Super_Nintendo_Entertainment_System

qas: question: When was the SNES released in the US?
answers: text: 1991

question: Where was the SNES first released?
answers: text: Japan and South Korea

question: What was the SNES called in Japan?
answers: text: Super Famicom

question: What was the SNES called in South Korea?
answers: text: Super Comboy

question: When was the SNES released in Australia?
answers: text: 1992

question: What did South Korea develop that was released in 1992?

question: What is the regional lockout form in Austrailasia?

question: What is another name for the Super Comboy in North America?

question: What is the definition of the Hepburn released in Brazil in 1990?

question: What company developed the Super Comboy in Brazil in 1990?
context: The Super Nintendo Entertainment System (officially abbreviated the Super NES[b] or SNES[c], and commonly shortened to Super Nintendo[d]) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom (Japanese: スーパーファミコン, Hepburn: Sūpā Famikon?, officially adopting the abbreviated name of its predecessor, the Family Computer), or SFC for short. In South Korea, it is known as the Super Comboy (슈퍼 컴보이 Syupeo Keomboi) and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. It was released in Brazil on September 2, 1992, by Playtronic.

qas: question: What was NEC's competitor to the NES called in Japan?
answers: text: PC Engine

question: What was Sega's competitor to the NES called in Japan?
answers: text: Mega Drive

question: What was NEC's competitor to the NES called in the US?
answers: text: TurboGrafx-16

question: What was Sega's competitor to the NES called in the US?
answers: text: Genesis

question: What were the Genesis's advantages over the NES?
answers: text: built on 16-bit architectures and offered improved graphics and sound

question: What did SEGA release in 1987?

question: What did NEC Home Electronics release in 1988?

question: What was launched in North America in 1987?

question: How was the 8-bit NES an improvement?

question: How long did it take the Family Computer to be successful?
context: To compete with the popular Family Computer in Japan, NEC Home Electronics launched the PC Engine in 1987, and Sega Enterprises followed suit with the Mega Drive in 1988. The two platforms were later launched in North America in 1989 as the TurboGrafx-16 and the Genesis respectively. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit NES. However, it took several years for Sega's system to become successful. Nintendo executives were in no rush to design a new system, but they reconsidered when they began to see their dominance in the market slipping.

qas: question: Who designed both the NES and SNES?
answers: text: Masayuki Uemura

question: How much in yen did the Super Famicom cost in Japan?
answers: text: ¥25,000

question: How much in dollars did the Super Famicom cost in Japan?
answers: text: US$210

question: How many Super Famicoms were produced in the first run?
answers: text: 300,000

question: What criminal group plotted to steal Super Famicoms?
answers: text: the Yakuza

question: What did the Japanese government release in Japan on November 21, 1990?

question: How many units were stolen by the Yakuza?

question: How much did the original Famicom cost in Japan?

question: After the original Famicom sold out, what did the Japanese government do?

question: What event happened after the Yakuza noticed the sale of the original Famicom?
context: Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990 for ¥25,000 (US$210). It was an instant success; Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends. The system's release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.

qas: question: How much did the SNES cost in the US?
answers: text: US$199

question: How much did the SNES cost in the UK?
answers: text: GB£150

question: When was the SNES released in the UK?
answers: text: April 1992

question: When was the SNES released in Brazil?
answers: text: 1993

question: Which company distributed the SNES in Brazil?
answers: text: Playtronic

question: What was a redesign of the Super NES?

question: How much did the Super Famicom cost in Germany?

question: How much did the Playtronic cost in the UK and Ireland?

question: What kind of design did the Playtronic Super NES use in Ireland?

question: What venture released the Super Famicom in Brazil in 1991?
context: On August 23, 1991,[a] Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$199. The SNES was released in the United Kingdom and Ireland in April 1992 for GB£150, with a German release following a few weeks later. Most of the PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. The Playtronic Super NES in Brazil, although PAL, uses the North American design. Both the NES and SNES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and consumer electronics company Gradiente.

