|
|
Talking Chess Professor
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Compugift
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
QS
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
FiloFax
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Komelec
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Marabout Informatique
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Cambridge Microcomputer Centre
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
FormZ
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
CompuServe Data Technologies
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Scanlight
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Mitutoyo
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Warm Silence Software
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Computer Bild
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
1020
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Ralph Molesworth
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Auchan
|
-
|
-
|
Auchan is not a computing, software, or electronics brand; it is a major French multinational retail group specializing in hypermarkets and grocery stores. While it is a significant player in the retail sector, it has no historical relevance to the development of computing hardware, software, or the video game industry. Therefore, it does not possess a legacy in retro computing or electronic engineering. Its presence in the technological landscape is limited to the implementation of modern retail logistics and point-of-sale systems used in contemporary commerce.
|
2
|
-
|
1
|
|
|
SolidWorks
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
Macmillan Publishing Co., Inc.
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
MIDWITCH
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
LEGO
|
Denmark
|
1932
|
LEGO is a global icon of creativity, evolving from a small carpenter's workshop in Billund, Denmark, into a powerhouse of modular construction. While primarily known for its interlocking plastic bricks, the brand has made significant contributions to the intersection of physical play and digital technology. Through its highly sophisticated LEGO Mindstorms and BOOST robotics lines, the company bridged the gap between traditional building sets and programmable computing, introducing generations to the fundamentals of robotics, sensor-based logic, and algorithmic thinking.
In the realm of digital history, LEGO has collaborated extensively with major gaming franchises and developed its own digital ecosystems. Their influence extends into the educational sector, where their programmable hardware serves as a foundational tool for STEM education, teaching complex computational concepts through tactile, hands-on engineering and creative problem-solving.
|
2
|
-
|
2
|
|
|
FC Home
|
-
|
-
|
I am sorry, but there is no significant historical record of a computing, software, or electronics brand named 'FC Home' in the annals of computing history. It is possible this refers to a very niche, localized, or non-computing entity, or perhaps a typo for a different brand. Without verifiable historical data regarding its origin, founding-year, or product line, I cannot provide a factual historical profile for this specific name.
|
2
|
1
|
-
|
|
|
Bull Computer
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Nelsonic
|
Taiwan
|
-
|
-
|
2
|
-
|
-
|
|
|
Sky Hawk
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Hitachi-LG Data Storage
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Furuno
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Apple Museum Poland
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Anatek
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
Votre Ordinateur
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
SELabs (EMI) Ltd
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
ReA
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
PCBWay
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Aldi
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Cyberdreams
|
USA
|
1994
|
Cyberdreams was a prominent American video game developer and publisher during the mid-to-late 1990s, primarily known for its work on the 16-bit and 32-bit eras. The company specialized in high-quality arcade-style experiences and niche genre titles for consoles like the Super Nintendo, Sega Genesis, and the PlayStation. They gained a cult following for publishing unique titles such as 'The Adventures of Lomax' and various high-octane arcade shooters.
Though the brand's peak coincided with the transition from 2D to 3D gaming, their legacy remains a nostalgic touchstone for retro enthusiasts. They are remembered for bringing polished, arcade-inspired gameplay to home consoles, often providing much more-than-average production value for mid-tier publishers of that era.
|
2
|
-
|
-
|
|
|
Micro Technology Ltd
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
SIIG Inc.
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
First Union
|
-
|
-
|
-
|
2
|
-
|
2
|
|
|
Grass Valley Group
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Computer Animation Madness
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Omni-Play
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
MKS
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Total Telecommunications
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
CygnusSoft
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Computech
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
UniDisk
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Media Works Inc.
|
-
|
-
|
Media Works Inc. is a name that has appeared in various contexts across the technology and entertainment sectors, but it does not represent a singular, historically significant entity in the realm of retro computing or major hardware manufacturing. In the broader landscape of digital media and software development, several smaller firms have operated under similar names, often focusing on multimedia production, digital asset management, or specialized software solutions.
Because there is no prominent, widely documented computing brand or hardware manufacturer by this specific name in the annals of computing history, it lacks a definitive legacy in the same vein as companies like Commodore or Atari. It is often a generic name used by various small-scale media production houses or digital agencies rather than a cornerstone of the electronics industry.
|
2
|
-
|
-
|
|
|
M- Tech (MTI)
|
-
|
1984
|
-
|
2
|
2
|
-
|
|
|
Sysgen
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
IDE Associates
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
Diablo
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
Acclaim Japan
|
Japan
|
1987
|
Acclaim (often associated with its international branches and publishing arms) was a prominent American video game publisher and developer that played a significant role in the 16-bit and 32-bit eras. While the company was based in the United States, it maintained a massive global presence, including significant operations and distribution networks in Japan to cater to the arcade and console markets. They were best known for high-profile licensed titles, including the Mortal Kombat series, NBA Jam, and various movie-based games.
