hate),上手だ(Good at)、下手だ(Bad at)

### word

* 多分 Not likely
* 鞄 Bag
* 簡単（かんたん）　easy
* 作業（さぎょう） work
* 丈夫（じょうぶ） healthy, strong
* 噂（うわさ） rumor
* 豪勢（ごうせい）luxury
* 傲慢　（ごうまん）arrogant

### word part 2

* 家事（かじ）house work
* 料理（りょうり）cook
* 洗濯（せんたく）wash
* 掃除（そうじ）swipe
* 豚肉（ぶたにく）pig meat
* 鶏肉（とりにく）chicken
* 羊（ひつじ）sheep
* 牛肉（ぎゅうにく）beef
# Hawaiian/Numbers
### Nā helu

* 0 ʻole
* 1 ʻekahi
* 2 ʻelua
* 3 ʻekolu
* 4 ʻehā
* 5 ʻelima
* 6 ʻeono
* 7 ʻehiku
* 8 ʻewalu
* 9 ʻeiwa
* 10 ʻumi
* 11 ʻumikūmākahi (10 + 1)
* 12 ʻumikūmālua (10 + 2)
* 13 ʻumikūmākolu (10 + 3)
    You may notice that you write the tens place number (umi), then kūmā (the adding word), then the ones place number without the ʻe- prefix. This rule is always the same.
* 14 ʻumikūmāhā
* 15 ʻumikūmālima
* 16 ʻumikūmāono
* 17 ʻumikūmāhiku
* 18 ʻumikūmāwalu
* 19 ʻumikūmāiwa
* 20 iwakālua
    Again, same rule.
* 21 iwakāluakūmākahi (20 + 1)
* 22 iwakāluakūmālua (20 + 2)
* 23 iwakāluakūmākolu (20 + 3)
    You've got the hang of it...
* 30 kanakolu
* 40 kanahā
* 50 kanalima
* 60 kanaono
* 70 kanahiku
* 80 kanawalu
* 90 kanaiwa
* 100 ho'okahi hanele (or ho'okahi haneli)
* 126 ho'okahi hanele iwakāluakūmāono
* 173 ho'okahi hanele kanahikukūmākolu
* 200 ʻelua hanele
* 300 ʻekolu hanele
# Bikol/Adverb

The adverb 'very' describes adjectives. It translates to 'na marhay' in Bikol.
Examples:
1) very beautiful - magayon na marhay
2) very funny - makaulokon na marhay
3) very far - harayoon na marhay
4) very delicious - masiramon na marhay
5) very dark - madiklomon na marhay
Note:
To construct that phrase you should follow: adjective + na marhay
Quizz:
1) very clean
2) very strong
3) very near
4) very hard
5) very noisy
# Bikol/Speech Register

