praj-17/QA-MCQ-Open-ended huggingface dataset:
Title: Super_Nintendo_Entertainment_System
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.

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
Title: Super_Nintendo_Entertainment_System
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.

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
Title: Super_Nintendo_Entertainment_System
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.

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
Title: Super_Nintendo_Entertainment_System
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.

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
Title: Super_Nintendo_Entertainment_System
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.

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
Title: Super_Nintendo_Entertainment_System
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.

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
Title: Super_Nintendo_Entertainment_System
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.

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
Title: Super_Nintendo_Entertainment_System
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.

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
Title: Super_Nintendo_Entertainment_System
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.

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
Title: Super_Nintendo_Entertainment_System
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.

question: What game accessory was similar to the NES Zapper? 

answer: Super Scope

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

answer: Super Advantage

question: What game used the SNES Mouse? 

answer: Mario Paint

question: What game came with a baseball bat controller? 

answer: BatterUP

question: What type of accessory was the Super Scope? 

answer: light gun
Title: Super_Nintendo_Entertainment_System
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.

question: How did Nintendo say an NES and SNES could be used on the same TV? 

answer: 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? 

answer: Game Boy

question: What improvements did the Super Game Boy have over the Game Boy? 

answer: palette substitution, custom screen borders, and (for specially enhanced games) access to the SNES console

question: Where was the Super Game Boy 2 released? 

answer: Japan

question: What did the Super Game Boy 2 add? 

answer: a communication port to enable a second Game Boy to connect for multiplayer games
Title: Super_Nintendo_Entertainment_System
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.

question: What modem was available for the Japanese SNES? 

answer: Satellaview

question: What service did the Satellaview connect to? 

answer: the St.GIGA satellite radio station

question: When did the Satellaview begin operation? 

answer: April 23, 1995

question: When did the Satellaview end operation? 

answer: June 30, 2000

question: What was the US equivalent of Satellaview? 

answer: XBAND
Title: Super_Nintendo_Entertainment_System
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).

question: Which companies did Nintendo try to get to make a CD add-on for the SNES? 

answer: Sony and Philips

question: What was Philips' multimedia system? 

answer: CD-i

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

answer: PlayStation

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

answer: Mega-CD
Title: Super_Nintendo_Entertainment_System
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.

question: What did Nintendo consider emulators? 

answer: flagrant software piracy

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

answer: abandonware

question: What device allows backing up SNES games? 

answer: Retrode

question: What is the term for homemade software? 

answer: homebrew
Title: Super_Nintendo_Entertainment_System
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.

question: What smartphones have SNES emulators? 

answer: Android devices, Apple's iPhone and iPad

question: What was Nintendo's first approved emulator? 

answer: Nintendo's Virtual Console service for the Wii

question: What portable game systems have SNES emulators? 

answer: Sony's PlayStation Portable (PSP), the Nintendo DS and Game Boy Advance, the Gizmondo, the Dingoo and the GP2X by GamePark Holdings
Title: Super_Nintendo_Entertainment_System
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".

question: Which publication said Nintendo's best console ever was the SNES? 

answer: GameTrailers

question: Where did GameTrailers rank the SNES among all consoles? 

answer: second-best

question: Which writer said the SNES was the best console ever from any company? 

answer: Don Reisinger

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

answer: GamingExcellence

question: Where did IGN rank the SNES? 

answer: fourth best
Title: Sumer
Context: However, some scholars contest the idea of a Proto-Euphratean language or one substrate language. It has been suggested by them and others, that the Sumerian language was originally that of the hunter and fisher peoples, who lived in the marshland and the Eastern Arabia littoral region, and were part of the Arabian bifacial culture. Reliable historical records begin much later; there are none in Sumer of any kind that have been dated before Enmebaragesi (c. 26th century BC). Professor Juris Zarins believes the Sumerians were settled along the coast of Eastern Arabia, today's Persian Gulf region, before it flooded at the end of the Ice Age.

