romikgosai/squad_modified huggingface dataset:
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.

Questions and answers:
['
Q: Nintendo produced toys and what other item before its game system?
A: playing card', "
Q: Nintendo's era was compared with who as another video game manufacturer?
A: Atari", '
Q: Nintendo required what from its software developers?
A: licensed approval', '
Q: What did licensing lead to regarding games?
A: higher quality']
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.

Questions and answers:
['
Q: Atari created NES products under which name?
A: Tengen', '
Q: What did Nintendo sue Tengen for?
A: copyright infringement', '
Q: Tengen reverse engineered the lockout chip to develop what animal monikered prototype?
A: "Rabbit" chip', "
Q: Tengen got a description of Nintendo's chip from whom?
A: United States Patent and Trademark Office"]
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]

Questions and answers:
['
Q: What month and year did the Famicom receive a redesign?
A: December 1993', '
Q: What used composite video output?
A: HVC-101', '
Q: What device was RF only?
A: HVC-001', '
Q: What was the newer model called?
A: AV Famicom', '
Q: What did Nintendo release in Japan only?
A: 3D graphic capable headset']
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.

Questions and answers:
["
Q: Who developed Nintendo's PPU?
A: Ricoh", '
Q: How many kb of Video RAM did the PPU have?
A: 2', '
Q: The system has how many colors available on it?
A: 48', '
Q: How many grays could be used as well?
A: 6', '
Q: What is the standard display resolution of the NES?
A: 256 horizontal pixels by 240 vertical pixels']
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[›]

Questions and answers:
['
Q: Nintendo agreed with Atari to release the Famicom under what name?
A: Nintendo Advanced Video Gaming System', '
Q: When was the Summer Consumer Electronics Show held?
A: June 1983', '
Q: Which company was illegally demonstrating a Nintendo game?
A: Coleco', '
Q: What was the name of the fired Atari CEO?
A: Ray Kassar']
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".

Questions and answers:
['
Q: What was Nintendo\'s euphemism for "video game system?"
A: Entertainment System', '
Q: What did Nintendo use instead of the word console?
A: Control Deck', '
Q: What was the term used by Nintendo instead of "video games?"
A: Game Pak', '
Q: What was printed on all licensed games and accessories by Nintendo?
A: seal of quality', '
Q: The seal of quality took on what eventual name?
A: Official Nintendo Seal of Quality']
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.

Questions and answers:
['
Q: How were the Famicom controllers attached to the console?
A: hardwired', '
Q: The second Famicom controller lacked START and what other button?
A: SELECT', '
Q: What did the second Famicom controller have as a unique feature?
A: microphone', '
Q: What shape were the A and B buttons on the earliest Famicom controllers?
A: square', '
Q: What shape did the A and B buttons eventually become?
A: circular']
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.

Questions and answers:
['
Q: When did Sega finally permit third-party publishing?
A: summer 1988', '
Q: What was the name of the 1st company Sega permitted?
A: Mediagenic', '
Q: Nintendo was the sole manufacturer of what component for third-party developers?
A: cartridges', "
Q: As cartridges couldn't be returned to Nintendo, the developers took on the entirety of what?
A: risk", '
Q: What year was there a shortage of DRAM and ROM chips?
A: 1988']
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.

Questions and answers:
['
Q: What does ZIF stand for?
A: zero insertion force', '
Q: The ZIF insertion used by Nintendo was set to emulate what device?
A: VCR', '
Q: The force of pushing in the cartridge did what to the device over eventual use?
A: bent the contact pins slightly', '
Q: What material were the connector springs made of?
A: nickel', '
Q: What material comprised the game cartridge connectors?
A: copper']
In response to these hardware flaws, "Nintendo Authorized Repair Centers" sprang up across the U.S. According to Nintendo, the authorization program was designed to ensure that the machines were properly repaired. Nintendo would ship the necessary replacement parts only to shops that had enrolled in the authorization program. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent trend, many sites have sprung up to offer Nintendo repair parts, guides, and services that replace those formerly offered by the authorized repair centers.

Questions and answers:
['
Q: To address the shoddy hardware, what popped up across the United States?
A: Nintendo Authorized Repair Centers', '
Q: What did the repair centers promise?
A: ensure that the machines were properly repaired', '
Q: What was done to have the privilege of working on an NES for repair?
A: paying a fee']
Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only radio frequency (RF) modulator output. When the console was released in North America and Europe, support for composite video through RCA connectors was added in addition to the RF modulator. The HVC-101 model of the Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom/Super Nintendo Entertainment System. Conversely, the North American re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only. Finally, the PlayChoice-10 utilized an inverted RGB video output.

