Underground eXperts United
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Underground eXperts United
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[ Technophilia ] [ By Ikonoklast ]
____________________________________________________________________
____________________________________________________________________
Kind of a special release, you might say. This is uXu file 148 -
"Technophilia" by Ikonoklast. There won't be an index this time
(it will be properly added to the list in the next release),
instead, we have written some comments about Technophilia below,
just to get you started. :) _Huge_ thanks to Ikonoklast for letting
us publish his fantastic book through uXu! Here we go -
--------------------------------------------------------------------
The GNN -
The least you could say about Technophilia is that it is a massive piece
of work. Still, it is incredible readable and interesting, not only for
those who feel disorientated in a world with weird expressions like
cyberpunks, hackers, phreakers etc. Even those who feel that they are very
well informed about the situation will most probably find something new to
explore in this book.
The computer underground is not something that will end up as a brief
hobby for a few individuals, until it fades away into nothing. We are
catching the train to the future, rapidly ahead of the common people on
planet Earth. This book gives a hint of what is actually happening when
people turn on their computers and uses their knowledge to achieve goals
that most people do not even dream about. The promotion of
decentralization, the mistrust of authority and the information that
desperately wants to be free.
What Ikonoklast has written is not something that will be out of date in
a couple of years. It is a history book of our time.
Read Technophilia - and realize that you are a part of the history.
The Chief -
What you now have received is something really special. Both for uXu and
the e-zine community. Technophilia were to be printed and released as a
book, but due to (probably) lack of knowledge and interest from the publishing
company, who argued that it would be outdated pretty fast and therefor not
worth to publish, this never happened. What I thought when I heard this
wasn't "Oh yeah, now _we_ can publish it" as I suspect some people might
think. No, I thought that "every piece of non-fiction published will
undoubtedly be outdated some day, so what makes Technophilia different?
How come they won't publish this one?" We all know that the computer
industry, research and development moves somewhat fast these days, and in
some ways perhaps a bit _too_ fast, but that doesn't mean people stop
writing manuals, reports and software does it? No, you just upgrade, or
write another one. This is such a thing. And it is needed. Wherever we're
headed, I feel the progress, the ways we have taken, must be documented,
and what better way than to write, sort of, a history book about it now and
then? I'm sure there will be several books like this one, maybe they
already exist. They're _all_ needed if we're going to get a grip on what
has happened, and what's about to come. After all, this _is_ the information
age, isn't it?
Phearless -
I must admit that I was somewhat impressed the first time I was browsing
through the quite big amount of information gathered in Technophilia.
Ikonoklast has made an excellent job, and it would be a shame to keep
it away from the e-public. It was easy to decide, whether we should
release this through uXu or not. It's a masterpiece, and a useful
compilation of a wide area of interesting topics. Enjoy!
-----------------------------------------------------------------------------
Technophilia
by Ikonoklast
original artwork by Snow Man
Welcome to the Internet version of Technophilia. Originally,
this text was supposed to be an entire book, complete with
photos, illustrations, and artwork. Also, there was much more
original writing in the previous version than in this one. It
*would* have been published around this time, but the publishers
felt that Technophilia would have a short shelf life (or they
would have to publish an update), so they decided to can it.
But, thanks to the benevolent uXu, Technophilia has a chance to
live on! This text is very similar to the original except that I
cut out a lot of the writing and decided to sell that to
magazines. Obviously, there is no artwork in the Internet version
either. (But if you are interested in seeing it, or buying cool
cyberpunk t-shirts, contact Snow Man at
cl258@cleveland.freenet.edu).
Technophilia is divided into sections, each one focusing on
focusing on a subculture or phenomenon devoted in some way to
the advancement of technology, love of computers, or an acute
sense of neophilia.
I hope you enjoy reading Technophilia, and get some use out of
it. If so, my time has not been wasted! Please feel free to
contact me at dk768@cleveland.freenet.edu if you have any
comments or questions......
Special Thanks to:
The Chief and uXu
Danse Macabre
Kelly Green and Alpha Odysseys
Wired Magazine
Paco Xander Nathan
Elizabeth Donnelly
Jon Lebkowsky
Graham Mann
Kevin Gunn
Len Peralta
and anyone else who sent me stuff for review......!!!
Ikonoklast
----------------------------------------------------------------
Technophilia table of contents
I. Intro
II. Computer Underground
III. Cyberpunk part 1 (cyberpunk definition)
IV. Cyberpunk part 2 (list of magazines, catalogs, etc)
V. Cyberpunk part 3 (list of mind machines, smart drugs,e tc)
VI. Cyberpunk part 4 (list of books)
VII. Cyberart (music, visuals)
VIII. Cyberpunk literature
IX. Raves
X. Technology (virtual reality, AI, etc)
----------------------------------------------------------------
The Computer Underground
------------------------------
Structure of the CU
-------------------
Pirates
-------
Software pirates are the most common of the denizens of the
computer underground. Almost everyone who has a computer has, at
one time or another copied a program for his own use. But that
alone does not make one a pirate.
Pirates copy software as a hobby, even software they do not
need or will ever use. Just the thrill of owning it is good
enough for the pirate.
Pirates tend to be secretive and most pirate boards can be
accessed by invitation only. Pirate BBSes often have giveaway
names, like Pirate's Cove or Treasure Chest. Most require high
speed modems 14.4K+ for the fast transfer of warez (software).
There are also "wannabe" pirates, the warez kidz. They call
up pirate and non-pirate bbses asking for software, but they
never upload any.
In the upper levels of pirate-dom exists the "crackers" (not
to be confused with evil hackers). Software crackers break the
protection scheme of software and then distribute them to the
lower pirates.
Pirating software is in danger of becoming obsolete with new
protection schemes such as hardware plugs that connect to the
serial ports and companies beginning to ship products on CD-ROMs.
Hackers
Once, being a hacker meant you were a professional at
getting a computer to do something amazing: whether it is to
perform a specific task or gain access to it. Nowadays, a hacker
is considered to be one of two things. The first version, the
one newspapers, television, and magazines want you to think, is a
criminal who wants to destroy or steal computer data. The other
version is anyone who disregards artificial boundaries, explores
systems, and believes that information should be free.
Hackers hate artificial boundaries placed for the purpose to
deter exploration. They have a yearning for arcane and forbidden
knowledge.
This is distinctly different from a criminal - call them
what you will - crackers, dark side hackers : the ones that hack
for money, revenge, or personal gain. Although this is the
description the media prefers, these types are very, very rare in
the computer underground.
Phreaks
-------
Phreaks can be considered the oldest members of the computer
underground: they've been around in one form or another since
the 1960's. Phreaks don't see themselves as swindlers or
defrauders - they fancy themselves "explorers."
The phreak's area of expertise is the phone system. Hidden
within the vast cables, switching offices, and satellites of the
telephone companies are hundreds of thousands of untapped
secrets: loops, call-backs, codes, private branch exchanges, etc.
The phone company offers a huge area to explore - and virtually
none of it tangible.
Phreakdom has had one major setback since it began: as the
phone company's switching systems became more modern and
computerized (such as the #5 Electronic Switching Station), the
distinction between phreaks and hackers blurred. Many phreaks
who knew nothing about computers had to start learning them.
And, it was easier to get caught by the phone company, who now
had the power to monitor their lines.
A watered-down phreak is known as a codez kid. They are
wannabe phreaks or criminals who trade in free long-distance
access codes.
Phreaks are a dying breed. Many are frightened by the
growing complexity of the phone system and the high risks of
being caught.
Virus Writers
-------------
Virus writers are the smallest strata of the computer
underground and some of the most technically proficient.
Usually, they are also the most malevolent: some of their
products are purposefully destructive. This is truly sad because
their abilities could be used for studying artificial life
viruses.
Rodents/weasels/l0zers
----------------------
The scum of the computer underground. These are usually
teenage kids who recently received a computer with a modem and
want to do all sorts of illegal, harmful stuff. Some of them
eventually grow up, but most remain a detriment to the entire CU
community.
Techniques of the Computer Underground
--------------------------------------
Boxing
------
Boxing is a technique used mainly by phreaks that employs an
electronic device (most are shaped like a box) that reproduces
special tones recognizable by phone equipment. By using these
tones, the phreak can operate phone equipment from a remote site
like an operator. Boxing was once very popular among college
students who could call home for free.
* red - this box produces the same tones that a coin makes
when dropped into a payphone. By playing the tones into the
mouthpiece, the phreak tricks the phone into thinking that coins
are being deposited. Voila! Free long distance!
* black - black boxes are named so because of the first one
found. When a black box is attached to a telephone line, it
provides toll-free calling placed to that line. It appears to
the phone company that no one ever picks up the phone, thus never
initiating billing the call.
* blue - Blue boxes are able to replicate the exact
frequencies the phone company used for their long distance
billing equipment and standard touch-tone keys (including some
keys that aren't on a standard phone). This feature made them
popular with those who wished to make free calls or explore the
phone system free of charge. Blue boxes used to be the most
widely used of all boxes, but nowadays are among the most
uncommon.
* purple - when attached to a phone line, the purple box
makes all calls made out from that location seem to be local
calls.
* rainbow - named so because it combines almost all the
functions of other boxes, plus is usable worldwide. The rainbow
box is the phreaks dream come true. Once legendary, a kit for
building a rainbow box is now available from Hack-Tic magazine
(for a cool $250).
* beige - the beige box is a telephone lineman's handset
with alligator clips that allows for tapping into the phone and
listening in.
Password grabbing (and cracking)
--------------------------------
Any technique used to steal a password from an authorized
user.
Popular tactics include:
* writing or running a program that emulates a legitimate
login screen. After the target types in his password, he get a
typical "user authorization failure" message. The program stores
the login name and the password. Having done this, the program
terminates itself and dumps the user to the real login screen.
* Running a program that guesses common passwords, or
matches encrypted password data to a dictionary of common
passwords.
* Guessing personal information based on the knowledge of
that person.
* Looking over the shoulder (!).
Social engineering
------------------
By sounding authoritative or knowledgeable, or by
intimidating a target, a hacker can convince many people he
should be privy to guarded information. Likewise, being pleasant
and helpful can result in passwords, phone-numbers, or a quick
escape from the hands of authority. After all, a chain is only as
strong as it's weakest link.
Reading telecom and computer manuals is one way to increase
social engineering skills - if you can talk like a technician,
you can fool a lot of people.
trashing - also known as "dumpster diving," trashing is the fine
art of sifting through the garbage of targeted installations
(like a Bell Office, department store, business) to find manuals,
notes, memos and documents.
Private BBSes
-------------
Private BBSes are just like a regular BBS, except that users
must be invited or undergo an intense process of scrutiny from a
voting council. Almost all discussion on these boards is focused
on underground activities. Phone codes, credit card numbers,
electronic hacker magazines and "philes," plus pirated software
can be found on some private boards.
To gain entrance into a private BBS, an applicant usually
must fill out a questionnaire filled with technical terms (to see
if he or she "knows his stuff"), plus provide a brief history of
previous activities, hacks, etc. The applicants are judged for
their suitability by the sysop and sometimes a board of electors.
Private BBSes tend to be clique-ish and suspicious of
applicants. They are inclined to believe in the heuristic -
"Every third member of the computer underground is probably a fed
or an informant."
Scanning
--------
In the computer underground, scanning can mean two things:
* Having a modem "war dial" a certain range of numbers
sequentially (such as 221-0000 to 221-9999) to find modem
dial-ups or long distance access code numbers.
* Listening to certain frequencies on an ordinary police
scanner to learn information. Listening to cellular or cordless
phone frequencies, for instance, often leads to interesting
information.
Underground publications
------------------------
Underground publications include philes and zines.
Philes are often brief pieces explaining tenets of
phreaking, hacking, schematics for building boxes, bomb recipes,
or revenge tactics. Philes tend to be written by anarchists or
people with extreme anti-social habits.
Underground zines are usually nothing more than a number of
philes published under one banner, but are a bit more technical
and practical. Most zines contain bust information or news of
crackdowns.
Handles
-------
No one in the underground likes to use his real name, so
they adopt a pseudonym, or handle.
Handles seem to fall into categories: Science
Fiction/Fantasy (like Atreides, Black Knight, Gandalf), Technical
(C.H.Mainframe, Doc Digital), Anti-Social (The Vandal, Trouble),
and Comical (DrunkFux, Whiz Bang). Heavy metal music and occult
themes are also popular inspirations for handles.
Its considered tacky to steal a handle, especially a well
known one, or to have multiple handles at the same time.
People with the same handles often are referred to by their
area code (Executioner 212 and Executioner 312).
Credit card fraud
-----------------
Stealing credit card numbers for the purpose of charging
desired merchandise, most likely delivered to a maildrop. Credit
card vandals get numbers from a variety of places - carbons from
department store trash, from underground BBSes, from listening in
on phone lines, or outright stealing the cards.
Credit card fraud was once popular among the computer
underground, but is now avoided and looked down on. Users who
post credit card numbers on bulletin boards are usually kicked
off the BBS, since sysops run the risk of getting arrested.
Fed
---
derogatory term that is used by hackers to describe anyone who
is either a federal agent (SS or FBI), police office, or a
security professional. Often it can mean anyone who is
outspokenly against hackers. "Fed Boards" or sting boards are
BBSes disguised as private boards, but in reality are set up to
catch or monitor hackers.
Trends
------
as technology changes and advances forward, hacking, pirating,
and phreaking will follow. The blue boxes and simple diskcopy
will fall by the wayside as security methods "catch up."
Hacking, too, will catch up with some certain technologies.
