Question: In what country does Hospira manufacture sodium thiopental today?

Answer: Italy

Pharmaceutical companies whose products are used in the three-drug cocktails for lethal injections are predominantly European, and they have strenuously objected to the use of their drugs for executions and taken steps to prevent their use. <hl> For example, Hospira, the sole American manufacturer of sodium thiopental, the critical anesthetic in the three-drug cocktail, announced in 2011 that it would no longer manufacture the drug for the American market, in part for ethical reasons and in part because its transfer of sodium thiopental manufacturing to Italy would subject it to the European Union's Torture Regulation, which forbids the use of any product manufactured within the Union for torture (as execution by lethal injection is considered by the Regulation). <hl> Since the drug manufacturers began taking these steps and the EU regulation ended the importation of drugs produced in Europe, the resulting shortage of execution drugs has led to or influenced decisions to impose moratoria in Arkansas, California, Kentucky, Louisiana, Mississippi, Montana, Nevada, North Carolina, and Tennessee.

Pharmaceutical companies whose products are used in the three-drug cocktails for lethal injections are predominantly European, and they have strenuously objected to the use of their drugs for executions and taken steps to prevent their use. For example, Hospira, the sole American manufacturer of sodium thiopental, the critical anesthetic in the three-drug cocktail, announced in 2011 that it would no longer manufacture the drug for the American market, in part for ethical reasons and in part because its transfer of sodium thiopental manufacturing to <hl> Italy <hl> would subject it to the European Union's Torture Regulation, which forbids the use of any product manufactured within the Union for torture (as execution by lethal injection is considered by the Regulation). Since the drug manufacturers began taking these steps and the EU regulation ended the importation of drugs produced in Europe, the resulting shortage of execution drugs has led to or influenced decisions to impose moratoria in Arkansas, California, Kentucky, Louisiana, Mississippi, Montana, Nevada, North Carolina, and Tennessee.


Question: What EU law forbids products used in torture to be manufactured in the European Union?

Pharmaceutical companies whose products are used in the three-drug cocktails for lethal injections are predominantly European, and they have strenuously objected to the use of their drugs for executions and taken steps to prevent their use. For example, Hospira, the sole American manufacturer of sodium thiopental, the critical anesthetic in the three-drug cocktail, announced in 2011 that it would no longer manufacture the drug for the American market, in part for ethical reasons and in part because its transfer of sodium thiopental manufacturing to Italy would subject it to the European Union's Torture Regulation, which forbids the use of any product manufactured within the Union for torture (as execution by lethal injection is considered by the Regulation). Since the drug manufacturers began taking these steps and the EU regulation ended the importation of drugs produced in Europe, the resulting shortage of execution drugs has led to or influenced decisions to impose moratoria in Arkansas, California, Kentucky, Louisiana, Mississippi, Montana, Nevada, North Carolina, and Tennessee.

Answer: Torture Regulation

Pharmaceutical companies whose products are used in the three-drug cocktails for lethal injections are predominantly European, and they have strenuously objected to the use of their drugs for executions and taken steps to prevent their use. <hl> For example, Hospira, the sole American manufacturer of sodium thiopental, the critical anesthetic in the three-drug cocktail, announced in 2011 that it would no longer manufacture the drug for the American market, in part for ethical reasons and in part because its transfer of sodium thiopental manufacturing to Italy would subject it to the European Union's Torture Regulation , which forbids the use of any product manufactured within the Union for torture (as execution by lethal injection is considered by the Regulation). <hl> Since the drug manufacturers began taking these steps and the EU regulation ended the importation of drugs produced in Europe, the resulting shortage of execution drugs has led to or influenced decisions to impose moratoria in Arkansas, California, Kentucky, Louisiana, Mississippi, Montana, Nevada, North Carolina, and Tennessee.

Pharmaceutical companies whose products are used in the three-drug cocktails for lethal injections are predominantly European, and they have strenuously objected to the use of their drugs for executions and taken steps to prevent their use. For example, Hospira, the sole American manufacturer of sodium thiopental, the critical anesthetic in the three-drug cocktail, announced in 2011 that it would no longer manufacture the drug for the American market, in part for ethical reasons and in part because its transfer of sodium thiopental manufacturing to Italy would subject it to the European Union's <hl> Torture Regulation <hl>, which forbids the use of any product manufactured within the Union for torture (as execution by lethal injection is considered by the Regulation). Since the drug manufacturers began taking these steps and the EU regulation ended the importation of drugs produced in Europe, the resulting shortage of execution drugs has led to or influenced decisions to impose moratoria in Arkansas, California, Kentucky, Louisiana, Mississippi, Montana, Nevada, North Carolina, and Tennessee.