The company's history is a rollercoaster of massive-scale hits followed by financial struggles. During the 1990s, they were a powerhouse in the industry, but a series of commercial failures and shifting market trends led to their eventual decline. Acclaim officially ceased operations in 2004, leaving behind a legacy of iconic arcade-style experiences and influential sports titles that defined much of the retro gaming landscape.
|
2
|
1
|
-
|
|
|
Syndicate
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
PsiWin
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Power Center
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
DCP Microdevelopments
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Trition Products Company
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Hayden and Compute!
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Brain Boxes
|
-
|
-
|
-
|
2
|
-
|
2
|
|
|
GoodWell
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
Audio Drive
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
Hyper Tron
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
or glory
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
Bigfoot Networks
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Herman Hollerith
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
BMI
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
LAYDOCK
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Morex/Procase
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
LNW
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Dynafile
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
Summira
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Gamemate
|
Japan
|
-
|
-
|
2
|
-
|
-
|
|
|
Concepts Informatiques
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Carat
|
USA
|
1986
|
Carat was a specialized software brand and development entity primarily known in the late 1980s and early 1990s for its contributions to the burgeoning desktop publishing and graphics software markets. While often overshadowed by larger software giants, Carat focused on providing high-quality, specialized tools for digital design and typography during the transition from analog to digital-first workflows.
Their products were frequently utilized by early digital artists and graphic designers seeking precision in a time when hardware capabilities were still rapidly evolving. In the realm of retro computing, Carat represents a niche era of software development where specialized utility and high-fidelity-focused tools were essential for professional-grade digital creation.
|
2
|
1
|
-
|
|
|
GEORAM
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
HP / TEAC
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
ROSCOE
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
NOS 99'ER
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Randnet
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
INN
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Gamate
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Monteverdi
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Global A
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
Mamecon
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Holt, Rinehart and Winston
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Nova Corporation
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Flydigi
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Unimac
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
Incredible
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
SPC
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Harris Corporation
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
ArtSci
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Syracuse Language
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Graphsoft
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
Hayden Publishing
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
BLACKSBURG
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Personal Software Inc.
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Interactive Magic
|
USA
|
1985
|
Interactive Magic was a pioneering software development company that specialized in high-end, cinematic-quality graphics and 3D environments during the late 1980s and early 1990s. They were best known for their sophisticated engine technology, which pushed the boundaries of contemporary hardware. Their most notable contribution to retro computing history is the development of 'The Neverhood,' a surreal and highly acclaimed point-and-click adventure game featuring iconic claymation-style aesthetics and a unique, immersive atmosphere.
Beyond their creative storytelling, the company was respected for its technical prowess in creating fluid, high-fidelity animations that were ahead of their time. Their work left a lasting legacy in the adventure game genre, influencing how developers approached visual storytelling and interactive-media design. Today, they are remembered by enthusiasts for bridging the gap between traditional animation and digital interactive entertainment.
|
2
|
-
|
2
|
|
|
OrCAD
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Winston Gayler
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Nouvelles Techniques
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Right Writer
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
FSD-2
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Birnbaum
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
GE Compu-Mate
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
AC's Guide
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
ARX
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
TDS SURVEYING
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
Band-in-a-Box
|
-
|
-
|
-
|
2
|
-
|
2
|
|
|
H.C. Pennington
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
1 Beyond
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Versa CAD
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Perspective Software
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Hank Librach
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
Amstar & CPC
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
ITT Data Services
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
DETRON
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
P/I
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
A504 PLUS
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
MTI
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Textease
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Trapdoor
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
Multi Form
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
OSI
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Amstrad Computer User
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
LAN TIMES
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
Grundy Business Systems Ltd
|
-
|
-
|
-
|
2
|
1
|
1
|
|
|
SunBlade
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Little, Brown
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
Standard Microsystems Corporation
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
Discwasher
|
-
|
-
|
-
|
2
|
-
|
1
|
|
|
Physicians Practice Management
|
USA
|
-
|
Medical office management software company founded in 1978, based in Indianapolis, Indiana. Produced THRESHOLD and PC*CLAIM software for IBM PC compatibles.
|
2
|
-
|
-
|
|
|
Gamer
|
-
|
-
|
In the context of computing history, 'Gamer' is not a specific historical hardware manufacturer, software house, or brand, but rather a ubiquitous term used to describe a subset of users and a massive industry sector. While there are many companies with 'Gamer' in their name, no singular historical entity known simply as 'Gamer' holds a distinct place in the annals of computing-era milestones. It represents the cultural identity of enthusiasts who transitioned from early arcade gaming to high-performance PC and console-based environments, driving the demand for specialized hardware and advanced graphics processing.
|
2
|
-
|
1
|
|
|
Reliable Typewriter & Adding Machine Co.
