sentence-transformers/squad huggingface dataset:
Passage: 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?

Question: What was the focus of the hearing about video game violence in 1993?

Question: What organizations did the hearing about video game violence in 1993 lead to?

Question: What regulatory change did the hearing about video game violence in 1993 lead to?

Question: How did video game ratings affect Nintendo?
Passage: 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?

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

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

Question: How did Donkey Kong Country's quality compare to games on newer consoles?

Question: When was Donkey Kong Country released?
Passage: 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?

Question: What game was bundled with the SNS-101?

Question: What features were removed in the SNS-101?

Question: What redesigned console was released in Japan at the time of the SNS-101?

Question: When was the SNS-101 released in the US?
Passage: 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?

Question: How was hardware modification used to get around PAL region restrictions?

Question: What problem did the hardware modification cause with later games?
Passage: 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?

Question: What video frequency does PAL use?

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

Question: What hardware modification could be made to the SNES to support game speed differences?
Passage: 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?

Question: Who designed the North American SNES?

Question: What was Barr's job?

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

Question: What color were the Japanese Super Famicom Jr.'s buttons?
Passage: 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?

Question: What connection types did MULTI OUT support?

Question: How many pins did the SNES expansion port have?

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

Question: What other Nintendo systems used MULTI OUT?
Passage: 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?

Question: What chemical process turned some SNES cases yellow?

Question: What mixture error in the plastic caused some SNES cases to turn yellow?

Question: How can SNES yellowing sometimes be reversed?

Question: Why would some SNESes be only partly yellow?
Passage: 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?

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

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

Question: What were the largest SNES games?

Question: How much data do the smallest SNES games use?
Passage: 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?

Question: How many shoulder buttons do SNES controllers have?

Question: Who designed the SNES controllers?

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

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

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

Question: What game used the SNES Mouse?

Question: What game came with a baseball bat controller?

Question: What type of accessory was the Super Scope?
Passage: 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?

Question: Which other game system's cartridges could be adapted to the SNES?

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

Question: Where was the Super Game Boy 2 released?

Question: What did the Super Game Boy 2 add?
Passage: 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?

Question: What service did the Satellaview connect to?

Question: When did the Satellaview begin operation?

Question: When did the Satellaview end operation?

Question: What was the US equivalent of Satellaview?
Passage: 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?

Question: What was Philips' multimedia system?

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

Question: What was Sega's CD add-on?
Passage: 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?

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

Question: What device allows backing up SNES games?

Question: What is the term for homemade software?
Passage: 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?

Question: What was Nintendo's first approved emulator?

Question: What portable game systems have SNES emulators?
Passage: 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?

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

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

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

Question: Where did IGN rank the SNES?
Passage: 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?

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

Question: Where did the original Sumerians live?

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

Question: When were the earliest historical records of Sumer?
Passage: 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?

Question: When was the Third Dynasty of Ur?

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

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

Question: How many cultures may have fused together in Eridu?
Passage: 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?

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

Question: How did the Sumerians refer to their land?

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

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

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

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

Question: When does Classical Sumer end?

Question: What cut short the Sumerian Renaissance in the 21st century BC?
Passage: The Ubaid period is marked by a distinctive style of fine quality painted pottery which spread throughout Mesopotamia and the Persian Gulf. During this time, the first settlement in southern Mesopotamia was established at Eridu (Cuneiform: NUN.KI), c. 5300 BC, by farmers who brought with them the Hadji Muhammed culture, which first pioneered irrigation agriculture. It appears that this culture was derived from the Samarran culture from northern Mesopotamia. It is not known whether or not these were the actual Sumerians who are identified with the later Uruk culture. Eridu remained an important religious center when it was gradually surpassed in size by the nearby city of Uruk. The story of the passing of the me (gifts of civilization) to Inanna, goddess of Uruk and of love and war, by Enki, god of wisdom and chief god of Eridu, may reflect this shift in hegemony.

Question: Fine quality painted pottery is a distinctive style of what period in Sumerian history?

Question: Where could the pottery be found spread throughout?

Question: During the Ubaid, where was the first settlement in southern Mesopotamia established?

Question: What type of agriculture did the farmers settling at Eridu bring with them?

Question: Who was the chief god of Eridu?
Passage: By the time of the Uruk period (c. 4100–2900 BC calibrated), the volume of trade goods transported along the canals and rivers of southern Mesopotamia facilitated the rise of many large, stratified, temple-centered cities (with populations of over 10,000 people) where centralized administrations employed specialized workers. It is fairly certain that it was during the Uruk period that Sumerian cities began to make use of slave labor captured from the hill country, and there is ample evidence for captured slaves as workers in the earliest texts. Artifacts, and even colonies of this Uruk civilization have been found over a wide area—from the Taurus Mountains in Turkey, to the Mediterranean Sea in the west, and as far east as central Iran.

Question: How were trade goods transported in southern Mesopotamia?

Question: What facilitated the rise of Sumerian cities?

Question: How many people lived in the cities?

Question: During which period did Sumerian cities begin using slave labor?

Question: What have been found as far east as central Iran?
Passage: Sumerian cities during the Uruk period were probably theocratic and were most likely headed by a priest-king (ensi), assisted by a council of elders, including both men and women. It is quite possible that the later Sumerian pantheon was modeled upon this political structure. There was little evidence of organized warfare or professional soldiers during the Uruk period, and towns were generally unwalled. During this period Uruk became the most urbanized city in the world, surpassing for the first time 50,000 inhabitants.

Question: What is an "ensi"?

Question: What type of leadership did Sumerian cities during the Uruk period probably have?

Question: Who assisted the ensi?

Question: What was the most urbanized city in the world at the time?

Question: Over how many people lived in Uruk?