Here's some topics that are currently hot:
* mag strip hacking - everyone has a few cards with these
ferromagnetic strips on them - ATM cards, credit cards, and photo
IDs. It is possible to rig a machine that can read and decode
(and possibly write) the hidden messages encoded on them. If the
US Government is ever stupid enough to issue "smart cards,"
knowledge of this field will come in handy.
* portable hacking - it hasn't been safe to hack from one's
home for quite awhile, and the cost (and size) of laptops with
internal modems make hacking on the road an appealing alternative
to many.
* digital signatures - personalized digital imprinting
(fingerprints, voice, and handwriting recognition) is becoming
popular in certain levels of the government and large
corporations. It is only a matter of time before this form of ID
descends to the masses.
* cryptography - cryptography is the process of encoding e-
mail messages or files that can only be opened up by someone who
has the "key." Some crypto programs that are widely available
today are so advanced they are nearly unbreakable. This makes
the government unhappy, because they want to be able to read
anything they wish (in the interest of national security, of
course). The government has proposed a uniform crypto program
where they would hold a universal "key." If this ever is the
situation, God forbid, rest assure that hackers will try to get a
key as well.
* answering machine hacking - almost everyone has an
answering machine these days. And guess what? Most can be
accessed remotely with a certain combination punched into the
telephone keypad. You can listen to messages, or on some models,
record a new message. It is possible to program an ordinary
Radio Shack tone dialer to try every two digit combination.
* hardware pirating - the software companies have decided
that diskcopying has gotten out of hand. Past protection schemes
have proved to be ineffective. Now there is a hardware
protection craze that the software companies are picking up on:
instead of writing protection schemes into the software, the
software is shipped with special devices that fit into serial
ports. The software cannot run unless it has one of the special
devices.
Computer Underground Magazines
------------------------------------
Iron Feather Journal
POB 1905
Boulder CO
80306-1905
Iron Feather Journal is filled with bizarre graphics and
tons of techno-thug info. IFJ was started back in the days of
Commodore 64 hacking, but now covers the world of Internet and
other electronic things. Lists of FTP sites, Usenet groups, and
tech schematics (including how to build your own pirate
television station), are interspersed with rambling writings and
clippings from old computer catalogs. The High Tech Contact area
is of great value: it has listings of free catalogs, free
newsletters, and listings of BBSes. Each issue is $2.50-3.00.
The editor, Stevyn, also runs a scion of IFJ: Phunshit
Catalog, which sells old issues of IFJ, hacking and cyberpunk
books and magazines, a clippings from Usenet groups.
2600
POB 752
Middle Island NY
11953
Absolutely the best hard copy hacker magazine. Articles
range from phone company switching system programming to cellular
hacking to defeating Simplex locks. Editor Emmanuel Goldstein is
one of those rare editors that uses the freedom of the press to
the utmost: always a step ahead of those that would like to see
him jailed.
2600 also offers a video of Dutch hackers breaking into a
military computer. Excerpts of this video were shown on
"journalist" Geraldo Rivera's sensationalist TV show. The video
is $10.00.
2600 operates a voice BBS (0700-751-2600 0.15/minute) which
is open from 11 PM to 7 AM every day.
2600 holds meetings in many major US cities every first
Friday of the month. See the current issue for listings.
Subscriptions (four issues) are $21.00 (US and Canada);
$30.00 (foreign).
TAP
POB 20264
Louisville KY
40250-0264
TAP, or the Technical Assistance Program, has been in
(erratic) publication since 1973. It was originally titled Youth
International Party Line (YIPL) after it's founders Yippie Abbie
Hoffman and phone phreak Al Bell. TAP published articles on
scams, concentrating particularly on phone fraud. TAP stopped
publishing for a while when then-publisher Thomas Edison's house
was set on fire and computer stolen. TAP was then resurrected
several times before it came to rest with Predat0r in 1990.
Each issue is $2.00, but send a letter before any money -
issues have come out erratically.
Intertek
13 Daffodil Lane
San Carlos CA
94070
The journal of Technology and Society. Past issues have
included articles on virtual communities (MUDs, IRC and such),
Internet culture, and hacking.
Subscriptions are $14.00 four issues.
Hack-Tic
PB 22953, 1100 DL
Amsterdam
Netherlands
Hack-Tic is the Dutch equivalent of 2600 Magazine. Mostly
written in Dutch, HT contains articles on phone phreaking and
hacking in Europe (in the Netherlands it isn't a crime. Yet.).
Hack-Tic also sells the Demon Dialer rainbow box kit for
$250.
They also sponsor the Galactic Hacker's Party, a worldwide
gathering of phreaks, cyberpunks, and hackers.
Each issue of Hack-Tic is $2.50.
Chaos Computer Club
Schwenckestrasse 85
W-2000 Hamburg 20
Germany
The CCC is one of the most notorious hacker gangs in the
world, and claim responsibility for all sorts of break-ins into
the US Government's computer systems. One of their supposed
members was the villain in Cliff Stoll's The Cuckoo's Egg.
They sell their secrets in Die Hacker Bibel Volumes 1, 2,
and 3, and Das Chaos Computer Buch, plus other software programs.
Catalog is free, but it is written in German, so good luck.
Associating with these folks will probably land you on a
government watch list.
Chaos Computer Club has two Internet archives:
ftp.eff.org pub/cud/ccc
ftp.titania.mathematik.uni-ulm.de /info/CCC
Forbidden Knowledge
c/o Darren Smith
Box 770813
Lakewood OH
44107
Title says it all. Scams, frauds, and technical
information.
$18.00 for a year's subscription.
LOD Communications
603 W.13 #1A-278
Austin TX
78701
lodcom@mindvox.phantom.com
Sells the archives of "golden age of hacking" message boards
- boards like OSUNY, Plovernet, 8BBS, Black Ice Private, and the
Phoenix Project. Write for prices; available in Mac/IBM/Amiga
formats.
Cyberpunk System
POB 771072
Wichita KS
67277-1072
Some of the users of this board decided it would be funny to
go out to their local AT&T facility and fly the Jolly Roger from
the flag pole, hinting at the true nature of AT&T.
They sell poster of their deed (11"X17") for $7.00 and t-
shirts for $20.00. They also sell full size pirate flags for
$20.00. There is a $3.00 postage and handling charge per item.
Electronic Zines/Publications/Newsletters
-----------------------------------------------
Activist Times, Inc
gzero@tronsbox.xei.com
PO Box 2501
Bloomfield NJ
07003
Hacking, political viewpoints, anarchy, news. ATI is a lot
smaller than most CU zines, but worth subscribing to.
Phrack
listserv@stormking.com
Phrack is the undisputed king of the electronic hacker
magazines. Each huge issue (some are over 720K!) has detailed
technical information on selected computer systems or phone
equipment, a question and answer letters section, and articles on
freedom and privacy in cyberspace. Phrack also has the Pro-Phile
-an in-depth look at some of the most notorious hackers, and
Phrack World News, a collection of newsclippings dealing with the
computer underground.
Phrack is just to good to pass up - get it while it (and the
editor and writers!) is still free.
Phantasy
iirg@world.std.com
Phantasy is the journal of the International Information
Retrieval Guild, a hacking group with a few pirate ties. Similar
to Phrack in content, but smaller.
Digital Free Press
dfp-req%underg@uunet.uu.net
Irregularly published underground magazine.
Informatik
inform@doc.cc.utexas.edu
Another superb hacker magazine. Informatik is very similar
to Phrack, but with different information.
Telecom Digest
telecom-request@eecs.nwu.edu
Daily digest covering all facets of the telecommunications
industry, including breaking news and future plans of telecom
companies. Highly recommended, but volume can be high -
sometimes the digest generates two to three issues a day.
Security Digest
security-request@aim.rutgers.edu
All topics of computer security are discussed on this list.
Telecom Privacy Digest
telecom-priv-request@pica.army.mil
Digest devoted to privacy issues involving
telecommunications (particularly CallerID, and similar services).
Ethics-L
listserv@marist.edu
Ethics-L is a forum for the ethical use of computers,
especially in an open environment such as a university.
Computer Underground Digest
tk0jut2@niu.bitnet
The Computer Underground Digest, or CuD as it is called by
its readers, is a weekly electronic news journal. It's
beginnings stem back to early 1990, when Telecom Digest was
inundated with posts about the recent Knight Lightning and
Terminus indictments. Jim Thomas, a professor of sociology and
criminology at Northern Illinois University, and Gordon Meyer,
author of "The Social Organization of the Computer Underground,"
collected the excess posts and published them under the banner of
CuD.
The goal of CuD, according to its founders, is to provide a
forum for discussion and debate of the computer
telecommunications culture, with special emphasis on alternative
groups that exist outside the conventional computer network
community.
CuD publishes:
* Reasoned and thoughtful debates about economic, ethical,
legal, and other issues related to the computer underground.
* Verbatim printed newspaper or magazine articles
containing relevant stories.
* Public domain legal documents including affidavits,
indictments, and court records that pertain to the computer
underground.
* General discussion of news, problems, and other issues
that contributors feel should be aired.
* Unpublished academic pieces or research results.
* Book reviews that address the social implications of
computer technology
* Announcements for meetings, conferences, etc.
(from the Computer Underground Digest FAQ).
EFFector Online
effnews-request@eff.org
EFF news and recent trials, information, and such.
Virus-L Digest
kruw@cert.sei.cmu.edu
Recent virus reports, analyzation of source code, critiques
of anti-virus software.
Risks Forum
risks-request@csl.sri.com
Funded by SRI (see below), Risks Forum discusses all aspects
of public access and open-system computing.
Worldview/Der Weltanschauung
dfox@wixer.cactus.org
News, tips and stories of the computer underground, telecom,
and other information systems.
United Phreakers' Inc.
ftp.eff.org /pub/cud/upi
Mostly a phreaker's rag, with info on PBXs, telecom
services, telecom lingo, underground newsline, and bust news.
ccapuc@caticsuf.csufresno.edu
CuD ripoff with different information. Includes CPSR
releases.
Usenet
------
alt.hackers
Not crackers, but people who like to do unconventional
things with their computers. The real hackers.
alt.hackers.malicious
People who like to destroy other people's information.
comp.society.cu-digest
Usenet distribution point for Computer Underground Digest.
misc.security
All sorts of security topics: computers, electronic locks,
locksmithing, and so forth.
comp.org.eff.talk
Discussion of EFF and projects.
alt.comp.acad-freedom
Discussion of freedom of academic computing.
alt.dcom.telecom
Telecommunications talk. Pretty technical.
alt.dcom.isdn
ISDN services and possibilities are the talk here.
alt.radio.scanner
Newsgroup for scanner enthusiasts. Unconventional/illegal
frequencies are sometimes posted here.
comp.risks
Similar to Risks Forum.
alt.society.ati
The Usenet distribution point for Activist Times
Incorporated.
comp.security.misc
Anti-piracy tactics, bugs and holes in software.
FTP Sites
---------
ftp.eff.org
Does this site have everything or what? Contains state
computer crime laws, Computer Underground Digest archives, tons
of hacker magazines, EFF news and announcements, guides to the
Internet, and a lot more.
cert.sei.cmu.edu
Archives of the computer emergency response team.
Underground Writers
-------------------------
Cult of the Dead Cow
PO Box 53011
Lubbock TX
79453
The oldest underground writer's group still in existence and
is masterminded by Swamp Ratte. Already has over 250 files in
its archives ranging from short fiction, poetry, tips on evading
the law, spreading chaos in school and work, pyrotechnics, and
other pastimes of adolescent males.
The cDc files are available from zero.cypher.com /pub. If
you don't have an Internet access, Swamp Ratte sells all the
files on one disk (specify DOS or Apple) for $3.00. He also
sells cDc stickers: a dozen for $0.50 and a SASE.
cDc is loosely affiliated with DrunkFux's Freeside Orbital
Data Network (11504 Hughes Road #124, Houston TX, 77089). DfX is
the promoter of HoHoCon, a Yuletide gathering of the world's
eleet hackers. He sells videos and t-shirts of past HoHoCons,
and has information about upcoming ones.
Underground eXperts United
PO Box 5
S-79023
Svardsjo
Sweden
An international underground writer's group headed by
Sweden's premier writer/hacker The Chief. Fun files on homemade
weapons, projects for the bored anarchist, how to shrink a head,
and a list of Interpol's top ten most wanted. Not all uXu's
files are fun and destruction, though - there is some good
fiction, like The Chief's own Castle Chronicles.
FTP site is lysator.liu.se. uXu is taking submissions;
write to chief@lysator.liu.se for information/submissions.
IIRG
862 Farmington Ave
Suite 306
Bristol CT
06010
IIRG is responsible for Phantasy magazine and other hacking
publications.
Bulletin Boards
---------------------
Demon Roach Underground 806.794.4862
DMR has been online since 1985, and is still one of the
leading boards for CU activity. DMR is also the World
Headquarters of the Cult of the Dead Cow.
Login: Thrash. New User Password: Fear.
The Underground Subway 604.590.1147
At the other end of this number is a BBS that is nothin more
than an online game called Hacker. Hacker is a puzzle disguised
as a computer network, where hidden clues pop up in posts,
private mail, parallel boards, help files, and underground zines.
The player must solve the puzzle by successfully "hacking" the
system without getting caught.
Firezone 203.931.0003
Storehouse of warez and electronic zines.
Dark Shadows 203.628.9660
IIRG distribution site.
The Vampire Connection 203.269.8813
Large computer underground crowd frequent this board.
The Cyberspace Institute 512.469.0447
Cyberpunk System 316.794.3559
Temple of the Screaming Electron 510.935.5845
Gigantic archives of computer underground and hacking
material.
