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|| LaserDisc || Video UsefulNotes/{{CD}}; UsefulNotes/{{CED}} || Early disc-based video systems. || [=LaserDisc=] hit the market first, and used humongous discs with an analogue data format. CED arrived a few years later (despite having been in development for longer than [=LaserDisc=]) and was basically a phonographic disc with video and a protective plastic cover. Video CD was the last to hit, boasting the smallest discs and digital technology, but also had the lowest picture quality (worse than VHS, in fact). || None of the formats ever became particularly popular outside of the A/V enthusiast market, though [=LaserDisc=] was the most successful overall ([[GermansLoveDavidHasselhoff especially in Japan]]). CED crashed and burned pretty hard, losing developers RCA nearly a '''billion''' dollars and contributing to the demise of the company in 1986. Video CD never became especially successful outside of a few niche applications (and in Asian countries other than Japan), but its SpiritualSuccessor, UsefulNotes/{{DVD}}, would finally achieve mass-market popularity. ||

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|| LaserDisc UsefulNotes/LaserDisc || Video UsefulNotes/{{CD}}; UsefulNotes/{{CED}} || Early disc-based video systems. || [=LaserDisc=] hit the market first, and used humongous discs with an analogue data format. CED arrived a few years later (despite having been in development for longer than [=LaserDisc=]) and was basically a phonographic disc with video and a protective plastic cover. Video CD was the last to hit, boasting the smallest discs and digital technology, but also had the lowest picture quality (worse than VHS, in fact). || None of the formats ever became particularly popular outside of the A/V enthusiast market, though [=LaserDisc=] was the most successful overall ([[GermansLoveDavidHasselhoff especially in Japan]]). CED crashed and burned pretty hard, losing developers RCA nearly a '''billion''' dollars and contributing to the demise of the company in 1986. Video CD never became especially successful outside of a few niche applications (and in Asian countries other than Japan), but its SpiritualSuccessor, UsefulNotes/{{DVD}}, would finally achieve mass-market popularity. ||
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|| ''WesternAnimation/ChallengeOfTheGoBots'' || ''Franchise/{{Transformers}}'' || Rebranded western exports of Japanese [[TransformingMecha transforming robots]] toylines. Both lines [[WesternAnimation/DuelingWorks had a syndicated cartoon]] airing at the same time.|| Most ''Gobots'' were sized at 2/3 inches, with a small subset of larger "Super Gobots", while the ''Transformers'' scale was essentially the reverse. || Despite the ''Gobots'' toys being hyped as the winners early on and being considered by collectors to be superior to the similarly-sized ''Transformers'' Mini bots, ''Transformer'''s slick marketing and better fictional support lead it to gaining the upper hand, with the ''Gobots'' franchise petering out by 1987. ||

|| ''Franchise/GIJoeARealAmericanHero'' || ''The Corps!'' || Military action figure toylines produced in a 3/4 scale. || The original ''The Corps!'' line was an obvious low-budget [[FollowTheLeader clone]] of ''G.I. Joe'', enough that Hasbro threatened to sue Lanard over the original name of the toyline, ''Gung-Ho!''. The main differences were that the original ''Corps'' line did not have any "bad guy" characters and that the line was slow to introduce new toys, instead rereleasing a small number of figures and vehicles over and over. Going into the new millenium, ''The Corps!'' started to differentiate itself with a more colourful and futuristic style. || ''G.I. Joe: A Real American Hero'' is historically the more successful toyline and the franchise has much more pop-culture visibility, having multiple comic books, animated series and feature films to its name (By contrast, ''The Corps!'' only media tie-ins are two comic books, one of which lasted one issue.) That being said, ''The Corps!'' eventually built itself a solid niche due to good business decisions around the same time the ''G.I. Joe'' toyline completely collapsed into TheNewTens ||


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|| ''WesternAnimation/ChallengeOfTheGoBots'' || ''Franchise/{{Transformers}}'' || Rebranded western exports of Japanese [[TransformingMecha transforming robots]] toylines. Both lines [[WesternAnimation/DuelingWorks had a syndicated cartoon]] airing at the same time.|| Most ''Gobots'' were sized at 2/3 inches, with a small subset of larger "Super Gobots", while the ''Transformers'' scale was essentially the reverse. || Despite the ''Gobots'' toys being hyped as the winners early on by industry analysts due to their cheaper price point, less violent imagery, and being considered by collectors lack of [[KibblesAndBits easily lost small parts]] making them more attractive to be superior to the similarly-sized ''Transformers'' Mini bots, parents, ''Transformer'''s slick marketing marketing[[note]]Transformers had "cool" and evocative names, and detailled bios and tech specs that gave the character represented personalities and abilities even if the character did not appear in the tie-in media, while Gobots mostly had goofy punny names, no bios or faction sigil, and no strong themes to each faction[[/note]] and better fictional support lead it to gaining the upper hand, with the ''Gobots'' franchise petering out by 1987. ||

|| ''Franchise/GIJoeARealAmericanHero'' || ''The Corps!'' || Military action figure toylines produced in a 3/4 scale. || The original ''The Corps!'' line was an obvious low-budget [[FollowTheLeader clone]] of ''G.I. Joe'', enough that Hasbro threatened to sue successfully sued Lanard over the original name of the toyline, ''Gung-Ho!''. The main differences were that the original ''Corps'' line did not have any "bad guy" characters and that the line was slow to introduce new toys, instead rereleasing a small number of figures and vehicles over and over. Going into the new millenium, ''The Corps!'' started to differentiate itself with a more colourful and futuristic style. || ''G.I. Joe: A Real American Hero'' is historically by far the more successful toyline and the franchise has much more pop-culture visibility, having multiple comic books, animated series and feature films to its name (By contrast, ''The Corps!'' only media tie-ins fiction are two short webcomics on its official website and a a comic books, one of which book that lasted one issue.) a single issue) That being said, ''The Corps!'' eventually built itself a solid niche due to good business decisions at retail around the same time the ''G.I. Joe'' toyline completely collapsed into TheNewTens ||

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|| Kino International || TheCriterionCollection || Film distribution companies that specialize in arthouse and historically important films. Both release films regularly with a slew of supplemental material. || Kino was founded in 1977 with The Criterion Collection being founded in 1984 || The Criterion Collection seems to be the more recognizable name, so it wins in terms of financial success. However, both companies have met great acclaim for helping keep old films alive, especially silents. Kino helped fund the restoration when a complete print of the silent classic ''Metropolis'' was found, getting them much attention and praise. In reality, nobody is a loser here. ||

