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<P ALIGN=CENTER><font size=2 face="Times New Roman"><b><font size="+2" face="Times New Roman, Times, serif">Chapter
5<br>
</font></b></font><font size=2 face="Times New Roman"><b><font size="+2" face="Times New Roman, Times, serif">SUBCULTURE
OF THE SUBCULTURES</font></b></font></P>
<table width="620" border="0" align="center">
<tr>
<td>
<div align="center">
<p align="left"><font face="Times New Roman, Times, serif"><b>The phenomenon</b>
that started at MIT, becoming global through personal computers and
networks, has reached us in a subtle way. It is hard to recognize it
as the same thing that drove American youth to spend their days and
nights hacking. Few parents had any idea that their sons (and in some
cases, daughters) could be influenced by a culture rooted in American
universities simply by spending a few hours in front of a computer screen.
The screen in question would be hooked up to a </font> <font face="Times New Roman, Times, serif"><b>Commodore
64</b>, for (in Sweden) it is with this machine that it all began.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The high-tech
( 1984) C64 had gone into full bloom; hundreds of thousands of youngsters
in Europe, the U.S., and Australia sat hunched over their breadbox-looking
machine, fascinated by its possibilities. The C64, like the Apple II
and Atari 800, was built around MOS's 6502 microprocessor (which is
still in use, including in Nintendo's entertainment system), and therefore
many Apple and Atari owners saw the transition to C64 as a natural progression.
At first, most programs (primarily games) for the C64 were quite primitive,
with poor graphics and sound reminiscent of those produced by a PC internal
speaker - that is, beeps and screeches. At some point, however, the
market broke through a magic barrier and so many C64's were sold that
it became profitable to start companies producing software solely for
this computer. This had occurred with the Apple II and Atari in the
U.S., but since the C64 was first real European home computer, these
companies were completely new phenomena on the east side of the Atlantic.
The first companies started in the UK, which was the country that had
first started importing the C64, and which became the leading edge for
European computer culture.</font></p>
<p align="left"><font face="Times New Roman, Times, serif"> It was the
games, with their (for the time) advanced graphics and sound, that would
be copied and distributed through the so-called Scene. The Scene, a
kind of virtual society, started in the U.S. around 1979, when Apple
II and Atari games were hot stuff. The software companies were angry,
and called the Sceners pirates and criminals. Pirate BBSs for personal
computers (usually consisting of an Apple II and the program </font>
<font face="Times New Roman, Times, serif"><i>ASCII Express Professional</i></font>
<font face="Times New Roman, Times, serif">) had mushroomed and mixed
their own values and electronic magazines into the underground hacker/phreaker
movement. The most notorious BBS </font> <font face="Times New Roman, Times, serif"><b>was
Pirate's Harbour</b></font> <font face="Times New Roman, Times, serif">,
which had such prominent users as the well-known crackers </font> <font face="Times New Roman, Times, serif"><b>Mr.
Xerox</b></font> <font face="Times New Roman, Times, serif"> and </font>
<font face="Times New Roman, Times, serif"><b>Krakowicz</b></font> <font face="Times New Roman, Times, serif">.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Just before
the C64's arrival in Sweden, and parallel with The ABC Club growing
into a representative and presentable computer club, a small and tight
group of Apple II enthusiasts had created an underground network. This
network included </font> <font face="Times New Roman, Times, serif"><b>Captain
Kidd</b></font> <font face="Times New Roman, Times, serif">, </font>
<font face="Times New Roman, Times, serif"><b>Mr. Big</b></font> <font face="Times New Roman, Times, serif">,
</font> <font face="Times New Roman, Times, serif"><b>Mr. Sweden</b></font>
<font face="Times New Roman, Times, serif">, </font> <font face="Times New Roman, Times, serif"><b>TAD</b></font>
<font face="Times New Roman, Times, serif">, </font> <font face="Times New Roman, Times, serif"><b>TMC</b></font>
<font face="Times New Roman, Times, serif"> (The Mad Computerfreak),
and others. Since there was no Swedish market for Apple II software,
the group had imported games to crack and share. They even had contact
with the infamous American Apple II underground and its BBSs. Most of
the group's members advanced to a C64, and it was through them that
the Swedish Scene originated.</font> <font face="Times New Roman, Times, serif"><sup><a href="#FTNT1">(1)</a></sup></font></p>
<p align="left"><font face="Times New Roman, Times, serif">The concept
of a "scene" is the same as in a theater or music stage. A
scene is the location of a performance, where the purpose is to show
off one's abilities, not to make money or dominate other people. Scenes
(or stages) are found in almost all cultural spheres, and, fascinatingly,
also in techno-cultural ones such as those of radio amateurs, model
airplane hobbyists, and hackers. What separates the personal computer
scene from other scenes is that it ran against commercial interests,
and therefore it came to be considered a dangerous and criminal subculture.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The </font>
<font face="Times New Roman, Times, serif"><i>Scene</i></font> <font face="Times New Roman, Times, serif">
(capital S) is thus a label for the large group of users that exchange
programs (primarily games) and also so-called demos. The thinking was
straightforward: why buy a game for 25 bucks if I can copy it for free
from my neighbor. This practice was, of course, illegal (which most
people realized); however, it was a crime comparable to copying the
neighbor's records to a cassette tape, with the exception that the copy
did not suffer a loss of quality and could be infinitely reproduced.