For example, Hospira, the sole American manufacturer of sodium thiopental, the critical anesthetic in the three-drug cocktail, announced in 2011 that it would no longer manufacture the drug for the American market, in part for ethical reasons and in part because its transfer of sodium thiopental manufacturing to Italy would subject it to the European Union's <hl> Torture Regulation <hl> , which forbids the use of any product manufactured within the Union for torture (as execution by lethal injection is considered by the Regulation).


Question: Who attached a Game & Watch D-pad to the Famicom prototype?

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.

Answer: Katsuyah Nakawaka

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. <hl> Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. <hl> Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. <hl> Katsuyah Nakawaka <hl> attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.


Question: What was installed on the front of the console so the joystick could be used?

Answer: 15-pin expansion port

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. <hl> Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. <hl> The controllers were hard-wired to the console with no connectors for cost reasons.

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a <hl> 15-pin expansion port <hl> on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.


Question: Why were the controllers hard-wired to the console with no connectors?

Answer: cost reasons

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. <hl> The controllers were hard-wired to the console with no connectors for cost reasons . <hl>

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for <hl> cost reasons <hl>.

The controllers were hard-wired to the console with no connectors for <hl> cost reasons <hl> .


Question: Where were the game pad controllers copied from?

Answer: Game & Watch machines

<hl> The game pad controllers were more-or-less copied directly from the Game & Watch machines , although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. <hl> However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.

The game pad controllers were more-or-less copied directly from the <hl> Game & Watch machines <hl>, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.

The game pad controllers were more-or-less copied directly from the <hl> Game & Watch machines <hl> , although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked.


Question: What was the abbreviation for Nintendo Entertainment System?

At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year. Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of Gyromite has the Famicom title "Robot Gyro" and the title screen of Stack-Up has the Famicom title "Robot Block".

Answer: NES

At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. <hl> This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial " NES ". <hl> Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year. Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of Gyromite has the Famicom title "Robot Gyro" and the title screen of Stack-Up has the Famicom title "Robot Block".

At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "<hl> NES <hl>". Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year. Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of Gyromite has the Famicom title "Robot Gyro" and the title screen of Stack-Up has the Famicom title "Robot Block".

This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial " <hl> NES <hl> ".


Question: What day did Nintendo unveil the new systems?

Answer: October 18, 1985

At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". <hl> Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985 , following up with a full-fledged North American release of the console in February of the following year. <hl> Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of Gyromite has the Famicom title "Robot Gyro" and the title screen of Stack-Up has the Famicom title "Robot Block".

At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". Nintendo seeded these first systems to limited American test markets starting in New York City on <hl> October 18, 1985 <hl>, following up with a full-fledged North American release of the console in February of the following year. Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of Gyromite has the Famicom title "Robot Gyro" and the title screen of Stack-Up has the Famicom title "Robot Block".

Nintendo seeded these first systems to limited American test markets starting in New York City on <hl> October 18, 1985 <hl> , following up with a full-fledged North American release of the console in February of the following year.


Question: Where did Nintendo start unveiling the new systems?

Answer: New York City

At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". <hl> Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year. <hl> Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of Gyromite has the Famicom title "Robot Gyro" and the title screen of Stack-Up has the Famicom title "Robot Block".

At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". Nintendo seeded these first systems to limited American test markets starting in <hl> New York City <hl> on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year. Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of Gyromite has the Famicom title "Robot Gyro" and the title screen of Stack-Up has the Famicom title "Robot Block".


Question: What was the name of the convention where Nintendo unveiled its American version of the Famicom?

Answer: Consumer Electronics Show

<hl> At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. <hl> This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year. Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of Gyromite has the Famicom title "Robot Gyro" and the title screen of Stack-Up has the Famicom title "Robot Block".

At June 1985's <hl> Consumer Electronics Show <hl> (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year. Nintendo released 17 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of Gyromite has the Famicom title "Robot Gyro" and the title screen of Stack-Up has the Famicom title "Robot Block".


Question: In June 1989 who was Nintendo of America's vice president of marketing?

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten. In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the Soviet Union.