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|| Kino International || TheCriterionCollection Creator/TheCriterionCollection || Film distribution companies that specialize in arthouse and historically important films. Both release films regularly with a slew of supplemental material. || Kino was founded in 1977 with The Criterion Collection being founded in 1984 || The Criterion Collection seems to be the more recognizable name, so it wins in terms of financial success. However, both companies have met great acclaim for helping keep old films alive, especially silents. Kino helped fund the restoration when a complete print of the silent classic ''Metropolis'' was found, getting them much attention and praise. In reality, nobody is a loser here. ||
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|| UsefulNotes/XboxLiveArcade || Playstation Store, UsefulNotes/WiiWare Marketplace || "Casual gaming" marketplaces for home gaming consoles. || Xbox Live Arcade debuted on the original Xbox, but really took off with the UsefulNotes/{{Xbox 360}}. The other two debuted on the UsefulNotes/{{Playstation 3}} and UsefulNotes/{{Wii}} respectively, and later expanded their range to include the UsefulNotes/PlaystationPortable and [[UsefulNotes/NintendoDS DSi]]. || Xbox Live Arcade is currently the most successful and has the best overall reputation, likely due to the fact that it was the first out and the Xbox 360 is currently selling better than the Playstation 3. The Playstation Store is also quite successful, albeit not to the same extent. On its own terms the [=WiiWare=] Marketplace would be in last place by an embarrassingly huge margin, but as an offshoot to Nintendo's already-successful Virtual Console service, they can probably live with that. That being said, all three services are rapidly losing support from indie developers due to much more open digital distribution services such as the iPhone app store, UsefulNotes/{{Steam}}, {{Desura}}, and so on -- XBLA has been under fire by developers for years as being much less indie-friendly than it should be -- such as ludicrous fees (in the tens of thousands) for ''patches'' of all things. ||

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|| UsefulNotes/XboxLiveArcade || Playstation Store, UsefulNotes/WiiWare Marketplace || "Casual gaming" marketplaces for home gaming consoles. || Xbox Live Arcade debuted on the original Xbox, but really took off with the UsefulNotes/{{Xbox 360}}. The other two debuted on the UsefulNotes/{{Playstation 3}} and UsefulNotes/{{Wii}} respectively, and later expanded their range to include the UsefulNotes/PlaystationPortable and [[UsefulNotes/NintendoDS DSi]]. || Xbox Live Arcade is currently the most successful and has the best overall reputation, likely due to the fact that it was the first out and the Xbox 360 is currently selling better than the Playstation 3. The Playstation Store is also quite successful, albeit not to the same extent. On its own terms the [=WiiWare=] Marketplace would be in last place by an embarrassingly huge margin, but as an offshoot to Nintendo's already-successful Virtual Console service, they can probably live with that. That being said, all three services are rapidly losing support from indie developers due to much more open digital distribution services such as the iPhone app store, UsefulNotes/{{Steam}}, {{Desura}}, UsefulNotes/{{Desura}}, and so on -- XBLA has been under fire by developers for years as being much less indie-friendly than it should be -- such as ludicrous fees (in the tens of thousands) for ''patches'' of all things. ||
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|| LaserDisc || Video {{CD}}; UsefulNotes/{{CED}} || Early disc-based video systems. || [=LaserDisc=] hit the market first, and used humongous discs with an analogue data format. CED arrived a few years later (despite having been in development for longer than [=LaserDisc=]) and was basically a phonographic disc with video and a protective plastic cover. Video CD was the last to hit, boasting the smallest discs and digital technology, but also had the lowest picture quality (worse than VHS, in fact). || None of the formats ever became particularly popular outside of the A/V enthusiast market, though [=LaserDisc=] was the most successful overall ([[GermansLoveDavidHasselhoff especially in Japan]]). CED crashed and burned pretty hard, losing developers RCA nearly a '''billion''' dollars and contributing to the demise of the company in 1986. Video CD never became especially successful outside of a few niche applications (and in Asian countries other than Japan), but its SpiritualSuccessor, UsefulNotes/{{DVD}}, would finally achieve mass-market popularity. ||

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|| LaserDisc || Video {{CD}}; UsefulNotes/{{CD}}; UsefulNotes/{{CED}} || Early disc-based video systems. || [=LaserDisc=] hit the market first, and used humongous discs with an analogue data format. CED arrived a few years later (despite having been in development for longer than [=LaserDisc=]) and was basically a phonographic disc with video and a protective plastic cover. Video CD was the last to hit, boasting the smallest discs and digital technology, but also had the lowest picture quality (worse than VHS, in fact). || None of the formats ever became particularly popular outside of the A/V enthusiast market, though [=LaserDisc=] was the most successful overall ([[GermansLoveDavidHasselhoff especially in Japan]]). CED crashed and burned pretty hard, losing developers RCA nearly a '''billion''' dollars and contributing to the demise of the company in 1986. Video CD never became especially successful outside of a few niche applications (and in Asian countries other than Japan), but its SpiritualSuccessor, UsefulNotes/{{DVD}}, would finally achieve mass-market popularity. ||
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|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Creator/Nickelodeon}} began in TheEighties as {{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. Creator/CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''Series/ClarissaExplainsItAll'', ''Series/AllThat'', or ''Series/AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||

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|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Creator/Nickelodeon}} began in TheEighties as {{Pinwheel}}, Series/{{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. Creator/CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''Series/ClarissaExplainsItAll'', ''Series/AllThat'', or ''Series/AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||

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|| Walgreens || CVS Pharmacy, Rite Aid || Drugstore chain || Walgreens began in UsefulNotes/{{Chicago}} in 1901. CVS began in Massachusetts in 1967, and was part of the former Melville Corporation[[note]]former owners of the off-price clothing store Marshalls, plus several defunct retail chains such as Thom [=McAn=], Foxmoor Casuals, Wilsons Leather, KB Toys, and Linens 'n Things[[/note]] for many years. Rite Aid began as Thrif D Discount, a health and beauty store, in Pennsylvania in 1962 and added pharmacies six years later. || Walgreens is the only one of the three to operate in all 50 states, while CVS is the most profitable of the three. Rite Aid is a distant third in all aspects. ||