qas: question: What market did the Genesis target?
answers: text: older gamers

question: How much sooner than the Genesis did the Street Fighter II game come out for SNES?
answers: text: over a year

question: How much of the US 16-bit console market did the Genesis have in summer 1992?
answers: text: 60%

question: What game was key to the SNES's success?
answers: text: Donkey Kong Country

question: How many SNES units were sold in the US overall?
answers: text: more than 20 million

question: How many units did SEGA sell in the US?

question: According to a 1992 report by SEGA, how did the consoles sell in the US?

question: How did SEGA position the NES?

question: What kind of game titles did the SNES have?

question: What did Donkey Kong Country do for video game history?
context: The rivalry between Nintendo and Sega resulted in what has been described as one of the most notable console wars in video game history, in which Sega positioned the Genesis as the "cool" console, with more mature titles aimed at older gamers, and edgy advertisements that occasionally attacked the competition. Nintendo however, scored an early public relations advantage by securing the first console conversion of Capcom's arcade classic Street Fighter II for SNES, which took over a year to make the transition to Genesis. Despite the Genesis's head start, much larger library of games, and lower price point, the Genesis only represented an estimated 60% of the American 16-bit console market in June 1992, and neither console could maintain a definitive lead for several years. Donkey Kong Country is said to have helped establish the SNES's market prominence in the latter years of the 16-bit generation, and for a time, maintain against the PlayStation and Saturn. According to Nintendo, the company had sold more than 20 million SNES units in the U.S. According to a 2014 Wedbush Securities report based on NPD sales data, the SNES ultimately outsold the Genesis in the U.S. market.

qas: question: What was Nintendo's limit on games per developer per year on the NES?
answers: text: five

question: What alternate name did Konami use to get around Nintendo's yearly limit?
answers: text: Ultra Games

question: For how many years did Nintendo require exclusivity on NES games?
answers: text: two

question: Which competitor caused Nintendo to end its restrictions on game developers?
answers: text: Sega

question: Which developer began releasing games for both NES and Sega in 1991?
answers: text: Acclaim

question: What kind of control did SEGA maintain during the NES era?

question: How many games were released per year by Square?

question: What practice did competition from Capcom end?

question: What did Nintendo do in 1991?

question: What did SEGA have to approve during the Konami era?
context: During the NES era, Nintendo maintained exclusive control over titles released for the system—the company had to approve every game, each third-party developer could only release up to five games per year (but some third parties got around this by using different names, for example Konami's "Ultra Games" brand), those games could not be released on another console within two years, and Nintendo was the exclusive manufacturer and supplier of NES cartridges. However, competition from Sega's console brought an end to this practice; in 1991, Acclaim began releasing games for both platforms, with most of Nintendo's other licensees following suit over the next several years; Capcom (which licensed some games to Sega instead of producing them directly) and Square were the most notable holdouts.

qas: question: How did Nintendo rank submitted games?
answers: text: using a 40-point scale

question: What game first challenged Nintendo's anti-violence policy?
answers: text: Mortal Kombat

question: When was Mortal Kombat released in arcades?
answers: text: 1992

question: Which game console had a full-gore version of Mortal Kombat?
answers: text: Genesis

question: How much did the Genesis version of Mortal Kombat out-sell the SNES version?
answers: text: three or four-to-one

question: How did Genesis rank submitted titles?

question: What was the policy of Genesis about games?

question: When was Mortal Kombat submitted to Nintendo?

question: By how much did the SNES version outsell the Genesis one?

question: What were the features that included gore in the SNES version?
context: The company continued to carefully review submitted titles, giving them scores using a 40-point scale and allocating Nintendo's marketing resources accordingly. Each region performed separate evaluations. Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. One game, Mortal Kombat, would challenge this policy. A surprise hit in arcades in 1992, Mortal Kombat features splashes of blood and finishing moves that often depict one character dismembering the other. Because the Genesis version retained the gore while the SNES version did not, it outsold the SNES version by a ratio of three or four-to-one.

qas: question: Which senators held a hearing about video game violence in 1993?
answers: text: Herb Kohl and Joe Lieberman

question: What was the focus of the hearing about video game violence in 1993?
answers: text: the marketing of violent video games to children

question: What organizations did the hearing about video game violence in 1993 lead to?
answers: text: the Interactive Digital Software Association and the Entertainment Software Rating Board

question: What regulatory change did the hearing about video game violence in 1993 lead to?
answers: text: the inclusion of ratings on all video games

question: How did video game ratings affect Nintendo?
answers: text: Nintendo decided its censorship policies were no longer needed

question: How did game players affect Nintendo's policy?

