nc33/MultiSpan_SQUAD huggingface dataset:
Kievan_Rus%27

The change in political structure led to the inevitable development of the peasant class or smerdy. The smerdy were free un-landed people that found work by labouring for wages on the manors which began to develop around 1031 as the verv' began to dominate socio-political structure. The smerdy were initially given equality in the Kievian law code, they were theoretically equal to the prince, so they enjoyed as much freedom as can be expected of manual labourers. However, in the 13th century they began to slowly lose their rights and became less equal in the eyes of the law.

Question: What eventually led to the creation of the peasant/smerdy class?
Answer: change in political structure

Question: When did wages on the manors develop?
Answer: 1031

Question: What were the smerdy initially given in the Kievian law code?
Answer: given equality
Kievan_Rus%27

Kievan Rus' also played an important genealogical role in European politics. Yaroslav the Wise, whose stepmother belonged to the Macedonian dynasty, the greatest one to rule Byzantium, married the only legitimate daughter of the king who Christianized Sweden. His daughters became queens of Hungary, France and Norway, his sons married the daughters of a Polish king and a Byzantine emperor (not to mention a niece of the Pope), while his granddaughters were a German Empress and (according to one theory) the queen of Scotland. A grandson married the only daughter of the last Anglo-Saxon king of England. Thus the Rurikids were a well-connected royal family of the time.

Question: To which dynasty did Yarolav's step mother belong to?
Answer: Macedonian dynasty

Question: Which three countried did Yaroslav's daughters become queens of?
Answer: Hungary, France and Norway

Question: Who did Yaroslav's sons marry?
Answer: daughters of a Polish king and a Byzantine emperor
Kievan_Rus%27

From the 9th century, the Pecheneg nomads began an uneasy relationship with Kievan Rus′. For over two centuries they launched sporadic raids into the lands of Rus′, which sometimes escalated into full-scale wars (such as the 920 war on the Pechenegs by Igor of Kiev reported in the Primary Chronicle), but there were also temporary military alliances (e.g. the 943 Byzantine campaign by Igor). In 968, the Pechenegs attacked and besieged the city of Kiev. Some speculation exists that the Pechenegs drove off the Tivertsi and the Ulichs to the regions of the upper Dniester river in Bukovina. The Byzantine Empire was known to support the Pechenegs in their military campaigns against the Eastern Slavic states.[citation needed]

Question: How early did the relationship begin between the Pecheneg and the Rus?
Answer: 9th century

Question: What did the Pecheneg frequesntly do over the span of two centuries?
Answer: sporadic raids into the lands of Rus

Question: What year did the Pechenges attack the city of Kiev?
Answer: 968

Question: Whichgroup was known to support the Pecheneges in their military efforts?
Answer: Byzantine Empire
Kievan_Rus%27

The exact date of creation of the Kiev Metropolis is uncertain, as well as who was the first leader of the church. Predominantly it is considered that the first head was Michael I of Kiev, however some sources also claim Leontiy who is often placed after Michael or Anastas Chersonesos, became the first bishop of the Church of the Tithes. The first metropolitan to be confirmed by historical sources is Theopemp, who was appointed by Patriarch Alexius of Constantinople in 1038. Before 1015 there were five dioceses: Kiev, Chernihiv, Bilhorod, Volodymyr, Novgorod, and soon thereafter Yuriy-upon-Ros. The Kiev Metropolitan sent his own delegation to the Council of Bari in 1098.

Question: Although uncertian, who is considered to be the first head of Kiev?
Answer: Michael I

Question: Who was considered to be the first bishop of the Church of the Titches?
Answer: Leontiy
Super_Nintendo_Entertainment_System

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.

Question: When was the SNES released in the US?
Answer: 1991

Question: Where was the SNES first released?
Answer: Japan and South Korea

Question: What was the SNES called in Japan?
Answer: Super Famicom

Question: What was the SNES called in South Korea?
Answer: Super Comboy

Question: When was the SNES released in Australia?
Answer: 1992
Super_Nintendo_Entertainment_System

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.

Question: What was NEC's competitor to the NES called in Japan?
Answer: PC Engine

Question: What was Sega's competitor to the NES called in Japan?
Answer: Mega Drive

Question: What was NEC's competitor to the NES called in the US?
Answer: TurboGrafx-16

Question: What was Sega's competitor to the NES called in the US?
Answer: Genesis

Question: What were the Genesis's advantages over the NES?
Answer: built on 16-bit architectures and offered improved graphics and sound
Super_Nintendo_Entertainment_System

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.

Question: Who designed both the NES and SNES?
Answer: Masayuki Uemura

Question: How much in yen did the Super Famicom cost in Japan?
Answer: ¥25,000

Question: How much in dollars did the Super Famicom cost in Japan?
Answer: US$210

Question: How many Super Famicoms were produced in the first run?
Answer: 300,000

Question: What criminal group plotted to steal Super Famicoms?
Answer: the Yakuza
Super_Nintendo_Entertainment_System

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.