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|| Walgreens || CVS Pharmacy, Rite Aid || Drugstore chain || Walgreens began in UsefulNotes/{{Chicago}} in 1901. CVS began in Massachusetts in 1967, and was part of the former Melville Corporation[[note]]former owners of the off-price clothing store Marshalls, plus several defunct retail chains such as Thom [=McAn=], Foxmoor Casuals, Wilsons Leather, KB Toys, and Linens 'n Things[[/note]] for many years. Rite Aid began as Thrif D Discount, a health and beauty store, in Pennsylvania in 1962 and added pharmacies parmacies six years later. || Walgreens is the only one of the three to operate in all 50 states, while CVS is the most profitable of the three. Rite Aid is a distant third in all aspects. ||
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||Wontgomery Ward || Sears, Roebuck and Co. || 19th Century mail-order companies that developed physical department stores in the 20th Century. || Montgomery Ward was founded in 1873, and opened their first physical store in 1926. Sears published their first catalogs in 1888, and the first stores were opened in 1925. || Sears, on both the catalog and store fronts. Montgomery Ward discontinued their catalogs in 1985 and went out of business in 2001 (the website that bears its name launched in 2004 and was founded by a company that bought the trademark). The Sears catalog lasted until 1993 (and wewasre relaunched in 2007), and despite a number of business setbacks many of their stores remain open as of October 2017. ||
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|| Oreo || Hydrox || Chocolate sandwich cookies with cream filling. || Sunshine Biscuits rolled out Hydrox back in 1908, while Nabisco produced Oreo four years later. || Oreo still thrives today. Hydrox was reformulated as Droxies in 1996, and then discontinued in 2001. Hydrox was briefly revived by Kellogg's in 2008 to celebrate the cookie's 100th anniversary, and is set to make a full-on return in autumn 2014, courtesy of Leaf Brands (who now owns the trademark). It still has a strong cult following, and is said to be far superior to Oreo. ||

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|| Oreo || Hydrox || Oreo || Chocolate sandwich cookies with cream filling. || Sunshine Biscuits rolled out Hydrox back in 1908, while Nabisco produced Oreo four years later. || Oreo still thrives today. Hydrox was reformulated as Droxies in 1996, and then discontinued in 2001. Hydrox was briefly revived by Kellogg's in 2008 to celebrate the cookie's 100th anniversary, and is set to make a full-on return in autumn 2014, courtesy of Leaf Brands (who now owns the trademark). It still has a strong cult following, and is said to be far superior to Oreo. ||
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|| UsefulNotes/{{Steam}} || Direct2Drive, Impulse, Origin (formerly EA Store), Games for Windows Live marketplace, [[Website/GOGDotCom Gog.com]], many others. || Internet-based game delivery and content management systems. || Steam was the brainchild of Valve, [=Direct2Drive=] was created by IGN[[note]]and later bought out by [=GameFly=][[/note]], Impulse was founded by Stardock[[note]]but is now owned by [=GameStop=][[/note]], Origin is run by ElectronicArts, Gog.com is built by {{Creator/CDProjektRED}}, and Games for Windows Live marketplace, unsurprisingly, is run by Microsoft. || Steam benefited from having a series of [[KillerApp Killer Apps]] (first ''VideoGame/HalfLife2'', then ''VideoGame/CounterStrike: Source'', and most recently ''VideoGame/Left4Dead''), and currently holds a commanding lead. Origin has quickly taken over the second place spot thanks to EA making nearly all their new PC releases exclusive to the service, while third place is held by Gog.com, thanks to its large, DRM-free catalogue of indie and classic games. The other services scrap over a fairly minimal remaining marketshare. The Games for Windows Live marketplace crashed and burned pretty badly (eventually being discontinued in August 2013), and so was replaced by an integrated app store with more of a focus on indie and casual titles in Windows 8. ||

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|| UsefulNotes/{{Steam}} || Direct2Drive, Impulse, Origin (formerly EA Store), Games for Windows Live marketplace, [[Website/GOGDotCom Gog.com]], many others. || Internet-based game delivery and content management systems. || Steam was the brainchild of Valve, [=Direct2Drive=] was created by IGN[[note]]and later bought out by [=GameFly=][[/note]], Impulse was founded by Stardock[[note]]but is now owned by [=GameStop=][[/note]], Origin is run by ElectronicArts, Creator/ElectronicArts, Gog.com is built by {{Creator/CDProjektRED}}, and Games for Windows Live marketplace, unsurprisingly, is run by Microsoft. || Steam benefited from having a series of [[KillerApp Killer Apps]] (first ''VideoGame/HalfLife2'', then ''VideoGame/CounterStrike: Source'', and most recently ''VideoGame/Left4Dead''), and currently holds a commanding lead. Origin has quickly taken over the second place spot thanks to EA making nearly all their new PC releases exclusive to the service, while third place is held by Gog.com, thanks to its large, DRM-free catalogue of indie and classic games. The other services scrap over a fairly minimal remaining marketshare. The Games for Windows Live marketplace crashed and burned pretty badly (eventually being discontinued in August 2013), and so was replaced by an integrated app store with more of a focus on indie and casual titles in Windows 8. ||
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|| UsefulNotes/{{Betamax}} || Video Home System UsefulNotes/({{VHS}}); Video 2000 || Devices to watch movies at home. || ''Marketing books have been written on the subject''. || VHS recovered from a slow first few years to win out, thanks to its lower price and longer record times. Betamax is now synonymous with technological failure in the market, despite having better video/audio quality and durability. See also TheRuleOfFirstAdopters. Video 2000, meanwhile, ended up essentially dead-on-arrival after co-developers Philips and Grundig messed up their first line of [=VCRs=], rendering recordings on one company's machines incompatible with those of the other. ||

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|| UsefulNotes/{{Betamax}} || Video Home System UsefulNotes/({{VHS}}); (UsefulNotes/{{VHS}}); Video 2000 || Devices to watch movies at home. || ''Marketing books have been written on the subject''. || VHS recovered from a slow first few years to win out, thanks to its lower price and longer record times. Betamax is now synonymous with technological failure in the market, despite having better video/audio quality and durability. See also TheRuleOfFirstAdopters. Video 2000, meanwhile, ended up essentially dead-on-arrival after co-developers Philips and Grundig messed up their first line of [=VCRs=], rendering recordings on one company's machines incompatible with those of the other. ||
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|| {{Betamax}} || Video Home System ({{VHS}}); Video 2000 || Devices to watch movies at home. || ''Marketing books have been written on the subject''. || VHS recovered from a slow first few years to win out, thanks to its lower price and longer record times. Betamax is now synonymous with technological failure in the market, despite having better video/audio quality and durability. See also TheRuleOfFirstAdopters. Video 2000, meanwhile, ended up essentially dead-on-arrival after co-developers Philips and Grundig messed up their first line of [=VCRs=], rendering recordings on one company's machines incompatible with those of the other. ||

