Hacker Culture
    by Douglas Thomas    

(PDF Version)


  Douglas Thomas

Acknowledgments                                                 vii
Introduction                                                    ix

Part I. The Evolution of the Hacker                              1
1. Hacking Culture                                               5
2. Hacking as the Performance of Technology:
   Reading the “Hacker Manifesto”                               47
3. Hacking in the 1990s                                         81

Part II. Hacking Representation                                111
4. Representing Hacker Culture: Reading Phrack                 115
5. (Not) Hackers: Subculture, Style, and Media Incorporation   141

Part III. Hacking Law                                          173
6. Technology and Punishment:
   The Juridical Construction of the Hacker                    177

Epilogue: Kevin Mitnick and Chris Lamprecht                    220

Notes                                                          239
Index                                                          251
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This book was written with the help of a great number of people,
many of whom I met only in passing, either at conventions and
court hearings or in IRC chat and LISTSERV discussions. They
contributed to the book in ways that are impossible to measure
or account for here. Equally important are the people who have
been a part of hacker culture or who have thought long and hard
about it and took the time to share their insights. I especially want
to thank Katie Hafner, John Perry Barlow, Jonathan Littman, John
Markoff, Jericho, Mike Godwin, Wendy Grossman, Bruce Sterling,
Chris Painter, David Schindler, Kevin Poulsen, Evil Corley, Don Ran-
dolph, Lewis Payne, Greg Vinson, Evian S. Sim, Michelle Wood,
Kimberly Tracey, Mudge, The Deth Vegetable, Oxblood Ruffin, and
many other members of the cDc and the L0pht for their help.
   I also owe a debt of thanks to my colleagues at the Annenberg
School for Communication, particularly Bill Dutton and Sandra
Ball-Rokeach, who have been remarkably helpful and who have
supported my work in countless ways. Lynn Spigel and Marsha
Kinder both offered me help and insight in critical areas. My friends
Peggy Kamuf, Philippa Levine, and Curt Aldstadt have offered their
support, insight, and ideas throughout the writing of the book.
   I am grateful to the Online Journalism Program at the Univer-
sity of Southern California, especially Larry Pryor and Joshua Fouts,
who always gave me free rein to explore and write about hacking
for the Online Journalism Review. The essays I wrote for the review
allowed me to think through some difficult and complex questions,
and their editorial style made that work much easier than I had any
right to expect. James Glave, at Wired News, also provided an outlet
for stories when they seemed to matter the most. The Southern Cal-
ifornia Studies Center helped fund a portion of the research through

viii / Acknowledgments

a junior faculty grant. For that I thank the center’s director, Michael
   The writing of this book was greatly assisted by Doug Armato and
Will Murphy as well as by the comments from the reviewers at the
University of Minnesota Press, who offered creative and constructive
   I benefited enormously from the careful readings offered by my
friends Marita Sturken and Dana Polan. I thank them for their help
and their friendship.
   A special debt of gratitude goes to Kevin Mitnick and Chris Lam-
precht, who shared their stories with me and helped me understand,
in ways I had never imagined, what it meant to be a hacker in the
   Finally, I want to thank Ann Chisholm, who is the love of my life,
who provides me with my inspiration, and who suggested, so long
ago, that I might want to think about a “hacker project.”

Since the 1983 release of the movie WarGames, the figure of the com-
puter hacker has been inextricably linked to the cultural, social, and
political history of the computer. That history, however, is fraught
with complexity and contradictions that involve mainstream media
representations and cultural anxieties about technology. Moreover,
hacking has its own history, which is itself as complex as it is in-
teresting. In tracing out these intricate, intertwining narratives, this
book is an effort to understand both who hackers are as well as
how mainstream culture sees them. Part of the complexity is a result
of the fact that these two constructions, hacker identity and main-
stream representation, often reflect on each other, blurring the lines
between fact and fiction.
   The term “hacker” has its own historical trajectory, meaning dif-
ferent things to different generations.1 Computer programmers from
the 1950s and 1960s, who saw their work as breaking new ground
by challenging old paradigms of computer science, think of hack-
ing as an intellectual exercise that has little or nothing to do with
the exploits of their 1980s and 1990s counterparts. Indeed, this older
generation of hackers prefer to call their progeny “crackers” in order
to differentiate themselves from what they perceive as their younger
criminal counterparts. The younger generation take umbrage at such
distinctions, arguing that today’s hackers are doing the real work of
exploration, made necessary by the earlier generation’s selling out.
In some ways, these younger hackers argue, they have managed to
stay true to the most fundamental tenets of the original hacker ethic.
Accordingly, the very definition of the term “hacker” is widely and
fiercely disputed by both critics of and participants in the computer
underground. Indeed, because the term is so highly contested, it gives
a clue to both the significance and the mercurial nature of the sub-
culture itself. Moreover, there seems to be little agreement within