Bikol has a a speech level or register not found in any Philippine language. Its called “angry register” by Jason Lobel but is a misnomer since one does not have to be angry to use it. One can use it if irritated, or wants to intimidate, antagonize, shock, to elicit laughter, to spice up a conversation, or to put people down or outside their normal place.
Xyller Yañez in his blog called it Palanit, and the other register Palumhok. Palanit register can also use words that imply vulgar, unpolished behavior, or apply words normally descriptive of animals. Both palanit and palumhok describe the speaker’s attitude towards the thing, or emotions at that moment. The following are just a few of the examples in Bikol.
The speech register of Bikol, also known natively as tamanggot, is sometimes used by mothers when nagging. Some examples of the register include:
| Normal Bikol | Speech register Bikol | English translation |
| malutò | malustod | rice (cooked) |
| bagas | lasgas | rice (uncooked) |
| tubig | tamìlig, tùlig | water |
| bungog | lusngog | deaf |
| uran | bagrat | rain |
| bagyo | alimagyo | typhoon/hurricane |
| babayi | babaknit, siknit | female |
| lalaki | lalaknit | male |
| bado, gubing | lasdô, lamasdo | clothes |
| harong | langag lasngag | house |
| sira | sigtok, buragtok | fish |
| ikos | kurasmag, kasmag | cat |
| ayam, idò | da(ma)yô (Naga), gadyâ (Legazpi) | dog |
| tukaw | igad | to sit down |
| higda | litad | to lie down |
| damulag (Naga), karabaw (Legazpi) | gadyâ (Naga) | carabao |
| humali | wumara | leave |
| magkakan/kumakan (Naga), magkaon/kumaon (Legazpi) | hablô, humablô, habluon, sibà, sumibà, sumibsib | eat |
| burat (Naga), buyong (Legazpi) | lusrat, lusyong, bultok | drunk |
| taram | tabil | to speak |
| kapot, kapotan | kamlô, kamlùon | to hold, holding |
| hiling | butlâ | to see |
| bitis | singkil, samail, samingkil | foot |
| talinga | talingugngog | ear |
| ngusò (Naga), ngimot (Legazpi) | ngurapak, ngaspak, ngislo | mouth |
| kamot | kamulmog | hand |
| mata | malsok | eye |
| payo | alintak, alimantak | head |
| hawak (Naga), lawas (Legazpi) | kabangkayan | body |
| tulak | tindos, la(ma)sdak | belly/stomach |
| sapatos | sapagtok | shoe |
| kalayo | kalasbot | fire |
| kawali | kawalwag | frying pan |
| sarwal | sarigwal | shorts or underwear |
| asin | tasik | salt |
| manok | maldos, malpak | chicken |
# Pokémon/Pokédex/Maschiff
## Description

A doglike Pokémon with a yellow mane.

## Basic Statistics

A dark type Pokémon.

## Type Matching

Moves that deal 200% of their damage to Maschiff: fighting, bug, fairy Moves that deal 50% of their damage to Maschiff: ghost, dark Moves that deal 0% of their damage to Maschiff: psychic

## How to Evolve

Maschiff evolves into Mabosstiff at level 30.

## Name

The name is likely a play on the Mastiff, a real world dog bread.
# Odia/Plants & Trees

| ENGLISH NAME | ODIA NAME |
| Apple | ସେଓ |
| Bamboo | ବାଉଁଶ |
| Banana | କଦଳୀ |
| Banyan | ବରଗଛ |
| Black Gram | ବିରି |
| Black Pepper | ଗୋଲମରିଚ |
| Brinjal | ବାଈଗଣ |
| Capsicum | ଶିମ୍ଲା ଲଙ୍କା |
| Carrot | ଗାଜର |
| Clove | ଲବଙ୍ଗ |
| Coriander | ଧନିଆ |
| Cotton | କପା/ତୁଳା |
| Cucumber | କାକୁଡି |
| Curry plant | ଭୁରୁସୁଙ୍ଗା |
| Drumstick | ସଜନା ଛୁଇଁ |
| Garlic | ରସୁଣ |
| Ginger | ଅଦା |
| Green Gram | ମୁଗ |
| Guava | ପିଜୁଳୀ |
| Henna | ମେହେନ୍ଦି |
| Horse Gram | କୋଳଥ |
| Jowar | |
| Lemon | ଲେମ୍ବୁ |
| Lettuce | |
| Maize | ମକା |
| Mango | ଆମ୍ବ |
| Mint | ପୋଦିନା |
| Money Plant | |
| Neem | ନିମ୍ବ |
| Onion | ପିଆଜ |
| Orange | କମଳା |
| Pineapple | ସପୁରି ପଣସ |
| Potato | ଆଳୁ |
| Radish | ମୂଳା |
| Red Gram | କାନ୍ଦୁଲ |
| Sandalwood | ଚନ୍ଦନ |
| Spinach | ପାଳଙ୍ଗ |
| Tobacco | ତମାଖୁ |
| Tomato | ବିଲାତିଆ/ପାତାଳଘଣ୍ଟା |
| Tulsi | ତୁଳସୀ |
| Turmeric | ହଳଦୀ |
| Watermelon | ତରଭୁଜ |
| Wheat | ଗହମ |
# Nepal Bhasa/Counting