A copy of a copy of a copy would be identical to the original.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The Swedish
prosecuting pioneer </font> <font face="Times New Roman, Times, serif"><b>Christer
Ström</b></font> <font face="Times New Roman, Times, serif"> (from
Kristianstad) and his colleagues around the world have, to an extent,
been successful in curbing the commercial mass-distribution of pirated
copies. However, private distribution is still alive and well, even
though it is currently somewhat hampered by the fact that modern games
are usually delivered on CD-ROMs, and not very easy to copy (if they
are copied, they usually have to be transferred to around 50 diskettes,
which makes the practice rather unwieldy and expensive). One buys the
original rather than spending hours copying it</font> <font face="Times New Roman, Times, serif"><sup><a href="#FTNT2">(2)</a></sup>
(more on this subject will follow later). </font> </p>
<p align="left"><font face="Times New Roman, Times, serif">Starting January
1, 1993, all reproduction and distribution of copyrighted software (even
to friends) is against Swedish law, although no individual has been
sentenced for giving copies of programs to his/her friends. The crime
is, as previously stated, comparable to copying records or videos, or
not using your turn signal when making a turn. You can relax as long
as you don't mass-distribute pirated software. Perhaps I shouldn't have
said that - it is a terribly politically incorrect statement.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Anyway, back
to 1984. The people that removed the (often virtually nonexistent) copy
protection from the games, the so-called crackers, came up with the
excellent idea of displaying their name or pseudonym (handle) on the
start-up screen of a cracked program. The phenomenon is, together with
many other phenomena in the hacking world, related to graffiti. If we
take into account that such a copy could reach tens of thousands of
people (many more than would read something sprayed on a concrete wall),
it is not hard to understand how the practice became so popular. Hackers
with handles such as </font> <font face="Times New Roman, Times, serif"><b>Mr.
Z</b></font> <font face="Times New Roman, Times, serif">, TMC (The Mercenary
Hacker), </font> <font face="Times New Roman, Times, serif"><b>WASP</b></font>
<font face="Times New Roman, Times, serif"> (We Against Software Protection),
</font> <font face="Times New Roman, Times, serif"><b>Radwar</b></font>
<font face="Times New Roman, Times, serif">, </font> <font face="Times New Roman, Times, serif"><b>Dynamic
Duo</b></font> <font face="Times New Roman, Times, serif">, or </font>
<font face="Times New Roman, Times, serif"><b>CCS</b></font> <font face="Times New Roman, Times, serif">
(Computerbrains Cracking Service) figured heavily on screens everywhere.
Sometimes individual hackers hid behind these pseudonyms, sometimes
loosely connected groups. In the U.S., there were already firmly established
and well-organized cracking groups, but in Sweden and Europe, the phenomenon
was completely new. The underground hacker movement started to grow
from scratch, especially in the larger cities, where there were plenty
of hackers that would meet at different computer clubs and exchange
knowledge and programs.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The personal
computer had incredible penetration as a medium, and several hacker
groups soon formed, spending all their time removing copy protections
from games, and then compressing and distributing the products (known
as wares or warez). Among the first groups was the American </font>
<font face="Times New Roman, Times, serif"><b>Elite Circle</b></font>
<font face="Times New Roman, Times, serif">, which had its roots in
both phreaker and hacker culture, and had already managed pirate BBSs
for Apple II and Atari software. The notion of cracking and distributing
games came from the USA, where it had started with an Apple II program
called </font> <font face="Times New Roman, Times, serif"><i>Locksmith</i></font>
<font face="Times New Roman, Times, serif">. It could remove copy protections
from programs using certain parameters. In the beginning, it was enough
to simply change the parameters for this program to crack a piece of
software, but later it became necessary to spend more work on the actual
cracking, and the cracker him/herself would have to be a programmer.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The hackers
cracked programs because they were pissed off at the software companies
for putting in copy protection routines that prevented them from looking
around inside the programs and copying them for their friends. They
wanted information to be free. This was the true reason, even though
many gave justifications such as "The programs are too expensive,
I only copy programs I couldn't afford to buy anyway, I want to test
it before I buy it", etc., which were only partially true. The
fundamental belief was that information was not property, and that they
did not want to be part of any software industry.</font></p>
<p align="left">O<font face="Times New Roman, Times, serif">ne of the
first programs to be pirated, and perhaps the first ever, was </font>
<font face="Times New Roman, Times, serif"><i>Altair BASIC</i></font>
<font face="Times New Roman, Times, serif">. It was delivered on a punch
card for the computer with the same name. BASIC stands for Beginner's
All-purpose Symbolic Instruction Code, and Altair BASIC was written
by none less than Bill Gates himself. Behind the reproduction was one
of the members of </font> <font face="Times New Roman, Times, serif"><b>Homebrew
Computer Club</b></font> <font face="Times New Roman, Times, serif">
in Silicon Valley, a hacker (</font> <font face="Times New Roman, Times, serif"><b>Dan
Sokol</b></font> <font face="Times New Roman, Times, serif">) who would
later be known as </font> <font face="Times New Roman, Times, serif"><b>Nightstalker</b></font>
<font face="Times New Roman, Times, serif">. He wrote a program that
copied the punch card pattern and thus became the world's first cracker.
The 19-year-old Gates was up in arms: he wrote an angry letter to the
user groups in which he claimed that copying a program was theft and
would ruin the industry. Most thought little Bill was an idiot; no one
had ever tried to sell computer programs before, and the norm was for
everyone to share everything. For the large computer systems, the software
came with the machine, and nobody really cared if it was copied. With
personal computers came software piracy, simply because there were software
companies that wanted to profit from this new hobby. The hobbyists themselves
never asked for any software companies.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Here, it is
necessary to make a crucial distinction: hackers distinguish between
regular distribution of a program to friends and the activities of pirates.
Pirates are not friends but people who try to profit from reproducing
and distributing software. Pirates are parasites that prey on personal
computer users, who just want software, as well as the computer industry
in general. Both hackers and members of the software industry think
that pirates are scum. The software companies hate them for stealing
their income, and hackers hate them because they try create a new dependency
relationship that is no better than the old one. Hackers, in general,
firmly believe that copying should be done on a friendly basis and for
free. Only in a few exceptional cases have hackers cooperated with pirates
to get original games (nowadays known under the more cryptic term "licenses")
for cracking purposes. Sweden's greatest pirate of all time, </font>
<font face="Times New Roman, Times, serif"><b>Jerker</b></font> <font face="Times New Roman, Times, serif">
(fictitious name), was a retired father of two, in his forties, and
hated by the industry as well as the hackers (with the possible exception
of the </font> <font face="Times New Roman, Times, serif"><b>Xakk</b></font>
<font face="Times New Roman, Times, serif"> group, which depended on
him for their originals). Rumor has it that he's not given up piracy,
and still makes his living selling illegal copies. Jerker says that
he is not really interested in computers, and it seems to be true. Personally,
I think that he has a considerably greater interest in money.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The Scene in
1986: as hackers developed their programming expertise, the introductory
screens displayed at the beginning of cracked games became more advanced
and grew into several dimensions. Hackers were inspired by title screens
and sequences from games, and the introductory screens went from comprising
mainly vertically scrolling text to advanced graphics with animation,
sound, and sophisticated technical tricks that made the show more cool.