Blitzkrieg 502.499.8933
Home of TAP magazine.
Ripco 312.528.5020
Computer Underground Books
--------------------------------
The Hacker Crackdown by Bruce Sterling
The Hacker Crackdown is cyberpunk author Bruce Sterling's
first foray into non-fiction writing. Crackdown is an account
of the government crackdown on the computer underground in the
early 1990's. Includes a brief history of the telephone
industry, events that led up to "Operation Sundevil," the
Phrack/Bellsouth E911 fiasco, the trials that followed, and the
formation of the Electronic Frontier Foundation. Highly
recommended.
Cyberpunk by Katie Hafner and John Markoff
Three stories written by news reporters about computer
hackers.
The first story is about Kevin Mitnick and friends'
exploits.
The authors' dislike of Mitnick is obvious, describing in detail
Mitnick's character flaws, and makes personal digs at him
whenever possible.
The next story is about Pengo, the German hacker who offered
to sell his (and his friends') talents to the Russians.
Finally, the last chapter tells the story of Robert T.
Morris, author of the Internet Worm.
Although somewhat biased, Cyberpunk!, like The Cuckoo's Egg,
is a must-read for those interested in hackers.
The Official Phreaker's Manual
This is the Bible of Phreakdom; includes terms and
techniques (most outdated by now, but it gets the methods and
possibilities across quite well). There's a bit of history
thrown in - it contains the 1971 Esquire article about Capn
Crunch and his blue boxes. This manual brings back a lot of
nostalgia, but I wouldn't use the tactics inside.
Available free on ftp.eff.org /pub/cud/misc.
Hackers by Stephen Levy
Hackers is the story of the true hackers - the geniuses
responsible for the personal computer revolution.
The beginning of Hackers is about the first generation -
students at MIT who formed a loose alliance and wrote amazingly
clever programs on the facility's mainframes and minicomputers.
The first generation were the ones that introduced the extremely
anti-bureaucratic "Hacker Ethic" - the idea that computer should
always be accessible, that artificial boundaries (including
locked doors and closed buildings) should be overcome, and that
"authority" should be mistrusted.
The second part is devoted to the second generation. These
people were responsible for the birth of the personal computer,
including Jobs and Wozniak, the Altair, and the Homebrew Computer
Club. The second wave of hackers established the Do It Yourself
attitude, and for the most part began the Computer Revolution.
The last part of the book is about the third generation of
hackers. These were the software writers and programming
geniuses, and the WarGames-era dark side hackers. The third
generation was responsible for turning the PC from a hobbyist's
toy to a household appliance.
The Anarchist's Guide to the BBS by Keith Wade
Describes in detail modems, protocols, and everything you
need to start up your own anarchy BBS. Explains terms and
techniques, excellent for beginners to the modem world.
The Hacker's Dictionary by Guy Steel, Jr
Terms and words used by programmers and true hackers. Media
and security "experts" will be disappointed in this book, but
those who find computers and computer history will find it
entertaining.
The Cuckoo's Egg by Cliff Stoll
Cliff Stoll, an astrophysicist turned computer manager at
Lawrence Berkeley Lab, narrates the true story of how he traced a
75 cent accounting error to a hacker who was breaking into the
LBL system. The situation escalates as the hacker travels
through the Internet, breaking into sensitive American computers
and stealing military and R&D information to sell to the Russian.
Stoll tracks the hacker through Berkeley's system, computer
networks throughout the country, and the globe-spanning, tangled
web of the phone networks.
This is one of the best books of high tech espionage, and a
decent primer on Internet jargon. Highly recommended.
Computer Viruses: A High Tech Disease by Ralf Burger
Contains information on how viruses work and how they
reproduce themselves.
Spectacular Computer Crimes by Buck Bloombecker
Mr. Bloombecker is the director for the National Center for
Computer Crime Data, so you already know what he thinks about
hackers. Spectacular Computer Crimes is a somewhat slanted
collection of true stories on hackers, thieves, and assorted
techno-troublemakers.
Approaching Zero by Paul Mungo and Bryan Clough
Yet another book on hackers by a journalist.
Narrative chronicles of the computer underground. Includes
the deeds and antics of several legendary hackers, including
Cap'n Crunch, Captain Zap, Fry Guy, Pengo, and virus writer Dark
Avenger.
A good if somewhat basic overview of the alternative
computer culture.
Little Black Book of Computer Viruses
American Eagle Publications, Inc
POB 41401
Tucson AZ
85717
Source code and description of popular viruses. For volume
two, the author held a virus-writing contest, which was the
subject of much controversy on the Internet.
American Eagle also publishes Computer Virus Developments
Quarterly ($95 for a subscription).
Telephone Books
---------------------
Introduction to Telephones and Telephone Systems by Michael Noll
Very basic book on telephony; good for the beginner who
wants to learn a few things about the telephone network.
Industry Basics: An Introduction to the History, Structure, and
Technology of the Telecommunications Industry by The North
American Telecommunications Association
Large book covering all facets and details of the telephone
industry.
Catalogs and Sources
--------------------------
Telecom Library Catalog
12 West 21 Street
New York NY
10010
1-800-LIBRARY
Basically a telecom book club. Great source for inexpensive
technical manuals and telecom primers. Free catalog.
Telephone International
POB 3589
Crossville TN
38557-3589
Telephone International is a marketplace for telecom
equipment in a newspaper-like format. Buy your own switching
equipment, fiber optics and PBXes!
Great classified section too, with announcements of upcoming
events, baby Bell office surplus sales, and conventions.
Subscriptions are $24.00 (US), $40 (Canada and Mexico).
Teleworld Telecommunicatieshops
Kinkerstraat 66-68-70
1052 D2 Amsterdam
Netherlands
Free catalog of telecom equipment, including some that you
can't buy in the United States.
AEC Equipment
POB 3609
Crossville TN
38557-3609
Huge telephone equipment catalog. If you know what you are
looking for, you might find something useful.
The Onion Press
6910 W.Brown Deer Rd
Suite 194
Milwaukee WI
53223
Sells hardcopies of the Legion of Doom Technical Journals,
Phrack, and Computer Underground Digest and back issues of TAP
(the whole set for $50).
Phrack vol.1 (issues 1-9) - $20.00; Vol.2 (#10-24) - $50;
Vol.3 (25-36) - $50; LOD Tech Journals - $20 for all four.
Contact them for full list and prices.
I don't know if this guy knows that the above stuff (with
the exception of TAP) is all for FREE on the Internet, or that
what he is doing may be a lawsuit waiting to happen. But if you
haven't an Internet account and you want some good reading, this
may be the place to go.
Renegade Graphix
POB 963
Kalamazoo MI
49005
Super scary, blasphemous, and vulgar t-shirts and hats.
They also design t-shirts for computer underground groups.
Shirts are $10.00, and $7.00.
Sweet Pea Communications
POB 912
Topanga CA
90290
Sweet Pea publishes the complete video library of the
Computer, Freedom and Privacy congresses. CFP I includes topics
such as:
* The Constitution in the Information Age
* Trends in Computers and Networks
* Network environments of the future
* Law enforcement and civil liberties
* Electronic speech, press, and assembly
* Access to government information
The CFP II conference includes topics such as:
* Private collection of personal information
* Genetic data banks
* Government control of cryptography
* Employer surveillance
* Sale of government information
* Bruce Sterling: Speaking for the Unspeakable
CFP I (15 tapes) is $480, CFP II (12 tapes) is $385. Both
sets together are $695, and highlights from both (1 tape) is
$89.95. Write for information on more recent CFPs.
Bellcore
1-800-521-CORE
Order Bellcore's free document catalog, a huge publication
of extremely confusing documents written by Bellcore, the Phone
Company's research lab. Installments to the catalog arrive
frequently.
Incidentally, the 911 document that was the center of the
Craig Neidorf case, which was claimed by the phone company to be
worth $79,000 can be purchased from the catalog (it was available
way before the trial even began). It's thirteen bucks. Go
figure.
Consumertronics
2011 Crescent Dr.
PO Drawer 537
Alamogordo NM
88310
Books and plans on phreaking, hacking, cable descrambling,
defeating security, viruses, guerilla radio, and energy theft.
Sells more than books, too, including voice disguisers, long
range eavesdroppers, viruses on disk, and blue, red, and purple
boxes. They even have the Automated Tempest Module, an ATM theft
device (as seen in Terminator 2) for $995.
This $2.00 catalog is a must for any high tech pirate.
Teleconnect
1265 Industrial Highway
Southampton PA
18966
A tell-all publication of the telecom industry. Teleconnect
reviews products and services, and they have a reputation as
being truthful, which hasn't earned them many friends in the
telcos.
18 issues is $21.30 and includes a t-shirt (displaying a
Russian coin phone) and a huge telecom dictionary.
The "Feds"
----------------
Someone has to watch the networks and computer systems in
case of trouble. Until lately, the responsibility of insuring
safety on systems was up to the provider of the system - the
government would have nothing to do with it. That is until
computers became so prevalent (especially in large financial
institutions, military installations, and national databanks)
that it was necessary to have some sort of policing. The brunt
of this police work seems to have fallen on the Secret Service,
perhaps because of their ties with the Federal Reserve.
In any case, security people, whether corporate, private, or
government, are generally nice folks. It's their job, and we
should all feel somewhat indebted to them for keeping the
networks and systems trouble free.
Unfortunately, some can be overzealous and zero in on
mischievous teenagers rather than real criminals. Others break
the fine line between a breach of privacy and "national
interest." Such was the case of the Steve Jackson Games raid.
Federal Investigations and Computer Security Professionals
----------------------------------------------------------------
Software Security International
2020 Pennsylvania Ave NW
Suite 772
Washington DC 20006-1846
SSI is a group that advocates the elimination of software
pirating. Get them to spend money on you - write for more free
information.
Computer Security Institute
600 Harrison Street
San Francisco CA
94107
The Computer Security Institute was established in 1974,
making it the oldest international organization for computer
security professionals. The CSI has some heavy-hitting members,
including AT&T, Bellcore, Sony, Exxon, and other global
mega-corps.
Every member receives the monthly newsletter, Computer
Security Alert, which is filled with reports, tips, warnings, and
industry developments.
Other benefits to members include CSI member's hotline, an
account on the CSI bbs, and discounts on computer security books.
Annual membership is quite inexpensive: $127 a year ($167
outside US).
SRI International
333 Ravenswood Ave
Menlo Park CA
94025
A non-profit corporation that performs research and
consulting services to private industry and governments the world
over. SRI is known worldwide for its expertise in computer and
information security.
SRI heads the International Information Integrity Institute
(I4) which promotes information security as a management
responsibility.
As a member of I4, you receive the I4 newsletter, excerpts
of Risks forum (which SRI operates), forum proceedings, an index
into SRI Computer Abuse file, plus an Administrator's Guide and
on-line services.
American Society for Industrial Security
1655 North Fort Meyer Dr.
Suite 1200
Arlington VA
22209-3198
ASIS is the world's largest organization of security
professionals.
ASIS members are specialists who direct and formulate
security programs for banks, classified aerospace facilities,
communications networks, and domestic and foreign government.
ASIS members are experts at thwarting terrorism, industrial
espionage, counterfeiting, computer crime, white collar fraud,
and combating the pirating of classified documents and software.
Members receive a monthly magazine, Security Management, and
a bi-monthly newsletter, ASIS Dynamics.
I'm sure by belonging to this organization you can learn
lots of tricks....
Write for more information.
McAfee Associates
3350 Scott Blvd
Building 14
Santa Clara
95054-3107
The leading developers of anti-virus software and products,
McAfee employs a global network of virus researchers that scour
the underground for the latest trends and developments in harmful
computer viruses.
McAfee sells a variety of excellent, efficient products,
including:
Viruscan, which can detect 99.6% of viruses on a DOS based
computer, including stealth viruses and ones hidden in compressed
files. Viruscan will overwrite and delete any infected files and
generate reports of its findings. Additionally, VScan can save
system information in a hidden file that can be used to restore
files and areas hit by the virus.
Clean is a virus removal program that disinfects a system
from all common viruses and their strains with 98% accuracy.
VShield is a TSR virus protection program that can check a
program for a virus before the program is even loaded.
McAfee also maintains a Virus Emergency Response Center and
a BBS (408.988.4004) where the latest versions of their programs
can be downloaded.
Computer Professionals for Social Responsibility
POB 717
Palo Alto CA
94301
cpsr@csli.stanford.edu
CPSR, which was founded in 1981, is a group of technical
experts who direct public attention to critical choices in
computer policy making. They advocate responsible use of
computers and do not fall prey to the
anti-technology/anti-computer sentiments like other
organizations. Each project undertaken by CPSR are based on
these five principles:
- "We foster and support public discussion of and public
responsibility for decisions involving the use of computers in
systems critical to society.
- We work to dispel popular myths about the infallibility of
technological systems
- We challenge the assumption that technology alone can solve
political and social problems.
- We critically examine social and technical issues within the
computer profession, nationally and internationally.
- We encourage the use of computer technology to improve the
quality of life."
(CPSR Brochure, widely available on the Net).
CPSR presently has 21 chapters in the US. CPSR also holds
conferences, the most important one being the , where civil
liberties within the electronic world are a hot topic.
Members of CPSR receive a quarterly newsletter, discounts on
books and videos, and discounts to CPSR events. Membership is
$75 for regular membership; $20 for student and low income.
Computer Law Association
8303 Arlington Bkvd Suite 210
Fairfax VA
22031
Organization formed for the study of laws pertaining to
computers, electronic privacy, and computer oriented laws.