question: What did the Digital Software Association investigate in 1993?

question: What position did Senator Joe Lieberman take on the issue?

question: How successful was Senator Herb Kohl during the hearing?

question: What organizations were created due to Nintendo taking the high ground?
context: Game players were not the only ones to notice the violence in this game; US Senators Herb Kohl and Joe Lieberman convened a Congressional hearing on December 9, 1993 to investigate the marketing of violent video games to children.[e] While Nintendo took the high ground with moderate success, the hearings led to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board, and the inclusion of ratings on all video games. With these ratings in place, Nintendo decided its censorship policies were no longer needed.

qas: question: Which company developed Donkey Kong Country?
answers: text: Rare

question: When was Donkey Kong Country released?
answers: text: November 1994

question: What kind of computers were Donkey Kong Country's graphics rendered on?
answers: text: SGI workstations

question: How many copies of Donkey Kong Country were sold in its first 45 days?
answers: text: 6.1 million

question: How did Donkey Kong Country's quality compare to games on newer consoles?
answers: text: detailed graphics, fluid animation and high-quality music

question: What was Nintendo moving on to?

question: When did Nintendo release Donkey Kong Country?

question: How many copies of Donkey Kong Country were sold in November 1994?

question: What was the quality of Donkey Cong Country compared to games on Rare consoles?

question: What message did SGI workstations send to Rare about games?
context: While other companies were moving on to 32-bit systems, Rare and Nintendo proved that the SNES was still a strong contender in the market. In November 1994, Rare released Donkey Kong Country, a platform game featuring 3D models and textures pre-rendered on SGI workstations. With its detailed graphics, fluid animation and high-quality music, Donkey Kong Country rivaled the aesthetic quality of games that were being released on newer 32-bit CD-based consoles. In the last 45 days of 1994, the game sold 6.1 million units, making it the fastest-selling video game in history to that date. This game sent a message that early 32-bit systems had little to offer over the SNES, and helped make way for the more advanced consoles on the horizon.

qas: question: How much did the SNS-101 cost in the US?
answers: text: US$99

question: What game was bundled with the SNS-101?
answers: text: Super Mario World 2: Yoshi's Island

question: What features were removed in the SNS-101?
answers: text: S-Video and RGB output

question: What redesigned console was released in Japan at the time of the SNS-101?
answers: text: Super Famicom Jr.

question: When was the SNS-101 released in the US?
answers: text: October 1997

question: How much did the Super Famicom Jr. cost in North America?

question: What was missing from the Super Famicom Jr.?

question: What did the NES-101 model include?

question: When was the NES-101 released in Japan?

question: How many new releases were offered for the Super Famicom Jr.?
context: In October 1997, Nintendo released a redesigned model of the SNES (the SNS-101 model) in North America for US$99, which sometimes included the pack-in game Super Mario World 2: Yoshi's Island. Like the earlier redesign of the NES (the NES-101 model), the new model was slimmer and lighter than its predecessor, but it lacked S-Video and RGB output, and it was among the last major SNES-related releases in the region. A similarly redesigned Super Famicom Jr. was released in Japan at around the same time.

qas: question: How were adapters used to get around PAL region restrictions?
answers: text: by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot

question: How was hardware modification used to get around PAL region restrictions?
answers: text: disconnecting one pin of the console's lockout chip

question: What problem did the hardware modification cause with later games?
answers: text: hardware in later games can detect this situation, so it later became common to install a switch to reconnect the lockout chip as needed

question: What does having a cartridge in the console prevent in North American consoles?

question: What had to be installed when adapters detect the locked console?

question: How were lockout chips used to get around PAL restrictions?

question: What did adapters with later consoles detect that caused a problem with modification?