A new art form, the </font> <font face="Times New Roman, Times, serif"><i>Intro</i></font>
<font face="Times New Roman, Times, serif">, was born, and it was practiced
solely by programmers. Although the art of demo writing had existed
(in a simple form) in the time of the Apple II, the C64 and its advanced
technology permitted it to bloom. Groups like </font> <font face="Times New Roman, Times, serif"><b>Eagle
Soft</b></font> <font face="Times New Roman, Times, serif">, </font>
<font face="Times New Roman, Times, serif"><b>Hotline</b></font> <font face="Times New Roman, Times, serif">,
</font> <font face="Times New Roman, Times, serif"><b>Comics Group</b></font>
<font face="Times New Roman, Times, serif">, </font> <font face="Times New Roman, Times, serif"><b>FAC</b></font>
<font face="Times New Roman, Times, serif"> (Federation Against Copyright),
</font> <font face="Times New Roman, Times, serif"><b>Triad</b></font>
<font face="Times New Roman, Times, serif">, and </font> <font face="Times New Roman, Times, serif"><b>Fairlight</b></font>
<font face="Times New Roman, Times, serif"> flooded the Scene in the
last half of the 80's.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Some of these
groups started their own BBS's where ideas were exchanged and programs
distributed. The word </font> <font face="Times New Roman, Times, serif"><i>elite</i></font>
<font face="Times New Roman, Times, serif"> was adopted as a term for
the groups that were the most productive and had the most distribution
channels (especially to the USA). The European part of the Scene had
an obsession with distributing their cracked games to the United States
as quickly as possible. It was probably due to a form of "sibling
rivalry", since the Scene itself started with the American Apple
II computers, and the most experienced hackers were from the U.S. It
was important to impress "big brother" with your cracked games.
In the European Scene, more ties to the USA meant higher elite status.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The demand
for open communication channels led to the hackers attacking the Internet
(among other things), and cooperating with European and American phreakers
to open more channels to the West. The phreakers and network hackers
called these newcomers from the world of personal computing </font>
<font face="Times New Roman, Times, serif"><i>Warez d00ds</i></font>
<font face="Times New Roman, Times, serif">, since they were always
bringing "wares" in the form of pirated or cracked games.
They referred to themselves as traders, or, more expressly, modem traders,
since they used modems to connect to different BBSs. At first it was
Americans skilled in the fine art of phreaking who contacted different
European cracking groups, and later the Europeans themselves started
calling the U.S., hacking Internet computers, etc.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Eventually,
the Europeans' inferiority complex with respect to the "big brother
of the west" had the result that the European home computer hackers,
in their struggle to excel, developed programming and cracking skills
totally superior to their American counterparts. During 1987-88, American
computer game companies began adding copy protection to software exported
to Europe, but not to the games sold within the U.S. They feared the
European cracking groups, and Sweden in particular was considered an
unusually dangerous country. The computer gaming industry suggested
that much of the pirated software that circulated through the U.S. and
Europe originated in Sweden, which is actually true. Most of these games
came from an imports store in Göteborg (Gothenburg), which was
visited once a week by a Swedish hacker who was supposedly "reviewing"
new games. Without the storekeepers' knowledge, he copied the games
and distributed them to various Swedish crackers.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">It didn't take
long for someone to come up with the idea of separating the intros from
the games, letting them stand for themselves; the intro would even be
allowed to occupy all of the computer's memory. This resulted in the
birth of demo programs (or </font> <font face="Times New Roman, Times, serif"><i>demos</i></font>
<font face="Times New Roman, Times, serif">), which were dedicated to
graphical and musical performances and extraordinary technical tricks.
The first demos were collections of musical themes from various games,
usually accompanied by a simple text screen. For the most part, it was
the same groups that had previously done cracking and intros that migrated
to demo creation, but "pure" demo groups also surfaced, such
as </font> <font face="Times New Roman, Times, serif"><b>1001 Crew</b></font>
<font face="Times New Roman, Times, serif">, </font> <font face="Times New Roman, Times, serif"><b>The
Judges</b></font> <font face="Times New Roman, Times, serif">, </font>
<font face="Times New Roman, Times, serif"><b>Scoop</b></font> <font face="Times New Roman, Times, serif">,
and </font> <font face="Times New Roman, Times, serif"><b>Ash &
Dave</b></font> <font face="Times New Roman, Times, serif">. A distinct
jargon and theory of beauty developed, mainly through the exchange of
programs and knowledge on England's </font> <font face="Times New Roman, Times, serif"><b>Compunet</b></font>
<font face="Times New Roman, Times, serif">, which was an enormous conferencing
system dedicated solely to personal computer fans. Compunet became the
hard core of the demo groups, but most of the software exchange still
took place through disk trading and BBSs. Later, and especially during
1988, the underground magazine </font> <font face="Times New Roman, Times, serif"><i>Illegal</i></font>
<font face="Times New Roman, Times, serif"> became a sort of cultural
nexus for this rapidly growing society.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Norms for telling
the bad from the good evolved quickly, and the widespread expression
</font> <font face="Times New Roman, Times, serif"><i>lamer</i></font>
<font face="Times New Roman, Times, serif"> was introduced as a term
for people who didn't want to program, and instead used presentation
software to produce demos. Probably, the term originates in skater slang.