* one = chha, chhi
* two = ni
* three = swo, swa
* four = pye, pe
* five = nyā
* six = khu
* seven = nhe
* eight = chyā
* nine = gu
* ten = jhi, sanhi
* one hundred = sa-chhi
* one thousand = dwa-chhi
* ten thousand = ro
* first = nhaa-paa
* last = da-kle li-paa
Counters:
General: The suffix '-gu' is added to count general nouns ie: chha-gu, ni-gu, etc. In informal/colloquial spoken speech, the 'g' is omitted ie: chha-u, ni-u
Living Beings: The suffix '-mha' is added to count both living beings (other than trees) and a few non-living animate nouns ie: chha-mha, ni-mha
Round Items: The suffix '-paa' is added to count round items, such as 'roti' or circles ie: chha-paa, ni-paa
Trees: The suffix '-maa' is added to count trees ie: chha-maa, ni-maa
Packets: The suffix ‘-puri’ is added to count packets/packs (such as packs of water or packets of noodles) ie: chha-puri, ni-puri
Money: The suffixes '-rkaa' or '-tkaa' is added to count coins, bills, or other currency denominations ie: chha-rkaa, ni-rkaa or chha-tkaa, ni-tkaa
Houses: The suffix '-gaa' is added to count houses ie: chha-gaa, ni-gaa
Days: The suffix '-nhu' is added to count days ie: chha-nhu, ni-nhu
# Advanced phone customization

This is a book on the art of rooting and installing custom ROMs on your phone, along with some useful customization options that you can partake to make your Android phone the way you want it to be. Please note that this is Android-only, if you have an iOS device, this is not for you.
Contents:
Part I: Prerequisites
* Before we start
* The need to root and install a custom OS
Part II: The main process
* Rooting your phone
* Unlocking your bootloader
* Installing your custom ROM
Part III: What you can do
* Overclocking and governors
* Freeing up space
* Improving battery life
Part IV: The advanced stuff
# Minimizing Hard Disk Drive Failure and Data Loss

While every hard disk drive can eventually be expected to fail, some preparation and practical information can be used to minimize this failure, and to avoid data loss when failure is likely. Please note that SSDs, Flash storage (cheap laptops, smartphones, tablet, etc), and cloud storage is different.

## Contents

* Introduction
* Environmental Control
* Electricity Control
* Stress Control
* Detecting an Impending Drive Failure
* Data Redundancy
* Data Reduction
* Drive Life-Cycle Management
* Additional Measures
* Case Study
* Popdisk
* Recovering Data After a Hard Disk Drive Failure
* Reference
# Metroid Prime/Locations
## Space Pirate Frigate, Orpheon

Orbiting the planet Tallon IV, this is where Samus begins the game. The frigate's name is Orpheon, and hosts Space Pirate researchers alongside their experimental research subjects, many of which have breached containment. Samus boards the ship when it is in a poor condition, and leaves it as it rapidly deteriorates. Later this ship crashes into Tallon IV and Samus then explores in it after acquiring the Gravity Suit.

## Tallon Overworld

A rainforest-like area, this is where Samus initially makes planetfall and is where Samus's Gunship stays for the duration of the game. Tallon Overworld also encompasses the sunken Orpheon.

## Chozo Ruins

This ancient structure was once a center of the thriving Chozo civilization on Tallon IV that was brought to an end by the meteor that hit many years ago. The ruins as found in the game are infested with wildlife.

## Magmoor Caverns

A kind of subway system for the game – its magma-filled tunnels connect all the areas together with the exception of the Impact Crater. Attempting to enter with starter gear will quickly damage Samus. The Space Pirates use the caverns as a source of geothermal power.

## Phendrana Drifts

This cold, mountainous location consists of three main parts: an ancient Chozo ruin, some Space Pirate research labs (since the subzero temperatures make specimen containment easier), and the ice caves and valleys at the edge aptly called Phendrana's Edge. It is home to many creatures of electrical origins (Pulse Bombu, Scatter Bombu) and ice based creatures (Sheegoth, Ice Shriekbats).

