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5730a5e02461fd1900a9cf3d
Super_Nintendo_Entertainment_System
The company continued to carefully review submitted titles, giving them scores using a 40-point scale and allocating Nintendo's marketing resources accordingly. Each region performed separate evaluations. Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. One game, Mortal Kombat, would challenge this policy. A surprise hit in arcades in 1992, Mortal Kombat features splashes of blood and finishing moves that often depict one character dismembering the other. Because the Genesis version retained the gore while the SNES version did not, it outsold the SNES version by a ratio of three or four-to-one.
When was Mortal Kombat released in arcades?
{ "answer_start": [ 419 ], "text": [ "1992" ] }
5730a5e02461fd1900a9cf3e
Super_Nintendo_Entertainment_System
The company continued to carefully review submitted titles, giving them scores using a 40-point scale and allocating Nintendo's marketing resources accordingly. Each region performed separate evaluations. Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. One game, Mortal Kombat, would challenge this policy. A surprise hit in arcades in 1992, Mortal Kombat features splashes of blood and finishing moves that often depict one character dismembering the other. Because the Genesis version retained the gore while the SNES version did not, it outsold the SNES version by a ratio of three or four-to-one.
Which game console had a full-gore version of Mortal Kombat?
{ "answer_start": [ 554 ], "text": [ "Genesis" ] }
5730a5e02461fd1900a9cf3f
Super_Nintendo_Entertainment_System
The company continued to carefully review submitted titles, giving them scores using a 40-point scale and allocating Nintendo's marketing resources accordingly. Each region performed separate evaluations. Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. One game, Mortal Kombat, would challenge this policy. A surprise hit in arcades in 1992, Mortal Kombat features splashes of blood and finishing moves that often depict one character dismembering the other. Because the Genesis version retained the gore while the SNES version did not, it outsold the SNES version by a ratio of three or four-to-one.
How much did the Genesis version of Mortal Kombat out-sell the SNES version?
{ "answer_start": [ 662 ], "text": [ "three or four-to-one" ] }
5730a66b2461fd1900a9cf45
Super_Nintendo_Entertainment_System
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.
Which senators held a hearing about video game violence in 1993?
{ "answer_start": [ 85 ], "text": [ "Herb Kohl and Joe Lieberman" ] }
5730a66b2461fd1900a9cf46
Super_Nintendo_Entertainment_System
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.
What was the focus of the hearing about video game violence in 1993?
{ "answer_start": [ 181 ], "text": [ "the marketing of violent video games to children" ] }
5730a66b2461fd1900a9cf47
Super_Nintendo_Entertainment_System
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.
What organizations did the hearing about video game violence in 1993 lead to?
{ "answer_start": [ 329 ], "text": [ "the Interactive Digital Software Association and the Entertainment Software Rating Board" ] }
5730a66b2461fd1900a9cf48
Super_Nintendo_Entertainment_System
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.
What regulatory change did the hearing about video game violence in 1993 lead to?
{ "answer_start": [ 423 ], "text": [ "the inclusion of ratings on all video games" ] }
5730a66b2461fd1900a9cf49
Super_Nintendo_Entertainment_System
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.
How did video game ratings affect Nintendo?
{ "answer_start": [ 497 ], "text": [ "Nintendo decided its censorship policies were no longer needed" ] }
5730ac97069b531400832227
Super_Nintendo_Entertainment_System
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.
Which company developed Donkey Kong Country?
{ "answer_start": [ 157 ], "text": [ "Rare" ] }
5730ac97069b53140083222a
Super_Nintendo_Entertainment_System
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.
How many copies of Donkey Kong Country were sold in its first 45 days?
{ "answer_start": [ 505 ], "text": [ "6.1 million" ] }
5730ac97069b531400832229
Super_Nintendo_Entertainment_System
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.
What kind of computers were Donkey Kong Country's graphics rendered on?
{ "answer_start": [ 257 ], "text": [ "SGI workstations" ] }
5730ac97069b53140083222b
Super_Nintendo_Entertainment_System
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.
How did Donkey Kong Country's quality compare to games on newer consoles?
{ "answer_start": [ 284 ], "text": [ "detailed graphics, fluid animation and high-quality music" ] }
5730ac97069b531400832228
Super_Nintendo_Entertainment_System
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.
When was Donkey Kong Country released?
{ "answer_start": [ 142 ], "text": [ "November 1994" ] }
5730ad472461fd1900a9cf7d
Super_Nintendo_Entertainment_System
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.
How much did the SNS-101 cost in the US?
{ "answer_start": [ 107 ], "text": [ "US$99" ] }
5730ad472461fd1900a9cf7e
Super_Nintendo_Entertainment_System
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.
