This task is about creating an unanswerable question based on a given passage. Construct a question that looks relevant to the given context but is unanswerable. Following are a few suggestions about how to create unanswerable questions:
(i) create questions which require satisfying a constraint that is not mentioned in the passage
(ii) create questions which require information beyond what is provided in the passage in order to answer
(iii) replace an existing entity, number, date mentioned in the passage with other entity, number, date and use it in the question
(iv) create a question which is answerable from the passage and then replace one or two words by their antonyms or insert/remove negation words to make it unanswerable.
Example: Passage: In 1763, Spain traded Florida to the Kingdom of Great Britain for control of Havana, Cuba, which had been captured by the British during the Seven Years' War. It was part of a large expansion of British territory following the country's victory in the Seven Years' War. Almost the entire Spanish population left, taking along most of the remaining indigenous population to Cuba. The British soon constructed the King's Road connecting St. Augustine to Georgia. The road crossed the St. Johns River at a narrow point, which the Seminole called Wacca Pilatka and the British named "Cow Ford", both names ostensibly reflecting the fact that cattle were brought across the river there.
Example solution: Who owned Cuba after the Eight Years War?
Example explanation: This question appears to be relevant to the passage as both involves words such as 'Cuba' and 'War' which also exist in the passage. The passage mentions that "after the war, almost the entire Spanish population left, taking along most of the remaining indigenous population to Cuba". This information is not sufficient to conclude that which country owned cuba.

Problem: Passage: In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube by the same team that had created the cel-shaded The Wind Waker. At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2; it was set to use a similar graphical style to that of its predecessor. Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l]
Solution: In what year did Nintendo reveal the start of development on what would become The Wind Waker?