## Phazon Mines

The Phazon Mines are the center of the Space Pirates' Tallon IV operations. The scenery here alternates between the Space Pirates' mining and research facilities and dark caves illuminated only by the glowing Phazon. Also home to the different beam troopers and omega pirate, elite pirate and phazon elite as well.

## Impact Crater

This is the final area of the game. This location is completely corrupted by Phazon radiation. Samus finds Fission Metroids, and Phazon strong enough to damage her even through the Phazon Suit.
# ABC notation

introduction
This book is a guide for ABC notation. As described in wiki, ABC notation is a shorthand form of musical notation for computers. Using ABC notation, we can easily write a sheet music.

## Contents

* installation
* Basics
* headers
* Notes
# Numbers and measurements

Numbers are used in math, as basic calculations or coefficient. Numbers are also in our everyday lives. Like two oranges or the money you have to pay. Measurements have units that helps us understand it. This book will be talking about units of numbers and measurements.

## Links

* Numbers
* Distance measurements
* Time
# Algebra/Chapter 2/Exponents

2.8: Properties of Exponents
# Algebra/Chapter 2/Introduction

Intro
# Algebra/Chapter 2/Statements

2.3: Mathematical Statements

## Statements

In mathematics, a statement is a mathematical sentence that is either true or false. They are sometimes represented by the letters p, q, or r.
# Burmese/Animals

Animals in Burmese :
| Burmese | Romanization | English |
| ခွေး | hkway | dog |
| ကြောင် | kyaung | cat |
| ငှက် | nghaat | bird |
| ကြက်တူရွေး | kyaattuurway | parrot |
| ခြင်္သေ့ | hkyinsae | lion |
| ကျား | kyarr | tiger |
| ဆင် | sain | elephant |
# Burmese/Colors

Colors in Burmese :
| Burmese | Romanization | English |
| အနီ | ane | red |
| လိမ္မော် | limmaw | orange |
| အဝါ | awar | yellow | green | blue | purple | pink | brown | black | white |
# The Ten Commandments/Which Is The Most Important Commandment?

When asked which is the greatest commandment, Jesus replied,
    "Thou shalt love the Lord thy God with all thy heart, and with all thy soul, and with all thy mind. This is the first and greatest commandment. And the second is like unto it. Thou shalt love thy neighbour as thyself. On these two commandments hang all the law and the prophets." (Mt 22:37-40)
These, however, are not really two, but one single commandment, the spheres of operation of which are completely inseparable. He did say the second is like the first. Although these specific commandments are not found among the Ten Commandments of Exodus, in so many words, all else follows from this commandment. There is no need for any other law—if you're sufficiently well-versed in logic and theology.
In Judaism, however, no commandment is more "important" than another. However, some are more "fundamental." The most fundamental of the commandments is one of the following three:
I am your God along with You shall have no other gods before Me
Listen, O Israel, the God is your God, that same God is One.
And you shall not take revenge and you shall not begrudge a child of your nation, and you shall love your neighbor as yourself, I am God.
# Canadian Refugee Procedure/IRPR s. 22 - Misrepresentation
## IRPR s. 22

The text of the relevant section of the regulation reads:

### Commentary

Section 22 of the Immigration and Refugee Protection Regulations exempts refugee claimants whose refugee claims are pending and those recognized as refugees from being found inadmissible because of misrepresentation under section 40(1) of the IRPA. Which see: Canadian Refugee Procedure/33-43 - Inadmissibility. See also: Canadian Refugee Procedure/95-97 - Refugee Protection, Convention Refugees and Persons in Need of Protection#Section 95(2): Refugee protection is conferred on a person in the specific circumstances and it ceases as specified in s. 95(2).