What game was bundled with the SNS-101?
{ "answer_start": [ 156 ], "text": [ "Super Mario World 2: Yoshi's Island" ] }
5730ad472461fd1900a9cf7f
Super_Nintendo_Entertainment_System
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.
What features were removed in the SNS-101?
{ "answer_start": [ 325 ], "text": [ "S-Video and RGB output" ] }
5730ad472461fd1900a9cf80
Super_Nintendo_Entertainment_System
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.
What redesigned console was released in Japan at the time of the SNS-101?
{ "answer_start": [ 441 ], "text": [ "Super Famicom Jr." ] }
5730ad472461fd1900a9cf81
Super_Nintendo_Entertainment_System
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.
When was the SNS-101 released in the US?
{ "answer_start": [ 3 ], "text": [ "October 1997" ] }
5730ae52069b53140083223b
Super_Nintendo_Entertainment_System
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.
How were adapters used to get around PAL region restrictions?
{ "answer_start": [ 310 ], "text": [ "by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot" ] }
5730ae52069b53140083223c
Super_Nintendo_Entertainment_System
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.
How was hardware modification used to get around PAL region restrictions?
{ "answer_start": [ 436 ], "text": [ "disconnecting one pin of the console's lockout chip" ] }
5730ae52069b53140083223d
Super_Nintendo_Entertainment_System
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.
What problem did the hardware modification cause with later games?
{ "answer_start": [ 530 ], "text": [ "hardware in later games can detect this situation, so it later became common to install a switch to reconnect the lockout chip as needed" ] }
5730aec62461fd1900a9cf87
Super_Nintendo_Entertainment_System
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.
What video frequency does NTSC use?
{ "answer_start": [ 124 ], "text": [ "60 Hz" ] }
5730aec62461fd1900a9cf88
Super_Nintendo_Entertainment_System
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.
What video frequency does PAL use?
{ "answer_start": [ 152 ], "text": [ "50 Hz" ] }
5730aec62461fd1900a9cf89
Super_Nintendo_Entertainment_System
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.
How much slower do games run on PAL consoles than NTSC due to frequency differences?
{ "answer_start": [ 186 ], "text": [ "16.7% slower" ] }
5730aec62461fd1900a9cf8a
Super_Nintendo_Entertainment_System
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.
What hardware modification could be made to the SNES to support game speed differences?
{ "answer_start": [ 511 ], "text": [ "a switch can be added to place the SNES PPU into a 60 Hz mode supported by most newer PAL televisions" ] }
5730af318ab72b1400f9c68c
Super_Nintendo_Entertainment_System
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.
What color is the SNES?
{ "answer_start": [ 29 ], "text": [ "predominantly gray" ] }
5730af318ab72b1400f9c68d
Super_Nintendo_Entertainment_System
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.
Who designed the North American SNES?
{ "answer_start": [ 175 ], "text": [ "Lance Barr" ] }
5730af318ab72b1400f9c68e
Super_Nintendo_Entertainment_System
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.
What was Barr's job?
{ "answer_start": [ 155 ], "text": [ "industrial designer" ] }
5730af318ab72b1400f9c68f
Super_Nintendo_Entertainment_System
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.
What color were the North American SNES's buttons?
{ "answer_start": [ 268 ], "text": [ "purple" ] }
5730af318ab72b1400f9c690
Super_Nintendo_Entertainment_System
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.
What color were the Japanese Super Famicom Jr.'s buttons?
{ "answer_start": [ 827 ], "text": [ "gray" ] }
5730afba396df9190009627e
Super_Nintendo_Entertainment_System
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.
How is the SNES's slot positioned?
{ "answer_start": [ 27 ], "text": [ "top-loading" ] }
5730afba396df9190009627f
Super_Nintendo_Entertainment_System
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.
What connection types did MULTI OUT support?
{ "answer_start": [ 249 ], "text": [ "composite video, S-Video and RGB signals, as well as RF with an external RF modulator" ] }
5730afba396df91900096280
Super_Nintendo_Entertainment_System
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.
How many pins did the SNES expansion port have?
{ "answer_start": [ 377 ], "text": [ "28" ] }
5730afba396df91900096281
Super_Nintendo_Entertainment_System
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.
What output type was the only one directly supported on the SNS-101?
{ "answer_start": [ 542 ], "text": [ "composite" ] }
5730afba396df91900096282
Super_Nintendo_Entertainment_System
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.
What other Nintendo systems used MULTI OUT?