The word lamer spread far outside hackers' circles, and soon applied
to any computer-illiterate person. Many similar slang terms have been
derived from the Scene, but these relationships are not expressed in
the Jargon File; rather, the document serves to perpetuate the negative
view of subcultural hackers (to whom it invariably refers to as warez
d00ds). This view is both erroneous and prejudiced.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">From an American
perspective, it is understandable that the academic hackers from MIT,
Berkeley, Stanford etc. considered the personal computer hackers amateurs
of little value; in the U.S., virtually all teenagers with a personal
computer were exclusively interested in games. American demos and intros
were primitive, and nowhere near the level of sophistication of the
European ones. On the whole, the American part of the Scene had a less
developed culture than the European side. The American hackers were
heavily influenced by the phreaker culture, and as a result usually
insolent and aggressive. The feelings of contempt were mutual.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">An unfortunate
consequence of this animosity is that European hackers searching for
their identity are easily attracted by American hacker ideals, and thus
assume a slightly scornful attitude towards personal computer enthusiasts.
It is worth noting that the cultural foundation of European hackers
consisted of personal computer hobbyists, and not of phreakers, network
hackers, or small academic clubs at universities. The European hacker
identity was built around Commodore's and Atari's personal computers,
and this is where the European hacker should seek his/her roots. In
addition, there are (of course) values and traditions inherited from
the American universities. However, one thing is fairly certain: the
European personal computer hackers developed the art of computing in
a way that never occurred in the U.S. The aggregate of European teenage
hackers created a beautiful and amateur-based art form of a kind that
MIT and Stanford never witnessed.<br>
</font> <font face="Times New Roman, Times, serif"><br>
</font> <font face="Times New Roman, Times, serif"><b>The Art Form of
the Demo<br>
</b></font> <font face="Times New Roman, Times, serif">A demo is somewhat
difficult to define; it really has to be experienced. Even the first
hackers at MIT created (around 1961) simple demos in the form of small
mathematical patterns that were displayed on a simple screen. These
were called </font> <font face="Times New Roman, Times, serif"><i>Tri-pos
</i></font> <font face="Times New Roman, Times, serif">or </font> <font face="Times New Roman, Times, serif"><i>Minskytron</i></font>
<font face="Times New Roman, Times, serif">-patterns (after the professor
of the same name). The demos were beautiful, but lacked practical applications.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Sine curves,
scrolling text, and mobile blocks of graphics coupled with music constituted
the first personal computer intros. As time has progressed, the products
have come to resemble motion pictures or corporate demonstrations, known
as </font> <font face="Times New Roman, Times, serif"><i>trackmos</i></font>
<font face="Times New Roman, Times, serif">. The name is derived from
the fact that new data has to be loaded continuously from disk to keep
the demo running (a disk is subdivided into tracks, hence trackmo).
Since MIT, demo programmers have had a passion for weaving mathematical
image patterns into their creations.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">As the demos
appeared, this new cultural expression began spreading from the C64
to other computer platforms. First, it migrated to the Atari ST (1984)
with groups such as </font> <font face="Times New Roman, Times, serif"><b>TCB</b></font>
<font face="Times New Roman, Times, serif"> (The Care Bears) and </font>
<font face="Times New Roman, Times, serif"><b>Omega</b></font> <font face="Times New Roman, Times, serif">,
and later (1986) to the Commodore Amiga, where (among others) </font>
<font face="Times New Roman, Times, serif"><b>Defjam</b></font> <font face="Times New Roman, Times, serif">,
</font> <font face="Times New Roman, Times, serif"><b>Top Swap</b></font>
<font face="Times New Roman, Times, serif">, </font> <font face="Times New Roman, Times, serif"><b>Northstar</b></font>
<font face="Times New Roman, Times, serif"> and </font> <font face="Times New Roman, Times, serif"><b>TCC/Red
Sector</b></font> <font face="Times New Roman, Times, serif">, and later
</font> <font face="Times New Roman, Times, serif"><b>Skid Row</b></font>
<font face="Times New Roman, Times, serif"> and </font> <font face="Times New Roman, Times, serif"><b>Paradox</b></font>
<font face="Times New Roman, Times, serif">, became well-known. In 1988-89,
demos started to appear even for the IBM PC, from (among others) the
Swedish pioneers </font> <font face="Times New Roman, Times, serif"><b>TDT</b></font>
<font face="Times New Roman, Times, serif"> (The Dream Team) and </font>
<font face="Times New Roman, Times, serif"><b>Space Pigs</b></font>
<font face="Times New Roman, Times, serif">. (The Macintosh has, to
my knowledge, never nurtured any significant demo activity, but this
may change as the Mac has become more of a "personal computer").
The transfer of games, intros, and demos was completely dependent on
a network of postal mail and a great number of individuals and BBS's
that called cross-nationally and cross-continentally to distribute the
programs. During the 80's, the demo groups couldn't afford to connect
to the Internet; only a few university hackers had that opportunity,
and most of the Commodore hackers were in secondary school. Most of
the university hackers were of the "old-fashioned" kind, and
completely ignored personal computers in favor of minicomputers (which
were the coolest things around in their opinion).</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Since computer
programs are often copied through several generations (copies distributed
and then copied and distributed.... etc.), they offer an exceptional
opportunity for the distribution of names and addresses to help expand
the trading market. Fairly quickly, the early hacking groups recruited
members whose only purpose was to copy and trade demos with others of
similar mind, primarily in order to spread their own group's creations.
These members were known as </font> <font face="Times New Roman, Times, serif"><i>swappers</i></font>
<font face="Times New Roman, Times, serif">, and a diligent swapper
could have around a hundred contacts. Since it wasn't very economical
to send dozens of letters a month, many (to the chagrin of the postal
service) started spraying liquid Band-Aid on the postage stamps so that
they would "last longer".<br>
</font> </p>
<p align="left"><font face="Times New Roman, Times, serif">Pure swappers
soon discovered that it was possible to trade merchandise other than
disks, and two new subcultures emerged: film-swappers and tape-swappers.