## References

* ↑ Kolawole v. Canada (Citizenship and Immigration), 2023 FC 1384 (CanLII), at para 10, <https://canlii.ca/t/k0wrg#par10>, retrieved on 2023-12-28.
# Canadian Refugee Procedure/IRPR ss. 138-151.1 - Convention Refugees Abroad, Humanitarian-protected Persons Abroad and Protected Temporary Residents
## IRPR ss. 138-151.1

The text of the relevant sections of the regulation reads:

## IRPR s. 140 - Class of family members
### Family members of an applicant are members of the applicant's class

Section 140 of the IRPR provides that family members are members of the same class as a person who is determined to be a refugee, but does not state that such family members are deemed to have been determined to be refugees. This is because applicants who are members of the Convention Refugees Abroad class, say, only by virtue of being family members are not conferred refugee protection by virtue of a determination under IRPA paragraph 95(1)(a) because their risks never were assessed independently against IRPA section 96.

## References

* ↑ Canada (Citizenship and Immigration) v Esfand, 2015 FC 1190, para. 20.
* ↑ Canada (Citizenship and Immigration) v. Galindo Camayo, 2022 FCA 50 (CanLII), [2022] 4 FCR 220, at para 25, <https://canlii.ca/t/jndkg#par25>, retrieved on 2024-12-17.
# Video Game Design

This work will primarily cover every aspect necessary for the creation of video games (techniques, methodologies, considerations and practicalities) from design and planning to publication.

### Chapter 1 : Getting Started [ print chapter ]

* Introduction
** What is a video game?
** The Game Industry
** Game Education

### Chapter 2 : Video Game Theory [ print chapter ]

* Components
* Theory
* Archetypes
* Design and Planning

### Chapter 3 : Implementation [ print chapter ]

* Process
* Artwork and game content
* Programming
** Selecting the Hardware
** Framework
*** 2D vs 3D
*** 3D Engine
*** Collisions
*** Pathfind
*** Artificial Intelligence
*** Procedural Content Generation
*** Physics
*** Networking and On-line Gaming
** Reality Simulation
** Structure

### Additional Information

Wikibooks:
* Game Maker Programming
* Console Game Programming
Wikibooks using text adventure games to teach a variety of programming languages:
* Choose Your Own Pyventure
* Programming Text Adventures In Basic
* Beginner's Guide to Interactive Fiction with Inform 7
* Learning C With Game Concepts
Wikibooks on programming specific video game platforms:
* NES Programming
* Super NES Programming
* DarkBASIC Programming
* Creating a Simple 3D Game with XNA
* GtkRadiant
* Guide to the Godot game engine
Other Links:
* Wiki-based video games
* E3
* Game Maker
* Game Design wiki
Misc:
* Definition
* History
* More Info
* Game classification
* Video Game Designer Salary data
# AI Art Generation Handbook

This is community work on AI Art Generation Handbook, which is your gateway to unlocking the boundless potential of artificial intelligence in visual creativity.
This handbook is designed to demystify the complexities of AI art generation tools by providing practical guidelines to enhance your creative output.
The only limit is your imagination !
This section explores the fundamentals of AI-generated art, including the technical process of creation through various methods and the importance of text inputs to create the AI Art that you want.
General AI Art :
| How does AI generate art? | Latent Diffusion | Prompt-crafting | Communities |
| List of lists | List of Local UI | List of Web Platform AI | Comparison of AI Models |
| Limitations of AI Art | | | |
This section examines how AI Art Models, prompted with text, (text to image) or a combination of text and or image, (image to image) integrate with traditional art techniques/styles to generate unique, innovative visual artworks.
Visual Arts and Creative Techniques :
| Art Medium | Artist Style | Lighting Techniques | Framing Techniques |
| Camera & Lens Types | Fabric Patterns | | |
DALL-E 2 (Deprecated) :
| In-painting | Out-painting |
This section delves into the core features of Stable Diffusion, a powerful and widely-used open source AI model for generating high-quality images from text and images , exploring its capabilities and common use cases.
Stable Diffusion (SD) :
| How to install Local WebUI | Text Prompting in SD | Node Prompting in SD | |
| Negative Prompts in SD | SD Settings | ControlNet | IP Adapter |
| Extension | List of base Image Model | Finetuning AI Model | Troubleshooting SD |
This section provides an overview of various AI art generation platforms and models that offer different approaches or capabilities compared to Stable Diffusion.
Stable Diffusion Alternatives :
* FLUX 1.0
Miscellaneous :
| About This Book | Censorship | Archive for Outdated Info |

