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The Hacker Crackdown Part 25

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Andrews lived in Illinois, the native stomping grounds of the Chicago Task Force. On February 3 and 6, both his home and his place of work were raided by USSS. His machines went out the door, too, and he was grilled at length (though not arrested). Andrews proved to be in purportedly guilty possession of: UNIX SVR 3.2; UNIX SVR 3.1; UUCP; PMON; WWB; IWB; DWB; NROFF; KORN Sh.e.l.l '88; C++; and QUEST, among other items. Andrews had received this proprietary code-- which AT&T officially valued at well over $250,000--through the UNIX network, much of it supplied to him as a personal favor by Terminus.

Perhaps worse yet, Andrews admitted to returning the favor, by pa.s.sing Terminus a copy of AT&T proprietary STARLAN source code.

Even Charles Boykin, himself an AT&T employee, entered some very hot water.

By 1990, he'd almost forgotten about the E911 problem he'd reported in September 88; in fact, since that date, he'd pa.s.sed two more security alerts to Jerry Dalton, concerning matters that Boykin considered far worse than the E911 Doc.u.ment.

But by 1990, year of the crackdown, AT&T Corporate Information Security was fed up with "Killer." This machine offered no direct income to AT&T, and was providing aid and comfort to a cloud of suspicious yokels from outside the company, some of them actively malicious toward AT&T, its property, and its corporate interests. Whatever goodwill and publicity had been won among Killer's 1,500 devoted users was considered no longer worth the security risk. On February 20, 1990, Jerry Dalton arrived in Dallas and simply unplugged the phone jacks, to the puzzled alarm of Killer's many Texan users. Killer went permanently off-line, with the loss of vast archives of programs and huge quant.i.ties of electronic mail; it was never restored to service. AT&T showed no particular regard for the "property" of these 1,500 people.

Whatever "property" the users had been storing on AT&T's computer simply vanished completely.

Boykin, who had himself reported the E911 problem, now found himself under a cloud of suspicion. In a weird private-security replay of the Secret Service seizures, Boykin's own home was visited by AT&T Security and his own machines were carried out the door.

However, there were marked special features in the Boykin case.

Boykin's disks and his personal computers were swiftly examined by his corporate employers and returned politely in just two days-- (unlike Secret Service seizures, which commonly take months or years).

Boykin was not charged with any crime or wrongdoing, and he kept his job with AT&T (though he did retire from AT&T in September 1991, at the age of 52).

It's interesting to note that the US Secret Service somehow failed to seize Boykin's "Killer" node and carry AT&T's own computer out the door.

Nor did they raid Boykin's home. They seemed perfectly willing to take the word of AT&T Security that AT&T's employee, and AT&T's "Killer" node, were free of hacker contraband and on the up-and-up.

It's digital water-under-the-bridge at this point, as Killer's 3,200 megabytes of Texan electronic community were erased in 1990, and "Killer" itself was s.h.i.+pped out of the state.

But the experiences of Andrews and Boykin, and the users of their systems, remained side issues. They did not begin to a.s.sume the social, political, and legal importance that gathered, slowly but inexorably, around the issue of the raid on Steve Jackson Games.

We must now turn our attention to Steve Jackson Games itself, and explain what SJG was, what it really did, and how it had managed to attract this particularly odd and virulent kind of trouble.

The reader may recall that this is not the first but the second time that the company has appeared in this narrative; a Steve Jackson game called GURPS was a favorite pastime of Atlanta hacker Urvile, and Urvile's science-fictional gaming notes had been mixed up promiscuously with notes about his actual computer intrusions.

First, Steve Jackson Games, Inc., was NOT a publisher of "computer games."

SJG published "simulation games," parlor games that were played on paper, with pencils, and dice, and printed guidebooks full of rules and statistics tables. There were no computers involved in the games themselves.

When you bought a Steve Jackson Game, you did not receive any software disks.

What you got was a plastic bag with some cardboard game tokens, maybe a few maps or a deck of cards. Most of their products were books.

However, computers WERE deeply involved in the Steve Jackson Games business.