Questions and answers:
['
Q: The HVC-001 featured which kind of mod output?
A: radio frequency (RF)', '
Q: The HVC-101 lost the RF and adopted which output for use in North America and Europe?
A: composite video', '
Q: The Super NES had how many pins in its proprietary connector?
A: 12', '
Q: The re-released NES-101 model in North America went back to what perceived primitive output?
A: RF modulator']
The NES dropped the hardwired controllers, instead featuring two custom 7-pin ports on the front of the console. Also in contrast to the Famicom, the controllers included with the NES were identical to each other—the second controller lacked the microphone that was present on the Famicom model and possessed the same START and SELECT buttons as the primary controller. Some NES localizations of games, such as The Legend of Zelda, which required the use of the Famicom microphone in order to kill certain enemies, suffered from the lack of hardware to do so.

Questions and answers:
['
Q: How many pins did the controller ports have on the NES?
A: 7', '
Q: Unlike the Famicom, the NES controllers possessed what consistent feature?
A: identical', '
Q: The second controller possessed the START and SELECT buttons as what other device?
A: primary controller', '
Q: What did the Legend of Zelda require in certain instances to kill enemies?
A: Famicom microphone']
A thriving market of unlicensed NES hardware clones emerged during the climax of the console's popularity. Initially, such clones were popular in markets where Nintendo never issued a legitimate version of the console. In particular, the Dendy (Russian: Де́нди), an unlicensed hardware clone produced in Taiwan and sold in the former Soviet Union, emerged as the most popular video game console of its time in that setting and it enjoyed a degree of fame roughly equivalent to that experienced by the NES/Famicom in North America and Japan. A Famicom clone was marketed in Argentina under the name of "Family Game", resembling the original hardware design. The Micro Genius (Simplified Chinese: 小天才) was marketed in Southeast Asia as an alternative to the Famicom; Samurai was the popular PAL alternative to the NES; and in Central Europe, especially Poland, the Pegasus was available. Samurai was also available in India in early 90s which was the first instance of console gaming in India.

Questions and answers:
['
Q: What was the name of the NES clone produced in Taiwan?
A: Dendy', '
Q: Where was the Dendy sold?
A: Soviet Union', '
Q: Which country marketed a clone called "Family Game?"
A: Argentina', '
Q: What was the name of the clone in Poland?
A: Pegasus', "
Q: India's first gaming console was also a clone, called what?
A: Samurai"]
The NES Test Station's front features a Game Pak slot and connectors for testing various components (AC adapter, RF switch, Audio/Video cable, NES Control Deck, accessories and games), with a centrally-located selector knob to chose which component to test. The unit itself weighs approximately 11.7 pounds without a TV. It connects to a television via a combined A/V and RF Switch cable. By actuating the green button, a user can toggle between an A/V Cable or RF Switch connection. The television it is connected to (typically 11" to 14") is meant to be placed atop it.

Questions and answers:
['
Q: How much does the NES unit weigh in pounds?
A: 11.7', '
Q: How large was the typical television recommended for the device?
A: typically 11" to 14"', '
Q: Where was the Television meant to be placed?
A: atop', "
Q: What's the name of the feature on the front of the front of the NES test device?
A: Game Pak slot"]
It is estimated that in the 11th century Ashkenazi Jews composed only three percent of the world's Jewish population, while at their peak in 1931 they accounted for 92 percent of the world's Jews. Immediately prior to the Holocaust, the number of Jews in the world stood at approximately 16.7 million. Statistical figures vary for the contemporary demography of Ashkenazi Jews, oscillating between 10 million and 11.2 million. Sergio DellaPergola in a rough calculation of Sephardic and Mizrahi Jews, implies that Ashkenazi make up less than 74% of Jews worldwide. Other estimates place Ashkenazi Jews as making up about 75% of Jews worldwide.

