Reader Rabbit 1St Grade Runs from Your CD-ROM Drive

Total Page:16

File Type:pdf, Size:1020Kb

Reader Rabbit 1St Grade Runs from Your CD-ROM Drive ® User’s Guide Reader Rabbit® 1st Grade • 1 ABOUT THE LEARNING COMPANY Since 1980, The Learning Company has consistently produced the highest quality educational software available. Our award-winning products help develop your child’s underlying thinking skills and creativity, while reinforcing important areas of the basic curriculum, such as reading, writing, and mathematics. Every product under the Reader Rabbit brand undergoes extensive research and testing, with input from parents, children, and professionals in education. Each product features a precise balance of educational content and entertainment value, so your child has fun while learning! How do we do it? Enchanting characters. Challenging situations. Rich game environments. State-of-the-art graphics and sound. Progressive skill levels and game segments that can be customized to meet your child’s individual needs. As parents and educators, we recognize that education is a continuous process. So we developed a complete system of age-appropriate programs. Carefully sequenced by age groups, this system makes it easy for you to confidently choose the right products for your children at each stage of their educational development. As an integral part of The Learning Company’s system, each of our products addresses a specific age group and subject area with appropriate themes to heighten your child’s interest in learning. © 2002 Riverdeep Interactive Learning Limited, and its licensors. Uses Bink Video Technology. Copyright © 1997–2001 by RAD Game Tools, Inc. Uses Miles Sound System. Copyright © 1991–2001 by RAD Game Tools, Inc. Adobe® Acrobat® © 2001 Adobe Systems Incorporated. All rights reserved. The Learning Company and Reader Rabbit are registered trademarks and Capers on Cloud Nine! and Learning Creations are trademarks of Riverdeep Interactive Learning Limited. QuickTime and the QuickTime logo are trademarks used under license. Windows and Win are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Pentium is either a registered trademark or trademark of Intel Corporation in the U.S. and/or other countries. Macintosh and Mac are registered trademarks of Apple Computer, Inc. Adobe and Acrobat are trademarks of Adobe Systems Incorporated. All other trademarks are the property of their respective owners. *QED Technology Purchasing Forecast 2000–2001 6th Edition, Installed Base 1999–2000 and Plan to Purchase 2000–2001 for The Learning Company line of products. Reader Rabbit® 1st Grade • 2 TABLE OF CONTENTS Hardware and System Requirements ............................................................................. 4 ® Windows ................................................................................................................................................................................................................ 4 ® Macintosh .............................................................................................................................................................................................................. 4 Setting Up and Starting the Program.............................................................................. 4 Windows .......................................................................................................................... 5 Macintosh ......................................................................................................................... 5 Using the TLC Learning Launcher .................................................................................. 7 Educational Focus ...............................................................................................................8 Auto-adjusting Skill Levels ........................................................................................... 8 Activities—Concepts and Learning Outcomes .......................................................... 8 Raingear Keeps Falling on My Head ............................................................................ 12 Signing In ....................................................................................................................... 12 Exploring Cloud Nine and Raingear Island ............................................................. 13 Collecting and Using Objects ................................................................................. 13 Using the Map ............................................................................................................... 14 Accessing the Program Options............................................................................. 14 Getting Help .................................................................................................................. 15 Playing the Game ............................................................................................................. 16 Cloud Nine..................................................................................................................... 16 Edge of Cloud Nine ................................................................................................. 16 Cloud Nine Gateway ............................................................................................... 17 Cloud Spelling Challenge ....................................................................................... 17 Downtown Cloud Nine ........................................................................................... 18 Cloud Nine Art Gallery ........................................................................................... 18 Amazing Art Gallery ............................................................................................... 19 Cloud Sheep Crossing ............................................................................................. 20 Newspaper Carrier Scene ....................................................................................... 20 Irvin’s House ................................................................................................................. 21 Gumball Science ....................................................................................................... 21 Raingear-Throwing Machine.................................................................................. 22 Musical Marble Patterns ......................................................................................... 