question: What kind of machines have the same adapters?
context: Internally, a regional lockout chip (CIC) within the console and in each cartridge prevents PAL region games from being played on Japanese or North American consoles and vice versa. The Japanese and North American machines have the same region chip. This can be overcome through the use of adapters, typically by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot. Alternatively, disconnecting one pin of the console's lockout chip will prevent it from locking the console; hardware in later games can detect this situation, so it later became common to install a switch to reconnect the lockout chip as needed.

qas: question: What video frequency does NTSC use?
answers: text: 60 Hz

question: What video frequency does PAL use?
answers: text: 50 Hz

question: How much slower do games run on PAL consoles than NTSC due to frequency differences?
answers: text: 16.7% slower

question: What hardware modification could be made to the SNES to support game speed differences?
answers: text: a switch can be added to place the SNES PPU into a 60 Hz mode supported by most newer PAL televisions

question: What video standard do PPU cartridges use?

question: What video standard to later games operate at?

question: How much slower are games on PPU consoles than PAL due to incompatibility?

question: What do SNES consoles face when facing a 20% speedup? 

question: What does NTSC higher resolution result in?
context: PAL consoles face another incompatibility when playing out-of-region cartridges: the NTSC video standard specifies video at 60 Hz while PAL operates at 50 Hz, resulting in approximately 16.7% slower gameplay. Additionally, PAL's higher resolution results in letterboxing of the output image. Some commercial PAL region releases exhibit this same problem and, therefore, can be played in NTSC systems without issue while others will face a 20% speedup if played in an NTSC console. To mostly correct this issue, a switch can be added to place the SNES PPU into a 60 Hz mode supported by most newer PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes.

qas: question: What color is the SNES?
answers: text: predominantly gray

question: Who designed the North American SNES?
answers: text: Lance Barr

question: What was Barr's job?
answers: text: industrial designer

question: What color were the North American SNES's buttons?
answers: text: purple

question: What color were the Japanese Super Famicom Jr.'s buttons?
answers: text: gray

question: What does the Japanese Super Famicom have that is longer than the European and American versions?

question: What color are all versions of the Super Famicom Jr.?

question: What was placed on the console because of the curved surface of the NES?

question: What color were the buttons for the SNS-100 version from Japan?

question: What does the flat surface of the redesigned SNES invite people to do?
context: All versions of the SNES are predominantly gray, although the exact shade may differ. The original North American version, designed by Nintendo of America industrial designer Lance Barr (who previously redesigned the Famicom to become the NES), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both to invite interaction and to prevent food or drinks from being placed on the console and spilling as had happened with the flat surfaced NES. The Japanese and European versions are more rounded, with darker gray accents and buttons. The North American SNS-101 model and the Japanese Super Famicom Jr. (the SHVC-101 model), all designed by Barr, are both smaller with a rounded contour; however, the SNS-101 buttons are purple where the Super Famicom Jr. buttons are gray. The European and American versions of the SNES controllers have much longer cables compared to the Japanese Super Famicom controllers.

qas: question: How is the SNES's slot positioned?
answers: text: top-loading

question: What connection types did MULTI OUT support?
answers: text: composite video, S-Video and RGB signals, as well as RF with an external RF modulator

question: How many pins did the SNES expansion port have?
answers: text: 28

question: What output type was the only one directly supported on the SNS-101?
answers: text: composite

question: What other Nintendo systems used MULTI OUT?
answers: text: Nintendo 64 and GameCube

question: What do all versions have for expansion ports?

question: Why does the MULTI OUT connector differ between regions?

question: How many pins were on the RF modulator?

question: What two systems later used a channel selection switch?

question: What can all models output that requires them to have an external modulator for RF?
context: All versions incorporate a top-loading slot for game cartridges, although the shape of the slot differs between regions to match the different shapes of the cartridges. The MULTI OUT connector (later used on the Nintendo 64 and GameCube) can output composite video, S-Video and RGB signals, as well as RF with an external RF modulator. Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit and a standard RF output with channel selection switch on the back; the redesigned models output composite video only, requiring an external modulator for RF.