## Notes

Note 1: This Wikibook is not necessarily limited to DALL-E, and might include other publicly available AI Art Generation tools such as Stable Diffusion, FLUX, Midjourney, Imagen, Craiyon, etc. Note 2: This Wikibooks is created after the original DALL-E prompt handbook has disappeared off the Internet without a trace. Note 3: All the images used are created exclusively using AI Art generation app unless otherwise stated.
# R Programming/Grammar of graphics

R Programming
* R Basics
** Introduction
** Sample Session
** Manage your workspace
** Settings and Installation
** Documentation
** Control Structures
** Working with functions
** Debugging
** Using C or Fortran
** Utilities
** Estimation utilities
** Packages
* Data Management
** Data types
** Working with data frames
** Importing and exporting data
** Text Processing
** Times and Dates
* Graphics
** Grammar of graphics
* Publication quality output
* Descriptive Statistics
* Mathematics
** Optimization
** Probability Distributions
** Random Number Generation
* Statistical Core Methods
** Maximum Likelihood
** Method of Moments
** Bayesian Methods
** Bootstrap
** Multiple Imputation
** Nonparametric Methods
* Regression Models
** Linear Models
** Quantile Regression
** Binomial Models
** Multinomial Models
** Tobit And Selection Models
** Count Data Models
** Duration Analysis
* Time Series
* Factor Analysis
* Classification
** Ordination
** Clustering
* Network Analysis
* High Performance Computing
** Profiling R code
** Parallel computing with R
* Appendix
** Sources
** Index
Hadley Wickham has developped the ggplot2, a graphical library designed according to the principles of the Grammar of Graphics.

## Plotting a function

We use qplot with the option stat=function :
Here is another example with the sinus function :

## Bibliography

* Leland Wilkinson, The Grammar of Graphics (Statistics and Computing), Springer, 2005
* Hadley Wickham, ggplot2: Elegant Graphics for Data Analysis, Use R!, Springer, 2009

## Resources

* Documentation page for ggplot2
# Greco Defence (to) La Bourdonnais Gambit
### 3.Bc4

This move is good as it develops a new piece and prepares a couple of traps after black plays 3...Qg6, and white simply ignores it and castles, entering a variation named the La Bourdonnais Gambit, which is a tricky gambit played by white to punish black's early queen attack of 2...Qf6:
* 3. Qg6? 4. O-O Qxe4?
** 5. Nxe5! Qxe5? 6. Re1! Qxe1+ 7. Qxe1+
** 5. Bxf7+! Kxf7? 6. Ng5+ (...) 7. Nxe4
** 5. d4! exd4? 6. Re1! Qxe1+ 7. Qxe1+
Therefore, 3...Qg6 is not a good option and black should instead play 3...c6, 3...h6, or 3...Nc6.
# Hacking NEC PC Games/Memory Layout of NEC PC Games

A NEC PC game's memory layout will tend to be ordered thusly.

### Interrupt Service Table

A list of pointers to routines relied upon by the operating system for basic tasks like loading data from disk, responding to input from the player, and playing sounds and music. May also be used by the main executable and its overlays to exchange control between themselves. This table is the entry point for the operating system and is loaded from the beginning of the boot disk (called the boot sector) at startup by the computer.

### Operating System

Also called the Initial Program Loader(IPL). Handles loading and closing of files, overlays, and drivers. Also loads the main executable.

### Drivers

Drivers for the mouse and sound hardware are loaded by the operating system as TSR (terminate and stay resident). Setting the music and sound off in game setup can prevent these from being loaded.

### Executable

The executable defines the game's basic memory layout and contains most of its code. Sometimes this will be mixed with the operating system. Typically the executable contains data for operating the main menu.

### Overlays

Overlays are programs which specialize in particular modes of play. For each mode of play there is usually an overlay. They are loaded from disk by the main executable and unloaded as needed to conserve memory.

### Current Level

The data which defines the area currently played in.

### Media

Sounds, sprites, and imagery for the current level are loaded after its data.