22 Raingear Forest.............................................................................................................. 23 Raingear Forest Math .............................................................................................. 23 Silly Sandwich Shop ................................................................................................ 24 Rock Head ................................................................................................................. 25 Flowerpot Phonics ................................................................................................... 25 Final Activity—Raingear Rescue ................................................................................ 26 Gameplay Hints ............................................................................................................ 27 Practice Mode ................................................................................................................ 27 Program Extras—Learning Creations™ ....................................................................... 28 Create a Calendar! ........................................................................................................ 28 Paint a Picture! .............................................................................................................. 29 Make Some Music! ........................................................................................................ 29 Dreamship Tales™ CD .................................................................................................... 30 Troubleshooting ................................................................................................................ 32 Windows ........................................................................................................................ 32 Macintosh .......................................................................................................................34 Contacting The Learning Company .............................................................................. 37 Technical Support ......................................................................................................... 37 Customer Support ........................................................................................................ 37 Credits ................................................................................................................................. 38 Reader Rabbit® 1st Grade • 3 HARDWARE AND SYSTEM REQUIREMENTS* ® ® Windows version Macintosh version Runs on: IBM® PC and compatibles— Runs on: PowerPC® Macintosh Pentium® 166 MHz or faster computers—180 MHz or faster With: With: ■ 32 MB of memory (RAM) ■ 32 MB of memory (RAM) ■ Hard disk with 100 MB of free ■ Hard disk with 100 MB of free disk space** disk space** ■ 8x or faster CD-ROM drive ■ 8x or faster CD-ROM drive ■ 16-bit color monitor capable of ■ Thousands color display, 13" or 640 x 480 resolution larger ■ Windows 95, 98, Me, 2000,*** ■ System 8.6 to System 9.1, OS X and XP***
Recommended publications
  • Macintosh ... the Naked Truth 2002.Pdf
    0 • . 'This boofl is a riot and a nlUSt-re/IA fm• "',..,~, ll!1n_.;. I! i O.l 8 ,w.s· CEO. HALF -GUY KAWASAK.I p Mo The Naked Truth An irreverent, off-the-wall, PC-slammin', totally biased look at what it's like to be a Macintosh user in a Windows®-dominated world. SCOTT KELBY BU0 fliers\ "Scott Kelby nails the joys and frustrations of being a Mac user in a PC world (though Scott's writing isn't always 'PC'). You'll laugh, you'll cry, you'll shout, ~men.' But you'll always be entertained -and know you're in the company ofa kindred spirit." DENNIS SELLERS MacCentral.com "My three favorite writers about the Macintosh experience are Guy Kawasaki, Andy Ihnatko, and Scott Kelby. Scott has the unusual ability to channel his excitement and frustration into humor and clarity that makes me laugh while he makes me think." JAY NELSON Editor & Publisher, Design Tools Monthly "Filled with insightful wit and outrageous comedy, Macintosh ... The Naked Truth will have you in stitches. A must-read for any Macintosh enthusiast." STAN FLACK President/Publisher, MacMinute.com "This is a book all Mac users should read! Scott speaks up for the average Mac user and says publicly what we've all said privately. It's a great read!" SHAWN KING The Mac Show Live "A fun read I'm sure all Mac users can relate to. I laughed out loud thinking 'yeah, that happened to me too.' Ifyou own a Mac, you should read this book." KURT CHRISTENSEN Version Tracker "Kelby is one sick puppy.
    [Show full text]
  • 1988 Survey of Early Childhood Software. INSTITUTION High/Scope Educational Research Foundation, Ypsilanti, Mich
    DOCUMENT RESUME ED 299 022 PS 017 528 AUTHOR Buckleitner, Warren TITLE 1988 Survey of Early Childhood Software. INSTITUTION High/Scope Educational Research Foundation, Ypsilanti, Mich. REPORT NO ISBN-0-93-1114-32-2 PUB DATE 88 NOTE 155p. AVAILABLE FROMHigh/Scope Press, 600 North River Street, Ypsilanti, MI 48198 ($20.00). PUB TYPE Guides Non-Classroom Use (055) Computer Programs 0101) -- Book/Product Reviews (072) EDRS PRICE MF01 Plus Postage. PC Not Available from EDRS. DESCRIPTORS )(Computer Software; Computer Software Reviews; Computer Uses in Education; Early Childhood Education; )(Instructional Material Evaluation; )(Microcomputers; Selection; )(Young Children ABSTRACT This book reviews over 250 computer programs oriented toward the three- to six-year age range. Each program has been screened with checklists designed to rate such factors as ease of use, content strength, instructional design, and developmental appropriateness. The opening section contains an alphabetical list of all the software titles covered, and an illustrated guide to understanding the ratings given to each program. A "scan" page summarizes general statistical information about the survey, including how many programs are available for each kind of computer, how many employ a joystick, and how many require a color monitor. The second section consists of alphabetically arranged program descriptions, which include a narrative description, numerical ratings, and a sample screen picture for each program. Practical information, such as retail price and the computer and equipment needed to make the program work, is provided for each program. The third section contains the seven-page form used to evaluate the programs, and an explanation of how numerical ratings were calculated.