The former engaged in the exchange of videos of all types, although
primarily movies that were banned by some government, or that were exciting
for some other reason. The tape-swappers exchanged music cassettes.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Disk swaps
among hackers have been extremely important as a contact surface for
these subcultures. The word disk-swapper is never used in writing by
the hackers, since the word (in its pure form) simply indicates the
exchange of disks. Film-swappers in particular are connected to the
hacker culture, since the breakthrough of the VCR coincided with the
personal computer boom in the mid-80's. Frequently, a swapper trades
disks, cassettes, video tapes, or any other media that can be duplicated.
The difference between a swapper and a regular pen-pal is that the content
of the swap (the disk, cassette, or whatever) is more important than
anything else. If you don't feel like writing a letter, you just send
a disk labeled with your own name so that the recipient will know who
sent it. Disk swapping is, however, a phenomenon associated with the
European personal computer hackers of the 80's. For the IBM PC of the
90's, this procedure is relatively uncommon - the standard nowadays
is to get the programs you want from a BBS or even the Internet. Swapping
has given way to trading, that is, the exchange of information has gone
from disks to modems.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">In the beginning,
hacker groups consisted of just programmers and swappers, or individuals
that were a combination of the two. The most successful groups of this
kind have always been those who enjoyed geographic proximity, enabling
their members to exchange ideas and knowledge without expensive and
troublesome telephone connections. After some time, a need for more
specialized hackers arose, and categories like musicians, graphics experts,
the previously mentioned crackers, and coders emerged. The difference
between a cracker and a coder was that the former specialized in removing
copy protection (i.e. modifying existing programs), while the latter
was concerned with pure programming (or coding).</font></p>
<p align="left"><font face="Times New Roman, Times, serif">To destroy
copy protection routines is not illegal in itself (actually, you pretty
much have the right to do whatever you want to with a product that you
have purchased). On the other hand, widespread distribution of the "cracked"
program, which the swappers frequently engaged in, is highly illegal
(although I should point out that many of the swappers only traded demos,
and stayed away from distributing copyrighted software). However, we
again run into the similar act of copying music CD's, which is just
as illegal. No law enforcement agency in its right mind would ever get
the urge to strike against a hobby hacker who copied software for his
or her friends, as long as it wasn't not done in a commercial capacity.
The crackers and traders did not know this, which made the practice
more exciting and "forbidden" (remember that the average hacker
was in his or her teens, and that it is very important to rebel against
society at that age).</font></p>
<p align="left"><font face="Times New Roman, Times, serif">In the U.S.,
there was another category of hackers called fixers. The fixers modified
the code generating the signals for European PAL television systems
to fit the American NTSC standard. (These hackers did not exist among
the PC hackers, because all PC's have their own video systems intended
for monitors rather than TVs). Some hackers also had suppliers, who
acquired the original programs that the crackers stripped of copy protection
routines. It was not unusual for these suppliers to work in software
retail stores or even at software companies.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">For social
reasons, so-called copy-parties were held, as early as 1984, at which
many hackers from different groups got together (in some city) to interact
and trade knowledge and experiences. Possibly, the hackers drew inspiration
from </font> <font face="Times New Roman, Times, serif"><i>The Whole
Earth Catalog's</i></font> <font face="Times New Roman, Times, serif">
first hacker conference in that year. The event is reminiscent of role-playing
conventions in that it is a rather narrow group of interested parties
that gather, but it is different in that the mood is rather tumultuous
and unrestrained, more like a big party than a regular convention. The
term copy-party stems from the fact that a great deal of copying took
place at these parties, both legal and illegal. Nowadays, salience has
been reduced by calling the events demo-parties or simply parties. A
famous series of recurring copy- parties were held during the 80's in
the small Dutch town of Venlo. The Party (capital P) is probably Europe's
(or even the world's) largest and most frequented copy party. Since
1991, it is held annually during December 27-30 in Herning Messecenter,
Denmark, and attracted close to 2000 people in 1994.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Not even hackers
always get along: confrontations between groups or individuals often
escalated into "gang wars", mostly involving psychological
warfare. The objective was to ostracize a person or group by refusing
to exchange disks, and encouraging friends to join in the boycott. In
this manner, an individual or a group could be "excommunicated"
from the community. To reach this goal, lengthy text files containing
pointed truths or pure lies were distributed, whereupon the accused
retaliated using the same technique. The wars basically never produced
any tangible outcomes, and copy-party melees were extremely rare. Conducting
psychological warfare against other hackers should be regarded as rather
harmless, even though the participants were often fervently committed
to the battle. It should be assumed that these schisms taught teenage
hackers a great deal about the true nature of war: it rages for a while,
then dissipates, only to flare up elsewhere. Some leave the Scene (or
die in a real war), but most remain, and some day another disagreement
occurs.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">I would like
to take the opportunity to mention that among the phreakers, these wars
ended much more quickly: you simply reported your enemy to the police.
This was the only way to practically interfere with a phreaker's life.
Among both the phreakers and hackers, however, friendship dominated
over strife. Through the occasional wars between hacker groups, yet
another aspect of human behavior was transferred to cyberspace. Abstractions
of war as an advanced chess game in the form of confrontations on the
Scene as well as in many different role-playing games, or tangibly as
in the movie War Games, have given many hackers a cynical view of human
nature.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Those who are
(and were) active on the Scene participate because they have a relationship
with the computer that is different from that of any previous generation.