Question: How much did the SNES cost in the US?
Answer: US$199

Question: How much did the SNES cost in the UK?
Answer: GB£150

Question: When was the SNES released in the UK?
Answer: April 1992

Question: When was the SNES released in Brazil?
Answer: 1993

Question: Which company distributed the SNES in Brazil?
Answer: Playtronic
Super_Nintendo_Entertainment_System

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.

Question: What market did the Genesis target?
Answer: older gamers

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

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

Question: What game was key to the SNES's success?
Answer: Donkey Kong Country

Question: How many SNES units were sold in the US overall?
Answer: more than 20 million
Super_Nintendo_Entertainment_System

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.

Question: What was Nintendo's limit on games per developer per year on the NES?
Answer: five

Question: What alternate name did Konami use to get around Nintendo's yearly limit?
Answer: Ultra Games

Question: For how many years did Nintendo require exclusivity on NES games?
Answer: two

Question: Which competitor caused Nintendo to end its restrictions on game developers?
Answer: Sega

Question: Which developer began releasing games for both NES and Sega in 1991?
Answer: Acclaim
Super_Nintendo_Entertainment_System

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.

Question: How did Nintendo rank submitted games?
Answer: using a 40-point scale

Question: What game first challenged Nintendo's anti-violence policy?
Answer: Mortal Kombat

Question: When was Mortal Kombat released in arcades?
Answer: 1992

Question: Which game console had a full-gore version of Mortal Kombat?
Answer: Genesis

Question: How much did the Genesis version of Mortal Kombat out-sell the SNES version?
Answer: three or four-to-one
Super_Nintendo_Entertainment_System

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.

Question: Which senators held a hearing about video game violence in 1993?
Answer: Herb Kohl and Joe Lieberman

Question: What was the focus of the hearing about video game violence in 1993?
Answer: the marketing of violent video games to children

Question: What organizations did the hearing about video game violence in 1993 lead to?
Answer: 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?
Answer: the inclusion of ratings on all video games

Question: How did video game ratings affect Nintendo?
Answer: Nintendo decided its censorship policies were no longer needed
Super_Nintendo_Entertainment_System

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.

Question: Which company developed Donkey Kong Country?
Answer: Rare

Question: How many copies of Donkey Kong Country were sold in its first 45 days?
Answer: 6.1 million

Question: What kind of computers were Donkey Kong Country's graphics rendered on?
Answer: SGI workstations

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

Question: When was Donkey Kong Country released?
Answer: November 1994
Super_Nintendo_Entertainment_System

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.

Question: How much did the SNS-101 cost in the US?
Answer: US$99

Question: What game was bundled with the SNS-101?
Answer: Super Mario World 2: Yoshi's Island

Question: What features were removed in the SNS-101?
Answer: S-Video and RGB output

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

Question: When was the SNS-101 released in the US?
Answer: October 1997
Super_Nintendo_Entertainment_System

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.

Question: How were adapters used to get around PAL region restrictions?
Answer: 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?
Answer: disconnecting one pin of the console's lockout chip

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

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.

Question: What video frequency does NTSC use?
Answer: 60 Hz

Question: What video frequency does PAL use?
Answer: 50 Hz

Question: How much slower do games run on PAL consoles than NTSC due to frequency differences?
Answer: 16.7% slower

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

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.

Question: What color is the SNES?
Answer: predominantly gray

Question: Who designed the North American SNES?
Answer: Lance Barr

Question: What was Barr's job?
Answer: industrial designer

Question: What color were the North American SNES's buttons?
Answer: purple

Question: What color were the Japanese Super Famicom Jr.'s buttons?
Answer: gray
Super_Nintendo_Entertainment_System

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.

Question: How is the SNES's slot positioned?
Answer: top-loading

Question: What connection types did MULTI OUT support?
Answer: 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?
Answer: 28

Question: What output type was the only one directly supported on the SNS-101?
Answer: composite

Question: What other Nintendo systems used MULTI OUT?
Answer: Nintendo 64 and GameCube
Super_Nintendo_Entertainment_System

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.

Question: What material is the SNES case made of?
Answer: ABS plastic

Question: What chemical process turned some SNES cases yellow?
Answer: oxidization

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

Question: How can SNES yellowing sometimes be reversed?
Answer: with UV light and a hydrogen peroxide solution

Question: Why would some SNESes be only partly yellow?
Answer: if the sections of the casing came from different batches of plastic
Super_Nintendo_Entertainment_System

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.

Question: What are SNES game cartridges officially called in the US?
Answer: Game Pak

Question: What are SNES game cartridges officially called in Japan?
Answer: Cassette

Question: How much data space can an SNES cartridge use?
Answer: 117.75 Mbit

Question: What were the largest SNES games?
Answer: Tales of Phantasia and Star Ocean

Question: How much data do the smallest SNES games use?
Answer: 2 Mbit
Super_Nintendo_Entertainment_System

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.

Question: What face buttons do SNES controllers have that NES controllers didn't?
Answer: X and Y

Question: How many shoulder buttons do SNES controllers have?
Answer: two

Question: Who designed the SNES controllers?
Answer: Lance Barr

Question: What color are the US SNES controllers' X and Y buttons?
Answer: lavender

Question: What color are the US SNES controllers' A and B buttons?
Answer: purple