    [Show full text]
  • Reader Rabbit Manual
    The Learnbig Company GETTING STARTED Reader Rabbit,™ for the Apple IIGS™ An Exciting Learning Experience This new version of Reader Rabbit has been especially designed for the Apple IIGS. It is the most advanced educational software available for the Apple II family of microcomputers, representing the most effective approach you can use to help young children learn to read. This program offers you and your child many unique and exciting benefits: □ Speech: Reader Rabbit uses the advanced digitized speech technology to pronounce each word as your child plays and learns. Reader Rabbit's voice is as clear and precise as a human voice. Educators know that pronouncing words as the child sees them is the most effective way to learn to read. D Development of Thinking Skills: Reader Rabbit shows children how patterns and sequences of letters make up words. In this way, Reader Rabbit develops valuable thinking skills that will help children progress to higher levels of reading success. □ Motivation to Learn: Reader Rabbit uses 16-color graphics and animation to provide a highly motivating environment for children. The program uses positive reinforcement to create an enjoyable learning experience. □ Easy-to-Use: Reader Rabbit is designed to be easy for a child to use with a minimum of adult guidance. Of course, it's also a lot of fun to play along with your child. Reader Rabbit runs on the Apple IIGS with: D 3.5" Disk Drive D Keyboard or Joystick □ Color Monitor recommended, but not required □ 1 megabyte memory expansion recommended but not required (see below) The Talking & Sound Option You have control of the talking and sound effects of Reader Rabbit.
    [Show full text]
  • Michael Stephen Peachey
    MICHAEL STEPHEN PEACHEY San Mateo, CA www.peachey.com . [email protected] . 415-786-7322 SUMMARY • User experIence advocate, product vIsIonary, executIve producer, and Internet technologIst wIth 15+ years of proven experIence building and leading cross-functional experience desIgn, product management, and engineerIng teams for enterprIse software products and mobIle and web end-user applIcatIons. • SenIor manager wIth P&L responsIbIlIty and a Total QualIty Management focus. • LeadershIp success wIth both start-up and enterprIse-grade teams. PROFESSIONAL EXPERIENCE SUMO LOGIC – ENTERPRISE SAAS, REDWOOD CITY, CA 2015 – PRESENT Business-to-developer cloud log management and analytics software. Vice President, Product Experience 01/2015 - present Built and led global user experience design and development team of 22. Redesigned processes and tools to enable Product and Engineering team success. Led HR and culture development projects. • Recruited and hired top desIgn and UI development talent to focus on cloud-based enterprIse software desIgn problems, successfully onboarding 15 candidates from 16 offers presented In 2015. • Championed a culture of mutual DesIgn and Development accountabilIty, reducIng effort, rework, and cycle times. • StandardIzed desIgn patterns to reduce desIgn rework, delIver a consIstent user experIence, and Increase development velocIty. • Re-engineered UI development processes and re-archItected GUI from Backbone to Angular and MaterIal, signIfIcantly Increasing output per developer and reducing design and dev rework. • Pivoted tech pubs from a homegrown Madcap Flair to Mindtouch, a modern SaaS platform integrated with CX touchpoints In Community, Support and Onboarding, and added capabIlItIes for user tracking and feedback analytics, and SEO optImIzatIon. • Gave voIce to CTO and Product teams though prototypIng of Ideas before desIgn and ImplementatIon, greatly acceleratIng consensus on product dIrectIon before engineerIng kickoff.
