
With the technological boom of the twentieth century came unprecedented advancements and innovations, the most remarkable of which was arguably the computer. The potential wasn't lost on toy manufacturers as computers entered the public consciousness. By the end of the 1970s, electronic play-things began to populate the marketplace. Where most toy-makers sought to create toys that allowed children to play, Dr. Michael J. Freeman had other ideas. He recognized an opportunity to both entertain and educate. Enter 2-XL, the robotic 8-track player modeled for fun and learning.
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