Iconic Machines

Historical Document

E.S.R. brochure: The Amazing Dr. NIM, Think-a-Dot, Digi-Comp I

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E.S.R. sales brochure for its three logic toys.

Author
E.S.R., Inc.
Type
Historical Document
Credit
E.S.R., Inc.; copy from archive.org

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E.S.R. brochure: The Amazing Dr. NIM, Think-a-Dot, Digi-Comp I

The Amazing DR. NIM’ For Ages 6 to Adult WHO is DR. NIM? He is a fas- cinating, challenging plastic digital computer. Ingeniously designed and simply made so that all can play against him. Less than a minute is needed to learn the rules of play. If you can count, you can play DR. NIM. Or, if you wish, you may try to work out the mathe- matical formulas for beating him at the ancient game of NIM. This game, played for thousands of years, really comes to life with DR. NIM. The instruction booklet that comes with DR. NIM not only describes the extremely simple rules of play, BUT it also presents a detailed write-up of DR. NIM as a COMPUTER. INCLUDED are discussions of the mathematics and the programming of computers. An intriguing discussion of the philosophy of computers as ‘‘Thinking Machines’’ is included. DR. NIM was invented by a computer genius. That is why he is so simple to operate and yet so intriguing to play by both young and old. Many variations on the basic game of DR. NIM are possible. You can even make DR. NIM play against himself or you can use DR. NIM to play against another person. Match your wits against DR. NIM. . . He has been fully tested with children and adults. Guaranteed to perform . . . Guaranteed to please. ‘TM AGES 6 to ADULT (and Ph.D.) THINK@DOT For Ages 3 to Adult This remarkable color pattern game uses a plastic digital com- puter that changes colors of its spots (Flip-Flops) by dropping marbles into the three holes on top. THINK-A-DOT is the ut- most in simplicity (a 2-year-old can operate it) and yet it will fascinate a Ph.D. in computers. Here are the basic instructions . . » “Tilt THINK-A-DOT on its side . . . now stand it up again . now, drop a marble into any of the three holes on top over and over again until you have made all the color spots (Flip-Flops) blue . . . or yellow.”’ That’s all there is to the basic game. Then you can start playing hundreds of variations . . . program special patterns. THINK-A-DOT can be played by one or two players. The instruction booklet compares THINK-A-DOT to electronic com- puters and discusses its basic computer structure (it is made of 8 plastic Flip-Flops ingeniously connected by OR gates!). The in- terested person can thus work out a flow chart for programming THINK-A-DOT. THINK-A-DOT will find a place in your home, your office and your children’s playroom. Get several. You’ll be delighted with this imaginative game in the form of a plastic digital computer. Fully tested and fully guaranteed to delight. AGES 3 to ADULT (and Ph.D.) A WORD ABOUT THE INVENTORS E.S.R., Inc. was founded several years ago by three scientists and engineers who wanted to provide toys and educational de- vices that would have those qualities that lead children and adults to fuller and more successful lives — and yet bring en- joyment to all. Their first attempt, DIGI COMP I, was an instant success. Today, tens of thousands of youngsters and adults in America and Canada have enjoyed DIGI COMP and now have been introduced to the computer field. Over a thousand public and private schools have used DIGI COMP for classroom demon- strations. New textbooks in Science and Mathematics are includ- ing a discussion of DIGI COMP. With the new advanced manual now available for DIGI COMP a very thorough examination of computer math and fundamentals is now a reality for all. With the success of DIGI COMP, E.S.R., Inc. is continuing in the same direction, providing toys with a purpose. The Amazing DR. NIM is uncanny in its simplicity and skill. Although com- _ pletely different than DIGI COMP I, it is still a real binary digi- tal computer entirely in plastic which can provide an insight and understanding into the ‘‘thinking’’ ability of man-made machines. THINK-A-DOT is again in the same theme, a binary digital com- puter entirely in plastic, but uniquely different in its structure. Here is a case of a computer that provides unending fun (even a two-year-old is fascinated), but also challenges the skill of a computer expert. The scientists at E.S.R. have proven that devices that actually operate on basic engineering principles provide in reality far greater pleasure than pseudo or fake gadgets that insult the intelligence. They have shown that you, the American public, want and in fact prefer the real thing and want to learn while you play. This is the objective of E.S.R. — to provide toys with a purpose. Now manufactured in Canada by =m PRESTON MFG. LTD. 296 MONTROSE STREET, PRESTON, ONTARIO DIGI-COMP1 For Ages I0 to Adult World’s first DIGITAL COM- PUTER entirely in plastic. Open so that you can see com- puter actions usually hidden in electronic circuits. DIGI COMP is entirely mechanical. The remarkable 28-page Instruc- tion Manual includes a simple explanation of binary arith- metic and computer fundamen- ai” tals of operation and program- ming. Assembling DIGI COMP permits first hand observation of its components. Watch DIG! COMP A total of 15 experiments are described. DIGI COMP operates entirely in the binary mode, right before your eyes. That is why it is so simple to understand. DIGI COMP teaches you to think and reason logically . . . A perfect math or science project . . . and have fun all the time. Acclaimed by Educators and Scientists and Engineers . . . Tens of thousands have already been delighted by the now-famous DIGI COMP. An advanced instruction manual is now available that presents the programming of each experiment in Computer Math (Boolean Algebra) and Flow Diagrams. Fully guaranteed to please and educate. FOR AGES 10 to ADULT (and Ph.D.)