Answer: Peter Main

<hl> In June 1989, Nintendo of America's vice president of marketing Peter Main , said that the Famicom was present in 37% of Japan's households. <hl> By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten. In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the Soviet Union.

In June 1989, Nintendo of America's vice president of marketing <hl> Peter Main <hl>, said that the Famicom was present in 37% of Japan's households. By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten. In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the Soviet Union.

In June 1989, Nintendo of America's vice president of marketing <hl> Peter Main <hl> , said that the Famicom was present in 37% of Japan's households.


Question: In 1990, what percentage of American households owned an NES?

Answer: 30%

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. <hl> By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. <hl> By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten. In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the Soviet Union.

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By 1990, <hl> 30% <hl> of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten. In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the Soviet Union.


Question: What was the slogan for the Nintendo brand?

Answer: It can't be beaten

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. <hl> By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten . <hl> In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the Soviet Union.

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was <hl> It can't be beaten <hl>. In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the Soviet Union.

By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was <hl> It can't be beaten <hl> .


Question: What outsold the NES in Europe and South America?

Answer: Sega's Master System

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten. <hl> In Europe and South America, however, the NES was outsold by Sega's Master System , while the Nintendo Entertainment System was not available in the Soviet Union. <hl>

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten. In Europe and South America, however, the NES was outsold by <hl> Sega's Master System <hl>, while the Nintendo Entertainment System was not available in the Soviet Union.

In Europe and South America, however, the NES was outsold by <hl> Sega's Master System <hl> , while the Nintendo Entertainment System was not available in the Soviet Union.


Question: Where was Nintendo not available?

Answer: Soviet Union

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten. <hl> In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the Soviet Union . <hl>

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide.[better source needed] The slogan for this brand was It can't be beaten. In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the <hl> Soviet Union <hl>.

In Europe and South America, however, the NES was outsold by Sega's Master System, while the Nintendo Entertainment System was not available in the <hl> Soviet Union <hl> .


Question: Which cartridges were shaped slightly differently?

Japanese (Famicom) cartridges are shaped slightly differently. While the NES used a 72-pin interface, the Famicom system used a 60-pin design. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.

Answer: Japanese (Famicom)

<hl> Japanese (Famicom) cartridges are shaped slightly differently. <hl> While the NES used a 72-pin interface, the Famicom system used a 60-pin design. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.

<hl> Japanese (Famicom) <hl> cartridges are shaped slightly differently. While the NES used a 72-pin interface, the Famicom system used a 60-pin design. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.


Question: Which interface did the NES use?

Answer: 72-pin

Japanese (Famicom) cartridges are shaped slightly differently. <hl> While the NES used a 72-pin interface, the Famicom system used a 60-pin design. <hl> Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.

Japanese (Famicom) cartridges are shaped slightly differently. While the NES used a <hl> 72-pin <hl> interface, the Famicom system used a 60-pin design. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.


Question: Which interface did Famicom use?

Answer: 60-pin

Japanese (Famicom) cartridges are shaped slightly differently. <hl> While the NES used a 72-pin interface, the Famicom system used a 60-pin design. <hl> Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.

Japanese (Famicom) cartridges are shaped slightly differently. While the NES used a 72-pin interface, the Famicom system used a <hl> 60-pin <hl> design. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.


Question: Various companies in Japan did what to their games for certain specifics?

Answer: develop their own customized chips

Japanese (Famicom) cartridges are shaped slightly differently. While the NES used a 72-pin interface, the Famicom system used a 60-pin design. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. <hl> This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games. <hl>

Japanese (Famicom) cartridges are shaped slightly differently. While the NES used a 72-pin interface, the Famicom system used a 60-pin design. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. This allowed these companies to <hl> develop their own customized chips <hl> designed for specific purposes, such as chips that increased the quality of sound in their games.


Question: With the NES at its end, which competing consoles with less strict licensing terms were supported?

In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.

Answer: Sega Genesis and then the PlayStation

<hl> In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation , which eroded and then took over Nintendo's dominance in the home console market, respectively. <hl> Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.

In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the <hl> Sega Genesis and then the PlayStation <hl>, which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.

In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the <hl> Sega Genesis and then the PlayStation <hl> , which eroded and then took over Nintendo's dominance in the home console market, respectively.


Question: Who was an example of a 3rd party publisher?

Answer: Electronic Arts

<hl> In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. <hl> Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.