{ "answer_start": [ 212 ], "text": [ "Nintendo 64 and GameCube" ] }
5730b020396df91900096292
Super_Nintendo_Entertainment_System
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.
What material is the SNES case made of?
{ "answer_start": [ 4 ], "text": [ "ABS plastic" ] }
5730b020396df91900096293
Super_Nintendo_Entertainment_System
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.
What chemical process turned some SNES cases yellow?
{ "answer_start": [ 112 ], "text": [ "oxidization" ] }
5730b020396df91900096294
Super_Nintendo_Entertainment_System
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.
What mixture error in the plastic caused some SNES cases to turn yellow?
{ "answer_start": [ 158 ], "text": [ "an incorrect mixture of the stabilizing or flame retarding additives" ] }
5730b020396df91900096295
Super_Nintendo_Entertainment_System
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.
How can SNES yellowing sometimes be reversed?
{ "answer_start": [ 485 ], "text": [ "with UV light and a hydrogen peroxide solution" ] }
5730b020396df91900096296
Super_Nintendo_Entertainment_System
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.
Why would some SNESes be only partly yellow?
{ "answer_start": [ 350 ], "text": [ "if the sections of the casing came from different batches of plastic" ] }
5730b0912461fd1900a9cf99
Super_Nintendo_Entertainment_System
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.
What are SNES game cartridges officially called in the US?
{ "answer_start": [ 64 ], "text": [ "Game Pak" ] }
5730b0912461fd1900a9cf9a
Super_Nintendo_Entertainment_System
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.
What are SNES game cartridges officially called in Japan?
{ "answer_start": [ 105 ], "text": [ "Cassette" ] }
5730b0912461fd1900a9cf9b
Super_Nintendo_Entertainment_System
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.
How much data space can an SNES cartridge use?
{ "answer_start": [ 213 ], "text": [ "117.75 Mbit" ] }
5730b0912461fd1900a9cf9c
Super_Nintendo_Entertainment_System
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.
What were the largest SNES games?
{ "answer_start": [ 518 ], "text": [ "Tales of Phantasia and Star Ocean" ] }
5730b0912461fd1900a9cf9d
Super_Nintendo_Entertainment_System
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.
How much data do the smallest SNES games use?
{ "answer_start": [ 620 ], "text": [ "2 Mbit" ] }
5730b0ef396df919000962a6
Super_Nintendo_Entertainment_System
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.
What face buttons do SNES controllers have that NES controllers didn't?
{ "answer_start": [ 63 ], "text": [ "X and Y" ] }
5730b0ef396df919000962a7
Super_Nintendo_Entertainment_System
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.
How many shoulder buttons do SNES controllers have?
{ "answer_start": [ 162 ], "text": [ "two" ] }
5730b0ef396df919000962a8
Super_Nintendo_Entertainment_System
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.
Who designed the SNES controllers?
{ "answer_start": [ 224 ], "text": [ "Lance Barr" ] }
5730b0ef396df919000962a9
Super_Nintendo_Entertainment_System
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.
What color are the US SNES controllers' X and Y buttons?
{ "answer_start": [ 518 ], "text": [ "lavender" ] }
5730b0ef396df919000962aa
Super_Nintendo_Entertainment_System
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.
What color are the US SNES controllers' A and B buttons?
{ "answer_start": [ 575 ], "text": [ "purple" ] }
5730b1488ab72b1400f9c6a4
Super_Nintendo_Entertainment_System
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.
What game accessory was similar to the NES Zapper?
{ "answer_start": [ 193 ], "text": [ "Super Scope" ] }
5730b1488ab72b1400f9c6a5
Super_Nintendo_Entertainment_System
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.
What game accessory was similar to the NES Advantage?
{ "answer_start": [ 323 ], "text": [ "Super Advantage" ] }
5730b1488ab72b1400f9c6a6
Super_Nintendo_Entertainment_System
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.
What game used the SNES Mouse?
{ "answer_start": [ 487 ], "text": [ "Mario Paint" ] }
5730b1488ab72b1400f9c6a8
Super_Nintendo_Entertainment_System
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.
What game came with a baseball bat controller?
{ "answer_start": [ 700 ], "text": [ "BatterUP" ] }
5730b1488ab72b1400f9c6a7
Super_Nintendo_Entertainment_System
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.
What type of accessory was the Super Scope?
{ "answer_start": [ 210 ], "text": [ "light gun" ] }
5730b2e62461fd1900a9cfbb
Super_Nintendo_Entertainment_System
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.
How did Nintendo say an NES and SNES could be used on the same TV?
