Here's a thumbnail
sketch of how Version 2.0 came to be. As a child of the Sixties
who somehow managed to grow up without a Digi-Comp, I stumbled
upon it only recently, in the course of researching educational
toys of the past. There it was in a 1968 Childcraft catalog
salvaged from my parents' attic, at the tantalizing price of
$5.95 (about $35 in today's coinage). With curiosity piqued, I
started checking eBay listings. Thirty years out of production
and apparently something of a collector's item, a few old
Digi-Comps were turning up every month but typically selling in
the $150 range—a far cry from $5.95 or even $35. For some months
I kept checking back—and one day a listing happened to mention
the existence of a Yahoo group called FriendsOfDigiComp.
That was the turning point. A
few further clicks revealed that since February 1999, in over a
thousand posts, several hundred subscribers to the Yahoo
group—mostly middle-aged men, it would seem—had been sharing
their reminiscences of geeky Sixties childhoods, subsequent
careers in computing and allied fields, and dreams of
reacquiring (or maybe even remanufacturing) a certain favorite
toy that they'd all had in common. Digi-Comp
I first appeared under America's Christmas trees in 1963 as a
cardboard box emblazoned with the words "first real
operating digital computer in plastic." Inside were an
assortment of styrene plates in red and white, a dozen wire
rods, some rubber bands and plastic tubes. Following along in
the assembly instructions, you snapped the pieces together to
produce a sturdy replica of the strange-looking contraption
depicted on the box. OK, so now you'd built a
"computer"-how the heck did it "work"? With
some prodding and tugging, you could make it emit some clacking
sounds, but the three digits in the readout window stayed locked
at "000".
So at
that point, you either gave up or, impelled by curiosity—or
maybe some predisposition to follow instructions that other kids
lacked—opened the accompanying manual. And perhaps also a new
door in your life... I
was eleven years old (53 now) when I received a Digi-Comp I for
Christmas. I was fascinated with it from a mechanical standpoint
and played with it for hours. Even when I had mastered all the
programs, I would still get it out and see what it could do. I
played with it off and on for a couple of years until it wore
out or broke, can't remember which. I think of it as the spark
that got me interested in computing, a career that has been and
remains a lot of fun.
[knuck1723: Message 885, Jan 27, 2005]
I was given a Digi-Comp I as a child, but I'm not sure of the
exact date. It was sold in the UK by I-Cor of 18 Stamford Hill,
London N16. I sent a program to ESR as I was invited to do on
p.47 of the "Detailed Programming" manual, and waited
for my $10, but I have not heard from them yet.
[david_susx: Message 117, Oct 4, 1999]
My uncle began to teach me about mainframes, showed me
Gunner-IV on the GE Timesharing network via teletype and around
that time I got a Digi-Comp I. I also began designing primitive
switch based computers using multi-pole switches and relays. I
tried the old wire wrapped around a nail with tin can contacts
all connected directly to house current. Boy were my parents
mad. The Digi-Comp was a lot simpler to work with. I think the
mystery of how it really worked stayed with me and has only now
been solved.
[maverick_78726: Message 167, Mar 6, 2000]
My most quixotic programming effort ever was trying to
program perfect tic-tac-toe on my Digi-Comp I in 6th grade.
Before I started, I realized tic-tac-toe was a never-lose game
with the right strategy. I discovered the rotation and
reflection symmetries of the game right away, but I never
cottoned on to the fact that there just wasn't enough memory in
old Digi-Comp to get the job done. I filled up a whole sheet of
posterboard with the game tree, though.
[colloquialdotcom: Message 298, Jan 29, 2001] Speed-reading
through years of these posts archived in the Yahoo group, I
discovered much more than shared personal recollections. For
example, some contributors had diligently pursued leads to learn
more about ESR (Education Science Research), the small New
Jersey-based company that introduced Digi-Comp along with
several other educational toys in the Sixties, and then folded.
One message shared a communication from an ESR founder: Irv
Lieberman was the guy with the original idea to construct a
mechanical digital computer. He worked with Bill Duerig and Dave
Hogan at the same company. Bill and Dave helped him to improve
the idea and build a working model for the annual March NYC toy
fair. The original model used six circular planes with clock
rods on the perimeter and was about 1 ft in diameter. Sears
became interested but wanted a simpler model. So they redesigned
into the form we know today. Irv was bothered by the
simplification because it reduced the problem set significantly
but he came up with some pretty cool problems in the booklet.
The redesigned Digi-Comp was built within hours using stiff
paper material and shown to the Sears buyer again who said he
liked it. They then found a plastics engineer who helped create
the production Digi-Comp I and the company had its first
product. ... They eventually sold 250,000 Digi-Comp I machines.
[maverick_78726: Message 178 (based on letter from Bill Duerig),
Mar 15, 2000] In addition
to their message archives, the Friends of Digi-Comp had
accumulated a great repository of digital files: scans of the
original assembly instructions and manual, photos of the plastic
components, detailed specs-everything an inveterate cardboard
modeler like myself (still unwilling to pay eBay's going rate)
needed to start building a working model. Several knife blades
later, with a somewhat wobbly prototype in front of me, it was
time for a test drive: attaching four tubes to four tabs to
create a simple routine that toggled one of the readout digits
between 0 and 1 with each clock cycle. The gizmo worked! (And in
fact you'll be trying the same thing yourself quite soon, as
Experiment 1 in the rewritten manual's Lab section.) At least
half the fun was figuring out the ingenious inner workings of
the mechanism itself. For
youngsters of the Sixties to whom the word "computer"
conjured up room-size machines with tape drives and punched
cards, this first brush with digital logic must have left a
lasting impression. For me, a programmer/author of later
microcomputer and multimedia eras, the fascination was being
able to literally create code "by hand" on a
mechanical computer. The more I worked through various
programming examples, the more I realized that Digi-Comp wasn't
so much a computer as a little logic machine. The principles it
embodies, like AND and OR gates and Boolean algebra, are still
fundamental to digital circuitry after all these years. And the
best thing about Digi-Comp is that it makes such concepts
tangible and visible— exactly as its inventors intended. It's
a rare educational toy whose lessons endure this long.
This
new edition of Digi-Comp I is dedicated to the members of
FriendsOfDigiComp, without whose communications and
contributions it simply would not have been possible. Over the
years they've floated many ideas for reissuing Digi-Comp in one
form or another. I've taken a different approach with this
cardboard kit, and have rewritten the manual from the ground up,
but they were clearly onto something—and their collective
enthusiasm bolstered my own conviction that Digi-Comp deserved a
new lease on life. In a sense the effort was undertaken,
unbeknownst and unbidden, for this group of devotees. And with
the new version out in the world, there is still much
of the Digi-Comp and ESR story that remains to be told... new
users to enlighten... and new problems to invent and solve.
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