Like almost all modern publishers, Steve Jackson and his fifteen employees used computers to write text, to keep accounts, and to run the business generally. They also used a computer to run their official bulletin board system for Steve Jackson Games, a board called Illuminati. On Illuminati, simulation gamers who happened to own computers and modems could a.s.sociate, trade mail, debate the theory and practice of gaming, and keep up with the company's news and its product announcements.

Illuminati was a modestly popular board, run on a small computer with limited storage, only one phone-line, and no ties to large-scale computer networks. It did, however, have hundreds of users, many of them dedicated gamers willing to call from out-of-state.

Illuminati was NOT an "underground" board. It did not feature hints on computer intrusion, or "anarchy files," or illicitly posted credit card numbers, or long-distance access codes.

Some of Illuminati's users, however, were members of the Legion of Doom.

And so was one of Steve Jackson's senior employees--the Mentor.

The Mentor wrote for Phrack, and also ran an underground board, Phoenix Project--but the Mentor was not a computer professional.

The Mentor was the managing editor of Steve Jackson Games and a professional game designer by trade. These LoD members did not use Illuminati to help their HACKING activities. They used it to help their GAME-PLAYING activities--and they were even more dedicated to simulation gaming than they were to hacking.

"Illuminati" got its name from a card-game that Steve Jackson himself, the company's founder and sole owner, had invented. This multi-player card-game was one of Mr Jackson's best-known, most successful, most technically innovative products. "Illuminati" was a game of paranoiac conspiracy in which various antisocial cults warred covertly to dominate the world. "Illuminati" was hilarious, and great fun to play, involving flying saucers, the CIA, the KGB, the phone companies, the Ku Klux Klan, the South American n.a.z.is, the cocaine cartels, the Boy Scouts, and dozens of other splinter groups from the twisted depths of Mr. Jackson's professionally fervid imagination.

For the uninitiated, any public discussion of the "Illuminati" card-game sounded, by turns, utterly menacing or completely insane.

And then there was SJG's "Car Wars," in which souped-up armored hot-rods with rocket-launchers and heavy machine-guns did battle on the American highways of the future. The lively Car Wars discussion on the Illuminati board featured many meticulous, painstaking discussions of the effects of grenades, land-mines, flamethrowers and napalm. It sounded like hacker anarchy files run amuck.

Mr Jackson and his co-workers earned their daily bread by supplying people with make-believe adventures and weird ideas. The more far-out, the better.

Simulation gaming is an unusual pastime, but gamers have not generally had to beg the permission of the Secret Service to exist.

Wargames and role-playing adventures are an old and honored pastime, much favored by professional military strategists. Once little-known, these games are now played by hundreds of thousands of enthusiasts throughout North America, Europe and j.a.pan. Gaming-books, once restricted to hobby outlets, now commonly appear in chain-stores like B. Dalton's and Waldenbooks, and sell vigorously.

Steve Jackson Games, Inc., of Austin, Texas, was a games company of the middle rank. In 1989, SJG grossed about a million dollars.

Jackson himself had a good reputation in his industry as a talented and innovative designer of rather unconventional games, but his company was something less than a t.i.tan of the field--certainly not like the multimillion-dollar TSR Inc., or Britain's gigantic "Games Workshop."

SJG's Austin headquarters was a modest two-story brick office-suite, cluttered with phones, photocopiers, fax machines and computers.

It bustled with semi-organized activity and was littered with glossy promotional brochures and dog-eared science-fiction novels.

Attached to the offices was a large tin-roofed warehouse piled twenty feet high with cardboard boxes of games and books. Despite the weird imaginings that went on within it, the SJG headquarters was quite a quotidian, everyday sort of place. It looked like what it was: a publishers' digs.

Both "Car Wars" and "Illuminati" were well-known, popular games.

But the mainstay of the Jackson organization was their Generic Universal Role-Playing System, "G.U.R.P.S." The GURPS system was considered solid and well-designed, an a.s.set for players. But perhaps the most popular feature of the GURPS system was that it allowed gaming-masters to design scenarios that closely resembled well-known books, movies, and other works of fantasy. Jackson had licensed and adapted works from many science fiction and fantasy authors. There was GURPS Conan, GURPS Riverworld, GURPS Horseclans, GURPS Witch World, names eminently familiar to science-fiction readers. And there was GURPS Special Ops, from the world of espionage fantasy and unconventional warfare.

And then there was GURPS Cyberpunk.