|
-
|
-
|
-
|
2
|
2
|
-
|
|
|
Dr Watson
|
-
|
-
|
-
|
2
|
-
|
-
|
|
|
AWC
|
-
|
-
|
-
|
2
|
1
|
-
|
|
|
A2 Heaven
|
-
|
-
|
-
|
2
|
1
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Gottlieb
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USA
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1981
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Gottlieb was a legendary name in the amusement industry, transitioning from classic mechanical pinball machines to sophisticated electro-mechanical and solid-state systems. During the golden age of pinball, Gottlieb defined the industry with innovative designs and high-quality engineering. As the industry shifted toward digital technology, the company became a pioneer in the integration of microprocessors and video-based gaming. Their machines are highly sought after by collectors today for their iconic art, complex mechanical layouts, and significant influence on the evolution of arcade gaming and electronic pinball-play.
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2
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2
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Barbara's Choice
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2
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α-Thing
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2
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2
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LJN
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USA
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1981
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LJN (Lewis J. Perdue) was an American video game publisher that became a notorious figure in gaming history during the 1980s and early 1990s. Primarily known for publishing titles on the Nintendo Entertainment System (NES), the company specialized in licensed properties from television shows and movies. While they achieved commercial success with titles like Dragon Ball Z and various cartoon-based games, they also earned a lasting reputation for releasing low-quality, poorly optimized software.
In the realm of retro computing and gaming culture, LJN is often cited as a symbol of the 'shovelware' era. Their games frequently became subjects of fascination and mockery within the gaming community due to their high difficulty curves and technical flaws. Today, LJN is remembered as a cautionary tale of the importance of software quality and a staple topic in discussions regarding the history of licensed gaming.
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2
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2
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SOFSOURCE / Personal Companion Software
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2
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Progressive Peripherals and Software
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2
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1
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Q-Calc
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2
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1
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Paltec
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2
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2
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Simulmondo
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2
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1
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1
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Ennyah Technologies
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2
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Applied Hypercard
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2
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1
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Tubetime
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2
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MWave
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2
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1
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Tandy Leather Company
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2
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Dynamic Graphics
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2
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1
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SuperMac Technology
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2
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1
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1
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Min
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2
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Martello
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2
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The Writer
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2
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Libra Programming, Inc.
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2
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2
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SUPER MOUSE
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2
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1
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Aleph One
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2
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1
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1
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RFW
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2
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PHASOR ONE
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2
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1
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SAN ACE
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2
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Espon
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2
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2
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Penril Corp.
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2
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2
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Quickjoy Top Star
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-
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Quickjoy Top Star was a premium/arcade-style line of joysticks released under the Quickjoy brand, designed for competitive home computer gaming in the late 1980s and early 1990s.
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2
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2
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Creed
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2
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Goal Systems
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United States
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1975
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Developer and marketer of IBM mainframe data center management software. Founded in 1975.
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2
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Biege
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2
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1
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ディスクステーション
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2
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1
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Connect Software Ltd
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2
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HMSO
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2
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1
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1
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Calchron
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2
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1
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Pressworks
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2
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1
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Bobcat
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2
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Lingenuity
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2
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2
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Dynatone
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2
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1
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CyberCooler
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2
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1
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1
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Urban Corporation
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2
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AMI64
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2
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1
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Apple Puget Sound
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2
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1
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1
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CSM Software
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2
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Little Black Book
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2
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1
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Act!
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2
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Access SQL
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2
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1
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Professional Page
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2
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2
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LEMARU
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2
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1
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MacTutor
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2
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2
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Dictaphone (Sanyo)
|
Japan
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1954
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Sanyo, a Japanese electronics giant, played a pivotal role in the evolution of consumer audio and recording technology. While 'Dictaphone' is a genericized trademark often associated with various recording devices, Sanyo produced a wide array of high-quality voice recorders and audio-visual equipment that became staples in offices and homes worldwide. Their products bridged the gap between professional transcription tools and consumer-grade electronics, contributing significantly to the democratization of audio recording.
In the realm of retro electronics, Sanyo is remembered for its robust engineering and its ability to scale consumer electronics from basic analog-to-digital transitions. Their contribution to the history of computing and media includes the development of reliable hardware that supported early digital workflows and voice-to-text precursors, making them a respected name in the mid-to-late 20th-century electronics landscape.
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2
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1
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World of Spectrum
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2
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2
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ConnectGear
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2
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1
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Archos
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2
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1
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BDM
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-
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2
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Cambridge Collection
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-
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2
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2
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StrongARM
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-
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2
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1
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Jacques Carpentier
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-
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2
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Fairchild Semiconductor
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-
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2
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1
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EduCALC
|
-
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2
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Replacement
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2
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2
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Veritex
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-
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2
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2
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Microcomputer Research Inc.
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2
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1
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1
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SJS-1
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2
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1
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