{ "answer_start": [ 158 ], "text": [ "either daisy chaining the RF switches or using AV outputs for one or both systems" ] }
5730b2e62461fd1900a9cfbc
Super_Nintendo_Entertainment_System
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.
Which other game system's cartridges could be adapted to the SNES?
{ "answer_start": [ 325 ], "text": [ "Game Boy" ] }
5730b2e62461fd1900a9cfbd
Super_Nintendo_Entertainment_System
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.
What improvements did the Super Game Boy have over the Game Boy?
{ "answer_start": [ 451 ], "text": [ "palette substitution, custom screen borders, and (for specially enhanced games) access to the SNES console" ] }
5730b2e62461fd1900a9cfbe
Super_Nintendo_Entertainment_System
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.
Where was the Super Game Boy 2 released?
{ "answer_start": [ 559 ], "text": [ "Japan" ] }
5730b2e62461fd1900a9cfbf
Super_Nintendo_Entertainment_System
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.
What did the Super Game Boy 2 add?
{ "answer_start": [ 623 ], "text": [ "a communication port to enable a second Game Boy to connect for multiplayer games" ] }
5730b372069b53140083227b
Super_Nintendo_Entertainment_System
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.
What modem was available for the Japanese SNES?
{ "answer_start": [ 29 ], "text": [ "Satellaview" ] }
5730b372069b53140083227c
Super_Nintendo_Entertainment_System
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.
What service did the Satellaview connect to?
{ "answer_start": [ 120 ], "text": [ "the St.GIGA satellite radio station" ] }
5730b372069b53140083227d
Super_Nintendo_Entertainment_System
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.
When did the Satellaview begin operation?
{ "answer_start": [ 381 ], "text": [ "April 23, 1995" ] }
5730b372069b53140083227e
Super_Nintendo_Entertainment_System
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.
When did the Satellaview end operation?
{ "answer_start": [ 404 ], "text": [ "June 30, 2000" ] }
5730b372069b53140083227f
Super_Nintendo_Entertainment_System
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.
What was the US equivalent of Satellaview?
{ "answer_start": [ 480 ], "text": [ "XBAND" ] }
5730b3dd069b531400832285
Super_Nintendo_Entertainment_System
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).
Which companies did Nintendo try to get to make a CD add-on for the SNES?
{ "answer_start": [ 206 ], "text": [ "Sony and Philips" ] }
5730b3dd069b531400832286
Super_Nintendo_Entertainment_System
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).
What was Philips' multimedia system?
{ "answer_start": [ 387 ], "text": [ "CD-i" ] }
5730b3dd069b531400832287
Super_Nintendo_Entertainment_System
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).
What competing console did Sony release after working with Nintendo?
{ "answer_start": [ 504 ], "text": [ "PlayStation" ] }
5730b3dd069b531400832288
Super_Nintendo_Entertainment_System
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).
What was Sega's CD add-on?
{ "answer_start": [ 169 ], "text": [ "Mega-CD" ] }
5730b4e2396df919000962ba
Super_Nintendo_Entertainment_System
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.
What did Nintendo consider emulators?
{ "answer_start": [ 171 ], "text": [ "flagrant software piracy" ] }
5730b4e2396df919000962bb
Super_Nintendo_Entertainment_System
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.
What is the term for a software product abandoned by its owners?
{ "answer_start": [ 280 ], "text": [ "abandonware" ] }
5730b4e2396df919000962bc
Super_Nintendo_Entertainment_System
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.
What device allows backing up SNES games?
{ "answer_start": [ 396 ], "text": [ "Retrode" ] }
5730b4e2396df919000962bd
Super_Nintendo_Entertainment_System
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.
What is the term for homemade software?
{ "answer_start": [ 459 ], "text": [ "homebrew" ] }
5730b55f396df919000962cc
Super_Nintendo_Entertainment_System
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.
What smartphones have SNES emulators?
{ "answer_start": [ 66 ], "text": [ "Android devices, Apple's iPhone and iPad" ] }
5730b55f396df919000962ce
Super_Nintendo_Entertainment_System
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.
What was Nintendo's first approved emulator?
{ "answer_start": [ 339 ], "text": [ "Nintendo's Virtual Console service for the Wii" ] }
5730b55f396df919000962cd
Super_Nintendo_Entertainment_System
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.
What portable game systems have SNES emulators?
{ "answer_start": [ 108 ], "text": [ "Sony's PlayStation Portable (PSP), the Nintendo DS and Game Boy Advance, the Gizmondo, the Dingoo and the GP2X by GamePark Holdings" ] }
5730b5f4069b53140083229f
Super_Nintendo_Entertainment_System
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".
Which publication said Nintendo's best console ever was the SNES?