    [Show full text]
  • Edutainment Case Study
    What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop Fall 2012 1 © The Joan Ganz Cooney Center 2012. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to harness digital media teChnologies to advanCe Children’s learning. The Center supports aCtion researCh, enCourages partnerships to ConneCt Child development experts and educators with interactive media and teChnology leaders, and mobilizes publiC and private investment in promising and proven new media teChnologies for Children. For more information, visit www.joanganzCooneyCenter.org. The Joan Ganz Cooney Center has a deep Commitment toward dissemination of useful and timely researCh. Working Closely with our Cooney Fellows, national advisors, media sCholars, and praCtitioners, the Center publishes industry, poliCy, and researCh briefs examining key issues in the field of digital media and learning. No part of this publiCation may be reproduCed or transmitted in any form or by any means, eleCtroniC or meChaniCal, inCluding photoCopy, or any information storage and retrieval system, without permission from the Joan Ganz Cooney Center at Sesame Workshop. For permission to reproduCe exCerpts from this report, please ContaCt: Attn: PubliCations Department, The Joan Ganz Cooney Center at Sesame Workshop One Lincoln Plaza New York, NY 10023 p: 212 595 3456 f: 212 875 7308 [email protected] Suggested Citation: Shuler, C. (2012). Where in the World is Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned. New York: The Joan Ganz Cooney Center at Sesame Workshop.
    [Show full text]
  • The Role of Information Technology in Fulfilling the Promise of Corporate Social Responsibility
    City University of New York (CUNY) CUNY Academic Works Publications and Research Brooklyn College 2011 The Role of Information Technology in Fulfilling the Promise of Corporate Social Responsibility David Salb CUNY Kingsborough Community College Hershey H. Friedman CUNY Brooklyn College Linda Weiser Friedman CUNY Bernard M Baruch College How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/bc_pubs/211 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] www.ccsenet.org/cis Computer and Information Science Vol. 4, No. 4; July 2011 The Role of Information Technology in Fulfilling the Promise of Corporate Social Responsibility David Salb, Ph.D. (Corresponding author) Kingsborough Community College of the City University of New York 2001 oriental Blvd. Brooklyn, NY 11210 USA Tel: 1-718-368-5925 E-mail: [email protected] Hershey H. Friedman, Ph.D. Department of Economics Brooklyn College of the City University of New York 2900 Bedford Ave. Brooklyn, NY 11210 USA Tel: 1-718-951-2084 E-mail: [email protected] Linda Weiser Friedman, Ph.D. Baruch College Zicklin School of Business and the Graduate Center of the City University of New York 55 Lexington Ave. New York, NY 10010 USA Tel: 1-646-312-3361 E-mail: [email protected] Received: May25, 2011 Accepted: June 14, 2011 doi:10.5539/cis.v4n4p2 The authors gratefully acknowledge the support of PSC-CUNY award #61630-00-39. Abstract Young people today want to work at a meaningful job and make a difference in the world.
    [Show full text]
  • Network Position and Exploratory Knowledge Creation: Evidence from US IT Clusters
    HEC MONTRÉAL École affiliée à l’Université de Montréal Network Position and Exploratory Knowledge Creation: Evidence from US IT Clusters YANG GAO Master of Science in International Business February 2017 © YANG GAO, 2017 Abstract In This study, I explore the effects of structures of technological alliance networks on firms’ exploratory knowledge creation. The research is built upon the connections between social network, organizational learning, and organizational ambidexterity theories. Firms pursue knowledge creation opportunities by forming technological alliances, but no consensus has been reached regarding the optimum strategy of alliance formation activities, i.e., whether the return of knowledge creation always increases in tandem with numbers of alliances or it diminishes at some point due to various factors such as costs of maintaining ties and capabilities of absorb information and knowledge generated from alliances. The study sheds light on the controversy of whether the relationship between network structures and knowledge creation is positive or curvilinear by distinguishing different orientations of knowledge creation activities, which entail different network structures and strategies. More specifically, by extracting exploratory knowledge creation from the overall knowledge creation activities, the relationship between basic network position features and exploration is more focused and accurate. Empirical investigation, which uses hand-collected data of alliance activities and patent application behaviors of 67 firms in several IT clusters in US, proves the curvilinear relationship between alliance network centrality and exploratory knowledge creation. Results of the study help to address the conflicts of networks’ effects on knowledge creation with new evidence from knowledge intensive industries, and provided insights on organizational learning and firm innovation strategies.