"Cyberpunk" was a term given to certain science fiction writers who had entered the genre in the 1980s. "Cyberpunk," as the label implies, had two general distinguis.h.i.+ng features. First, its writers had a compelling interest in information technology, an interest closely akin to science fiction's earlier fascination with s.p.a.ce travel.

And second, these writers were "punks," with all the distinguis.h.i.+ng features that that implies: Bohemian artiness, youth run wild, an air of deliberate rebellion, funny clothes and hair, odd politics, a fondness for abrasive rock and roll; in a word, trouble.

The "cyberpunk" SF writers were a small group of mostly college-educated white middle-cla.s.s litterateurs, scattered through the US and Canada.

Only one, Rudy Rucker, a professor of computer science in Silicon Valley, could rank with even the humblest computer hacker. But, except for Professor Rucker, the "cyberpunk" authors were not programmers or hardware experts; they considered themselves artists (as, indeed, did Professor Rucker). However, these writers all owned computers, and took an intense and public interest in the social ramifications of the information industry.

The cyberpunks had a strong following among the global generation that had grown up in a world of computers, multinational networks, and cable television. Their outlook was considered somewhat morbid, cynical, and dark, but then again, so was the outlook of their generational peers. As that generation matured and increased in strength and influence, so did the cyberpunks.

As science-fiction writers went, they were doing fairly well for themselves. By the late 1980s, their work had attracted attention from gaming companies, including Steve Jackson Games, which was planning a cyberpunk simulation for the flouris.h.i.+ng GURPS gaming-system.

The time seemed ripe for such a product, which had already been proven in the marketplace. The first games- company out of the gate, with a product boldly called "Cyberpunk" in defiance of possible infringement-of-copyright suits, had been an upstart group called R. Talsorian. Talsorian's Cyberpunk was a fairly decent game, but the mechanics of the simulation system left a lot to be desired.

Commercially, however, the game did very well.

The next cyberpunk game had been the even more successful Shadowrun by FASA Corporation. The mechanics of this game were fine, but the scenario was rendered moronic by sappy fantasy elements like elves, trolls, wizards, and dragons--all highly ideologically-incorrect, according to the hard-edged, high-tech standards of cyberpunk science fiction.

Other game designers were champing at the bit. Prominent among them was the Mentor, a gentleman who, like most of his friends in the Legion of Doom, was quite the cyberpunk devotee. Mentor reasoned that the time had come for a REAL cyberpunk gaming-book--one that the princes of computer-mischief in the Legion of Doom could play without laughing themselves sick. This book, GURPS Cyberpunk, would reek of culturally on-line authenticity.

Mentor was particularly well-qualified for this task.

Naturally, he knew far more about computer-intrusion and digital skullduggery than any previously published cyberpunk author. Not only that, but he was good at his work.

A vivid imagination, combined with an instinctive feeling for the working of systems and, especially, the loopholes within them, are excellent qualities for a professional game designer.

By March 1st, GURPS Cyberpunk was almost complete, ready to print and s.h.i.+p.

Steve Jackson expected vigorous sales for this item, which, he hoped, would keep the company financially afloat for several months.

GURPS Cyberpunk, like the other GURPS "modules," was not a "game"

like a Monopoly set, but a BOOK: a bound paperback book the size of a glossy magazine, with a slick color cover, and pages full of text, ill.u.s.trations, tables and footnotes. It was advertised as a game, and was used as an aid to game-playing, but it was a book, with an ISBN number, published in Texas, copyrighted, and sold in bookstores.

And now, that book, stored on a computer, had gone out the door in the custody of the Secret Service.

The day after the raid, Steve Jackson visited the local Secret Service headquarters with a lawyer in tow. There he confronted Tim Foley (still in Austin at that time) and demanded his book back. But there was trouble. GURPS Cyberpunk, alleged a Secret Service agent to astonished businessman Steve Jackson, was "a manual for computer crime."

"It's science fiction," Jackson said.

"No, this is real."

This statement was repeated several times, by several agents.

Jackson's ominously accurate game had pa.s.sed from pure, obscure, small-scale fantasy into the impure, highly publicized, large-scale fantasy of the Hacker Crackdown.

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The Hacker Crackdown Part 25 summary

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