Article: The city itself is hilly, though not uniformly so. Like Rome, the city is said to lie on seven hills; the lists vary, but typically include Capitol Hill, First Hill, West Seattle, Beacon Hill, Queen Anne, Magnolia, and the former Denny Hill. The Wallingford, Mount Baker, and Crown Hill neighborhoods are technically located on hills as well. Many of the hilliest areas are near the city center, with Capitol Hill, First Hill, and Beacon Hill collectively constituting something of a ridge along an isthmus between Elliott Bay and Lake Washington. The break in the ridge between First Hill and Beacon Hill is man-made, the result of two of the many regrading projects that reshaped the topography of the city center. The topography of the city center was also changed by the construction of a seawall and the artificial Harbor Island (completed 1909) at the mouth of the city's industrial Duwamish Waterway, the terminus of the Green River. The highest point within city limits is at High Point in West Seattle, which is roughly located near 35th Ave SW and SW Myrtle St. Other notable hills include Crown Hill, View Ridge/Wedgwood/Bryant, Maple Leaf, Phinney Ridge, Mt. Baker Ridge and Highlands/Carkeek/Bitterlake.

Question: Where was Harbor Island built?
Ans: Duwamish Waterway


Article: The NES uses a custom-made Picture Processing Unit (PPU) developed by Ricoh. All variations of the PPU feature 2 kB of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 sprites on the screen, and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. The console's 2 kB of onboard RAM may be used for tile maps and attributes on the NES board and 8 kB of tile pattern ROM or RAM may be included on a cartridge. The system has an available color palette of 48 colors and 6 grays. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. The NES palette is based on NTSC rather than RGB values. A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. The standard display resolution of the NES is 256 horizontal pixels by 240 vertical pixels.

Question: The system has how many colors available on it?
Ans: 48


Article: The eastern arm shows considerable diversity. In England it is generally long and may have two distinct sections, both choir and presbytery. It is often square ended or has a projecting Lady Chapel, dedicated to the Virgin Mary. In France the eastern end is often polygonal and surrounded by a walkway called an ambulatory and sometimes a ring of chapels called a "chevet". While German churches are often similar to those of France, in Italy, the eastern projection beyond the transept is usually just a shallow apsidal chapel containing the sanctuary, as at Florence Cathedral.

Question: What is the ring of chapels found in the eastern end of French chapels known as?
Ans: chevet


Article: A wrestler can win by knockout (sometimes referred to as a referee stoppage) if they do not resort to submission holds, but stills pummels their opponent to the point that they are unconscious or are unable to intelligently defend themselves. To check for a knockout in this manner, a referee will wave their hand in front of the wrestler's face; if the wrestler does not react in any way, the referee will award the victory to the other wrestler. If all the active wrestlers in a match are down inside the ring at the same time, the referee will begin a count (usually ten seconds, twenty in Japan). If nobody rises to their feet by the end of the count, the match is ruled a draw. Any participant who stands up in time will end the count for everyone else. In a Last Man Standing match, this form of a knockout is the only way that the match can end, so the referee will count when one or more wrestlers are down, and one wrestler standing up before the 10-count doesn't stop the count for another wrestler who is still down.

Question: If all wrestlers are down, how long do they have to rise? 
Ans:
usually ten seconds, twenty in Japan