Federal Computer Investigations Committee
c/o US Secret Service Fraud Div. Room 942
1800 G St, NW
Washington DC
20223
This is the Secret Service, the nice folks responsible for
the Steve Jackson Games fiasco, the recent 2600 meeting breakups,
and other hacker crackdowns. How computer security became the
concern for the agency who is supposed to guard the President is
anyone's guess.
If you decide to write to the SS about computer crime or
hackers, they might be hesitant to reveal anything at first. Be
persistent, send some Freedom of Information requests, whatever.
Who knows? They may budge. But then again, don't blame me if
you get a nocturnal visit from the SS.
Electronic Frontier Foundation
666 Pennsylvania Ave SE Suite 203
Washington DC
20003
202.544.9237
eff@eff.org
"The Electronic Frontier Foundation was founded in July,
1990, to assure freedom of expression in digital media, with a
particular emphasis on applying the principles embodied in the
Constitution and the Bill of Rights to computer-based
communication.
From the beginning, EFF was determined to become an
organized voice for the burgeoning community of nationally and
internationally networked computer users. We perform the
multiple roles of guardian, advocate, and innovator, to serve and
protect the public interest in the information age.
We have defended civil liberties in court. We have shaped
the policy debate on emerging communications infrastructure and
regulation. We have increased awareness both on the Net and
among those law enforcement officials, policy makers, and
corporations whose insufficient understanding of the digital
environment threatened the freedom of Cyberspace. Yet there is
still much to be done." (From General Information about the
EFF).
The EFF was founded in part by Mitch Kapor, inventor of the
Lotus spreadsheet package. The EFF's most famous case was the
Phrack/E911/Knight Lightening case, which they won.
Membership to the EFF is $20.00 for students and low-income
and $40.00 for regular membership.
Security E-lists
----------------------
Computer Emergency Response Team
Watchdog team that reports computer viruses, worms, and
problems on the Internet. Their archive site is cert.org.
Documents can be found in the /pub directory.
Security Books
--------------------
Computer Viruses, Worms, Data Diddlers, Killer Programs, and
Other Threats to Your System by John McAfee
One of the best books on viruses and other trouble programs
by one of the authorities of the field.
The book covers the history of viruses, how they work,
descriptions of the most popular ones, and the risks of viruses
falling into the wrong hands. Recommended.
International Handbook on Computer Crime by Ulbrich Sieber
An in-depth look at type of crime that can easily cross
international borders, which makes extradition for criminals
difficult. Examines computer crimes and laws throughout the
world, and the problems of conflicting laws.
Computer Crime by Geoffrey H. Wold and Robert F. Shriver
Written for financial institutions, this book contains
computer crime statistics, profiles of typical computer
criminals, techniques employed by criminals, and checklists of
security measures for system administrators.
Technocrimes by August Bequai
Discusses the vulnerability of an information rich United
States, a history of computer crime, electronic chip and software
theft gangs, organized crime's use of computers, intrusions of
financial systems, and the high-tech police movement.
Cyberpunk
---------------
The term "cyberpunk" was coined in 1980 by a science fiction
writer, Bruce Bethke. He used it as the title of a story he had
written about a suburban hacker gang. Later, the term was used
to describe a particular style of science fiction writing,
specifically the works of John Shirley, Bruce Sterling, and
William Gibson.
Also in the early 1980's, a flurry of science fiction movies
hit the screen: Tron, Wargames, The Road Warrior, and Blade
Runner. These films, like the stories of the cyberpunk authors,
weren't just fanciful visions of the future, ala Star Wars or
Star Trek. These works had a basis in reality - they were more
or less magnifications of what was already happening around us.
The early 1980's was also the first major onslaught of the
home computer industry. Computing power increased and prices
dropped. Commercials suggested that children would get a "head
start" if they had their own computers. As a result, thousands
of people bought computers for their children. Many of these
computer users, who were mainly suburban white males,
incidentally, owned modems and communicated on bulletin boards.
Influenced by WarGames and other films, some of the modemers
joined mischievous computer gangs - echoing Bethke's original
intent for cyberpunk.
As computer crime became more prevalent, the media couldn't
pass up a perfect term like cyberpunk. It conjured up images of
high-tech bandits, computer street gangs, or nerds gone bad -
this made good news. So the hacker community was the next group
to be labeled "cyberpunk."
As the hacker counterculture matured, they combined their
technological abilities, anti-establishment feelings, and their
newfound sense of identity and created a entirely new subculture
- the "cyberpunks."
The cyberpunks communicated on BBSes and the Internet, and
were fueled on by the early issues of Mondo 2000 and bOING bOING.
Through a medley of media stunts, a rampant fear of the computer
underground, and a popularization of new technologies, the media
has recently brought the cyberpunks into the limelight.
Gareth Branwyn (author of the Beyond Cyberpunk! hypercard
stack) posted the following description of cyberpunks to the
WELL:
A) The future has imploded into the present. There was no
nuclear Armageddon. There's too much real estate to lose.
The new battlefield is peoples' minds.
B) The megacorps are the new governments.
C) The U.S. is a big bully with lackluster economic power.
D) The world is splintering into a trillion subcultures and
designer cults with their own languages, codes, and
lifestyles.
E) Computer generated info-domains are the next frontiers.
F) There is better living through chemistry.
G) Small groups or individual "console cowboys" can wield
tremendous power over governments, corporations, etc.
H) The coalescence of a computer "culture" is expressed in self-
aware computer music, art, virtual communities, and a
hacker/street tech subculture. The computer nerd image is
passe, and people are not ashamed anymore about the role the
computer has in this subculture. The computer is a cool
tool, a friend, important human augmentation.
I) We're becoming cyborgs. Our tech is getting smaller, closer
to us, and it will soon merge with us.
J) Some attitudes that seem to be related:
- Information wants to be free
- Access to computers and anything which may teach you
something about how the world works should be unlimited and
total.
- Always yield to the hands-on imperative.
- Mistrust authority.
- Promote decentralization.
- Do it yourself.
- Fight the power.
- Feed the noise back into the system.
- Surf the edges.
(MONDO 2000: A User's Guide to the New Edge, p.64-5)
Cyberpunk: From Subculture to Mainstream
by McKenzie Wark
----------------------------------
A hip new lingo has infiltrated the mass media.
"Cyberspace," "hypermedia," and "virtual reality" have become the
techno buzz words of the 90's. After years of indifference and
suspicion, the idea that technology can be fun, exciting, and
sexy has surfaced again.
Two ideas in particular are now doing the rounds. One is
that computers are not just for pencil-head types in lab coats
and grey- suited accountants. Technology can be a tool for the
imagination, opening up new terrains of images, sounds,
experiences, and concepts. The second idea has less to do with
computers than with communications. By linking up all the of the
computing power languishing on desks and in basements, whole new
forms of interaction are possible - a communications revolution
to take beyond the television age.
The first of these two ideas orbits somewhere around the
term virtual reality. The second is a vague nebula of
possibilities sighted off the cyberspace cluster. Both have been
around for a long time, but have recrystallized in the public's
imagination. "Hypermedia" is the next phase in marketing this
dream to the public. The movie Lawnmower Man has cashed in on
the trend, pulping the whole lot together with some silly old
Stephen King haunted house cliches. The really interesting stuff
on both these current trends can be found a little off the
mainstream. Take a hyperspace bypass back through the cyberpunk
subculture of the 80's, and you will find the creative source and
force behind the present multimedia marketing push.
Cyberpunk is a cute name for a rather motley collection of
people who thought and wrote and made art about technology over
the last decade. Some of them were harmless. Some of them were
mad, bad, and dangerous to know. Like many other prophetic art
avant- gardes in the past, they saw the future both more clearly
and more crazily than their contemporaries. Like the romantic
poets and the decadent artists of the 19th century; like the
surrealists, futurists, and constructivists of the early 20th
century, they wanted to change life. So they imagined how it
could be different, not only from the present, but from how the
future was officially imagined to be.
Cyberpunk gathered momentum in 1984 with the publication of
the first of William Gibson's novels, called Neuromancer. Gibson
has since published four novels and a collection of stories.
There are half a dozen of cyberpunk readers on the market, and
now other writers like Bruce Sterling and Pat Cadigan have
emerged. There is even a remarkable "overground" cyberpunk
magazine called Mondo 2000, as well as a host of tiny desktop
published fanzines. Cyberpunk has gone beyond a subculture and
is now a full blown marketing category.
Gibson was an odd sort of person to launch an avant garde
cultural movement. He wrote pretty pulpy science fiction novels.
He was a small-town, white-suburban kind of guy. Yet he was able
to crystallize something that was in the air. He took bleak,
"no- future" landscape of punk rock and post-apocalyptic movies
like Blade Runner and Mad Max, and imagined a way to escape from
the street-level violence these films referred to. The way out
was cyberspace.
In Gibson's world, cyberspace is a consensual hallucination
created within the dense matrix of computer networks. Gibson
imagines a world where people can directly jack their nervous
systems into the net, vastly increasing the intimacy of the
connection between mind and matrix. Cyberspace is the world
created by the intersection of every "jacked-in" consciousness,
every database and installation, every form of interconnected
information circuit, in short, human or inhuman.
This mythology of cyberspace is interesting for two reasons.
Firstly, it provides an alternative to the boredom of suburbia
without having to deal with the danger of the inner-city living.
Every subculture needs a fantasy place to run away from suburban
life, be it the rural fantasy of the hippies or the urban fantasy
of the punk. Cyberspace is a fantasy destination for white,
middle class suburbanites who realize that rural life is even
more boring than the suburbs and the cities are becoming far too
dangerous, The other interesting thing about cyberspace is the
way it recreates the idea of a community. Every subculture needs
an image of an outsider's community to cling to, to run to. For
the cyberpunk, this community doesn't actually have a place. It
is not a nightclub in New York. It is not a street in London.
It can be accessed everywhere by modem. Of course, the bulletin
boards and e-mail systems are a poor imitation of the fully
wired-up world of cyberspace, but it's the nearest thing on
earth. Cyberpunk subculture is the first subculture which
doesn't have a particular place of congregation - it's a suburban
phenomenon made possible by the networks. There are now hundreds
of bulletin boards around the world which have a cyberpunk style,
where young cyberpunks discuss the latest hardware and software.
In a sense, subcultures are always a product of the media
technology of the age. The classic subcultures of the 60's and
70's, from the mods to the punks, were a combination of the
electric world of rock and roll with a style and a place and an
ethos and a certain amount of drug abuse. The mods grew out of
the 50's austerity in Britain. They were the first generation of
young people to enter mass white-collar employment and acquire a
disposable income at a young age. So they spent it on clothes
and music and motor scooters and weekend trips to the seaside.
They were a mobile community, growing up on television and rock
and roll. The first great pop music TV show, Ready, Steady, Go!,
spread mod style from one end of Britain to the other instantly,
a fashion transformation that without television would have taken
months or years.
The punk movements of the late 70's were where the youth
subcultures launched by the mods finally crash landed. Punk was
a subculture based on the boredom of unemployment, not the tedium
of white collar work. It lacked the excitement and innocence of
the mods, who were absolute beginners in the art of living in a
consumerist, media saturated world. Punk was a subculture
created by young people in the late 70's who grew up on the media
and its promises of a good life, and were bored with all that.
It had let them down: "career opportunities, the ones that never
knock" as a song from the time put it. The punks took the media
technology of the time - the music, the fashion, the radio and
video - and trashed it.
Cyberpunk grew out of this negative subcultural style, but
turned it back to a positive celebration. Where the mods had
been fascinated by consumerism and the mass media, cyberpunk is
fascinated with the media technologies which were hitting the
mass market in the 80's. Desktop publishing, computer music, and
now desktop video are technologies taken up with enthusiasm by
cyberpunks in the place of rock and roll. Computer networking is
its alternative to the mods' pop TV or the punks' pirate radio.
Just as subcultures from mod to punk were the testing ground for
new styles of music and fashion, the cyberpunk crowd are the
testing ground for new fashions in desk-top technology. The
rapid evolution from video games to virtual reality has been
helped along by the hard core of enthusiasts eager to try out
each generation of simulated experience. The multimedia
convergence of the publishing industry, the computer industry,
and the recording industry has a spot right at its center called
cyberpunk, where these new product experiments find a critical
but playful market.
Where punk was a product of unemployment and the English art
school, cyberpunk is a product of the huge array of the technical
and scientific universities created in the US to service the
military industrial complex. Your typical cyberpunk is white,
middle class, suburban, and technically skilled. They are a new
generation of white collar worker, resisting the yoke of work and
suburban life for awhile. They don't drop out, they jack in.
They are a fabulous example of how each generation, growing up
with a given level of media technology, has to discover the
limits and potentials of that technology by experimenting with
everyday life itself.
Subcultures are an art form. They can have their delinquent
edge, its true. Mods took too many amphetamines. Punks were a
little prone to rioting. Cyberpunks sometimes have a romantic
fascination with hacking into other people's computers. All this
is a testing of limits, a pushing to the limit of the social
norm. The enduring product of any subculture is a rapid
innovation in popular style. Subcultures pioneer styles of life
for the mainstream. In the case of cyberpunk, the networked
world of cyberspace. the interactive world of multimedia, and
the new sensoria of virtual reality will all owe a little to
their willingness to be test pigs for these emergent
technologies.
There is also a tension in cyberpunk between the military
industrial monster that produces technology and the sensibility
of the technically skilled individual trained for the high tech
machine. Like all subcultures, cyberpunk expresses a conflict.