In the longer run, however, with the NES near its end of its life many third-party publishers such as <hl> Electronic Arts <hl> supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.


Question: Nintendo relied primarily on what for its support?

Answer: first-party games

In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. <hl> Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games . <hl>

In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on <hl> first-party games <hl>.

Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on <hl> first-party games <hl> .


Question: Rivals in what self-identified era enjoyed much stronger 3rd party support?

Answer: post-SNES era

In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. <hl> Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games. <hl>

In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the <hl> post-SNES era <hl> had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.


Question: Who caused Nintendo to take formal action regarding rentals?

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games. Nintendo lost the lawsuit, but did win on a claim of copyright infringement. Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster produced their own short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.

Answer: Blockbuster Video

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. <hl> Nintendo took steps to stop game rentals, but didn't take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. <hl> Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games. Nintendo lost the lawsuit, but did win on a claim of copyright infringement. Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster produced their own short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until <hl> Blockbuster Video <hl> began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games. Nintendo lost the lawsuit, but did win on a claim of copyright infringement. Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster produced their own short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.


Question: According to Nintendo what was the danger in renting games?

Answer: would significantly hurt sales and drive up the cost of games

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. <hl> Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games . <hl> Nintendo lost the lawsuit, but did win on a claim of copyright infringement. Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster produced their own short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games <hl> would significantly hurt sales and drive up the cost of games <hl>. Nintendo lost the lawsuit, but did win on a claim of copyright infringement. Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster produced their own short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.

Nintendo claimed that allowing customers to rent games <hl> would significantly hurt sales and drive up the cost of games <hl> .


Question: Blockbuster was banned from including what with their games?

Answer: copyrighted instruction booklets

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games. Nintendo lost the lawsuit, but did win on a claim of copyright infringement. <hl> Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. <hl> In compliance with the ruling, Blockbuster produced their own short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games. Nintendo lost the lawsuit, but did win on a claim of copyright infringement. Blockbuster was banned from including original, <hl> copyrighted instruction booklets <hl> with their rented games. In compliance with the ruling, Blockbuster produced their own short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.


Question: What did Blockbuster do instead of use copyrighted instruction booklets?

Answer: produced their own short instructions

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games. Nintendo lost the lawsuit, but did win on a claim of copyright infringement. Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. <hl> In compliance with the ruling, Blockbuster produced their own short instructions —usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. <hl> Video rental shops continued the practice of renting video games and still do today.

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games. Nintendo lost the lawsuit, but did win on a claim of copyright infringement. Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster <hl> produced their own short instructions <hl>—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.

In compliance with the ruling, Blockbuster <hl> produced their own short instructions <hl> —usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls.


Question: Which company distributed the NES to the UK, Italy, and Australia?

In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the "Mattel Version" and "NES Version". When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.

Answer: Mattel

<hl> In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the " Mattel Version" and "NES Version". <hl> When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.

In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the "<hl> Mattel <hl> Version" and "NES Version". When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.

In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the " <hl> Mattel <hl> Version" and "NES Version".


Question: When did Nintendo take over European distribution?

Answer: 1990

In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the "Mattel Version" and "NES Version". When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. <hl> When Nintendo took over European distribution in 1990 , they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing. <hl>

In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the "Mattel Version" and "NES Version". When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in <hl> 1990 <hl>, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.

When Nintendo took over European distribution in <hl> 1990 <hl> , they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.


Question: Which three countries share the PAL A region?

Answer: UK, Italy and Australia

<hl> In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the "Mattel Version" and "NES Version". <hl> When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.

In the <hl> UK, Italy and Australia <hl> which share the PAL A region, two versions of the NES were released; the "Mattel Version" and "NES Version". When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.


Question: What two versions of the NES were released in the UK, Italy, and Australia?

Answer: "Mattel Version" and "NES Version"

<hl> In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the "Mattel Version" and "NES Version" . <hl> When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.

In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the <hl> "Mattel Version" and "NES Version" <hl>. When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.

In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the <hl> "Mattel Version" and "NES Version" <hl> .


Question: What were the two turbo controllers Nintendo made for the NES?

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie The Wizard.

Answer: NES Advantage and the NES Max

<hl> Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max . <hl> Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie The Wizard.

Nintendo also made two turbo controllers for the NES called <hl> NES Advantage and the NES Max <hl>. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie The Wizard.

Nintendo also made two turbo controllers for the NES called <hl> NES Advantage and the NES Max <hl> .


