praj-17/QA-MCQ-Open-ended huggingface dataset:
Title: Nintendo_Entertainment_System
Context: Nintendo was accused of antitrust behavior because of the strict licensing requirements. The United States Department of Justice and several states began probing Nintendo's business practices, leading to the involvement of Congress and the Federal Trade Commission (FTC). The FTC conducted an extensive investigation which included interviewing hundreds of retailers. During the FTC probe, Nintendo changed the terms of its publisher licensing agreements to eliminate the two-year rule and other restrictive terms. Nintendo and the FTC settled the case in April 1991, with Nintendo required to send vouchers giving a $5 discount off to a new game, to every person that had purchased a NES title between June 1988 and December 1990. GameSpy remarked that Nintendo's punishment was particularly weak giving the case's findings, although it has been speculated that the FTC did not want to damage the video game industry in the United States.

question: What was Nintendo accused of? 

answer: antitrust behavior

question: Why was Nintendo accused of antitrust behavior? 

answer: strict licensing requirements

question: Who interviewed retailers as part of their investigation? 

answer: FTC

question: Who began probing Nintendo's business? 

answer: United States Department of Justice

question: How much were the vouchers worth that Nintendo sent out? 

answer: $5
Title: Nintendo_Entertainment_System
Context: The NES can be emulated on many other systems, most notably the PC. The first emulator was the Japanese-only Pasofami. It was soon followed by iNES, which was available in English and was cross-platform, in 1996. It was described as being the first NES emulation software that could be used by a non-expert. NESticle, a popular MS-DOS emulator, was released on April 3, 1997. There have since been many other emulators. The Virtual Console for the Wii, Nintendo 3DS and Wii U also offers emulation of many NES games.

question: What was the first NES emulator? 

answer: Pasofami

question: What was the first English available emulator? 

answer: iNES

question: What platform was NESticle available for use? 

answer: MS-DOS

question: When was NESticle released? 

answer: April 3, 1997
Title: Nintendo_Entertainment_System
Context: The Famicom contained no lockout hardware and, as a result, unlicensed cartridges (both legitimate and bootleg) were extremely common throughout Japan and the Far East. The original NES (but not the top-loading NES-101) contained the 10NES lockout chip, which significantly increased the challenges faced by unlicensed developers. Tinkerers at home in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip would change the chip’s mode of operation from "lock" to "key", removing all effects and greatly improving the console’s ability to play legal games, as well as bootlegs and converted imports. NES consoles sold in different regions had different lockout chips, so games marketed in one region would not work on consoles from another region. Known regions are: USA/Canada (3193 lockout chip), most of Europe (3195), Asia (3196) and UK, Italy and Australia (3197). Since two types of lockout chip were used in Europe, European NES game boxes often had an "A" or "B" letter on the front, indicating whether the game is compatible with UK/Italian/Australian consoles (A), or the rest of Europe (B). Rest-of-Europe games typically had text on the box stating "This game is not compatible with the Mattel or NES versions of the Nintendo Entertainment System". Similarly, UK/Italy/Australia games stated "This game is only compatible with the Mattel or NES versions of the Nintendo Entertainment System".

question: What did the Famicom sorely lack? 

answer: lockout hardware

question: What was the lockout chip number for the USA and Canada? 

answer: 3193

question: What was the lockout chip number for most of Europe, save the UK and Italy? 

answer: 3195

question: What was the lockout chip number for Asia? 

answer: 3196

question: What was the lockout chip number for UK, Italy, and Australia? 

answer: 3197
Title: Nintendo_Entertainment_System
Context: Following a series of arcade game successes in the early 1980s, Nintendo made plans to create a cartridge-based console called the Famicom. Masayuki Uemura designed the system. Original plans called for an advanced 16-bit system which would function as a full-fledged computer with a keyboard and floppy disk drive, but Nintendo president Hiroshi Yamauchi rejected this and instead decided to go for a cheaper, more conventional cartridge-based game console as he felt that features such as keyboards and disks were intimidating to non-technophiles. A test model was constructed in October 1982 to verify the functionality of the hardware, after which work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan up to that time, no cross-development software was available and it had to be produced from scratch. Early Famicom games were written on a system that ran on an NEC PC-8001 computer and LEDs on a grid were used with a digitizer to design graphics as no software design tools for this purpose existed at that time.[citation needed]

question: Who designed the Famicom system? 

answer: Masayuki Uemura

question: The plans called for how many bits as a feature? 

answer: 16

question: Who was the Nintendo president at the time? 

answer: Hiroshi Yamauchi

question: When was the test model constructed? 

answer: October 1982

question: Early Famicom games were written on what computer system? 