On the one side is the libertarian idea that technology can be a
way of wresting a little domain of freedom for people from the
necessity to work and live under the constraints of today. On
the other is the fact that the technologies of virtual reality,
multimedia, cyberspace would never have existed in the first
place had the Pentagon not funded them as tools of war. The
pilots who bombed Baghdad flew in virtual reality.
Even the peaceful applications of these technologies can be
subordinated to commercial imperatives abhorrent to the free
thinking cyberpunk. There is a contradiction between the spirit
of free enquiry and experiment and the need to keep corporate
secrets and make a buck. Cyberpunk is a reflection of this
contradiction - on the one hand, it is a drop-out culture
dedicated to pursuing the dream of freedom through appropriate
technology. On the other it is a ready market for new gadgets
and a training ground for hip new entrepreneurs with hi-tech toys
to market. Cyberpunk may be over a subculture. It was
reabsorbed into the mainstream like every other subculture before
it. Yet it signals a fundamental change in the way subcultures
can form and oppose themselves to the mainstream. In effect,
cyberpunk was the realization that the new generation of media
tools are also excellent resources for changing life, if only on
the margins, and if only for a short while. Like all the other
avant-gardes and subcultures before it, it has added something
special to the repertoire of postmodern life.
Cyberpunk Fashion
-----------------------
Corp-Wear
In a cyberpunk world, the governors of Reality are the mega-
corporations. They are not specialized like most of today's
companies; they have a hand in everything. Take a look at Sony
for example. Here is a company that has business in both the
electronic and the entertainment market. Mega-corps like Sony
have laid the groundwork to eventually envelop the fashion world.
Clothing and accessories that have nothing in common with the
company will be emblazoned with their logos - and all in the name
of fashion. Remember the Coca-Cola clothing line a few years
back?
Beat 'em to the punch by writing to some of the below
companies. Tell them how much you love their products. Ask them
for t-shirts, hats, stickers, folders, whatever. Some companies
have premiums if you send them proofs of purchase, too. Since
most people never do this, they often have a lot of surplus.
They'd love to get rid of some of this stuff!
And once you get some cool items, bootleg them and give
(sell?) them to your friends.
Here are some good places to start:
Aiwa America, Inc
85 Oxford Drive
Moonachie NJ
07074
AT&T
6200 E. Broad Street
Whitehall OH
43213
Maxell Corp of America
2208 Rt.208
Fairlawn NJ
07410
Sony Corp of America
Sony Drive
Park Ridge NJ
07656
Toshiba America
82 Totowa Rd
Wayne NJ
07470
TDK Corp of America
1600 Feehanville Dr
Mt.Prospect IL
60065
NEC America
1401 Estes Ave
Elk Grove IL
60007
Hitachi Home Elex America
401 W Artesia
Compton CA
90220
Check out the U.S. Electronics Industry Directory (available
in most libraries) for more addresses.
Cybernetic Jewelry
------------------------
Vernon Reed
5902 Haydens Cove
Austin TX 78730
512.345.6499
Vernon Reed makes cybernetic jewelry and wearable
microsystems. Each piece contains a CMOS running programs to
generate moving patterns and animation on an LCD panel.
The Spring 1992 issue of FAD magazine was dedicated to
cyber-style.
FAD
PO Box 420 656
San Francisco CA
94142
Wearable Computers
------------------------
NEC
280 Park Ave, 21 East
New York NY
10017
NEC is in the process of developing a line of wearable
computers, each designed for different tasks or lifestyles.
The TLC PC, which was designed with medical professionals in
mind, is a hands-off computer that includes an 8 mm camera, a CD-
ROM medical encyclopedia linked to a small microphone (so the CD
can match up a patient's condition to the symptoms contained in
the database), a satellite communications link which can transmit
the video and patient data to the hospital while the patient is
en route.
The Wearable Data Terminal is equipped with an optical
scanner on the forearm, which is connected to a CD-ROM worn
around the neck. The LCD screen in the neckpiece is in easy view
of the user. This computer was designed for inventory checking,
etc.
The Lapbody Computer hangs from the shoulder like a purse,
but swings out and rests in front of the chest when needed.
The Porto-Office combines a keyboard, handwriting pad,
cellular speakerphone and headphones, plus a camera and a fax.
NEC is also developing a wearable video camera (the
WearCam), a breathing info-monitor, and a "Hands-Off" wrist
telephone.
While the wristphone is available now, the wearable
computers will be available commercially in late 1994.
Cyberpunk 'Zines
----------------------
Mondo 2000
PO Box 10171
Berkeley CA
94709-5171
The ancestor of the Berkeley magazine High Frontiers and its
counterpart newsletter Reality Hackers, Mondo 2000 is the journal
of the cyberpunk layman. Produced on a MacIntosh and printed on
glossy color pages, Mondo 2000 is certainly entertaining to flip
through. The best and most practical articles are the Street Tech
columns, where instructions for homebrew electronic gizmos and
contacts for tech equipment can be found.
Fill Mondo 2000's pockets with $24.95 to receive five
issues. Single copies are $5.95 and can be found at most any
bookstore (even corp giant Waldenbooks carries Mondo).
Mondo recently published a book of reprinted articles from
old issues, titled Mondo 2000: The User's Guide to the New Edge.
The Guide is encyclopedic in nature, and has entries on
everything "New Edge" - from aphrodisiacs to hackers, house music
and media pranks. ($20.00 from HarperCollins).
Mondo has conference rooms on both the Well and Mindvox
(bulletin board systems).
bOING bOING
11288 Ventura Blvd.#818
Studio City CA
91604
Similar to Mondo, but in black and white and better
articles. Self-titled "The World's Greatest Neurozine," and it
pretty much is just that. The writing is consistently good, and
articles like Gareth Branwyn's (the author of the Beyond
Cyberpunk! Hypercard Stack) "Going Gaga" are extraordinarily
well-written and informative. bOING bOING is somewhat of a humor
mag - regular contributor Paco Xander Nathan describes it as,
"Mad Magazine meets Mad Max). A recent issue lampooned Mondo
2000's layout and writing style.
bOING bOING fills its pages with bizarre comix, extensive
zine, music, and catalog reviews. bb is easily worth the $3.95
cover price, and $14.00 for a subscription is a steal.
WIRED
544 Second Street
San Francisco CA
94107
The personalities who Mondo and bb were writing about
decided to get together and start their own magazine. WIRED
rivals Mondo in production - full color pages and a lot of
goofy-looking "creative imaging" photographs (All those
light-colored fuzzy photos hurt my eyes!)
The contributing staff reads like a cyberpunk role call:
Stewart Brand (Whole Earth Review), John Markoff (author of
Cyberpunk), Bruce Sterling, and Nicholas Negroponte (MIT Media
Lab). Rest assured the articles' content is substantial.
There is a cool section called "Fetish" that showcases the
latest high-tech gadgets, and a relatively new section dedicated
to finding the best Internet sources.
Although new on the scene, WIRED is definitely going to be a
contender, just because of the established contributors and its
financial backing. But it just seems to be a bit too mainstream
and polished (most ads came from affluent companies like Seagate,
Apple, and AT&T) to have that "real cyberpunk" feel to it.
Excellent for any techno-fetishist, though.
4.95 for an issue, 19.95 for six.
The Hardcore
PO Box 1893
London N98 JT36
UK
The editor of The Hardcore describes the magazine as:
1) Fascinated by technology
2) Ceaselessly contextualising ideas
3) Obsessive information addicts
4) Habitually chronic
5) Culturally diverse
6) Politically incorrect
7) Nexus of post-industrial ennui, cyberpunk, tech-angst
In the past, The Hardcore has covered: the death of
cyberpunk, chaos science/majick, SF feminism, comics,
techno-erotic film, and pyro-memetic fiction (?!?).
Future issues will deal with: the death of virtual reality,
artificial life, cyberbooks, and artificial religion.
Single issues are L2.00 or $4.00. Subscriptions are
L8.00/$16 (surface) or L10.00/$20.00 (air).
Black Ice
PO Box 1069
Brighton BN2 4YT
UK
Another c-p zine from the UK. According to the front page,
Black Ice will regularly feature virtual reality, future
television, smart drugs, innovative computer technology,
multimedia, arcades and video games, Japanese culture,
alternative science and technology, street tech, hackers and
crackers. The first issue has articles on Japanese junk food, an
interview with Stelarc, an interview with the director of the
British-based W. Industries (the VR-entertainment corp), and
Hi-Res Media. This zine is amazing! L3.95 for a single issue,
L19.95 year (4 issues). This is really worth it!
FLUX
c/o Robert Derek
200 Market Street #a-21
Lowell MA
01852
The Future Was Now. Or so says the cover of this small,
desktop-published zine. FLUX focuses on the central theme of
continuing change. The latest installment includes articles on
desktop terrorism (which is the relative ease of counterfeiting
using laser printers, scanners, and drawing programs) and "The
Great Work" by John Perry Barlow. Future issues will have
articles on building your own flotation tank and a guide to
Internet resources. One issue is $4.00 and a four issue
subscription is $15.00.
Future Sex
Lisa Palac, Editor
1095 Market Street
San Francisco CA
94103
What's next????
This is true cyberpunk - the blending of exalted high
technology with sleaze.
From their editorial statement:
"Dangerously intelligent, fearlessly creative and
shamelessly sexy, Future Sex magazine reflects the evolution of
eroticism in the 90s. Created by men and women, Future Sex
slices up the predictable and heads for the sexual frontier.
Future Sex spotlights the fusion of sex and technology.
We're the only erotic magazine that explores how high technology
is changing the way we think about sex. Future Sex also
investigates the sexual side of every subject from telepresence
to pop culture. Feature writings by established futurologists,
savvy libertines, cynical satirists, and counterculture critics
are presented with candor and insight. Future Sex delivers
provocative interviews, erotic fiction, comix, reviews, and of
course, cutting-edge erotic photography.
Future Sex merges challenging content with ultra form.
Wrapped up with hypermodern design, Future Sex will stimulate all
your senses.
The vision of Future Sex is dedicated to the completely
synaesthetic experience of sensual and cerebral stimulation.
This is the future of sex."
You too can see the future of sex for $18 a year (four
issues).
Total
48 Formby Drive
Glasgow G23 5QN
Scotland
Total is an audio/visual journal for art, music, and
provocative information.
"Total: bringing together artists, film makers, musicians,
and writers from around the world and providing an international,
interactive forum for ideas and information that are a genuine
alternative to the dogmatic constraints of conformity. Each
addition will focus on a central theme and within that theme a
framework of integral topics new and archive: graphics,
interviews, photographs, propaganda, tracts, writings, and
more."(from the Total promotional sheet).
Volume 2: the "body" issue includes a CD with contributions
by Master Slave Relationship, Controlled Bleeding, Techno Animal,
Zoviet France, and others. Text and visual contributions come
from Robert Anton Wilson, Mark Pauline, Antero Alli, Stelarc
interviewed by Stuart McGlinn, the Douglass-Truth Institute,
among others.
Nice. Highly recommended. Write for current prices.
Sector 9737
c/o Tim Mayer
PO Box 782213
Wichita KS
67278
"A cybernetic publication for a technocratic age." Sector
9737 mostly reviews science fiction books, plus articles on
street tech. Issue two tells you how to build a pirate radio
station, and issue four has a good neural net resource list.
A bit small for the $5.00 an issue.
Talking Raven: The Journal of Imaginative Trouble
PO Box 45758
Seattle WA
98145
Not really a c-p zine, but listed here because it touches on
attitudes similar to cyberpunk. Each issue is carried by a theme
which the editor, Antero Alli (the brilliant author of Angel Tech
and other books), feels "mirrors a critical current or socio-
political atmosphere but through the sieve of imagination." The
entire Summer Solstice 1992 issue is devoted entirely to the
debunking of cyberpunk.
A dollar or so will do for an issue.
Reproduced here is a cyberpunk rant from that issue:
Cyberpunk Thing
It seems to be a truism that the real things in life are
beyond me. The stunning people I see on the way down the street
are precisely the people I will never meet; the brilliant
conversations are the ones I will never have. So it is with
cyberpunk.
I would like to think of myself as an anarchist and I have a
computer - so this stuff should appeal to me. But the whole
thing alienates me. I think William Gibson is tedious and I got
bored a half an hour into Blade Runner. I miss the point. So
you can create "virtual reality" on your computer. So what?
Huge amounts of memory are used drawing pretty things on the
screen. Neat. But does it change the world? I don't think so -
the world just gets worse.
I think cyberpunk is the latest attempt by American hipsters
to escape the squalid intellectual climate that surrounds them.
This is not a bad goal. When leading "intellectuals" worry about
the nuclear capability of Iraq or the ethical problems of Yuppie
couples adopting kids (while most of the world starves or is shot
at) there is need for escape. Similar escapist mentality has
united all of American counterculture since World War II. The
Beats sought escape on the road while taking benzedrine, the
hippies in acid and happy thoughts, the punks in cocaine and fast
music - now the cyberpunks inside of their computers.
But there is a catch. You can't really get inside your
computer. Playing interactive sex games is not the same as the
real thing. Nobody really improves their life by hacking, and
making a few phone calls on somebody else's account is not the
same as a revolution. And not that many people have computers
anyway. Not nearly as many to fulfill the anarchist dream of
paralyzing authority.
Street-wise ghetto kids aren't into computers. Real "punks"
don't spend their money on software - they spend it on cigarettes
and hardcore shows. I suspect that most of these "cyberpunks"
are privileged white professionals who think Brian Eno is
dangerous music.