Where one person only sees a box, a machine with a screen and keyboard,
the hobby hacker sees an entire world, filled with its own secrets and
social mores. It is these hidden secrets that spellbind and beckon the
hacker, and makes him or her forget everything else. The search for
more knowledge accelerates toward a critical mass, a sustained level
of intensive productivity. This is the state in which a hacker produces
a demo in two weeks or cracks one game per day. All social interaction
outside the realm of the computer and its users becomes insignificant.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Eventually,
most reach a limit at which they grow weary of the Scene and the eternal
quest for something newer, bigger, and better. They simply quit. One
hacker that I know well once told me: "The only real way to quit
is dragging the computer to a swamp and dumping it". This serves
to illustrate the weariness following exaggerated participation on the
Scene. Others keep their hacking to moderate levels, and lead normal
lives apart from their hobby. These moderates tend to stay on the Scene
the longest (personally I've been on the Scene since 1986 and I remain
there today, albeit as a somewhat sporadically active member).</font></p>
<p align="left">T<font face="Times New Roman, Times, serif">he Scene reveals
a great deal about the true nature of hacking culture; it is a roof
under which to gather. Hacking is about the exploration of computers,
computer systems, and networks, but also an inquiry into the workings
of society, and the creation of new and personal things through experimenting
with subcultures. That is why hackers break into systems to which they
are not authorized, spray fixative on postage stamps, and blatantly
disregard any form of copyright. They want to explore and see how things
work. Perhaps subconsciously, they want to prepare for the future. The
hacker culture emphasizes exploration, not cold-blooded theft, and hackers
are not egocentric criminals that only seek destruction</font> <font face="Times New Roman, Times, serif"><sup><a href="#FTNT3">(3)</a></sup>.
</font></p>
<p align="left"><font face="Times New Roman, Times, serif"> The actual
motivation for real hackers is simply exploration, while someone who
hacks with theft or sabotage as a motive is a computer criminal and
not a hacker. Jörgen Nissens has written a fascinating thesis
called Pojkarna Vid Datorn (The Boys at the Computer), which makes it
clear how special the hacker culture surrounding personal computing
really is. He has interviewed some of the hackers in the groups Fairlight
and TCB, and points out how strange it is to hear members speaking of
market shares of the Scene, and how the groups are run under something
similar to corporate principles, even though they lack a profit motive.
He also emphasizes that hackers behave more like bored consumers than
criminals or classical youth gangs; they are members of what Douglas
Coupland refers to as Generation X.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The personal
computer groups are typical of Generation X. They abhor politically
correct messages, they run everything like a business, and they are
sick of the enormous market. Instead of consuming, they started producing.
Instead of manipulating money to achieve status and enjoy the admiration
of others, they have created a market where they trade creativity for
admiration without any material layers in between. No CD's, promotion
tours, or marketing schemes are necessary. There is only a need for
pure information products in the form of demos and cracked games, which
are traded for pure information in the form of respect and admiration.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The only subcultural
hackers to receive any great media attention were those who crossed
the line to network hacking or phreaking and got busted. In 1989, parts
of the circle surrounding the demo group </font> <font face="Times New Roman, Times, serif"><i>Agile</i></font>
<font face="Times New Roman, Times, serif"> were arrested after one
of their members, </font> <font face="Times New Roman, Times, serif"><b>Erik
XIV</b></font> <font face="Times New Roman, Times, serif"> (fictitious
name), went to the media and exposed how vulnerable credit card transactions
really were. At the same time, another of their members, </font> <font face="Times New Roman, Times, serif"><b>Erlang</b></font>
<font face="Times New Roman, Times, serif"> (also a fictitious name),
ordered video editing equipment for a quarter of a million crowns (about
$35,000) to his own home address using fake credit card numbers. Driven
by their slightly elitist attitude from the demo culture, they wanted
to be alone in their mastery of credit card technology, and tested the
limits of what was possible using artificial codes.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">When the police
arrested Erlang after he had ordered the editing equipment, he started
telling them everything with an almost pathological obsession with detail.
Phreakers and hackers often do this; it seems as if they believe the
police will be impressed by their feats. The people involved in the
Agile case were all given suspended sentences, high fines, and probation.
All of them, save Erlang, now work in the computer industry (surprise?).</font></p>
<p align="left"><font face="Times New Roman, Times, serif"><b>Attitudes<br>
</b></font> <font face="Times New Roman, Times, serif">The first hackers
at MIT always made use of all the technological resources they could
lay their hands on. It wasn't always the case that the "authorities",
the professors and custodians responsible for the equipment, approved
of this behavior. Most teachers thought that instruction in computer
science should be of the classical authoritarian kind, where the professor
stood at the lectern and lectured. If the students were to have access
to the computers it should be through explicit assignments to be turned
in for grading, not through the learning by doing that the hackers practiced.
They loved the computers, and couldn't for the life of them imagine
why they would be kept away from the machines. They sneaked in at night
and used the machines unbeknownst to the instructors.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">After several
personal confrontations with computer professors, and especially after
having worked as a computer instructor myself, I have realized that
this classical emphasis on utility is all too common among Swedish computer
teachers. It is simply not possible to get people to think that "computers
are fun" if you at the same time force them to adhere to rules
for what they are allowed and not allowed to do with the computer. Many
computer instructors throw a fit when they discover that the students
have installed their own programs on the computers, or have programmed
something that wasn't the subject of an assignment. Common reasons for
this behavior are a paranoid fear of viruses, the view that computer
games are just a waste of time, and so on. One teacher at my old gymnasium
(secondary school), which we will call X, installed a program on his
computers which triggered a screeching alarm as soon as someone tried
to change any of the machines' configurations (the machine configuration,
in this case, is a couple of files with information that allows the
computer to use different accessories). Of course, an exploring hacker
will feel like changing the configurations, and the school's own binary
geniuses naturally ignored the large posters all over the computer room
proclaiming that this activity was absolutely prohibited. Central to
this story is the fact that the teacher was a foreign language instructor,
who could not under any circumstances accept that "his" computers
would be used for anything else than language programs, word processing,
or other authorized activities. Some students that triggered the alarm
were banned from the linguistics computer lab, while the more skillful
students (who knew how to change the configuration without setting off
the alarm) were still permitted in the computer room, despite having
changed the configuration many times.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">These students,
who possessed some of the true hacker mentality that says that you shouldn't
accept a monopoly on knowledge or computing power, wrote an amusing
little program. Besides completely circumventing X's little security
system, the program also randomly displayed a requester, a small text
window which said: X IS A MORON. Below this text was an "OK"-button
that had to be pressed in order to proceed. The program was a classical
hack: it wasn't very useful, but it didn't do any real harm, and it
was funny. The first hackers at MIT would surely have appreciated this
prank (personally, I find it exquisite!). It was completely impossible
for the teacher in question to find and remove the program. In the end,
he had to format all the hard drives on the computers and reinstall
all the software from scratch. To face the music and ask the hacking
students to remove the program, or even apologize to them, never occurred
to him. Doing this would not only mean recognizing the students' right
to use the computers, it would also mean confessing the truth - that
some of the students were more adept in computer science than himself.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The fact is:
the parents of these students had paid taxes to enable their children
to use computers at school. The students, like hackers in general, were
therefore of the opinion that the natural thing would be to let them
use the computers to do whatever they wanted, and as much as they wanted
(outside regular class hours, of course). This obvious right has been
known since the time of the MIT hackers as the hands-on imperative.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Computer instructors
frequently do not understand hackers. They think that if the hackers
have to mess around with the computers all the time, why can't they
do something useful and authorized, such as figuring out a repayment
plan, or writing a summary of African history, or something along those
lines? The predominant attitude seems to be that the students should
only use the machines, not explore them, and definitely not hack them.