answer: NEC PC-8001
Title: Nintendo_Entertainment_System
Context: A number of special controllers designed for use with specific games were released for the system, though very few such devices proved particularly popular. Such devices included, but were not limited to, the Zapper (a light gun), the R.O.B., and the Power Pad. The original Famicom featured a deepened DA-15 expansion port on the front of the unit, which was used to connect most auxiliary devices. On the NES, these special controllers were generally connected to one of the two control ports on the front of the console.

question: What was the light gun controller called? 

answer: Zapper

question: What was the name of the auxiliary port used to connect additional devices on the Famicom? 

answer: DA-15

question: How were the special controllers connected to the NES? 

answer: control ports on the front
Title: Nintendo_Entertainment_System
Context: The system's launch represented not only a new product, but also a reframing of the severely damaged home video game market segment as a whole. The video game market crash of 1983 had occurred in significant part due to a lack of consumer and retailer confidence in video games, which had in turn been due partially to confusion and misrepresentation in the marketing of video games. Prior to the NES, the packaging of many video games presented bombastic artwork which exaggerated the graphics of the actual game. In terms of product identity, a single game such as Pac-Man would appear in many versions on many different game consoles and computers, with large variations in graphics, sound, and general quality between the versions. By stark contrast, Nintendo's marketing strategy aimed to regain consumer and retailer confidence, by delivering a singular platform whose technology was not in need of heavy exaggeration and whose qualities were clearly defined.

question: What year did the video game market crash? 

answer: 1983

question: The crash was caused in part by the confusion and misrepresentation of what in video games? 

answer: marketing

question: What specifically was misrepresented on game products? 

answer: artwork

question: Nintendo's marketing strategy aimed at what aspect of the consumer via realism? 

answer: confidence
Title: Nintendo_Entertainment_System
Context: For its complete North American release, the Nintendo Entertainment System was progressively released over the ensuing years in four different bundles: the Deluxe Set, the Control Deck, the Action Set and the Power Set. The Deluxe Set, retailing at US$199.99 (equivalent to $475 in 2016), included R.O.B., a light gun called the NES Zapper, two controllers, and two Game Paks: Gyromite, and Duck Hunt. The Basic Set, retailing at US$89.99 with no game, and US$99.99 bundled with "Super Mario Bros." The Action Set, retailing in 1988 for US$149.99, came with the Control Deck, two game controllers, an NES Zapper, and a dual Game Pak containing both Super Mario Bros. and Duck Hunt. In 1989, the Power Set included the console, two game controllers, a NES Zapper, a Power Pad, and a triple Game Pak containing Super Mario Bros, Duck Hunt, and World Class Track Meet. In 1990, a Sports Set bundle was released, including the console, an NES Satellite infrared wireless multitap adapter, four game controllers, and a dual Game Pak containing Super Spike V'Ball and Nintendo World Cup. Two more bundle packages were later released using the original model NES console. The Challenge Set of 1992 included the console, two controllers, and a Super Mario Bros. 3 Game Pak for a retail price of US$89.99. The Basic Set, first released in 1987, was repackaged for a retail US$89.99. It included only the console and two controllers, and no longer was bundled with a cartridge. Instead, it contained a book called the Official Nintendo Player's Guide, which contained detailed information for every NES game made up to that point.

question: How much was the selling price equivalent to in today's money? 

answer: $475

question: How much did the Deluxe NES sell for? 

answer: US$199.99

question: How much did the console sell for bundled with just the Super Mario Bros. game? 

answer: US$99.99

question: Super Mario Bros was paired with which game in the Action Set? 

answer: Duck Hunt

question: The Basic Set sold for how much at release? 

answer: US$89.99
Title: Nintendo_Entertainment_System
Context: The unlicensed clone market has flourished following Nintendo's discontinuation of the NES. Some of the more exotic of these resulting systems have gone beyond the functionality of the original hardware and have included variations such as a portable system with a color LCD (e.g. PocketFami). Others have been produced with certain specialized markets in mind, such as an NES clone that functions as a rather primitive personal computer, which includes a keyboard and basic word processing software. These unauthorized clones have been helped by the invention of the so-called NES-on-a-chip.

question: What thrived after the NES was discontinued? 

answer: unlicensed clone market

question: What feature does the PocketFami have? 

answer: color LCD

question: The NES was duplicated on which medium in order to make clones easy to produce? 

answer: chip
Title: Nintendo_Entertainment_System
Context: The NES was released after the "video game crash" of the early 1980s, whereupon many retailers and adults had regarded electronic games as being merely a passing fad, and many believed at first that the NES was another fad. Before the NES/Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, and the popularity of the NES/Famicom helped the company grow into an internationally recognized name almost synonymous with video games as Atari had been during the 2600 era and set the stage for Japanese dominance of the video game industry. With the NES, Nintendo also changed the relationship of console manufacturers and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher quality software titles, which helped to change the attitude of a public that had grown weary from poorly produced titles for other game systems of the day.

question: Nintendo produced toys and what other item before its game system? 