The thing is, I agree with these people. I think they raise
interesting points. The flow of information through hi-tech
machines is fascinating. And I wish I could fuck up the pigs
through ny computer. I wish that psychedelic drugs actually did
something beyond making me happy for a day or two. I wish I
could leave this ugly-piece-of-shit world and live inside my
computer. But I can't, and that is the tragedy of cyberpunk - it
doesn't exist. The technology isn't that useful. If anything,
all these computer chips shrink personal freedom, not expand it.
The most surprising thing about computers is how little they
have changed anything. For all the progress they have made in
the past decade and despite the fact that they are ubiquitous -
they haven't changed anything at all. Offices may have computers
now, but they do the same thing. Secretaries, cops, and
thousands of other workers punch into computers everyday, but
they still do the same job. A memo is still a memo, no matter if
it has been written on a typewriter or a computer. The
institutions have remained unchanged. Work may be faster or
easier, but it is still work. Unlike the automobile, which
changed the landscape, or telephones that linked the world:
computers only do old things. If history is the study of change,
then computers are ahistorical - like the fancy and useless
gizmos made by French artisans before the Revolution.
(Karl Myers, Talking Raven Summer Solstice 1992, ParaTheatrical
Research).
Blue Blood
3 Calabar Court
Gaithersburg MD
20877
Blue Blood is a gothic magazine specializing in topics of
S&M, bondage gear, vampires, erotic fiction, etc. Oftentimes has
articles on the cyberpunk lifestyle, smart drugs, and industrial
music. Interesting personals section...
$3.95 a copy.
Whole Earth Review
27 Gate Road
Sausalito CA
94965
Stewart Brand introduced the Whole Earth Catalog nearly 25
years ago - it was to be a publication that would serve as a
register and directory for people who were starting
back-to-nature communes. This published quarterly was a
repository for the information that schools never taught - like
farming and educating children. Eventually, the magazines gave
way to a series of books. In 1984, the Whole Earth Software
Catalog was published, and the magazine CoEvolutionary Quarterly
became known as the Whole Earth Review.
WER is one of the only environmental magazines that is pro-
technology. It often has articles on virtual reality,
cyberspace, and artificial life. Plus, it always has reviews of
books, software, and other information technologies.
WER sponsored Cyberthon and created an internetworked
bulletin board called the Whole Earth 'Lectronic Link.
A four issue subscription to Whole Earth Review is $20.00;
single copies are $6.75.
PHAGE
4290 South Mobile Circle Apt D
Aurora CO
80013
Andy Hawks, the creator of the Future Culture electronic
discussion group (see "Cyberpunk E-lists" below.), and Paul
Leonard of Cult of the Dead Cow publish this paper zine.
"Focusing on the Edges of Culture, examining the Fringes of
Reason and the Reasons of Fringe, the Here and Now and
Soon-to-Be, via unstructured Tones that Ebb and Flow from In-Form
Information to Formless Rants of Altered States.
PHAGE is divided into these sections:
Genesys: Notes from the editor, letters from those that
grep/grok {the Infinite Edge}.
nuMEMES: Soundbytes of the world Unite and Take over.
Blurbs pertaining to interesting news and products, quotes,
technology, factoids, etc.
Modern: Cultural commentary - realizing, focusing, and
morphing the postmodern world. Rants, essays, theses,
observations, predictions, analysis, streams and rivers of
Consciousness.
-Sub: The depths of the underground subcultures.
E+: The Virtual World. News, notes, notables and
quotables, communications, teknologies.
Inner View: Interviews with those who surf, ride, make, and
break the Edges of Culture.
Streamz: Fiction to the Edge: Transreal, Hyperreal,
Slipstream, Cyberpunk, Post-Cyberpunk, etc.
Media: Reviewing, analyzing, and commentary regarding
popular and underground media: books, magazines, zines, e-zines,
e-books, hypertext, music, film, video, television, software,
etc.
Mobius: One last informational Fix, closing words, Late-
crashing news, etc."
$3.50 an issue.
Extropy: The Journal of Transhumanist Thought
PO Box 57306
Los Angeles CA
90057-0306
The journal of the Extropy Institute (see below). Feature
articles concentrate on extropian ideals : life extension, space
migration, intelligence increasing technologies, neural-computer
integration. Famed roboticist Hans Moravec, author of Mind
Children, is a regular contributor.
Its sister publication, Exponent, contains book, film, and
software reviews in a newsletter format.
Although it lacks the glitz present in other magazines, the
articles in Extropy are meaningful and extremely well-written.
Subscriptions are $9.00 for a two issue subscription.
Exponent is free to members of the Extropy Institute.
Trajectories
Permanent Press
PO Box 700305
San Jose CA
95170
The Robert Anton Wilson information magazine. For those who
are excited about developing the future rather than dreading its
imminence. Regular topics include space exploration, artificial
intelligence, longevity, the Conspiracy, and quantum psychology.
Annual subscriptions are $20.00.
Virus 23
Box 46
Red Deer, Alberta
T4N 5E7
Canada
Virus 23 is the Canadian fringe magnet. Filled with some
really bizarre stuff: magick, cyberpunk, and chaotic realities.
It seems to be heavily influenced by the Temple ov Psychick Youth
and the writings of Aleister Crowley. Issue #pi (Fall 1990) has
some entertaining ToPY manifestoes.
This is another must-have - just for its sheer weirdness.
$7.00 for a single issue.
Parts of Virus 23 can be scammed from the alt.cyberpunk ftp
site at u.washington.edu in the directory /public/alt.cyberpunk.
CONTROL
703 Penbrooke Rd, SE
Calgary Alberta
T2A 3T3
Canada
"Subversive subculture and transmogrification through
technology; these are the vectors of Control. Articles include,
but not limited to : interviews with prominent and obscure
industrial/techno/noise artists, discussions of alternative
(especially cybersomatic) lifestyles and the adjuncts thereof,
short fiction and poetry, plus interviews with authors, thinkers,
and whoever else might have something interesting to say.
Control also incorporates reviews of music and fiction, plus
artwork and bizarre comics.
Control is the joint effort of a group of Canadians who are
intensely interested in the progress of technology and the
accompanying transformational possibilities for both society and
the individual. The magazine aims to be a proselytic tool for
the missionaries of change, offering insight into the volcanic
substrata of culture, the underlying magmatic ferment upon which
slide and topple the continents of established thought."
An issue of Control is $3.00.
Factsheet 5
PO Box 170094
San Francisco CA
94117
The trading post for the bizarre. Formerly managed by
that king of zines, Mike Gunderloy, for years, until he abdicated
his throne in 1991. Numerous attempts at restoring FF all
failed, but now this one seems to have taken hold. Faithful to
the old format, they still will review just about anything you
send in. Publications, catalogs, books, tracts, and tapes suited
for every interest or fetish can be located here.
$3-4.00 a copy; free for a trade. Published erratically.
US Militia
c/o Atlan Formularies
PO Box 95
Alpena AR
72611
US Militia is operated by Mr. Kurt Saxon, the remarkable
author of The Poor Man's James Bond series. These books contain
detailed plans for cheap explosives, homemade guns, and DIY
munitions. For awhile, Mr.Saxon was convinced that the Russkies
were on the verge of a hostile US takeover, ala Red Dawn. In one
of his Poor Man's James Bond videos, he concocts a deadly poison
in which you can fill a squirt gun and shoot it at your Russian
captors. Excellent.
US Militia is basically a scaled down version of his books.
Useful to any cyberpunk - just in case the mega-corps do take
over!
Technology 2008
PO Box 15264
Augusta GA
30906
Technology 2008 is a newsletter dedicated to electronic
surveillance. Each issue has schematics and plans for
inexpensive homebrew projects and experiments.
$20 for a 12 issue subscription. Back issues are $1.50 each
(issue #1, 1992 has schematics and an article on how the phone
system works...)
Synergy
c/o Viral Communications
POB 7951
Ann Arbor MI
48107
Viral Communications is an independent, non-profit music
label/underground press dedicated to experimental and exploratory
works and sound.
According to Synergy editor Steev Hise, "the main thrust of
Synergy and VirComm in general is exploring new forms of artistic
expression, especially collaboratory expression, in our modern
technological society. What happened when the microphone, the
Xerox machine, the tape recorder, the sampler and image scanner,
even the printing press, fell into the hand of creative and free-
thinking artist type people? And, perhaps, even more
importantly, what happened and happens in general to people and
society when these kinds of devices were/are used to record what
they do? How does someone's expression or art change when they
know it is being recorded in some way?"
VirComm's journal, Synergy, incorporates this viewpoint in
print. In it are appropriated illustrations and scanned
photographs. Original poetry, reviews, and essays are also
included. Entertaining and worthwhile. Each issue is $2.00.
Kagenna: The Ecology and Culture Frontier
POB 15438
Vlaeburg, Cape Town 8018
South Africa
This South African magazine is mostly for the environmental
crowd, but occasionally has articles on cyberpunk, computers and
other fringe elements. Issue #7 has a good number of articles on
cyberculture.
Each issue is R4.50.
Information Society
Taylor and Francis Ltd
4 John Street
London WC1N 2ET
Excellent scholarly journal examines the impact of
computers, technology, and the information business's impact on
our society. Always has good articles; recommended.
Published quarterly for $43.00 (UK L25.00).
Cyberpunk E-lists
-----------------------
Anarchy List
anarchy-list-request@cwi.nl
Although based in the Netherlands, most of the subscribers
seem to be in North America. Discusses philosophical,
theoretical, and practical anarchy.
Extropian List
extropians-request@gnu.mit.edu
exi-essay-request@gnu.mit.edu
Addresses all areas of Extropian interest (see "Extropy
Institute" below). Public encryption (encoding e-mail and other
private transmissions), digital currency, cognitive enhancement,
cryonics, and the future of intelligence are all common topics.
Excellent source of information, but extremely high traffic - be
forewarned!
The Extropian essay list has less traffic and is mostly long
essays on the Extropian philosophy.
Xtropy-L
xtropy-l@ubvm.bitnet
Extropian list on Bitnet. Covers similar topics as the
Extropian list, but lower volume.
Factsheet Five Electric
jerod25@well.sf.ca.us
Similar to its paper-based big brother, but not as
comprehensive. Still, it's free and it covers some zines the
paper version doesn't.
Practical Anarchy Online
cardell@lysator.liu.se
or
Practical Anarchy
c/o Mikael Cardell
Gustav Adolfsgaten 3
S-582 20 Linkoping
Sweden
Mikael Cardell's how-to guide for anarchy. Includes
extensive electronic contacts and lists, and pragmatic guides to
bring anarchy to your area.
Scream Baby
bladex@wixer.cactus.org
Electronic magazine widely available on the Internet,
Editors Blade X and Jagwire X pack essays on cyberspace and
cyberculture with reviews for zines and music. Scream Baby is
the miniature version of Blade X's Scream 'N Meme, another
e-zine. The October 12, 1992 issue has an interesting interview
with Andy Hawks (from Future Culture).
Punk List
punk-list-request@cpac.washington.edu
The electronic list for punk rockers. All aspects of punk
life are appropriate here - music, fashion, philosophies.
Future Culture
listserv@uafsysb.uark.edu
This list is one good reason to get Internet access. In
early 1992, Andy Hawks published a small, but informative FAQ
(Frequently Asked Questions file) on all facets of cyberculture.
The FAQ was so popular with net.people that an entire group
sprang up around it. The FAQ has since grown ten times larger.
Most everyone who is involved in the cyberpunk scene subscribes
to Future Culture - you can't afford not to.
The list acts as a clearinghouse and accumulator of all
things cyberpunk, fringe, and "New Edge." Be forewarned, volume
is sometimes very high when there is breaking news on the
cyberpunk front lines.
You can telnet to the hangout of the FC crowd: it's at
purple-crayon.media.mit.edu 8888.
FNORD-L
listserv@ubvm.bitnet
Discussion of the works and philosophies of Robert Anton
Wilson, Timothy Leary, Antero Alli, and Dr. John Lilly.
Leri-L
leri-l@iscvax.uni.edu
Topics include metaprogramming, higher consciousness,
expanding technology, and the psychedelic experience. Known for
its high traffic rate.
Pirate Radio
brewer@ace.enet.dec.com
More pirate radio information can be found on this list.
May go down soon, if it hasn't already. Check latest status on
alt.radio.pirate.
Cypherpunks
cypherpunks-request@toad.com
PGP Source - soda.berkeley.edu
"Cypherpunks assume privacy is a good thing and wish there
were more of it. Cypherpunks acknowledge that those who want
privacy must create it for themselves and not expect governments,
corporations, or other large, faceless organizations to grant
them privacy out of beneficence. Cypherpunks know that people
have been creating their own privacy for centuries with whispers,
envelopes, closed doors, and couriers. Cypherpunks do not seek
to prevent people from speaking about their experiences or their
opinions.
The most important means to the defense of privacy is
encryption. To encrypt is to indicate the desire for privacy.
But to encrypt with weak cryptography is to indicate not too much
desire for privacy. Cypherpunks hope that all people desiring
privacy will learn how best to defend it.
Cypherpunks are therefore devoted to cryptography.
Cypherpunks wish to learn about it, to teach it, to implement it,
and to make more of it. Cypherpunks know that cryptographic
protocols make social structures. Cypherpunks know how to attack
a system and know how to defend it. Cypherpunks know how hard it
is to make good cryptosystems.
Cypherpunks love to practice. They love to play with public
key cryptography. They love to play with anonymous and
pseudonymous mail forwarding and delivery. They love to play
with DC - nets. They love to play with secure communications of
all kinds.