The machine should only be a tool, and the user should preferably know
as little as possible about the processes that take place behind the
screen. The hacker is the one who, in spite of these authoritarian attitudes,
actually wants to know.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Hackers don't
want to do "useful" things. They want to do fun things, like
exploring the computer's operating system, installing their own programs,
and trying out different technological features. This is what makes
it fun to use a computer. I have tried to mention this to several computer
instructors of my acquaintance, but alas, mostly with no results. I
personally believe that this kind of exploration is beneficial, and
wouldn't for the life of me want to prohibit students from engaging
in it. It is the foundation for the enthusiasm that makes some people
think that "computers are so much fun". If a student, after
all, manages to screw up the computer, I consider it my responsibility
as a teacher to restore the machine to full functionality again. If
I can't do this, I'm incompetent. If I don't have time to do this, the
school is short-staffed. I have never had any significant problems with
my own students; in fact, I have invariably had positive experiences
with them. The fact is that I encourage my students to explore the operating
system even if it is not the subject matter of the course. If the computers
I'm responsible for are infected by viruses or crash, then it is my
problem rather than the students'.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">At MIT in 1960,
the possibilities that opened up when students were allowed to freely
access the equipment were quickly discovered. Professor Marvin Minsky
would walk into the computer room, put down some electronic device and
then let the students try to develop a control program for it on their
own. This was not instruction - it was high-level research, and it was
the students, the hackers, that conducted it. If it hadn't been for
this attitude towards learning, computers would never have become what
they are today. After MIT became the first computer school in the world
to allow the students unlimited access to the computers, this new pedagogy
spread to all universities that were engaged in computer research, including
the Swedish ones. No self-respecting university today bans their students
from the computer rooms. They often have their own keys or keycards,
and can come and go as they please. The Swedish primary and secondary
schools have a lot to learn from the universities in this respect.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The fact is
that the network hackers' mayhem in the university computers divide
the computer staff into two camps: those who fly off the handle when
they discover that someone has hacked their computer, and those who
find it interesting and exciting if someone hacks their computer. The
latter group, however, is not nearly as vocal as the first, which has
led to the popular view that all computer professors or information
officers hate hackers. This is far from the truth. The hacker is
engaged in exploration. Not just of single computers, but also of computer
systems, computer networks, the telephone network, or anything electronic.
They condemn and/or ignore the authority that wants to prevent them
from exploring. They are not motivated by theft. Period.</font></p>
<p align="left"><font face="Times New Roman, Times, serif"><b>Mentality<br>
</b></font> <font face="Times New Roman, Times, serif">What keeps hackers
going from a psychological perspective is a sensitive subject. MIT's
hackers could stay up and work a 30-hour shift, then crash for about
12 hours, only to get up and complete another 30-hour shift. Sometimes,
hackers neglect everything but the computer, including nutrition, hygiene,
and normal social interaction. We see this as unhealthy, although we
may accept it among persons working on corporate boards, committees,
or other professions with a high degree of responsibility. It should
be made clear that virtually every hacker goes through such a period
of intense concentration at some point in his/her career, and it would
be hasty to condemn such behavior in general.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">In some cases,
the computer is actually a means of escape from an intolerable existence.
A youth in the ages of 14 to 19 is subject to many harsh demands from
his or her environment. It is demanded that they should be able to handle
school, socialize with their friends, and (implicitly) connect with
the opposite sex. At the same time, one should not forget that
hacking is often conducted in a group environment, and it is based on
a friendship that goes far beyond the limited area of computing (For
the uninitiated: friendship is the phenomenon that makes someone get
the idea of lending a room to someone else for a few days, copy a computer
program, share knowledge, etc., without demanding payment).</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The computer
offers a convenient escape from the demands of growing up. In earlier
stages of history, many men (and some women) have distanced themselves
from difficult emotions by whole-heartedly dedicating themselves to
some science, and becoming so totally wrapped up in their research that
they "forget" their troublesome social "duties"
such as friends, marriage, and all that the entail. Computing, in our
time, is a largely unexplored territory. Everyone with access to a computer
is instantly drawn into a world in which much is strange and unknown,
but which at the same time possesses an underlying logic. A computer
begs to be explored. In this way, the computer can almost become a drug
that replaces a more "natural" urge to explore social behavior
patterns. The excursions into the computer do not become a substitute
for sexual relations; it becomes something that you occupy yourself
with so you don't have to think about sexual relations. This is why
so many so-called "nerds" spend most of their time with computers.