qas: question: What material is the SNES case made of?
answers: text: ABS plastic

question: What chemical process turned some SNES cases yellow?
answers: text: oxidization

question: What mixture error in the plastic caused some SNES cases to turn yellow?
answers: text: an incorrect mixture of the stabilizing or flame retarding additives

question: How can SNES yellowing sometimes be reversed?
answers: text: with UV light and a hydrogen peroxide solution

question: Why would some SNESes be only partly yellow?
answers: text: if the sections of the casing came from different batches of plastic

question: What color did affected consoles become after exposure to UV light?

question: What are flame retarding additives susceptible to?

question: What does hydrogen peroxide inside the cases cause if they came from different batches of plastic?

question: What does the light color of additives help restore to a console?

question: What is caused due to an incorrect mixture of a hydrogen peroxide solution during manufacturing?
context: The ABS plastic used in the casing of some older SNES and Super Famicom consoles is particularly susceptible to oxidization on exposure to air, likely due to an incorrect mixture of the stabilizing or flame retarding additives. This, along with the particularly light color of the original plastic, causes affected consoles to quickly become yellow; if the sections of the casing came from different batches of plastic, a "two-tone" effect results. The color can sometimes be restored with UV light and a hydrogen peroxide solution.

qas: question: What are SNES game cartridges officially called in the US?
answers: text: Game Pak

question: What are SNES game cartridges officially called in Japan?
answers: text: Cassette

question: How much data space can an SNES cartridge use?
answers: text: 117.75 Mbit

question: What were the largest SNES games?
answers: text: Tales of Phantasia and Star Ocean

question: How much data do the smallest SNES games use?
answers: text: 2 Mbit

question: What is referred to as Cassette in Western regions?

question: What is referred to as Game Pak in Japan?

question: How much ROM data do Talesof Phantasia and Star Ocean have as the smallest games released?

question: What mappings do most Game Pak support in Japan?

question: How many Mbit of FastROM are contained in games from Latin America?
context: The cartridge media of the console is officially referred to as Game Pak in most Western regions, and as Cassette (カセット, Kasetto?) in Japan and parts of Latin America. While the SNES can address 128 Mbit,[f] only 117.75 Mbit are actually available for cartridge use. A fairly normal mapping could easily address up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit of battery-backed RAM. However, most available memory access controllers only support mappings of up to 32 Mbit. The largest games released (Tales of Phantasia and Star Ocean) contain 48 Mbit of ROM data, while the smallest games contain only 2 Mbit.

qas: question: What face buttons do SNES controllers have that NES controllers didn't?
answers: text: X and Y

question: How many shoulder buttons do SNES controllers have?
answers: text: two

question: Who designed the SNES controllers?
answers: text: Lance Barr

question: What color are the US SNES controllers' X and Y buttons?
answers: text: lavender

question: What color are the US SNES controllers' A and B buttons?
answers: text: purple

question: What face buttons do NES controllers have that aren't on the SNES controllers?

question: What was also designed by Dreamcast?

question: What consoles controller designs are inspired by the Japanese system logo?

question: What color are the shoulder buttons X and Y in Japan?

question: How many shoulder buttons are incorporated into the Japanese system logo?
context: The standard SNES controller adds two additional face buttons (X and Y) to the design of the NES iteration, arranging the four in a diamond shape, and introduces two shoulder buttons. It also features an ergonomic design by Lance Barr, later used for the NES-102 model controllers, also designed by Barr. The Japanese and PAL region versions incorporate the colors of the four action buttons into system's logo. The North American version's buttons are colored to match the redesigned console; the X and Y buttons are lavender with concave faces, and the A and B buttons are purple with convex faces. Several later consoles derive elements of their controller design from the SNES, including the PlayStation, Dreamcast, Xbox, and Wii Classic Controller.

qas: question: What game accessory was similar to the NES Zapper?
answers: text: Super Scope

question: What game accessory was similar to the NES Advantage?
answers: text: Super Advantage

question: What game used the SNES Mouse?
answers: text: Mario Paint

question: What type of accessory was the Super Scope?
answers: text: light gun

question: What game came with a baseball bat controller?
answers: text: BatterUP

question: What was released that added to the Hudson Soft functionality?

question: What adjustable settings did the Super Scope have on its joystick?

question: What mulit player adapter did Super Scope release under its license from Nintendo?