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|| {{Betamax}} UsefulNotes/{{Betamax}} || Video Home System ({{VHS}}); UsefulNotes/({{VHS}}); Video 2000 || Devices to watch movies at home. || ''Marketing books have been written on the subject''. || VHS recovered from a slow first few years to win out, thanks to its lower price and longer record times. Betamax is now synonymous with technological failure in the market, despite having better video/audio quality and durability. See also TheRuleOfFirstAdopters. Video 2000, meanwhile, ended up essentially dead-on-arrival after co-developers Philips and Grundig messed up their first line of [=VCRs=], rendering recordings on one company's machines incompatible with those of the other. ||
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|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Creator/Nickelodeon}} began in TheEighties as {{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. Creator/CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''Series/ClarissaExplainsItAll'', ''Series/AllThat'', or ''AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||

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|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Creator/Nickelodeon}} began in TheEighties as {{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. Creator/CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''Series/ClarissaExplainsItAll'', ''Series/AllThat'', or ''AreYouAfraidOfTheDark''.''Series/AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||
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|| Depend || TENA, Always Discreet || Adult diaper brands. Both offer more discreet and underwear-like products. || Depend, by Huggies manufacturer Kimberly-Clark, is the first major adult incontinence brand, while TENA, owned by Swedish consumer goods company SCA, is the most prominent competitor, also offering panty-liners/pads; Always Discreet, by Pampers manufacturer Procter & Gamble, is a sub-product of their Always line of feminine-hygiene products, aimed at the incontinence market. || Depend wins in the US with a larger market share and more recognition than the other two, but TENA has a much larger market share overseas. Always Discreet comes in second in both instances, though time will tell if it will catch up eventually, as they claim to have a more advanced product than Depend. ||

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|| Depend || TENA, Always Discreet || Adult diaper brands. Both offer more discreet and underwear-like products. || Depend, by Huggies manufacturer Kimberly-Clark, is the first major adult incontinence brand, while TENA, owned by Swedish consumer goods company SCA, is the most prominent competitor, also offering panty-liners/pads; Always Discreet, by Pampers manufacturer Procter & Gamble, is a sub-product of their Always line of feminine-hygiene products, aimed at the female incontinence market. || Depend wins in the US with a larger market share and more recognition than the other two, but TENA has a much larger market share overseas. Always Discreet comes in second in both instances, though time will tell if it will catch up eventually, as they claim to have a more advanced product than Depend. ||
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|| ''Coca-Cola'' || ''Pepsi'' || Cola-flavored, carbonated soft drinks created around the same time. || Coca-Cola has typically had more success with a "traditional" audience and with restaurant contracts and other exclusive-pouring-rights deals. Pepsi usually is more successful with younger audiences and outsells Coke at retail points-of-sale where both are available. || From TheOtherWiki... According to Beverage Digest's 2008 report on carbonated soft drinks, [=PepsiCo=]'s U.S. market share is 30.8 percent, while The Coca-Cola Company's is 42.7 percent. Coke lost ground to Pepsi in the late 1960s, but the [[TheyChangedItNowItSucks New Coke fiasco]] of 1985 and subsequent reintroduction of the original formula catapulted Coke back to the #1 spot, which it holds to this day. Internationally, Coke has more than double the market share of Pepsi, with just over 1/4 of the ''world'' market, and as of early 2013 continues restructuring and investing to grow non-US markets even further. ||

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|| ''Coca-Cola'' || ''Pepsi'' || Cola-flavored, carbonated soft drinks created around the same time. || Coca-Cola has typically had more success with a "traditional" audience and with restaurant contracts and other exclusive-pouring-rights deals. Pepsi usually is more successful with younger audiences and outsells Coke at retail points-of-sale where both are available. || From TheOtherWiki...Wiki/TheOtherWiki... According to Beverage Digest's 2008 report on carbonated soft drinks, [=PepsiCo=]'s U.S. market share is 30.8 percent, while The Coca-Cola Company's is 42.7 percent. Coke lost ground to Pepsi in the late 1960s, but the [[TheyChangedItNowItSucks New Coke fiasco]] of 1985 and subsequent reintroduction of the original formula catapulted Coke back to the #1 spot, which it holds to this day. Internationally, Coke has more than double the market share of Pepsi, with just over 1/4 of the ''world'' market, and as of early 2013 continues restructuring and investing to grow non-US markets even further. ||
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I want to cut the Main redirect.


|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Creator/Nickelodeon}} began in TheEighties as {{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. Creator/CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''ClarissaExplainsItAll'', ''AllThat'', or ''AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||

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|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Creator/Nickelodeon}} began in TheEighties as {{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. Creator/CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''ClarissaExplainsItAll'', ''AllThat'', ''Series/ClarissaExplainsItAll'', ''Series/AllThat'', or ''AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||
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|| Zorbeez || Sham Wow! || Super-absorbent towels. || While VinceOffer pitched Sham Wow!, Creator/BillyMays took on Zorbeez two years prior. || Sham Wow! is more well-known, despite coming out later. According to Popular Mechanics, it is the more effective of the two. ||

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|| Zorbeez || Sham Wow! || Super-absorbent towels. || While VinceOffer Creator/VinceOffer pitched Sham Wow!, Creator/BillyMays took on Zorbeez two years prior. || Sham Wow! is more well-known, despite coming out later. According to Popular Mechanics, it is the more effective of the two. ||
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|| Depend || TENA, Always Discreet || Adult diaper brands. Both offer more discreet and underwear-like products. || Depend, by Huggies manufacturer Kimberly-Clark, is the first major adult incontinence brand, while TENA, owned by Swedish consumer goods company SCA, is the most prominent competitor, also offering panty-liners/pads; Always Discreet, by Pampers manufacturer Procter & Gamble, is a sub-product of their Always line of feminine-hygiene products, aimed at the incontinence market. || Depend wins out with the biggest share of the market and more overall recognition. ||