Cypherpunks write code. They know that someone has to write
code to defend privacy, and since it's their privacy, they're
going to write it. Cypherpunks publish their code so that their
fellow cypherpunks may practice and play with it. Cypherpunks
realize that security is not built in a day and are patient with
incremental progress.
Cypherpunks don't care if you don't like the software they
write. Cypherpunks know that software can't be destroyed.
Cypherpunks know that a widely dispersed system can't be shut
down. Cypherpunks will make the networks safe for privacy."
Cypherpunk's archives are at soda.berkeley.edu
(/pub/cypherpunks).
Postmodern List/Digest
listserv@ncsuvm.cc.ncsu.edu
This scholarly journal delves into all aspects of our
postmodernist life - from the media coverage of the Gulf War to
television culture; including semantics, literature and
performance art. The digest lists articles that are available
via FTP and announces conferences and seminars.
Subscription requests for disk and microfilm media can be
directed to Postmodern Culture, Box 8105, NCSU, Raleigh, NC
27695.
Holy Temple of Mass Consumption
slack@ncsu.edu
Subgenius style electronic digest.
Subgenius List
subgenius-request@mc.lcs.mit.edu
Covers all topics of interest for Dobbs-heads. Sometimes
has high volume of completely insane messages. Unless you get a
kick out of Subgenius humor, steer clear of this one.
Technomads
technomads-request@bikelab.sun.com
Technomad Steven K. Roberts started this list to help others
who were interested in building their own mobile, high-tech
installations. Topics include radio and mobile Internet
connections, plus other small high tech gadgets for bikes,
motorcycles, etc.
Pirate Ship AUtopia
autopia-request@wixer.cactus.org
AUtopia is a combination of the words "utopia" and
"autonomy." The idea behind AUtopia is to create a floating city
(like a huge ship), operated by a high-tech, self-governing,
self-sustaining society. The idea is to somehow acquire an ocean
vessel, get the backing of a small, neutral foreign power, and
declare complete autonomy from any state. Extensive
communications links, including satellites, telephones,
television (both broadcast and ship-wide), and Internet links
would be fully implemented on AUtopia. Extensive research in
the fields of virtual reality, nanotechnology, nootropics, and
artificial life would be conducted. The whole sha-bang would be
fueled by solar panels, wind power, and hydrogen fuel cells.
Subscribe to the list (managed by Jagwire X) to find out the
latest on AUtopia.
ArachNet: E-Journal of Virtual Culture
listserv@uottawa.bitnet
ArachNet is a continuing scholarly discourse on virtual
culture - computer mediated, human interaction/experience. This
includes electronic mail, electronic conferences, and information
distribution and retrieval. The journal is published monthly.
Future Technologies
future-tech-request@cs.umb.edu
The future technologies list discusses all new
ground-breaking technologies - plus some old one like virtual
reality and nanotechnologies.
Fringeware
fringeware-request@wixer.cactus.org
The Internet distribution site for Fringeware, Inc (see
below). Catalog and product announcements, discussions on
street- tech and code-writers.
High Weirdness by E-mail
FTP'able from ftp.u.washington.edu (/public/alt.cyberpunk)
Influenced by Rev. Ivan Stang's magnus opus, High Weirdness
by Mail. The Internet is home to many peculiar people, so there
is going to be strange listgroups. HWBe-M ferrets out the most
bizarre Internet groups out there. If it isn't in here, then it
probably doesn't exist (yet!).
BLINK
listserv@merle.acns.nwu.edu
All-electronic journal of the information age. BLINK is
dedicated to discussing the changes and culture of cyberdelic
society on and off the Net.
Blink wants to present a straightforward look at the
implications of technology use in our globally connected, info-
sodden world. Come taste our mindcandy - essays, nonfiction
articles, fiction, poetry, satire.
Aleph
aleph-request@pyramid.com
A spinoff of Leri-L dedicated to the discussion of applied
memetics, analysis of meme transmission and singularity.
O.K. what are memes, you ask? Think of memes as a basic
unit of information, like the DNA molecule (a gene) is a basic
unit of encoded information. Memes can take many forms - an
idea, a bit of writing, or a particular political stance. Like
its cousin the gene (and also, chillingly, like a computer
virus), it seeks to reproduce itself. A great book to read on
memes and genes is Richard Dawkins' The Selfish Gene.
Phn0rd
phn0rd-request@student.umass.edu
A group that practices cyberdiscordianism. What an original
concept. Promotes the computer underground, chaos, and future-
related subjects.
Can also be reached at Box 11, 416 Student Union, UMass,
Amherst MA 01003.
Surfpunk
surfpunk-request@versant.com
An up and coming e-zine that describes itself as a
"dangerous multinational hacker zine." Updates on the computer
underground, pirate radio stations, cryptography, and obscure
Internet sites are all topics that pop up frequently in Surfpunk.
NetNews (Usenet)
----------------------
alt.cyberpunk
Anything remotely cyberpunk is discussed here : literature,
aesthetics, music, upcoming events, magazine announcements.
alt.cyberpunk.movement
More cyberpunk talk, but this tends to have lower traffic
and is more focused on cyberpunk in the "real" world.
alt.cyberpunk.tech
Conversations focus on the realistic technical implications
of cyberpunk.
alt.cyberspace
Bringing the concept of cyberspace to reality.
alt.postmodern
Postmodernist fiction, art, and aesthetics.
alt.zines
Announcements of new or upcoming zines, reviews, and
commentary on zine subculture.
alt.radio.pirate
Set up your own radio station to deliver your manifestoes or
play music that no other station would dare. This newsgroup is a
good contact point for resources, equipment reviews, and
assistance on radio pirating.
alt.privacy
Home of great FAQs, including ones on social security,
anonymous services on the Internet, and cryptography.
Alt.privacy has posts on government intervention of personal
privacy, cryptography programs, and other pertaining matters.
FTP Sites
---------------
slopoke.mlb.semi.harris.com
This site is mostly composed of Aleister Crowley stuff.
Also has an interview with Robert Anton Wilson and a paper called
Cybercraft, an interesting piece on the Leary eight-circuit brain
theory.
morose.cc.purdue.edu
This site has Temple of Psychick Youth pieces.
quartz.rutgers.edu
A large selection of off-beat electronic magazines. Future
Culture archives and Subgenius archives can also be found here.
129.173.4.5
Large cyberpunk archives.
ftp.rahul.net
@man's excellent Future Culture archives are stored here.
ftp.css.itd.umich.edu
red.css.itd.umich.edu
Filled with individual essays and periodicals on anarchism,
cyberculture, and strangeness.
cs.dal.ca
Files on the computer underground, postmodern culture,
nanotechnology, etc.
ftp.u.washington.edu
Big Usenet archives; including alt.cyberpunk, alt.drugs,
alt.security, and others.
Cyberpunk Bulletin Board Systems
--------------------------------------
The Turning Point 512.219.7828 512.219.7848
Large fuzzy logic library. 70+ Usenet groups, FidoNet
Echoes, Internet e-mail access. Also has a "cyber-mall" for
small businesses, organizations, and groups to exchange
information with each other. This way, groups get the benefits
of a BBS without the hassle of running one themselves. Rent for
businesses is pretty cheap - around 15-25 dollars a month
(depending on size of group).
The Dark Side of the Moon 408.245.SPAM
Authors of Waffle BBS software.
The Cyberden 415.472.5527
San Rafael CA board. Internet e-mail access. Home of
Indescribable Creations, a company that composes music for films,
videos, video games, produces and records bands (including the
goth industrial band Xorcist), and desktop publishing.
The Cyberspace Institute 512.469.0447
Jagwire X, the founder of Autopia, runs the Cyberspace
Institute.
The Grid 203.661.1279
The Illuminati BBS 512.447.4449
Steve Jackson Games' Bulletin board. The same one that was
raided by the Secret Service.
Private Idaho 208.338.9227
& the Temple of the Screaming Electron
510.935.5845
Tronsbox 201.759.8450
Public access Unix system and home of Activist Times Inc.
Liberty BBS 614.798.9537
"Techno-Anarchy. Neophilia. Economic Freedom. Cryptography.
Anti-Statism. Personal Liberty. Laissez Faire. Privacy
Protection. Libertarianism. No Taxes. No Bullshit. Dedicated
to Freedom. Yours."
Hotel Chelsea 206-432-6904
Runs Waffle. Topics include rave announcements and info,
drugs, and high tech shennanigans. Seattle board.
ISDN BBS contact Christopher J Ambler (cambler@nike.calpoly.edu)
Cyberpunk Catalogs
------------------------
Loompanics Unlimited
PO Box 1197
Port Townsend WA
98368
"The best book catalog in the world." Merchants of unusual
and controversial books. How controversial? Well, the catalog
is sectioned off into departments like: The Underground Economy,
Conducting Investigations, Guerilla Warfare, Murder and Torture,
Drugs, Heresy/Weird Ideas, Fake ID, and Reality Creation. The
source for off the wall, frightening books.
Scattered throughout the catalog are articles written by
notable authors on a multitude of fringe-culture topics.
Fast service and an unparalleled inventory, Loompanics is a
must. $5.00 for a catalog.
Re/Search Publications
70 Romolo St #B
San Francisco CA
94133
Matchless iconoclastic books. Each volume is a veritable
encyclopedia on a particular underground topic.
#6/7 is titled Industrial Culture Handbook. Includes
interviews with Monte Cazazza, Z'ev, Throbbing Gristle, SPK, and
Non. Filled with eerie, disturbing photos, the Industrial
Culture Handbook is definitely not for the weak-stomached!
Superb! $17.95.
#8/9 is the J.G. Ballard issue. Fiction, non-fiction, and
interviews with one of the most profound and frightening of
modern authors. $18.00
#11, my favorite, is all about Pranks! Pranksters like
Timothy Leary, Monte Cazazza, John Waters, and Jerry Casale (from
Devo) are some of the contributers in this issue. A sincere, in-
depth look at pranks that contest behavioral standards and
challenge conventional reality patterns.
Re/Search also sells great t-shirts of William Burroughs
packing a shotgun and of Survival Research Laboratories.
Regular subscribers to RE/Search ($40.00) get the next three
publications.
Free catalog.
Flatland
PO Box 2420
Fort Bragg CA
95437-2420
Flatland is a mail-order newsstand for hard-to-find
subversive and off-the-wall magazines, books, and pamphlets. All
the magazines and books in Flatland are extensively reviewed and
explained, so you aren't throwing caution to the wind when you
order from them. Flatland's selection is the best of the small
press. Free catalog.
Eden Press
11623 Slater "E"
PO Box 8410
Fountain Valley CA
92728
Similar to Loompanics, but more oriented towards
money-making opportunities (i.e., scams), and personal privacy.
Free catalog.
Sound Photosynthesis
PO Box 2111
Mill Valley CA
94942-2111
Catalog of unusual video and audio tapes with sections on
computers, futurism, mind expansion, mind machines, music,
psychedelics, science fiction, and science today. Sizable
selection of high quality tapes, with updates to the catalog
arriving four times a year.
Tapes especially of interest:
Cyberthon with Jaron Lanier, Terence McKenna, Timothy Leary,
Erich Gullichson, and others. Five audio tapes are $45.00; three
video tapes are $105.00.
Project Xanadu: The World Library with Ted Nelson. $9.00
Cryonics, Life Extension, Cloning, and Other Realities by
Paul Seagall. $9.00
MegaBrain NeuroTek Talk with Michael Hutchison $9.00
How to Tell Your Friends from the Apes by Robert Anton
Wilson. Two tapes for $18.00.
Full Disclosure
PO Box 903
Libertyville IL
60048
Newspaper style publication catering to the "privacy" crowd.
Find out what Big Brother knows about you, the methods he uses,
and how to defeat them. Provides in-depth information on all
types of electrical surveillance (including computer security and
data protection). Mail surveillance, dumpster diving
(trashing), and fax interception are all common topics in Full
Disclosure. Also publishes a free catalog of surveillance books
and privacy services (including a voice-mail service). Sells the
complete tape sets of both Conferences on Computers, Freedom and
Privacy. $18.00 for a twelve issue subscription.
FringeWare, Inc
2507 Roehampton
Austin TX
78745-6964
From the FringeWare Mission Statement:
"FringeWare, Inc (FWI) is a commercial enterprise dedicated
to Community Development around a Fringe Marketplace....'Welcome
to Neotribalism in the Global Village, bucko!!!'
We focus on publications and events, and we also sell a few
products along the way, by engaging in the following business
activities:
- Publishing printed and electronic periodicals,
including FringeWare Review and Unshaved Truths.
- Moderating an Internet mailing list for information
from/about the cultural and technological fringes and providing
an automated list server for FWI archives.
- Operating a retail outlet and a mail order service,
selling mainstream software, gizmos, DIY supplies, wearable
subversive memes, etc. Our current retail outlet is Europa
Books, 2406 Guadalupe, Austin TX. Our mail order address is PO
Box 49921, Austin TX 78765-9921 (phone: 512.477.1366).
We've learned that people can survive quite nicely without
huge corporations, huge governments, and huge dogmas pushing
their lives. So here's the FringeWare alternative:
Start your own corporation. Trade with other like-minded
people throughout the Global Village. Encourage innovation and
promote entrepreneurship. Promote fair, cooperative business
practices. Emphasize products that facilitate creativity,
health, and play. Explore consciousness alternatives. Build a
community through advanced, available technologies, e.g.,
computer networks. Respect and consider the natural environment
by promoting sustainable resource use. Have fun, be weird, and
make what it takes to survive."
Below is an interview conducted over the Internet with the
founders of FringeWare, Inc., Paco Xander Nathan and Jon
Lebkowsky:
FringeWare, Inc. Interrogated
-----------------------------------
John: You started the FringeWare list on the Net awhile back.