question: What was the BatterUP baseball bat similar to?

question: What game was the NES Zapper released in conjunction with?
context: Throughout the course of its life, a number of peripherals were released which added to the functionality of the SNES. Many of these devices were modeled after earlier add-ons for the NES: the Super Scope is a light gun functionally similar to the NES Zapper (though the Super Scope features wireless capabilities) and the Super Advantage is an arcade-style joystick with adjustable turbo settings akin to the NES Advantage. Nintendo also released the SNES Mouse in conjunction with its Mario Paint title. Hudson Soft, under license from Nintendo, released the Super Multitap, a multiplayer adapter for use with its popular series of Bomberman games. Some of the more unusual controllers include the BatterUP baseball bat, the Life Fitness Entertainment System (an exercise bike controller with built-in monitoring software), and the TeeV Golf golf club.

qas: question: How did Nintendo say an NES and SNES could be used on the same TV?
answers: text: either daisy chaining the RF switches or using AV outputs for one or both systems

question: Which other game system's cartridges could be adapted to the SNES?
answers: text: Game Boy

question: What improvements did the Super Game Boy have over the Game Boy?
answers: text: palette substitution, custom screen borders, and (for specially enhanced games) access to the SNES console

question: Where was the Super Game Boy 2 released?
answers: text: Japan

question: What did the Super Game Boy 2 add?
answers: text: a communication port to enable a second Game Boy to connect for multiplayer games

question: In what country was the SNES released?

question: What did the Game Boy add for multiplayer games?

question: What enhancements did the Game Boy have?

question: What allows Game Boy games to be played in Japan?

question: What did Super Game Boy never release for playing NES games on the SNES?
context: While Nintendo never released an adapter for playing NES games on the SNES (though the instructions included a way to connect both consoles to the same TV by either daisy chaining the RF switches or using AV outputs for one or both systems), the Super Game Boy adapter cartridge allows games designed for Nintendo's portable Game Boy system to be played on the SNES. The Super Game Boy touted several feature enhancements over the Game Boy, including palette substitution, custom screen borders, and (for specially enhanced games) access to the SNES console. Japan also saw the release of the Super Game Boy 2, which added a communication port to enable a second Game Boy to connect for multiplayer games.

qas: question: What modem was available for the Japanese SNES?
answers: text: Satellaview

question: What service did the Satellaview connect to?
answers: text: the St.GIGA satellite radio station

question: When did the Satellaview begin operation?
answers: text: April 23, 1995

question: When did the Satellaview end operation?
answers: text: June 30, 2000

question: What was the US equivalent of Satellaview?
answers: text: XBAND

question: When did dial-up stop broadcasting in the US?

question: When did Satellaview start broadcasting in the US?

question: What did users of XBAND do in Japan?

question: What did an XBAND attach to on consoles in Japan?

question: What kind of games were downloaded on XBAND  to compete in Japan?
context: Japan saw the release of the Satellaview, a modem which attached to the Super Famicom's expansion port and connected to the St.GIGA satellite radio station. Users of the Satellaview could download gaming news and specially designed games, which were frequently either remakes of or sequels to older Famicom titles, released in installments. Satellaview signals were broadcast from April 23, 1995 through June 30, 2000. In the United States, the similar but relatively short-lived XBAND allowed users to connect to a network via a dial-up modem to compete against other players around the country.

qas: question: Which companies did Nintendo try to get to make a CD add-on for the SNES?
answers: text: Sony and Philips

question: What was Philips' multimedia system?
answers: text: CD-i

question: What competing console did Sony release after working with Nintendo?
answers: text: PlayStation

question: What was Sega's CD add-on?
answers: text: Mega-CD

question: What did Sony do to develop a CD ROM  to compete with Philips?

question: What was the name of Sony's CD ROM?

question: What happened to the deals made with Sega?

question: What did Sega develop after its first dealings with Philips?

question: What was Sega's multimedia player?
context: During the SNES's life, Nintendo contracted with two different companies to develop a CD-ROM-based peripheral for the console to compete with Sega's CD-ROM based addon, Mega-CD. Ultimately, deals with both Sony and Philips fell through, (although a prototype console was produced by Sony) with Philips gaining the right to release a series of titles based on Nintendo franchises for its CD-i multimedia player and Sony going on to develop its own console based on its initial dealings with Nintendo (the PlayStation).