question: Some scholars contest that there was only one what? 

answer: substrate language

question: Who do some scholars think the Sumerian language originally belonged to? 

answer: hunter and fisher peoples

question: Where did the original Sumerians live? 

answer: marshland

question: What culture did the peoples who would be called Sumerian have a part in? 

answer: Arabian bifacial

question: When were the earliest historical records of Sumer? 

answer: 26th century BC
Title: Sumer
Context: Native Sumerian rule re-emerged for about a century in the Neo-Sumerian Empire or Third Dynasty of Ur (Sumerian Renaissance) approximately 2100-2000 BC, but the Akkadian language also remained in use. The Sumerian city of Eridu, on the coast of the Persian Gulf, is considered to have been the world's first city, where three separate cultures may have fused — that of peasant Ubaidian farmers, living in mud-brick huts and practicing irrigation; that of mobile nomadic Semitic pastoralists living in black tents and following herds of sheep and goats; and that of fisher folk, living in reed huts in the marshlands, who may have been the ancestors of the Sumerians.

question: How long was there native Sumerian rule during the Third Dynasty of Ur? 

answer: about a century

question: When was the Third Dynasty of Ur? 

answer: approximately 2100-2000 BC

question: What language was in use in the Neo-Sumerian Empire? 

answer: Akkadian

question: What is considered to be the world's first city? 

answer: Eridu

question: How many cultures may have fused together in Eridu? 

answer: three
Title: Sumer
Context: The term "Sumerian" is the common name given to the ancient non-Semitic inhabitants of Mesopotamia, Sumer, by the Semitic Akkadians. The Sumerians referred to themselves as ùĝ saĝ gíg-ga (cuneiform: 𒌦 𒊕 𒈪 𒂵), phonetically /uŋ saŋ giga/, literally meaning "the black-headed people", and to their land as ki-en-gi(-r) ('place' + 'lords' + 'noble'), meaning "place of the noble lords". The Akkadian word Shumer may represent the geographical name in dialect, but the phonological development leading to the Akkadian term šumerû is uncertain. Hebrew Shinar, Egyptian Sngr, and Hittite Šanhar(a), all referring to southern Mesopotamia, could be western variants of Shumer.

question: What is the common name given to the non-Semitic dwellers of Mesopotamia by the Akkadians? 

answer: Sumerian

question: What did the Sumerians refer to themselves as in their language? 

answer: "the black-headed people"

question: How did the Sumerians refer to their land? 

answer: "place of the noble lords"

question: Shumer, an Akkadian word, could reference what type of name? 

answer: geographical

question: What compass point of Mesopotamia did the Hebrew Shinar refer to? 

answer: southern
Title: Sumer
Context: The Sumerian city-states rose to power during the prehistoric Ubaid and Uruk periods. Sumerian written history reaches back to the 27th century BC and before, but the historical record remains obscure until the Early Dynastic III period, c. the 23rd century BC, when a now deciphered syllabary writing system was developed, which has allowed archaeologists to read contemporary records and inscriptions. Classical Sumer ends with the rise of the Akkadian Empire in the 23rd century BC. Following the Gutian period, there is a brief Sumerian Renaissance in the 21st century BC, cut short in the 20th century BC by Semitic Amorite invasions. The Amorite "dynasty of Isin" persisted until c. 1700 BC, when Mesopotamia was united under Babylonian rule. The Sumerians were eventually absorbed into the Akkadian (Assyro-Babylonian) population.

question: During what periods did the Sumerican city-states rise to power? 

answer: prehistoric Ubaid and Uruk

question: What is obscure until the Early Dynastic III period around the 23rd century BC? 

answer: Sumerian written history

question: What was developed that has allowed archaeologists to read contemporary records and inscriptions? 

answer: syllabary writing system

question: When does Classical Sumer end? 

answer: rise of the Akkadian Empire

question: What cut short the Sumerian Renaissance in the 21st century BC? 

answer: Semitic Amorite invasions