A pawn in its game array position (not on the edge of the board) can make 4 possible moves: forward one square, forward two squares and, if the opportunity presents itself, it can capture on the adjacent diagonal squares. In a problem, when a black pawn makes its four possible moves the theme is called a Pickaninny. When a white pawn makes its four possible moves in the course of a problem the theme is called an Albino. We have seen examples of both themes already in the halfpin and AUW posts. As usual we begin with an unpublished problem of my own and then get into some of my favorite examples.

Here is my Pickaninny. The bPd7 is set up to make its four possible moves. Notice that there are mates set for all of blacks moves except 1...d6. See if you can find the key that deals with this move and scroll down for the solution.

Ouellet , Charles. The Problemist 1987

Here is a simple near miniature that perfectly executes the Albino theme. The key is 1.Rbb5(). 
One of the most effective ways to demonstration the themes in a two mover is to use try play. In the following problem there are mates set for all of black moves except 1...PxP. There are four ways to move wPc2 to prevent this from happening. However, each of the four Albino tries prevents one of the set mates. 
Solution to the first problem: notice that the wQ controls the squares d5 and d6. If these squares are blocked with the bPd7 then the wQ can use this to her advantage. In particular, notice the dual after 1...d5 2.Qf4/Qh2. The key 1.Kg6() clears the way for the wQ to handle 1...d6 with 2.Qg5 and gets rid of the dual.