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|| Depend || TENA, Always Discreet || Adult diaper brands. Both offer more discreet and underwear-like products. || Depend, by Huggies manufacturer Kimberly-Clark, is the first major adult incontinence brand, while TENA, owned by Swedish consumer goods company SCA, is the most prominent competitor, also offering panty-liners/pads; Always Discreet, by Pampers manufacturer Procter & Gamble, is a sub-product of their Always line of feminine-hygiene products, aimed at the incontinence market. || Depend wins out in the US with the biggest share of the a larger market share and more overall recognition.recognition than the other two, but TENA has a much larger market share overseas. Always Discreet comes in second in both instances, though time will tell if it will catch up eventually, as they claim to have a more advanced product than Depend. ||
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|| Depend || TENA || Adult diaper brands. Both offer more discreet and underwear-like products. || Depend, by Huggies manufacturer Kimberly-Clark, is the first major adult incontinence brand, with TENA, owned by Swedish consumer goods company SCA, is the most prominent competitor, also offering panty-liners/pads. || Depend wins out with the biggest share of the market and more overall recognition. ||

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|| Depend || TENA TENA, Always Discreet || Adult diaper brands. Both offer more discreet and underwear-like products. || Depend, by Huggies manufacturer Kimberly-Clark, is the first major adult incontinence brand, with while TENA, owned by Swedish consumer goods company SCA, is the most prominent competitor, also offering panty-liners/pads.panty-liners/pads; Always Discreet, by Pampers manufacturer Procter & Gamble, is a sub-product of their Always line of feminine-hygiene products, aimed at the incontinence market. || Depend wins out with the biggest share of the market and more overall recognition. ||
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None


|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Nickelodeon}} began in TheEighties as {{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. Creator/CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''ClarissaExplainsItAll'', ''AllThat'', or ''AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||

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|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Nickelodeon}} {{Creator/Nickelodeon}} began in TheEighties as {{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. Creator/CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''ClarissaExplainsItAll'', ''AllThat'', or ''AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||
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Added namespaces.


|| ''{{LEGO}}'' || ''Kre-O'' || [[RuleOfThree Construction building toys using interlocking "studs and tubes" blocks]] || What makes this bout stand out is the Kre-O is owned by Creator/{{Hasbro}}, most likely to satisfy the demand for BuiltWithLego toys of their [=IPs=], such as Franchise/{{Transformers}} and Franchise/GIJoe. Transformers seems to be the star player for Kre-O, thanks to [[WebAnimation/TransformersKreO a series of humorous animated shorts]] and [[Webcomic/TransformersKreO a series of humorous Manga pages]] [[ReferenceOverdosed loaded with]] {{Mythology Gag}}s. || Lego still maintains is foothold, but at least Kre-O has its place among Transformers fans, especially thanks to the [[http://tfwiki.net/wiki/Micro-Changer Micro-Changers]] [[note]] Blind-packed Kreons (Minifigures) with extra pieces allowing them to transform.[[/note]] ||
|| ''LegoFriends'' || ''Mega Bloks'' Barbie || The interlocking brick toys develop specialized lines for girls || Lego Friends – not the first female-oriented line from the iconic toy-maker, as lines for girls were introduced as far back as the early 1970s – was introduced in an effort to draw more girls to the toy. A new line of characters – in fact, new mini figure styles, called "Mini-Dolls" – was introduced to go with the set. When the Friends shook off early controversy to become a huge success, Mega Bloks collaborated with Mattel to introduce a lower-cost "construction set for girls" line using the iconic doll line as its basis, hoping to draw customers who wanted a more familiar doll line to play with – girls who've been around for years instead of unfamiliar characters. Like regular Mega Bloks and other Lego rivals, they're often seen in discount and non-superstore stores. || Lego Friends became a huge success and – as is the case with its other products vs. competing brands – sell far better than Mega Bloks' rival line, although the Barbie sets are frequently seen on toy store shelves … near the Friends sets, ironically enough. The success of Friends even inspired Lego to collaborate with Disney to introduce a second line of girl-oriented sets, based on Franchise/DisneyPrincess movies such as ''{{Disney/Cinderella}}'', ''Disney/TheLittleMermaid'', and ''Disney/{{Frozen}}''. ||

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|| ''{{LEGO}}'' ''Toys/{{LEGO}}'' || ''Kre-O'' || [[RuleOfThree Construction building toys using interlocking "studs and tubes" blocks]] || What makes this bout stand out is the Kre-O is owned by Creator/{{Hasbro}}, most likely to satisfy the demand for BuiltWithLego toys of their [=IPs=], such as Franchise/{{Transformers}} and Franchise/GIJoe. Transformers seems to be the star player for Kre-O, thanks to [[WebAnimation/TransformersKreO a series of humorous animated shorts]] and [[Webcomic/TransformersKreO a series of humorous Manga pages]] [[ReferenceOverdosed loaded with]] {{Mythology Gag}}s. || Lego still maintains is foothold, but at least Kre-O has its place among Transformers fans, especially thanks to the [[http://tfwiki.net/wiki/Micro-Changer Micro-Changers]] [[note]] Blind-packed Kreons (Minifigures) with extra pieces allowing them to transform.[[/note]] ||
|| ''LegoFriends'' ''Toys/LegoFriends'' || ''Mega Bloks'' Barbie || The interlocking brick toys develop specialized lines for girls || Lego Friends – not the first female-oriented line from the iconic toy-maker, as lines for girls were introduced as far back as the early 1970s – was introduced in an effort to draw more girls to the toy. A new line of characters – in fact, new mini figure styles, called "Mini-Dolls" – was introduced to go with the set. When the Friends shook off early controversy to become a huge success, Mega Bloks collaborated with Mattel to introduce a lower-cost "construction set for girls" line using the iconic doll line as its basis, hoping to draw customers who wanted a more familiar doll line to play with – girls who've been around for years instead of unfamiliar characters. Like regular Mega Bloks and other Lego rivals, they're often seen in discount and non-superstore stores. || Lego Friends became a huge success and – as is the case with its other products vs. competing brands – sell far better than Mega Bloks' rival line, although the Barbie sets are frequently seen on toy store shelves … near the Friends sets, ironically enough. The success of Friends even inspired Lego to collaborate with Disney to introduce a second line of girl-oriented sets, based on Franchise/DisneyPrincess movies such as ''{{Disney/Cinderella}}'', ''Disney/TheLittleMermaid'', and ''Disney/{{Frozen}}''. ||
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|| ''Franchise/GIJoeARealAmericanHero'' || ''The Corps!'' || Military action figure toylines produced in a 3/4 scale.|| The original ''The Corps!'' line was an obvious low-budget [[FollowTheLeader clone]] of ''G.I. Joe'', enough that Hasbro threatened to sue Lanard over the original name of the toyline, ''Gung-Ho!''. The main differences were that the original ''Corps'' line did not have any "bad guy" characters and that the line was slow to introduce new toys, instead rereleasing a small number of figures and vehicles over and over. Going into the new millenium, ''The Corps!'' started to differentiate itself with a more colourful and futuristic style. || ''G.I. Joe: A Real American Hero'' is historically the more successful toyline and the franchise has much more pop-culture visibility, having multiple comic books, animated series and feature films to its name (By contrast, ''The Corps!'' only media tie-ins are two comic books, one of which lasted one issue.) That being said, ''The Corps!'' eventually built itself a solid niche due to good business decisions around the same time the ''G.I. Joe'' toyline completely collapsed into TheNewTens ||