qas: question: What did Nintendo consider emulators?
answers: text: flagrant software piracy

question: What is the term for a software product abandoned by its owners?
answers: text: abandonware

question: What device allows backing up SNES games?
answers: text: Retrode

question: What is the term for homemade software?
answers: text: homebrew

question: What did owners of the respective game consider emulators?

question: What status did discontinued image files have?

question: What did Nintendo do under abandonware status via the Retrode?

question: What were emulation supporters against regarding files?

question: What other system did supporters of SNES emulation also take the same stance with?
context: Nintendo of America took the same stance against the distribution of SNES ROM image files and the use of emulators as it did with the NES, insisting that they represented flagrant software piracy. Proponents of SNES emulation cite discontinued production of the SNES constituting abandonware status, the right of the owner of the respective game to make a personal backup via devices such as the Retrode, space shifting for private use, the desire to develop homebrew games for the system, the frailty of SNES ROM cartridges and consoles, and the lack of certain foreign imports.

qas: question: What smartphones have SNES emulators?
answers: text: Android devices, Apple's iPhone and iPad

question: What portable game systems have SNES emulators?
answers: text: Sony's PlayStation Portable (PSP), the Nintendo DS and Game Boy Advance, the Gizmondo, the Dingoo and the GP2X by GamePark Holdings

question: What was Nintendo's first approved emulator?
answers: text: Nintendo's Virtual Console service for the Wii

question: What was Android's first official emulator?

question: What have been included with emulators on Playstation Portable?

question: What smartphones have Gamecube emulators?

question: What game systems are officially sanctioned by GameCube to include emulators?

question: What is the GP2X a port of on the Wii?
context: Emulation of the SNES is now available on handheld units, such as Android devices, Apple's iPhone and iPad, Sony's PlayStation Portable (PSP), the Nintendo DS and Game Boy Advance, the Gizmondo, the Dingoo and the GP2X by GamePark Holdings, as well as PDAs. While individual games have been included with emulators on some GameCube discs, Nintendo's Virtual Console service for the Wii marks the introduction of officially sanctioned general SNES emulation, though SNES9x GX, a port of SNES9x, has been made for the Wii.

qas: question: Which publication said Nintendo's best console ever was the SNES?
answers: text: GameTrailers

question: Which writer said the SNES was the best console ever from any company?
answers: text: Don Reisinger

question: Where did GameTrailers rank the SNES among all consoles?
answers: text: second-best

question: Who said the SNES was "simply the most timeless system ever created"?
answers: text: GamingExcellence

question: Where did IGN rank the SNES?
answers: text: fourth best

question: Why did GameTrailers name the SNES second-best console of all time in 2008?

question: What did Will Greenwald proclaim about the Playstation in 2009?

question: Who said the Playstation was simply the most timeless system ever created?

question: Why did Big N. Technology rate the Playstation fifth of ten?

question: In 2007 how did GamingExcellence rate the NES?
context: In 2007, GameTrailers named the SNES as the second-best console of all time in their list of top ten consoles that "left their mark on the history of gaming", citing its graphic, sound, and library of top-quality games. In 2015, they also named it the best Nintendo console of all time, saying, "The list of games we love from this console completely annihilates any other roster from the Big N." Technology columnist Don Reisinger proclaimed "The SNES is the greatest console of all time" in January 2008, citing the quality of the games and the console's dramatic improvement over its predecessor; fellow technology columnist Will Greenwald replied with a more nuanced view, giving the SNES top marks with his heart, the NES with his head, and the PlayStation (for its controller) with his hands. GamingExcellence also gave the SNES first place in 2008, declaring it "simply the most timeless system ever created" with many games that stand the test of time and citing its innovation in controller design, graphics capabilities, and game storytelling. At the same time, GameDaily rated it fifth of ten for its graphics, audio, controllers, and games. In 2009, IGN named the Super Nintendo Entertainment System the fourth best video game console, complimenting its audio and "concentration of AAA titles".