Society has given them a thankless role from the beginning, and instead
of playing along with it, they escape it.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Many hackers
are fully aware of this escape. At the same time, they see the hard
life, ruled by the laws of the jungle, lurking outside cyberspace, and
they finally make a conscious decision to either change everything or
stay where they are. Some old hackers have, through the years, developed
an incredible cynicism because of this. They condemn the real world
and are committed to creating a world in which they can rule for themselves,
inside the computers. They observe technological advances in virtual
reality and artificial intelligence with excitement, and tell themselves
that </font> <font face="Times New Roman, Times, serif"><i>one day</i></font>
<font face="Times New Roman, Times, serif">...</font></p>
<p align="left"><font face="Times New Roman, Times, serif">If they could
go into the computer forever, they would. They already hate the "real"
world in which they have to feel restrained by their physical or social
disabilities, and where their fate as losers has already been determined.
The human sexual identity consists of a social as well as physical side,
and if you lack one or the other, you're destined to be a loser. It
happens that hackers become aware of this, and instead say: "We
don't want to be part of it", and then retreat to cyberspace. There
is nothing we can do about this, except possibly tone down our social
attitudes towards those who are different, if even that would help.
Maybe it is undesirable to have hackers adjust to a "normal"
life. Maybe we want them where they are, where they feed their brains
with so many practical problems that they don't have to think about
social dilemmas, so that we can keep track of them and keep them under
control. They are contained in a subculture where the weird is normal.
Their condition can, at worst, develop into mild or severe escapism,
i. e. escaping from reality. This condition is usually called computer
sickness.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">In addition,
we can observe that illegal hackers possess a somewhat different pattern
of behavior compared to the subcultural hackers, depending on which
way they have entered the culture. Some phreakers come from an environment
consisting of party lines, amateur societies, etc. They are driven by
a desire to communicate, rather than exploration through the formation
of groups and internal competition. They are often considerably more
arrogant and practice phreaking simply because they are bored, and have
nothing better to do (it's the same motivational factor as for people
who dial various party lines on 900-numbers). They don't take hacking
to be a deadly serious business, and often make fun of hackers, since
deep down they think the hackers are complete geeks.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Hackers, who
would rather spend time with computers than with telephones, generally
identify with their group and possess more group loyalty. A pure phreaker,
of the kind I just discussed, would have no problem at all turning his/her
friends in to the police if he/she got busted, while a real hacker would
never turn in even his/her enemies.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">Network hackers,
as well as phreakers, virus hackers, and some crackers, suffer from
a hopelessly negative self-image. They see themselves as mean, cruel,
and dominant badasses. They have assumed a role in which they identify
themselves with a desire for destruction, hate of society, anarchism
and general mischief, mainly to feel a sense of belonging. For most,
this is only a temporary stage. If they have assumed yippie ideals,
however, it is not temporary.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">The most dangerous
hackers (from the perspective of society at large) are invariably bitter.
They consider themselves misunderstood and misjudged by the educational
system. They think that the schools have been unsuccessful in harnessing
their intelligence and talent, and consider themselves to have a right
to exact revenge on a society that shut them out of a world of knowledge,
simply because they didn't act the right way, and lacked the proper
social code. They have been forced into vocational schools by a grading
system that has been unable to distinguish them among those who are
truly suited towards higher education.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">What makes
matters worse is that they are <i>right</i>. With the hate of a society
that couldn't or wouldn't appreciate their qualities, they return with
computers and electronic equipment to saw through the pillars of the
same society's entire socioeconomic system, often with a nearly psychopathic
lust for destruction.</font></p>
</div>
<blockquote>
<div align="left"><font face="Times New Roman, Times, serif"><b>Carceres
Ex Novum</b><br>
</font> <font face="Times New Roman, Times, serif"><i>"There was
an alternative to normal life. I was sick of the normal, sick of always
being last. I found friends that I never had to meet face-to-face, and
so my teenage years passed, and I became an interesting person. </i></font><i><font face="Times New Roman, Times, serif">When
I started at university the gigantic Internet came to my room, and the
world was beamed to me. I had millions of people close by, without
ever having to look them in the face. I sat there all the time, only
pausing to eat and go to class. I didn't meet anyone, no one knew
me. And I was comfortable. Thanks to the attention of the anonymous
people on the other side of the screen, I did not feel lonely. But time
ran out, and the real world crept closer. Of course, I knew I could
run away forever, but I would never be able to hide from them, the ones
whose values transformed me into a lonely, asocial rat, who spent all
of his time with the computer. And I hated them."</font></i></div>
</blockquote>
<div align="center">
<p align="left"><font face="Times New Roman, Times, serif">Certainly some
of the activities engaged in by hackers are illegal, and certainly this
is wrong from the viewpoint of society. Nevertheless, it would be to
severely underestimate hackers to say that they commit these acts in
a routine fashion, for "lack of something better to do", or
for their own profit. There has been too much judgment and too little
understanding in the hacker debate.</font></p>
<p align="left"><font face="Times New Roman, Times, serif">But now for
something completely different.</font></p>
</div>
<hr align="left">
<div align="left"><font color="#999999" face="Times New Roman, Times, serif"><a name="FTNT1"></a>
1. </font> <font face="Times New Roman, Times, serif" color="#999999">
I am here deeply indebted to Christer Ericson, who shared his knowledge
of the Apple II movement in Sweden; this information had hitherto not
been written down, and therefore difficult to retrieve.<br>
<br>
<a name="FTNT2"></a> 2. Currently, even CD-ROMs are copied to a great
extent. Especially MP3 (or MPEG Layer 3), a system for sound compression,
has become popular as it provides a means for the mass distribution of
music CDs (which I personally believed to be pure fantasy until about
a year ago). This compact music format compresses a sound CD at a ratio
of 1:12, and a normal pop song is transformed into a 3-4 Mb file, which
can easily be transferred across the Internet. In five years, I'm sure
videos will be distributed across the Net!<br>
<br>
<a name="FTNT3"></a> 3. I'm sure you notice that I'm getting personal
now.</font><font face="Times New Roman" color="#999999"></font></div>
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