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|| ''Franchise/GIJoeARealAmericanHero'' || ''The Corps!'' || Military action figure toylines produced in a 3/4 scale. || The original ''The Corps!'' line was an obvious low-budget [[FollowTheLeader clone]] of ''G.I. Joe'', enough that Hasbro threatened to sue Lanard over the original name of the toyline, ''Gung-Ho!''. The main differences were that the original ''Corps'' line did not have any "bad guy" characters and that the line was slow to introduce new toys, instead rereleasing a small number of figures and vehicles over and over. Going into the new millenium, ''The Corps!'' started to differentiate itself with a more colourful and futuristic style. || ''G.I. Joe: A Real American Hero'' is historically the more successful toyline and the franchise has much more pop-culture visibility, having multiple comic books, animated series and feature films to its name (By contrast, ''The Corps!'' only media tie-ins are two comic books, one of which lasted one issue.) That being said, ''The Corps!'' eventually built itself a solid niche due to good business decisions around the same time the ''G.I. Joe'' toyline completely collapsed into TheNewTens ||

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|| ''Franchise/GIJoeARealAmericanHero'' || ''The Corps!'' || Military action figure toylines produced in a 3/4 scale.|| The original ''The Corps!'' line was an obvious lower-budget [[FollowTheLeader clone]] of ''G.I. Joe'', enough that Hasbro successfully sued Lanard over their "Gung-Ho!" figure. The main differences were that the original ''Corps'' line did not have any "bad guy" characters and that the line was slow to introduce new toys, instead rereleasing a small number of figures and vehicles over and over. Going into the new millenium, ''The Corps!'' started to differentiate itself with a more colourful and futuristic style. || ''G.I. Joe: A Real American Hero'' is historically the more successful toyline and the franchise has much more pop-culture recognizability, having multiple comic books, animated series and feature films to its name (By contrast, ''The Corps!'' only media tie-ins are two comic books, one of which lasted one issue.) That being said, ''The Corps!'' eventually built itself a solid niche due to good business decisions around the same time the ''G.I. Joe'' toyline completely collapsed into TheNewTens ||


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|| ''Franchise/GIJoeARealAmericanHero'' || ''The Corps!'' || Military action figure toylines produced in a 3/4 scale.|| The original ''The Corps!'' line was an obvious lower-budget low-budget [[FollowTheLeader clone]] of ''G.I. Joe'', enough that Hasbro successfully sued threatened to sue Lanard over their "Gung-Ho!" figure.the original name of the toyline, ''Gung-Ho!''. The main differences were that the original ''Corps'' line did not have any "bad guy" characters and that the line was slow to introduce new toys, instead rereleasing a small number of figures and vehicles over and over. Going into the new millenium, ''The Corps!'' started to differentiate itself with a more colourful and futuristic style. || ''G.I. Joe: A Real American Hero'' is historically the more successful toyline and the franchise has much more pop-culture recognizability, visibility, having multiple comic books, animated series and feature films to its name (By contrast, ''The Corps!'' only media tie-ins are two comic books, one of which lasted one issue.) That being said, ''The Corps!'' eventually built itself a solid niche due to good business decisions around the same time the ''G.I. Joe'' toyline completely collapsed into TheNewTens ||

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|| ''WesternAnimation/ChallengeOfTheGoBots'' || ''Franchise/{{Transformers}}'' || Rebranded western exports of Japanese [[TransformingMecha transforming robots]] toylines. Both lines [[WesternAnimation/DuelingWorks had a syndicated cartoon]] airing at the same time.|| Most ''Gobots'' were sized at 2/3 inches, with an handful of larger "Super Gobots", while ''Transformers''s scale was essentially the reverse. || Despite the ''Gobots'' toys being hyped as the winners early on and being considered by collectors to be superior to the similarly-sized ''Transformers'' Mini bots, ''Transformer'''s sleeker marketing and better fictional support lead it to gaining the upper hand, with the ''Gobots'' franchise petering out by 1987. ||

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|| ''WesternAnimation/ChallengeOfTheGoBots'' || ''Franchise/{{Transformers}}'' || Rebranded western exports of Japanese [[TransformingMecha transforming robots]] toylines. Both lines [[WesternAnimation/DuelingWorks had a syndicated cartoon]] airing at the same time.|| Most ''Gobots'' were sized at 2/3 inches, with an handful a small subset of larger "Super Gobots", while ''Transformers''s the ''Transformers'' scale was essentially the reverse. || Despite the ''Gobots'' toys being hyped as the winners early on and being considered by collectors to be superior to the similarly-sized ''Transformers'' Mini bots, ''Transformer'''s sleeker slick marketing and better fictional support lead it to gaining the upper hand, with the ''Gobots'' franchise petering out by 1987. ||
||

|| ''Franchise/GIJoeARealAmericanHero'' || ''The Corps!'' || Military action figure toylines produced in a 3/4 scale.|| The original ''The Corps!'' line was an obvious lower-budget [[FollowTheLeader clone]] of ''G.I. Joe'', enough that Hasbro successfully sued Lanard over their "Gung-Ho!" figure. The main differences were that the original ''Corps'' line did not have any "bad guy" characters and that the line was slow to introduce new toys, instead rereleasing a small number of figures and vehicles over and over. Going into the new millenium, ''The Corps!'' started to differentiate itself with a more colourful and futuristic style. || ''G.I. Joe: A Real American Hero'' is historically the more successful toyline and the franchise has much more pop-culture recognizability, having multiple comic books, animated series and feature films to its name (By contrast, ''The Corps!'' only media tie-ins are two comic books, one of which lasted one issue.) That being said, ''The Corps!'' eventually built itself a solid niche due to good business decisions around the same time the ''G.I. Joe'' toyline completely collapsed into TheNewTens ||

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So Cool Its Awesome is a fanspeak term that doesn't get wicks.


