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Matches in DBpedia 2014 for { ?s ?p 2-XL (2-XL Robot, 2XL Robot, 2-XL Toy), was a popular toy robot marketed in the 1980s by the Mego Toy Corporation. The toy was then upgraded and re-introduced by Tiger Electronics in the 1990s. 2XL was the first "smart-toy" in that it exhibited rudimentary intelligence, memory, game play, and responsiveness. It was the first toy that actively attempted to make learning fun through the use of jokes, funny sayings, and verbal reinforcements. During its time in the marketplace, and even to this day, 2XL is heralded as a very important step in the development of toys and in particular, educational toys. Two-decades after 2-XL was discontinued for manufacture, it is still remembered by millions of fans. In fact a search of 2-XL Robot (or 2XL Robot) on the Internet in 2013, retrieves more than one-million hits together depending on whether the dash is in the name or not.Scholastic Magazine ("The Toy Business Authority since 1903") in its cover story of September 2008 considered the 2-XL robot as one of the most important toys ever developed, and included it in a class of "impact toys" along with the Teddy Bear, Barbie Doll, Raggedy Ann, Mickey Mouse among others. The robot was a popular educational toy whose success anticipated the dominant influence of technology in education today. Dubbed the "Toy with a Personality," 2-XL could respond verbally to the user depending upon which "input or answer" buttons were chosen. Part of the reason for this is the connection the toy made between education and fun. "2-XL was a glorious display of plastic robotics." In addition to its popularity, 2XL was unprecedented in terms of market revenue. "The 2XL was hot, in demand, and everyone wanted one." "It was a great way to make learning cool and fun." 2-XL was introduced in 1978. The toy was invented and licensed for manufacture by Michael J. Freeman, inventor, Ph.D. and was patented. The voice for 2-XL was done by Freeman. He used a synthesizer to make the voice a high-pitched robot-like sound, yet his voice and the personality he created for the toy, came through this process. 2-XL was interactive, playing various tracks from a magnetic audio tape depending on the user's actions. It also had complex applications where the various tracks were not only selected to create interactivity, but the use of staggering the tracks, and psdo memory were also utilized. 2-XL was released in two different time periods. The 1978 release was produced by Mego Corporation, and used 8-track tapes. It was brought back in 1992 by Tiger Electronics in a version that upgraded to cassette tapes from the defunct 8-track cartridges. During its time 2-XL in either version won hundreds of awards including Disney's Family Fun Magazine award for best toy of 1992, and Right Start Magazine which selected 2-XL as Europe's best toy in the 3 - 5 year category for 1993.2-XL's personality, was very popular and kids loved the back-and-forth banter. For example: If a child got an answer wrong 2-XL might utter something like: "perhaps your brain went on strike! You are Wrong." Or, "Nice try but (whispering) you are wrong, but go ahead, I will be a nice little toy robot and give you a second chance now." "Even though you needed two chances you finally got the answer right, elephant is the correct answer"'. "But do not get too excited, you have now earned yourself a more difficult question. Hold on to your hat, here it comes" If the child was right, 2-XL might say: "Although I have the looks you have the brains. You must be a genius. Good work." Or, "it is amazing that big brain of yours fits into the head of a child. Nice answer, football is correct.". }

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