How did you come up with the idea? Were there any collaborators?
PXN: Yeh, it was in November of 1992. I'd been working
in government and large megacorps for several years as a
programmer: IBM, AT&T Baal Labs, Motorola, NASA, etc. Did some
fun, interesting work, but was getting burned out on the corp
game. Then I sued Motorola on their drug-testing policy and got
into a major battle, with the US Labor Department on my side. So
I left to join a biotech start-up in 1990 and that went for
awhile, but I was getting the itch to leave ANY employer.
Meanwhile, I'd started writing for bOING-bOING, Mondo 2000,
and other "New Edge" magazines - where I'd met Jon Lebkowsky. He
also had a zine called Unshaved Truths that I started helping
with. Jon seemed like he was ready to jump outta his government
job, too!
Writing wasn't going to pay the bills, but my wife and I
(since divorced) had written some software called "Menstat" that
helps women track and estimate fertility cycles, using neural net
models licensed from the biotech firm I was working at. We tried
to sell our wares but could see it was going to be a hard battle
to break into distribution channels without "selling the farm."
So we picked up rights to sell software from some other
independent developers, and tried to handle some retailing of
our own.
Jon and I had been reviewing "fringe" items in the zines
- like Beyond Cyberpunk! and IBVA - and we'd seen how a lot of
good titles just didn't fit with mainstream distributors. So we
said: "Great, pull it all together and sell products from the
fringe!"
At about the same time, we needed to blast out some info via
e-mail. Jon and I both work closely with EFF-Austin, helping
plan and publicize events. Steven Levy was coming to speak at
University of Texas at Austin, and EFF-Austin was going to host a
book signing party at the local New Edge bookstore, Europa Books.
So we organized a mailing list to publicize the "gig" and
afterwards cut a deal to put in a "lease department" in Europa
Books to sell our "fringe wares." People liked the idea, we
incorporated, passed out flyers at EFF-Austin events, at
HoHo Con (hacker's conference held in Houston) and got the word
out via bOING-bOING, Mondo 2000, and the WELL that we were in
business. We've been so swamped ever since that we don't
know which part of the fractal is the singularity, if you catch
my drift. We're trying now to define the company, as well as cut
enough profit to employ ourselves, and it all seems to be
working. We maintain strong ties with Europa Books and
bOING-bOING and go in together on events. We've also pulled in
Unshaved Truths under the FWI business. I think our focus will
stay true to its origins: non-mainstream products, publications
and promotion. We do some consulting too, on electronic
publications, games, etc.
So the e-mail list is a semi-public info service.
It's freely available on the Internet and there's about 300
people on it, but many of the addresses are actually gatewayed
into local newsgroups and BBSes, plus many people use the
file-server without subscribing, so there's probably 500-1000
participating in the FringeWare info service.
JonL: Paco was marketing his software, Menstat, through
Sudona, and he told me one day that he was going to take on other
software packages to sell. Wheels turned...we slipped into a
verbal jam that led to the FringeWare concept. It fit perfectly
into our other gigs...as writers, and as members of the
cyberspace community (or of several cyberspace communities). The
mailing list was the core of the plan. We wanted to bring garage
tech and cyber culture crowds together to share ideas and to
perhaps build a community. And with FringeWare, Inc., we would
provide a market interface for those who were developing wares
but had no idea how to reach the public with them.
John: Wow! I had no idea you designed Menstat, Paco!
It's good to see a list on the Internet that is devoted to
street-tech. Some of the products FringeWare sells are pretty
obscure, so it's convenient to have a one-stop shopping catalog.
One of my favorite products FWI sells is the Day Dreamer. Such a
useful tool for a great price! Do either of you have a favorite
product(s)?
JonL: My favorite is probably "Beyond Cyberpunk," the
hypercard stack from the Computer Lab. I reviewed it for Mondo
2000, which means I spent a day before deadline studying it
intensely. It's a great overview of the pomo/sf scene, and it's
fun to use. I had to view it on somebody else's Mac; my machine
is a PC.
We've had a great time with the Innerquest machine,
which uses patterned flashing lights and rhythmic sounds to
enhance meditation. We've taken it to parties and let folks
sample it...amazing how well it shuts out the cacophony and lets
you zero in...
Of course, Paco's Menstat is quite a program. I
reviewed it, too, before we joined forces with FringeWare...but
the review wasn't printed - something about a man reviewing
software specifically for women. Y' know, gender stuff. What I
appreciated about it, though, was not so much what it would do
specifically, track menstrual cycle, but the way that it would
allow the user to get that body/machine interaction...a cyborg
effect of sorts. Not at all in an intrusive way, as in the
cyberpunk meme of body alterations and implants, but as a soft
support for body consciousness. And it allows you to build your
own medical history for reference, so that a doctor can compare
unusual events to her own biorhythmic cycles; rather than to the
kind of textbook cases they're inclined to use - because that is
usually all they've got.
PXN: Yep, Day Dreamer and Beyond Cyberpunk! are my
favorites, but I'd have to cite Robert Carr's "Smurfs in Hell"
series as our "most fringeful" vendor - maybe a bit severe for
some (religious) consumers, but definitely has my vote. Robert
did MacJesus and Mormonoids from the Deep, etc, and is the latest
Mondo 2000 (issue #8). As for "one-stop shopping," I'd really
like to move in to more DIY supplies, like 6.5 MHz crystals and
X-10 smart home controllers - things people can use to build
weird gizmos. But so far we've had to start out crawling before
we could walk, learning how to do the fringe retail before we got
into supplies, which are a tougher market.
By the way, on Menstat - there's been an article
in the latest Whole Earth Review about it but not too favorable.
Susie Bright did a really glowing review for Future Sex, however.
Even so, neither piece mentioned Suzanne Nathan, who really did a
lot of the design, i.e., she was the woman who designed this
software for other women to use, but the women reviewing it
haven't even bothered to talk with her about that yet. I dunno.
Not as many people using the software as there were encouraging
us to develop it! But maybe that will change with Newton,
wearable computers, etc.
John: I'll be sure to mention Suzanne Nathan in Technophilia!!
I'm positive that a lot of conceptions about computers will
change as they get smaller. I can definitely see a not-so-far-
future where it will be just as unusual to see someone with a
wearable computer as seeing someone with a watch or clothes...
JonL:
PXN: Yeh, like with portable phones. I bet concert promoters
will be one of the first groups other than the SS to use 'em!
John: Yeah, I've also heard that Beyond Cyberpunk! is superb. I
have the demo disk for it, but I had the same problem Jon had - I
don't have a Mac! I wish the Computer Lab would come out with a
PC version of it. Is the Smurfs in Hell only for the Mac, too?
PXN: Yup. These days I develop for both Mac and Windows.
Apple really pulled a market coup by packaging the MacIntosh
Toolbox in ROM+ 68K instruction traps and by bundling Hypercard.
>From what I understand, both efforts were largely the genius of
Bill Atkinson, over a period of years and several Apple corp
administrations and against all prevailing business acumen.
Bottom line is that programmers had this incredible playground
for building games and muchomedia wares that would run on
anyone's Mac without licensing extra code. DOS and Windows STILL
don't have that kind of capability without a license. I worked
with the Computer Lab to help evaluate a DOS port, but it seems
like nothing will compare with what customers expect in terms of
performance/cost after a MacIntosh or Amiga. Bunch of greedy
bastards in the DOS software biz arena!
Smurfs in Hell titles are largely based off an
adventure game creation package on the Mac called "World Builder"
that's several years old! As much as I value the ubiquity of the
Microsoft market, I'd challenge anybody to touch that kinda claim
on "useful, reliable" software. Asymetrix's Toolbook is the only
thing I've seen that comes close to Hypercard, but it's glacially
slow and their licensing policy obviates most small development
projects - if you wanna stay legal:). The best route I've
seen lately on DOS is to co-opt those slide-presentation packages
that have been on DOS systems for about seven years - at least
they combine text, graphics, sequencing, and some hooks for
sound. We just started carrying a cool piece of erotic online
"literature" called Sexotica by Dragon's Eye productions and I
believe that's the way they are doing low-cost multimedia. I'll
have to check....
John: Also, that would be great if you sold those DIY supplies.
Maybe even sell certain "kits" for set prices or something.
PXN: We've put together an outline for "gift baskets" along
various memes - like a "hack" basket that has a 2600 shirt, some
Jolt cola, and other useful items for social engineering :).
Kinda cheesey idea, but...
John: I think that would be pretty funny... As members of the
"cyberculture" community, do you see the recent cyberpunk "boom"
just a fad?
PXN: Well, lots-o people have been living the meme for years,
so the mainstream-recognition of it will be telling. Like
in another example, I talked with an English friend of mine about
her background in the rave scene there and now in the US. The
mainstream recognition of raving in London led to a boom that
drew such huge numbers (and sleazy promoters) that the whole
scene collapsed. But then it re-emerged as an underground
phenomena again - even more vigorously.
Cyberpunk is too future-focused to be real/tangible for many
people and seems generally threatening to many. Like there's a
lot of machismo among the real hacker/cracker crowd and fadish
newcomers wouldn't be supported among them, IMHO. So the current
boom seems short-lived. It's just too dark and esoteric to have
a mass appeal. I mean, you can still stage dive and sport your Doc
Martins after several beers, but it gets tough to be "marginal"
or hack or whatever that way. Merging your head with a computer
just doesn't translate well to couch potato pursuits, so I don't
see the mass appeal other than through stereotypes and maybe
somebody's idea of clothing.
Hopefully, the cyberpunk scene will re-emerge from it's fad
as well as raving.
However, I do think that a lot of the cyber/computer meme
will spread into entertainment, like that's already happening at
mainstream concerts and dance clubs - even other than raves.
That's where the trend will take hold, for my money's worth. But
people will get used to having the computers being part of the
ambience, and the trend will fade into mechanics.
On another side, I find it interesting that when I talk with
people who've gone to college, say late twenties or earlier, then
e-mail addresses are almost a given and often preferred over
voice comm. That's a BIG shift that goes subversively beyond
fads - people want the computer link to reach other people now.
That's my hot button - I hate full duplex...
John: I sort of equate the interest in cyberpunk today with the
interest of hacking after WarGames. After that film, the hacker
population grew exponentially. Luckily, most of the "k00l d00dz"
fell by the wayside to grab the next trend. But the hacker
community DID benefit from this exposure to the mainstream. A
lot of hackers were directly or indirectly influenced by that
film, even though they may hate to admit it!
Plus, cyberpunk is too much centered on change to be a fad.
At the very heart of the cyberpunk movement, there is that
unwillingness to conform to the mainstream, and an inherent
ability to adapt and embrace new reality-maps and new technology.
PXN: Yeh, the publicity makes for cheaper, more readily
available wall art - good for inspiration :).
We've tried at bOING-bOING, under the direction of
Mark Frauenfelder and Carla Sinclair, to develop a sense of
"humor cum neophilia." I've called it "Mad Magazine meets
Mad Max." Somehow, people generally translate that into
"cyberpunk" and we've really tried not to be a strictly
cyberpunk zine.
Maybe as fads ebb and flow, people will get more comfortable
with terms that dance around the cyborg and "homo mutatis" themes
and then develop "finer granularity" in the common
language/concept.
The absolute most important subset of the "cyberpunk" genre,
IMHO, are the Cypherpunks - the crypto-anarchy movement coming
out of Berkeley. It's weird, starting small, but heady and
potentially mushrooming like a recycle of the Berkeley Free
Speech Movement three decades ago. Much of the first issue of
FringeWare Review is dedicated to a tutorial on the basis for
cypherpunks and how that enables the fringe marketplace/community
in a global village. Ie. "pop encryption," Internet remailers,
digital cash banks (already online!) - those are quickly forming
the new Underground - and light years beyond the auto-dialers and
blue boxes of WarGames! And it's great, they're also light years
ahead in terms of "positive" social impact, e.g., liberalizing
privacy.
John: Yeah, the cypherpunk movement is also very active in
Britain...
I agree with you that the cypherpunk movement is truly a
huge step forward in social-technology evolution. It's
definitely hard on the governments, since the encryption
techniques are so advanced that can't be broken even by the NSA.
It gives the underground community true autonomy. Digital online
banking futhers this autonomy by decentralizing the money system.
Unfortunately, corporate take-overs of this technology are
probably inevitable - most likely 5-10 years.
Do you see the commercialization of the Internet as
inescapable? If so, do you see the companies being progressive,
like FringeWare, or do you see the same companies that rule the
"real" world trying to stake their claim on the information
networks?
PXN: I think the issue is Multiplicity. Whereas currently in
business, much of the confluence gets channeled through some
rather strict gatekeepers - if I want to do biz, then I need a
DBA or incorporation, a commercial bank account, mucho tax form,
etc. The banks, credit bureaus, tax agencies, etc., are watching
and recording every step, and I'm liable for criminal charges if
there's any intentional attempt to keep my biz private. Other
people and agencies determine my business identity. Some of
them, like banks, are greedy bastards to which I'd rather not
have to fuck with at all. That's why so many small businesses
run on a cash basis, because otherwise they end up paying $50.00
a month for "commercial bank services," ie., that don't pay
interest, $100.00 a month CPA charges, $1000.00 a month
commercial office rent so that the bank believes you aren't a
fraud/scam, and all kinds of extras to the point that you'd be
better off either working for a big corp and/or dealing
contraband.
A central tenet of the cyberpunk aims is that Identity is
defined by what you know. A private key defines
an identity. I can have many private identities |