Questions and answers:
["
Q: According to Sergio DellaPergola, what percent of Jews worldwide do Ashkenazi Jews's make up?
A: 74%", '
Q: During what century did Ashkenazi Jews make up around three percent of the Jewish population worldwide?
A: 11th century', '
Q: Prior to which major event were there approximately 16.7 million Jews in the world?
A: Holocaust', '
Q: During what year did Ashkenazi Jews account for 92 percent of Jews worldwide?
A: 1931', '
Q: By 1931, what percentage of the world’s Jews were Ashkenazi Jews?
A: 92 percent', '
Q: How many Jews were there in the world just prior to the Holocaust?
A: 16.7 million', "
Q: From the 11th century until 1931, the population of Ashkenazi Jews grew by what percent?
A: three percent of the world's Jewish population, while at their peak in 1931 they accounted for 92 percent", '
Q: Who made rough calculations and implied that Ashkenazi Jews make up less than 74% of the Jewish population worldwide?
A: Sergio DellaPergola', '
Q: The present-day population of Ashkenazi Jews is thought to be between which two numbers?
A: 10 million and 11.2 million']
In the Yoma tractate of the Babylonian Talmud the name Gomer is rendered as Germania, which elsewhere in rabbinical literature was identified with Germanikia in northwestern Syria, but later became associated with Germania. Ashkenaz is linked to Scandza/Scanzia, viewed as the cradle of Germanic tribes, as early as a 6th-century gloss to the Historia Ecclesiastica of Eusebius. In the 10th-century History of Armenia of Yovhannes Drasxanakertc'i (1.15) Ashkenaz was associated with Armenia, as it was occasionally in Jewish usage, where its denotation extended at times to Adiabene, Khazaria, Crimea and areas to the east. His contemporary Saadia Gaon identified Ashkenaz with the Saquliba or Slavic territories, and such usage covered also the lands of tribes neighboring the Slavs, and Eastern and Central Europe. In modern times, Samuel Krauss identified the Biblical "Ashkenaz" with Khazaria.

Questions and answers:
['
Q: In which tractate of the Babylonian Talmud is the name Gomer given as Germania?
A: Yoma', '
Q: Ashkenaz is linked to Scandza/Scanzia, which is viewed as what?
A: cradle of Germanic tribes', '
Q: Saadia Gaon identified Ashkenaz with the Saquliba or what territories?
A: Slavic', '
Q: Who identified Ashkenaz with the Saquliba or Slavic territories?
A: Saadia Gaon', '
Q: Even though Gomer is rendered as Germania in the Yoma tractate of the Babylonian Talmud, in other rabbinical literature it was identified with what?
A: Germanikia in northwestern Syria']
No evidence has yet been found of a Jewish presence in antiquity in Germany beyond its Roman border, nor in Eastern Europe. In Gaul and Germany itself, with the possible exception of Trier and Cologne, the archeological evidence suggests at most a fleeting presence of very few Jews, primarily itinerant traders or artisans. A substantial Jewish population emerged in northern Gaul by the Middle Ages, but Jewish communities existed in 465 CE in Brittany, in 524 CE in Valence, and in 533 CE in Orleans. Throughout this period and into the early Middle Ages, some Jews assimilated into the dominant Greek and Latin cultures, mostly through conversion to Christianity.[better source needed] King Dagobert I of the Franks expelled the Jews from his Merovingian kingdom in 629. Jews in former Roman territories faced new challenges as harsher anti-Jewish Church rulings were enforced.

Questions and answers:
['
Q: Who expelled the Jews from his Merovingian kingdom in 629?
A: King Dagobert I of the Franks', '
Q: Does the archeological record suggest that there was a rather large or small population of Jews in Gaul and Germany?
A: very few Jews', '
Q: In antiquity, most Jews in Gaul or Germany probably occupied what two roles?
A: traders or artisans', '
Q: In what year did Jewish communities exist in Brittany?
A: 465 CE', '
Q: During the Middle Ages, some Jews assimilated into the dominant Greek and Latin cultures by doing what?
A: conversion to Christianity']
People of Ashkenazi descent constitute around 47.5% of Israeli Jews (and therefore 35–36% of Israelis). They have played a prominent role in the economy, media, and politics of Israel since its founding. During the first decades of Israel as a state, strong cultural conflict occurred between Sephardic and Ashkenazi Jews (mainly east European Ashkenazim). The roots of this conflict, which still exists to a much smaller extent in present-day Israeli society, are chiefly attributed to the concept of the "melting pot". That is to say, all Jewish immigrants who arrived in Israel were strongly encouraged to "melt down" their own particular exilic identities within the general social "pot" in order to become Israeli.

Questions and answers:
['
Q: What percentage of Israeli Jews are people of Ashkenazi descent?
A: 47.5%', '
Q: When Israel was in its infancy as a state, there were cultural conflicts between which two groups?
A: Sephardic and Ashkenazi Jews', '
Q: What was the conflict between Sephardic and Ashkenazi Jews attributed to?
A: the concept of the "melting pot"', '
Q: What percentage of all Israelis are thought to be of Ashkenazi descent?
A: 35–36%', '
Q: When Israel was in its infancy as a state, the Ashkenazi Jews involved in conflicts with Sephardic Jews were mainly what type of Jews?
A: east European Ashkenazim']