    [Show full text]
  • 6 GOLDEN “Mom, That’S a Great Poem, but I Need Some Money,” He Replied Quickly
    KEVIN O’LEARY When Kevin graduated from the University of Waterloo with a bachelor’s degree in environmental studies, he was hit with a startling reality. He was cut off. THE O’LEARY FAMILY SECRETS When it happened his mother shared a bit of insight, “My mother said to me, ‘The dead bird under the nest is the one that never learned how to fly,’” 6 GOLDEN “Mom, that’s a great poem, but I need some money,” he replied quickly. But his days of being provided for were over, and he knew it was time to learn how to provide. “Woah, no dead bird for me,” he decided. Less than 10 years later he would start the software company SoftKey, that would RULES eventually become The Learning Company and be sold to Mattel for $4.2 billion. He credits his mother’s loving financial desertion for his individual success as he OF INVESTING presides over a multitude of companies bearing his last name: O’Leary Fine Wines, financial company O’Shares Investments, and private equity firm O’Leary Ventures. My Personal Plan for Financial Peace Kevin continues this practice with his own children, Trevor and Savannah. It’s import- ant to give people what they need, not just what they want. He says, “You can’t empower them, you can’t entitle them. You have to prepare people to go and do their own thing.” Kevin sees it as his responsibility as a successful entrepreneur to provide a road map for the next generation of hustlers. Not just of his successes, but his failures as well, so that they don’t have to keep making the same mistakes.
    [Show full text]
  • MATTEL and the LEARNING COMPANY: a CASE of an ACQUISITION in TROUBLE Laurel Mitchell, Claremont Mckenna College, 500 E
    MATTEL AND THE LEARNING COMPANY: A CASE OF AN ACQUISITION IN TROUBLE Laurel Mitchell, Claremont McKenna College, 500 E. Ninth Street, Claremont, CA 9171 I 1-909-607-3686, lmitchell@,mckenna edu ABSTRACT At yearond 1998, Mattel announced the acquisition of The Learning Company, the second largest consumer software publisher (Reader Rabbit, the Princeton Review test preparation series, etc.). The purchase price was $3.5 billion for The Learning Company, and Mattel amicipated transforming itself from a traditional toy company to a global provider of products for children. A mere sixteen months lat~, the acquisition was deemed a failure. In September 2000, MaRel announced the sale of the Learning Company unit, for almost no cash and the right to a share of the unit's future earnings. Along the way, the Learning Company unit lost up to $1 million per day under Mattel's leadership. This case, appropriate for Financial Statement Analysis or a capstone course, gives background on the industry, the acquisition and subsequent developments, and asks students to consider accounting and valuation issues relevant to the decisions to purchase and subsequently sell the Learning Company. DESCRIPTION OF COMPANIES AND INDUSTRIES The Learning Company was formed in 1994. Through more than a dozen acquisitions, by 1998 it was a giant in educational software, with over 500 titles including the Reader Rabbit and Princeton Review series. Revenue in 1998 totaled $839 million, making the Learning Compan); the second largest manufacturer of software (after Microsoft) and the leader in educational software with over a 40% market share. So, the Learning Company was well positioned as a leader in the fast growing (sales of $1.8 billion in 1998) educational and entertainment software industry.
    [Show full text]
  • MTA--Art of Reading 2016-17.Pdf
    ART OF READING 2016 -17 The book of books of Mondragon Team Academy The following pages contain lists on excellent books in the domains of personal development, coaching, learning, communities and teamwork, entrepreneurship, leadership, marketing and customers, innovation. They have been chosen on the basis of practicality and suitability in the context of entrepreneurial education and action. Part of this list is based on Johannes Partanen’s (Team Academy's Headcoach) recommendations and Mondragon Team Academy has added some fields and domains taking into account the social context of Mondragon University. The number indicates the book’s” literature point number”. The number varies from one to three. 1 point: Basic level book 2 points: More demanding book 3 points: Demanding book; it takes time to digest all the ideas presented in the book" The difficulty level is based both on the amount of work needed to apply the book’s ideas into practice and on theoretical difficulty. These points are used in various coaching programs and processes that use Mondragon Team Academy Methods to indicate and measure the amount of theory studies. This list is an open one and it will be updated every year with newest theories. At the same time most of the books they have a mark with start conecting how valuable is the book acording Johannes Partanen. * Ok. Nice book ** Excellent book *** Master piece !! At such recommendation is it totally subjective an you might have a different taste of books. BOOKS ON PERSONAL DEVELOPMENT, LEARNING, COMMUNITIES AND TEAMWORK "Know thyself. You have to explore yourself through your whole life.