answer: playing card

question: Nintendo's era was compared with who as another video game manufacturer? 

answer: Atari

question: Nintendo required what from its software developers? 

answer: licensed approval

question: What did licensing lead to regarding games? 

answer: higher quality
Title: Nintendo_Entertainment_System
Context: Atari Games created a line of NES products under the name Tengen and took a different approach. The company attempted to reverse engineer the lockout chip to develop its own "Rabbit" chip. However, Tengen also obtained a description of the lockout chip from the United States Patent and Trademark Office by falsely claiming that it was required to defend against present infringement claims in a legal case. Nintendo sued Tengen for copyright infringement, which Tengen lost as it could not prove that the legally obtained patent documents had not been used by the reverse engineering team. Tengen's antitrust claims against Nintendo were never finally decided.

question: Atari created NES products under which name? 

answer: Tengen

question: What did Nintendo sue Tengen for? 

answer: copyright infringement

question: Tengen reverse engineered the lockout chip to develop what animal monikered prototype? 

answer: "Rabbit" chip

question: Tengen got a description of Nintendo's chip from whom? 

answer: United States Patent and Trademark Office
Title: Nintendo_Entertainment_System
Context: In December 1993, the Famicom received a similar redesign. It also loads cartridges through a covered slot on the top of the unit and uses non-hardwired controllers. Because HVC-101 used composite video output instead of being RF only like the HVC-001, Nintendo marketed the newer model as the AV Famicom (AV仕様ファミコン, Eibui Shiyō Famikon?). Since the new controllers don't have microphones on them like the second controller on the original console, certain games such as the Disk System version of The Legend of Zelda and Raid on Bungeling Bay will have certain tricks that cannot be replicated when played on an HVC-101 Famicom without a modded controller. However, the HVC-101 Famicom is compatible with most NES controllers due to having the same controller port. Nintendo had also released a 3D graphic capable headset. However, this peripheral was never released outside Japan.[citation needed]

question: What month and year did the Famicom receive a redesign? 

answer: December 1993

question: What used composite video output? 

answer: HVC-101

question: What device was RF only? 

answer: HVC-001

question: What was the newer model called? 

answer: AV Famicom

question: What did Nintendo release in Japan only? 

answer: 3D graphic capable headset
Title: Nintendo_Entertainment_System
Context: The NES uses a custom-made Picture Processing Unit (PPU) developed by Ricoh. All variations of the PPU feature 2 kB of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 sprites on the screen, and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. The console's 2 kB of onboard RAM may be used for tile maps and attributes on the NES board and 8 kB of tile pattern ROM or RAM may be included on a cartridge. The system has an available color palette of 48 colors and 6 grays. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. The NES palette is based on NTSC rather than RGB values. A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. The standard display resolution of the NES is 256 horizontal pixels by 240 vertical pixels.

question: Who developed Nintendo's PPU? 

answer: Ricoh

question: How many kb of Video RAM did the PPU have? 

answer: 2

question: The system has how many colors available on it? 

answer: 48

question: How many grays could be used as well? 

answer: 6

question: What is the standard display resolution of the NES? 

answer: 256 horizontal pixels by 240 vertical pixels
Title: Nintendo_Entertainment_System
Context: Encouraged by these successes, Nintendo soon turned its attention to the North American market. Nintendo entered into negotiations with Atari to release the Famicom under Atari’s name as the name Nintendo Advanced Video Gaming System. The deal was set to be finalized and signed at the Summer Consumer Electronics Show in June 1983. However, Atari discovered at that show that its competitor Coleco was illegally demonstrating its Coleco Adam computer with Nintendo's Donkey Kong game. This violation of Atari's exclusive license with Nintendo to publish the game for its own computer systems delayed the implementation of Nintendo's game console marketing contract with Atari. Atari's CEO Ray Kassar was fired the next month, so the deal went nowhere, and Nintendo decided to market its system on its own.g[›]

question: Nintendo agreed with Atari to release the Famicom under what name? 

answer: Nintendo Advanced Video Gaming System

question: When was the Summer Consumer Electronics Show held? 

answer: June 1983

question: Which company was illegally demonstrating a Nintendo game? 

answer: Coleco

question: What was the name of the fired Atari CEO? 

answer: Ray Kassar
Title: Nintendo_Entertainment_System
Context: To differentiate Nintendo's new home platform from the early 1980s' common perception of a troubled and shallow video game market, the company freshened its product nomenclature and positioning, and it established a strict product approval and licensing policy. The overall system was referred to as an "Entertainment System" instead of a "video game system", which was centered upon a machine called a "Control Deck" instead of a "console", and which featured software cartridges called "Game Paks" instead of "video games". The 10NES lockout chip system acted as a lock-and-key coupling of each Game Pak and Control Deck, deterring the copying or production of NES games which had not first achieved Nintendo's licensed approval. The packaging of the launch lineup of NES games bore pictures of a very close representation of the actual onscreen graphics of the game, which were of sufficiently recognizable quality on their own. Symbols on the launch games' packaging clearly indicated the genre of the game, in order to reduce consumer confusion. A 'seal of quality' was printed on all appropriately licensed game and accessory packaging. The initial seal stated, "This seal is your assurance that Nintendo has approved and guaranteed the quality of this product". This text was later changed to "Official Nintendo Seal of Quality".