Like DuelingShows or DuelingMovies, sometimes two (or more) items in the market are in direct competition of one another. Like always these products have to be in use at the same time, otherwise it's FollowTheLeader or SerialNumbersFiledOff. Also the UsefulNotes/ConsoleWars and UsefulNotes/ComputerWars have their own entries (along with their own [[DuelingGames dueling category.]]) It was [[SoCoolItsAwesome epic.]]

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Like DuelingShows or DuelingMovies, sometimes two (or more) items in the market are in direct competition of one another. Like always these products have to be in use at the same time, otherwise it's FollowTheLeader or SerialNumbersFiledOff. Also the UsefulNotes/ConsoleWars and UsefulNotes/ComputerWars have their own entries (along with their own [[DuelingGames dueling category.]]) It was [[SoCoolItsAwesome epic.]]
epic.
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|| ''Oxo'' || ''Bovril'' || Highly concentrated meat stock that could be made into soup. || Oxo was created by German chemist Baron Justus von Liebig, who created the Meat extract method in 1840 and began production in 1866. Bovril was made by Scotsman John Lawson Johnston as resqusted by the French to feed their people during their war with Prussia in 1870. || Oxo is still available in Britain and South Africa which the former is where the company that owns the brand in located. Bovril is more popular and recognizable around the world. ||

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|| ''Oxo'' || ''Bovril'' || Highly concentrated meat stock that could be made into soup. || Oxo was created by German chemist Baron Justus von Liebig, who created the Meat extract method in 1840 and began production in 1866. Bovril was made by Scotsman John Lawson Johnston as resqusted by the French to feed their people during their war with Prussia in 1870. || Oxo is still available in Britain Britain, Canada and South Africa which Africa, the former is first being where the company that owns the brand in is located. Bovril is more popular and recognizable around the world. ||



|| Ride/DisneyThemeParks || Ride/UniversalStudios || Very elaborate and high-tech theme parks, owned by a major entertainment company. || Disney is widely associated with a family audience, while Universal skews slightly older (and has the added appeal of real movie sets and props on display). Universal Studios technically came first, since the studio tour began in 1915, but it didn't make the transfer to a theme park until 1964- nine years after the opening of Disneyland. || Disney has more parks worldwide (currently 11, with a new one opening in 2015; compare to Universal's 5, with 2 more planned), and is currently the most-visited amusement park operator in the world, with about 119 million annual visitors. Universal is ''third'', with about 30 million annual visitors, behind Merlin Entertainments, with 41 million. ||

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|| Ride/DisneyThemeParks || Ride/UniversalStudios || Very elaborate and high-tech theme parks, owned by a major entertainment company. || Disney is widely associated with a family audience, while Universal skews slightly older (and has the added appeal of real movie sets and props on display). Universal Studios technically came first, since the studio tour began in 1915, but it didn't make the transfer to a theme park until 1964- 1964 -- nine years after the opening of Disneyland. || Disney has more parks worldwide (currently 11, with a new one opening in 2015; compare to Universal's 5, with 2 more planned), and is currently the most-visited amusement park operator in the world, with about 119 million annual visitors. Universal is ''third'', with about 30 million annual visitors, behind Merlin Entertainments, with 41 million. ||
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|| Columbia 33 1/3 rpm long-playing record || RCA 45 rpm single record || Vinyl microgroove discs with better, quieter sound and more durability than shellac-based 78 rpm records. || Creator/ColumbiaRecords introduced the LP in 1948, with Creator/RCARecords responding with the 7" 45 a year later. Both companies were unwilling to license the other's technology at first; Columbia released 7" 33 1/3 rpm singles while RCA released 45 rpm albums on multiple discs packaged like the old 78 rpm albums. || This battle ended up being a tie, with both formats flourishing: the LP became the standard format for albums while the 45 rpm speed became the standard for singles. RCA began issuing LP albums in March 1950 and Columbia started releasing singles on 45 in August 1950. 33 1/3 rpm singles made a brief, unsuccessful comeback during 1959-62.[[/note]]||

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|| Columbia 33 1/3 rpm long-playing record || RCA 45 rpm single record || Vinyl microgroove discs with better, quieter sound and more durability than shellac-based 78 rpm records. || Creator/ColumbiaRecords introduced the LP in 1948, with Creator/RCARecords responding with the 7" 45 a year later. Both companies were unwilling to license the other's technology at first; Columbia released 7" 33 1/3 rpm singles while RCA released 45 rpm albums on multiple discs packaged like the old 78 rpm albums. || This battle ended up being a tie, with both formats flourishing: the LP became the standard format for albums while the 45 rpm speed became the standard for singles. RCA began issuing LP albums in March 1950 and Columbia started releasing singles on 45 in August 1950. 33 [[note]]33 1/3 rpm singles made a brief, unsuccessful comeback during 1959-62.[[/note]]||
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|| Columbia 33 1/3 rpm long-playing record || RCA 45 rpm single record || Vinyl microgroove discs with better, quieter sound and more durability than shellac-based 78 rpm records. || Creator/ColumbiaRecords introduced the LP in 1948, with Creator/RCARecords responding with the 7" 45 a year later. Both companies were unwilling to license the other's technology at first; Columbia released 7" 33 1/3 rpm singles while RCA released 45 rpm albums on multiple discs packaged like the old 78 rpm albums. || This battle ended up being a tie, with both formats flourishing: the LP became the standard format for albums while the 45 rpm speed became the standard for singles. RCA began issuing LP albums in March 1950 and Columbia started releasing singles on 45 in August 1950. ||