Question: What did the Turbo feature allow players to do?

Answer: shoot much faster during shooter games

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. <hl> This feature allowed players to shoot much faster during shooter games . <hl> The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie The Wizard.

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to <hl> shoot much faster during shooter games <hl>. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie The Wizard.

This feature allowed players to <hl> shoot much faster during shooter games <hl> .


Question: Which controller had a non-adjustable Turbo feature?

Answer: The NES Max

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. <hl> The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. <hl> It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie The Wizard.

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. <hl> The NES Max <hl> also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie The Wizard.


Question: Which two accessories were featured in the movie The Wizard?

Answer: Power Pad and the Power Glove

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. <hl> Other accessories include the Power Pad and the Power Glove , which was featured in the movie The Wizard. <hl>

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the <hl> Power Pad and the Power Glove <hl>, which was featured in the movie The Wizard.

Other accessories include the <hl> Power Pad and the Power Glove <hl> , which was featured in the movie The Wizard.


Question: The NES Max also did not feature what?

Answer: "Slow" button

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. <hl> The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. <hl> The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie The Wizard.

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a <hl> "Slow" button <hl> that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie The Wizard.


Question: What year did Nintendo release the Famicom Disk System?

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).

Answer: 1986

<hl> In 1986 , Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. <hl> It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).

In <hl> 1986 <hl>, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).

In <hl> 1986 <hl> , Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port.


Question: Where could the disks for the game be obtained?

Answer: kiosks in malls

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. <hl> The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk. <hl> This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. The disks were originally obtained from <hl> kiosks in malls <hl> and other public places where buyers could select a title and have it written to the disk. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).


Question: How were the disks purchased?

Answer: buyers could select a title and have it written to the disk

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. <hl> The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk . <hl> This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. The disks were originally obtained from kiosks in malls and other public places where <hl> buyers could select a title and have it written to the disk <hl>. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).

The disks were originally obtained from kiosks in malls and other public places where <hl> buyers could select a title and have it written to the disk <hl> .


Question: What were the storage disks used for?

Answer: storing the game and saving progress

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. <hl> The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side). <hl>

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for <hl> storing the game and saving progress <hl> and total capacity was 128k (64k per side).


Question: What was the total capacity of a disk?

Answer: 128k

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. <hl> The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side). <hl>

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra single-cycle wavetable-lookup sound chip. The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was <hl> 128k <hl> (64k per side).


Question: When was the system originally supposed to be released?

The system was originally targeted for release in the spring of 1985, but the release date was pushed back. After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in February 1986, with the nationwide release occurring in September 1986.

Answer: spring of 1985

<hl> The system was originally targeted for release in the spring of 1985 , but the release date was pushed back. <hl> After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in February 1986, with the nationwide release occurring in September 1986.

The system was originally targeted for release in the <hl> spring of 1985 <hl>, but the release date was pushed back. After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in February 1986, with the nationwide release occurring in September 1986.

The system was originally targeted for release in the <hl> spring of 1985 <hl> , but the release date was pushed back.


Question: Retailers in what test area reported a miserable failure of sales?

Answer: New York City

The system was originally targeted for release in the spring of 1985, but the release date was pushed back. <hl> After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in February 1986, with the nationwide release occurring in September 1986. <hl>

The system was originally targeted for release in the spring of 1985, but the release date was pushed back. After test-marketing in the <hl> New York City <hl> area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in February 1986, with the nationwide release occurring in September 1986.


Question: When was the second time Nintendo test marketed the NES?

Answer: February 1986

The system was originally targeted for release in the spring of 1985, but the release date was pushed back. <hl> After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in February 1986 , with the nationwide release occurring in September 1986. <hl>

The system was originally targeted for release in the spring of 1985, but the release date was pushed back. After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in <hl> February 1986 <hl>, with the nationwide release occurring in September 1986.

After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in <hl> February 1986 <hl> , with the nationwide release occurring in September 1986.


Question: When was the nationwide release of the NES?

Answer: September 1986

The system was originally targeted for release in the spring of 1985, but the release date was pushed back. <hl> After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in February 1986, with the nationwide release occurring in September 1986 . <hl>

The system was originally targeted for release in the spring of 1985, but the release date was pushed back. After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in February 1986, with the nationwide release occurring in <hl> September 1986 <hl>.