{ "answer_start": [ 9 ], "text": [ "GameTrailers" ] }
5730b5f4069b5314008322a1
Super_Nintendo_Entertainment_System
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".
Where did GameTrailers rank the SNES among all consoles?
{ "answer_start": [ 44 ], "text": [ "second-best" ] }
5730b5f4069b5314008322a0
Super_Nintendo_Entertainment_System
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".
Which writer said the SNES was the best console ever from any company?
{ "answer_start": [ 418 ], "text": [ "Don Reisinger" ] }
5730b5f4069b5314008322a2
Super_Nintendo_Entertainment_System
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".
Who said the SNES was "simply the most timeless system ever created"?
{ "answer_start": [ 799 ], "text": [ "GamingExcellence" ] }
5730b5f4069b5314008322a3
Super_Nintendo_Entertainment_System
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".
Where did IGN rank the SNES?
{ "answer_start": [ 1216 ], "text": [ "fourth best" ] }
5730a6cd2461fd1900a9cf4f
Sumer
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.
Some scholars contest that there was only one what?
{ "answer_start": [ 78 ], "text": [ "substrate language" ] }
5730a6cd2461fd1900a9cf50
Sumer
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.
Who do some scholars think the Sumerian language originally belonged to?
{ "answer_start": [ 194 ], "text": [ "hunter and fisher peoples" ] }
5730a6cd2461fd1900a9cf51
Sumer
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.
Where did the original Sumerians live?
{ "answer_start": [ 238 ], "text": [ "marshland" ] }
5730a6cd2461fd1900a9cf52
Sumer
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.
What culture did the peoples who would be called Sumerian have a part in?
{ "answer_start": [ 309 ], "text": [ "Arabian bifacial" ] }
5730a6cd2461fd1900a9cf53
Sumer
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.
When were the earliest historical records of Sumer?
{ "answer_start": [ 462 ], "text": [ "26th century BC" ] }
5730a771069b531400832209
Sumer
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.
How long was there native Sumerian rule during the Third Dynasty of Ur?
{ "answer_start": [ 36 ], "text": [ "about a century" ] }
5730a771069b53140083220a
Sumer
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.
When was the Third Dynasty of Ur?
{ "answer_start": [ 125 ], "text": [ "approximately 2100-2000 BC" ] }
5730a771069b53140083220b
Sumer
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.
What language was in use in the Neo-Sumerian Empire?
{ "answer_start": [ 161 ], "text": [ "Akkadian" ] }
5730a771069b53140083220c
Sumer
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.
What is considered to be the world's first city?
{ "answer_start": [ 222 ], "text": [ "Eridu" ] }
5730a771069b53140083220d
Sumer
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.
How many cultures may have fused together in Eridu?
{ "answer_start": [ 320 ], "text": [ "three" ] }
5730a824396df91900096250
Sumer
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.
What is the common name given to the non-Semitic dwellers of Mesopotamia by the Akkadians?
{ "answer_start": [ 10 ], "text": [ "Sumerian" ] }
5730a824396df91900096251
Sumer
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.
What did the Sumerians refer to themselves as in their language?
{ "answer_start": [ 255 ], "text": [ "\"the black-headed people\"" ] }
5730a824396df91900096252
Sumer
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.
How did the Sumerians refer to their land?
{ "answer_start": [ 355 ], "text": [ "\"place of the noble lords\"" ] }
5730a824396df91900096253
Sumer
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.
Shumer, an Akkadian word, could reference what type of name?
{ "answer_start": [ 426 ], "text": [ "geographical" ] }
5730a824396df91900096254
Sumer
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.
What compass point of Mesopotamia did the Hebrew Shinar refer to?
{ "answer_start": [ 609 ], "text": [ "southern" ] }
5730a8cc2461fd1900a9cf59
Sumer
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.
During what periods did the Sumerican city-states rise to power?
{ "answer_start": [ 50 ], "text": [ "prehistoric Ubaid and Uruk" ] }
5730a8cc2461fd1900a9cf5a
Sumer
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.
What is obscure until the Early Dynastic III period around the 23rd century BC?
{ "answer_start": [ 86 ], "text": [ "Sumerian written history" ] }
5730a8cc2461fd1900a9cf5b
Sumer
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.
What was developed that has allowed archaeologists to read contemporary records and inscriptions?
{ "answer_start": [ 284 ], "text": [ "syllabary writing system" ] }
5730a8cc2461fd1900a9cf5c
Sumer
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.
When does Classical Sumer end?
{ "answer_start": [ 434 ], "text": [ "rise of the Akkadian Empire" ] }