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|| Columbia 33 1/3 rpm long-playing record || RCA 45 rpm single record || Vinyl microgroove discs with better, quieter sound and more durability than shellac-based 78 rpm records. || Creator/ColumbiaRecords introduced the LP in 1948, with Creator/RCARecords responding with the 7" 45 a year later. Both companies were unwilling to license the other's technology at first; Columbia released 7" 33 1/3 rpm singles while RCA released 45 rpm albums on multiple discs packaged like the old 78 rpm albums. || This battle ended up being a tie, with both formats flourishing: the LP became the standard format for albums while the 45 rpm speed became the standard for singles. RCA began issuing LP albums in March 1950 and Columbia started releasing singles on 45 in August 1950. ||
33 1/3 rpm singles made a brief, unsuccessful comeback during 1959-62.[[/note]]||
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|| Oculus Rift || HTC Vive; Sony [=PlayStation=] VR || Virtual reality devices, released in 2016. || The Rift and Vive are designed for high-end [=PCs=], while the [=PlayStation=] VR is an accessory for the UsefulNotes/{{Playstation 4}}. The former two also have in-built motion tracking, while the PSVR relies on the [=PS4's=] camera to track head position. The Vive is the only one of the three to include motion controllers as standard, with the other two having them as optional extras. || With all three systems out, it's looking like the PSVR is already the winner in sales terms, having quickly outpaced both its rivals thanks to the ''combined'' price of a [=PS4=] and PSVR being equal to or lower than them. That being said, the Vive has been near-unanimously deemed the best system of the three by critics. The Rift seems to be suffering from MiddleChildSyndrome, not being as technologically impressive as the Vive, and still far more expensive than the PSVR. ||

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|| Oculus Rift UsefulNotes/OculusRift || HTC Vive; Sony [=PlayStation=] VR || Virtual reality VirtualReality devices, released in 2016. || The Rift and Vive are designed for high-end [=PCs=], while the [=PlayStation=] VR is an accessory for the UsefulNotes/{{Playstation 4}}. The former two also have in-built motion tracking, while the PSVR relies on the [=PS4's=] camera to track head position. The Vive is the only one of the three to include motion controllers as standard, with the other two having them as optional extras. || With all three systems out, it's looking like the PSVR is already the winner in sales terms, having quickly outpaced both its rivals thanks to the ''combined'' price of a [=PS4=] and PSVR being equal to or lower than them. That being said, the Vive has been near-unanimously deemed the best system of the three by critics. critics due to its precise Lighthouse tracking system and included motion controllers. The Rift seems to be suffering suffered from MiddleChildSyndrome, not being as tracking issues for the first three months of Oculus Touch's availability, making it look technologically impressive as inferior to the Vive, and still Vive while being far more expensive than the PSVR. PSVR, but a recent software update that fixed the tracking problems and a significant price cut to $600 for Rift and Touch combined could help redeem Oculus in the VR market.||
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|| ''{{LEGO}}'' || ''Kre-O'' || [[RuleOfThree Construction building toys using interlocking "studs and tubes" blocks]] || What makes this bout stand out is the Kre-O is owned by Creator/{{Hasbro}}, most likely to satisfy the demand for BuiltWithLego toys of their IPs, such as Franchise/{{Transformers}} and Franchise/GIJoe. Transformers seems to be the star player for Kre-O, thanks to [[WebAnimation/TransformersKreO a series of humorous animated shorts]] and [[Webcomic/TransformersKreO a series of humorous Manga pages]] [[ReferenceOverdosed loaded with]] {{Mythology Gag}}s. || Lego still maintains is foothold, but at least Kre-O has its place among Transformers fans, especially thanks to the [[http://tfwiki.net/wiki/Micro-Changer Micro-Changers]] [[note]] Blind-packed Kreons (Minifigures) with extra pieces allowing them to transform.[[/note]] ||

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|| ''{{LEGO}}'' || ''Kre-O'' || [[RuleOfThree Construction building toys using interlocking "studs and tubes" blocks]] || What makes this bout stand out is the Kre-O is owned by Creator/{{Hasbro}}, most likely to satisfy the demand for BuiltWithLego toys of their IPs, [=IPs=], such as Franchise/{{Transformers}} and Franchise/GIJoe. Transformers seems to be the star player for Kre-O, thanks to [[WebAnimation/TransformersKreO a series of humorous animated shorts]] and [[Webcomic/TransformersKreO a series of humorous Manga pages]] [[ReferenceOverdosed loaded with]] {{Mythology Gag}}s. || Lego still maintains is foothold, but at least Kre-O has its place among Transformers fans, especially thanks to the [[http://tfwiki.net/wiki/Micro-Changer Micro-Changers]] [[note]] Blind-packed Kreons (Minifigures) with extra pieces allowing them to transform.[[/note]] ||
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|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Nickelodeon}} began in TheEighties as {{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''ClarissaExplainsItAll'', ''AllThat'', or ''AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||

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|| Creator/{{Nickelodeon}} || Creator/CartoonNetwork || Television networks with a primary focus on children's animation. Both networks are among the primary sources of {{UsefulNotes/Television}} animation, having been so for the last 20 years. They're also two of the major forces against the AnimationAgeGhetto. || {{Nickelodeon}} began in TheEighties as {{Pinwheel}}, with intent as the first kids' network. In 1990, it debuted its [[WesternAnimation/{{Doug}} first]] [[WesternAnimation/TheRenAndStimpyShow original]] [[WesternAnimation/{{Rugrats}} programs]]. Overall, Nick focuses more on general kids' entertainment, with the Creator/NickJr and Creator/TeenNick sub-networks focusing on preschoolers and teenagers, respectively. CartoonNetwork Creator/CartoonNetwork began on 1992, with Ted Turner's acquirement of the Creator/HannaBarbera, Creator/{{MGM}}, and Creator/WarnerBros animation libraries, eventually shifting focus to original content as well. Overall, CN focuses more on general animation, with the Creator/AdultSwim block cornering the market on adult animation, and the Creator/{{Toonami}} block introducing American audiences to {{Anime}}. || Currently, the animation {{fandom}} will give to CN, having recovered from its infamous tangle with NetworkDecay and put out great shows such as ''WesternAnimation/AdventureTime'' and ''WesternAnimation/StevenUniverse'', while Nick is currently relying on constant reruns ''WesternAnimation/SpongeBobSquarePants'', ''WesternAnimation/TheFairlyOddparents'', any flavor-of-the-week cartoon they made as a successor to those two (''WesternAnimation/{{Breadwinners}}'', ''WesternAnimation/SanjayAndCraig'', ''WesternAnimation/FanboyAndChumChum''), and other live-action shows they have that don't exactly have the wit and sparkle of the older shows, like ''ClarissaExplainsItAll'', ''AllThat'', or ''AreYouAfraidOfTheDark''. Overall, both networks have had their ups and downs, have lasted long enough to [[Series/The90sAreAllThat appeal to the]] [[WesternAnimation/CartoonPlanet nostalgia market]], and just about every show in their libraries has its fans young and old. Currently, Nick sees more financial success whereas CN is a bigger hit with [[PeripheryDemographic older audiences]]. ||

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