After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[contradictory] While others stated that Nintendo had an excellent nine-week market test in New York last fall Due to the moderate success launch in New York City, Nintendo tried a second time; the system was test-marketed further beginning in February 1986, with the nationwide release occurring in <hl> September 1986 <hl> .


Question: Where was the system released to two separate marketing areas?

In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.

Answer: Europe and Australia

<hl> In Europe and Australia , the system was released to two separate marketing regions. <hl> One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.

In <hl> Europe and Australia <hl>, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.

In <hl> Europe and Australia <hl> , the system was released to two separate marketing regions.


Question: One region comprised the entirety of mainland Europe save for which country?

Answer: Italy

In Europe and Australia, the system was released to two separate marketing regions. <hl> One region consisted of most of mainland Europe (excluding Italy ), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. <hl> Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.

In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding <hl> Italy <hl>), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.

One region consisted of most of mainland Europe (excluding <hl> Italy <hl> ), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases.


Question: Who released cartridges in mainland Europe?

Answer: Nintendo

In Europe and Australia, the system was released to two separate marketing regions. <hl> One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. <hl> Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.

In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with <hl> Nintendo <hl> responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.


Question: Who handled distribution in the other region?

Answer: Mattel

In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. <hl> Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. <hl> Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.

In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. <hl> Mattel <hl> handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.


Question: When did the European brance finally directly distribute throughout Europe?

Answer: 1990s

In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. <hl> Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe. <hl>

In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Ireland, Canada, Italy, Australia and New Zealand, starting the following year. Not until the <hl> 1990s <hl> did Nintendo's newly created European branch direct distribution throughout Europe.


Question: Which example of a system started to mark the end of the NES dominance?

As the 1990s dawned, gamers predicted that competition from technologically superior systems such as the 16-bit Sega Mega Drive/Genesis would mean the immediate end of the NES’s dominance. Instead, during the first year of Nintendo's successor console the Super Famicom (named Super Nintendo Entertainment System outside Japan), the Famicom remained the second highest-selling video game console in Japan, outselling the newer and more powerful NEC PC Engine and Sega Mega Drive by a wide margin. The console remained popular in Japan and North America until late 1993, when the demand for new NES software abruptly plummeted. The final Famicom game released in Japan is Takahashi Meijin no Bōken Jima IV (Adventure Island IV), while in North America, Wario's Woods is the final licensed game. In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995. However, Nintendo kept producing new Famicom units in Japan until September 25, 2003, and continued to repair Famicom consoles until October 31, 2007, attributing the discontinuation of support to insufficient supplies of parts.

Answer: 16-bit Sega Mega Drive/Genesis

<hl> As the 1990s dawned, gamers predicted that competition from technologically superior systems such as the 16-bit Sega Mega Drive/Genesis would mean the immediate end of the NES’s dominance. <hl> Instead, during the first year of Nintendo's successor console the Super Famicom (named Super Nintendo Entertainment System outside Japan), the Famicom remained the second highest-selling video game console in Japan, outselling the newer and more powerful NEC PC Engine and Sega Mega Drive by a wide margin. The console remained popular in Japan and North America until late 1993, when the demand for new NES software abruptly plummeted. The final Famicom game released in Japan is Takahashi Meijin no Bōken Jima IV (Adventure Island IV), while in North America, Wario's Woods is the final licensed game. In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995. However, Nintendo kept producing new Famicom units in Japan until September 25, 2003, and continued to repair Famicom consoles until October 31, 2007, attributing the discontinuation of support to insufficient supplies of parts.

As the 1990s dawned, gamers predicted that competition from technologically superior systems such as the <hl> 16-bit Sega Mega Drive/Genesis <hl> would mean the immediate end of the NES’s dominance. Instead, during the first year of Nintendo's successor console the Super Famicom (named Super Nintendo Entertainment System outside Japan), the Famicom remained the second highest-selling video game console in Japan, outselling the newer and more powerful NEC PC Engine and Sega Mega Drive by a wide margin. The console remained popular in Japan and North America until late 1993, when the demand for new NES software abruptly plummeted. The final Famicom game released in Japan is Takahashi Meijin no Bōken Jima IV (Adventure Island IV), while in North America, Wario's Woods is the final licensed game. In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995. However, Nintendo kept producing new Famicom units in Japan until September 25, 2003, and continued to repair Famicom consoles until October 31, 2007, attributing the discontinuation of support to insufficient supplies of parts.