    [Show full text]
  • Capital Flows to Education Innovation 1 (312) 397-0070 [email protected]
    July 2012 Fall of the Wall Deborah H. Quazzo Managing Partner Capital Flows to Education Innovation 1 (312) 397-0070 [email protected] Michael Cohn Vice President 1 (312) 397-1971 [email protected] Jason Horne Associate 1 (312) 397-0072 [email protected] Michael Moe Special Advisor 1 (650) 294-4780 [email protected] Global Silicon Valley Advisors gsvadvisors.com Table of Contents 1) Executive Summary 3 2) Education’s Emergence, Decline and Re-Emergence as an Investment Category 11 3) Disequilibrium Remains 21 4) Summary Survey Results 27 5) Interview Summaries 39 6) Unique Elements of 2011 and Beyond 51 7) Summary Conclusions 74 8) The GSV Education Innovators: 2011 GSV/ASU Education Innovation Summit Participants 91 2 1. EXECUTIVE SUMMARY American Revolution 2.0 Fall of the Wall: Capital Flows to Education Innovation Executive Summary § Approximately a year ago, GSV Advisors set out to analyze whether there is adequate innovation and entrepreneurialism in the education sector and, if not, whether a lack of capital was constraining education innovation § Our observations from research, interviews, and collective experience indicate that there is great energy and enthusiasm around the PreK-12, Post Secondary and Adult (“PreK to Gray”) education markets as they relate to innovation and the opportunity to invest in emerging companies at all stages § Investment volume in 2011 exceeded peak 1999 – 2000 levels, but is differentiated from this earlier period by entrepreneurial leaders with a breadth of experience including education, social media and technology; companies with vastly lower cost structures; improved education market receptivity to innovation, and elevated investor sophistication.
    [Show full text]
  • DLCC Software Catalog
    Daniel's Legacy Computer Collections Software Catalog Category Platform Software Category Title Author Year Media Commercial Apple II Integrated Suite Claris AppleWorks 2.0 Claris Corporation and Apple Computer, Inc. 1987 800K Commercial Apple II Operating System Apple IIGS System 1.0.2 --> 1.1.1 Update Apple Computer, Inc. 1984 400K Commercial Apple II Operating System Apple IIGS System 1.1 Apple Computer, Inc. 1986 800K Commercial Apple II Operating System Apple IIGS System 2.0 Apple Computer, Inc. 1987 800K Commercial Apple II Operating System Apple IIGS System 3.1 Apple Computer, Inc. 1987 800K Commercial Apple II Operating System Apple IIGS System 3.2 Apple Computer, Inc. 1988 800K Commercial Apple II Operating System Apple IIGS System 4.0 Apple Computer, Inc. 1988 800K Commercial Apple II Operating System Apple IIGS System 5.0 Apple Computer, Inc. 1989 800K Commercial Apple II Operating System Apple IIGS System 5.0.2 Apple Computer, Inc. 1989 800K Commercial Apple II Reference: Programming ProDOS Basic Programming Examples Apple Computer, Inc. 1983 800K Commercial Apple II Utility: Printer ImageWriter Toolkit 1.5 Apple Computer, Inc. 1984 400K Commercial Apple II Utility: User ProDOS User's Disk Apple Computer, Inc. 1983 800K Total Apple II Titles: 12 Commercial Apple Lisa Emulator MacWorks 1.00 Apple Computer, Inc. 1984 400K Commercial Apple Lisa Office Suite Lisa 7/7 3.0 Apple Computer, Inc. 1984 400K Total Apple Lisa Titles: 2 Commercial Apple Mac OS 0-9 Audio Audioshop 1.03 Opcode Systems, Inc. 1992 800K Commercial Apple Mac OS 0-9 Audio Audioshop 2.0 Opcode Systems, Inc.
    [Show full text]