question: What was Nintendo's euphemism for "video game system?" 

answer: Entertainment System

question: What did Nintendo use instead of the word console? 

answer: Control Deck

question: What was the term used by Nintendo instead of "video games?" 

answer: Game Pak

question: What was printed on all licensed games and accessories by Nintendo? 

answer: seal of quality

question: The seal of quality took on what eventual name? 

answer: Official Nintendo Seal of Quality
Title: Nintendo_Entertainment_System
Context: The original model Famicom featured two game controllers, both of which were hardwired to the back of the console. The second controller lacked the START and SELECT buttons, but featured a small microphone. Relatively few games made use of this feature. The earliest produced Famicom units initially had square A and B buttons. This was changed to the circular designs because of the square buttons being caught in the controller casing when pressed down and glitches within the hardware causing the system to freeze occasionally while playing a game.

question: How were the Famicom controllers attached to the console? 

answer: hardwired

question: The second Famicom controller lacked START and what other button? 

answer: SELECT

question: What did the second Famicom controller have as a unique feature? 

answer: microphone

question: What shape were the A and B buttons on the earliest Famicom controllers? 

answer: square

question: What shape did the A and B buttons eventually become? 

answer: circular
Title: Nintendo_Entertainment_System
Context: Nintendo was not as restrictive as Sega, which did not permit third-party publishing until Mediagenic in late summer 1988. Nintendo's intention, however, was to reserve a large part of NES game revenue for itself. Nintendo required that they be the sole manufacturer of all cartridges, and that the publisher had to pay in full before the cartridges for that game be produced. Cartridges could not be returned to Nintendo, so publishers assumed all the risk. As a result, some publishers lost more money due to distress sales of remaining inventory at the end of the NES era than they ever earned in profits from sales of the games. Because Nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers, which were required to sign a contract by Nintendo that would obligate these parties to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year. A 1988 shortage of DRAM and ROM chips also reportedly caused Nintendo to only permit 25% of publishers' requests for cartridges. This was an average figure, with some publishers receiving much higher amounts and others almost none. GameSpy noted that Nintendo's "iron-clad terms" made the company many enemies during the 1980s. Some developers tried to circumvent the five game limit by creating additional company brands like Konami's Ultra Games label; others tried circumventing the 10NES chip.

question: When did Sega finally permit third-party publishing? 

answer: summer 1988

question: What was the name of the 1st company Sega permitted? 

answer: Mediagenic

question: Nintendo was the sole manufacturer of what component for third-party developers? 

answer: cartridges

question: As cartridges couldn't be returned to Nintendo, the developers took on the entirety of what? 

answer: risk

question: What year was there a shortage of DRAM and ROM chips? 

answer: 1988
Title: Nintendo_Entertainment_System
Context: When Nintendo released the NES in the US, the design styling was deliberately different from that of other game consoles. Nintendo wanted to distinguish its product from those of competitors and to avoid the generally poor reputation that game consoles had acquired following the video game crash of 1983. One result of this philosophy was to disguise the cartridge slot design as a front-loading zero insertion force (ZIF) cartridge socket, designed to resemble the front-loading mechanism of a VCR. The newly designed connector worked quite well when both the connector and the cartridges were clean and the pins on the connector were new. Unfortunately, the ZIF connector was not truly zero insertion force. When a user inserted the cartridge into the NES, the force of pressing the cartridge down and into place bent the contact pins slightly, as well as pressing the cartridge’s ROM board back into the cartridge itself. Frequent insertion and removal of cartridges caused the pins to wear out from repeated usage over the years and the ZIF design proved more prone to interference by dirt and dust than an industry-standard card edge connector. These design issues were not alleviated by Nintendo’s choice of materials; the console slot nickel connector springs would wear due to design and the game cartridge copper connectors were also prone to tarnishing. Many players would try to alleviate issues in the game caused by this corrosion by blowing into the cartridges, then reinserting them, which actually hurt the copper connectors by speeding up the tarnishing.

question: What does ZIF stand for? 

answer: zero insertion force

question: The ZIF insertion used by Nintendo was set to emulate what device? 

answer: VCR

question: The force of pushing in the cartridge did what to the device over eventual use? 

answer: bent the contact pins slightly

question: What material were the connector springs made of? 

answer: nickel

question: What material comprised the game cartridge connectors? 

answer: copper