x / Introduction

the academic literature on what constitutes hacking. In accounts
that range from Andrew Ross’s characterization of the hacker un-
derground as “protocountercultural” to Slavoj Zizek’s notion that
“hackers operate as a circle of initiates who exclude themselves from
everyday ‘normality’ to devote themselves to programming as an
end in itself” to Sandy Stone’s exposition of style at the Atari labs,
whenever the complexity and intensity of technology are discussed,
hackers are a primary cultural signifier.2
   On top of the generational differences, hackers themselves, espe-
cially “new-school” hackers (of the 1980s and 1990s), have difficulty
in defining exactly what hacking is. To some, it is about exploration,
learning, and fascination with the inner workings of the technology
that surrounds us; to others, it is more about playing childish pranks,
such as rearranging someone’s Web page or displaying pornographic
images on a public server. It is, in all cases, undoubtedly about the
movement of what can be defined as “boy culture” into the age of
technology. Mastery over technology, independence, and confronta-
tion with adult authority, traits that Anthony Rotundo has identified
as constitutive of boy culture, all figure prominently in the con-
struction of hacker culture. Even tropes of physical superiority and
dominance have their part in the world of electronic expression.
Such findings are hardly surprising, as the hacker demographic is
composed primarily (but not exclusively) of white, suburban boys.
There are relatively few girls who participate in the hacker under-
ground, and those who do so oftentimes take on the values and
engage in the activities of boy culture just as readily as their male
   While the “old-school” hackers were usually graduate students
at large universities, their “new-school” counterparts are substan-
tially younger, usually teenagers who have a particular affinity for
technology. A primary reason for the difference in age has to do with
access to and availability of technology. Where hackers of the 1950s,
1960s, and 1970s had little or no access to computers outside of a
university environment, hackers in the 1980s and 1990s had access
to the personal computer, which brought the technology that en-
abled hacking into their homes and schools. As a result, the newest
generation of hackers have been able to work out a number of “boy”
                                                       Introduction /   xi

issues online, including the need to assert their independence and the
testing of the boundaries of adult and parental authority. The intro-
duction of the personal computer into the home, in the 1980s and
1990s, transformed a predominantly male, university culture into a
suburban, youth culture and set these two histories, in part, against
each other. The present work is an effort to situate and understand
hacking as an activity that is conditioned as much by its history as
by the technology that it engages. It is an effort to understand and
at some level rethink the meaning of subculture in an electronic age,
both through the means by which that subculture disputes mean-
ing and makes meaning and through mass-mediated and cultural

                  Hacking and Popular Culture
Because hacker subcultures flourished at the computer labs of MIT,
Cornell, and Harvard in the 1960s and 1970s, they can be seen as
constituting an institutional (even if occasionally resistant) culture.
Hackers of the old school relied extensively on their institutions for
support and access to machines. The problems that hackers solved
in these university settings would eventually lead to the birth of the
personal computer (PC) and launch an entire industry that would
drive technological innovation. Most of these hackers would go on
to form Silicon Valley start-up companies, lead the open-source soft-
ware movement, and create small (or sometimes very large) fortunes
for themselves. They entered the popular imagination not as hackers
but as “computer geniuses” or “nerds.”
   Their progeny, the kids who would grow up with the PC in
their homes and schools, were faced with a different set of prob-
lems and possibilities. These young hackers were born into a world
of passwords and PIN numbers, created and made possible by the
corporations that the old-school hackers had built. These younger
hackers had no institutional affiliation and no limitations on access
(at least to their own machines). Moreover, they saw that secrecy was
a double-edged sword. Secrets can preserve an institution’s identity,
but, just as important, they can also protect a hacker from being
identified. While a culture of secrecy provided for security, it also
xii / Introduction

allowed for a new kind of anonymity, one that could be exploited
and used to a hacker’s advantage.
   With these discoveries, the new-school hackers began to reach out
to one another and create their own culture, a culture that expressed
a general dissatisfaction with the world, typical of teenage angst,
but also a dissatisfaction with ways technology was being used. For
teenage boys discovering the ways that computers could be used to
reach out to one another, there was nothing more disturbing than
seeing those same computers being used to systematically organize
the world. Groups of hackers began to meet, to learn from one an-
other, and to form a subculture, which was dedicated to resisting
and interrupting “the system.”
   As the underground was developing into a bona fide subculture,
popular culture was not letting the hacker phenomenon go unno-
ticed. In the early 1980s a new genre of science fiction literature
emerged that began to color the underground’s ethos. It, and partic-
ularly the work of William Gibson, was the literature of cyberpunk
which would give hackers a set of heroes (or antiheroes) to emulate.
The world of cyberpunk portrayed a high-tech outlaw culture, where
the rules were made up by those on the frontier — not by bureau-
crats. It was a digital world, where the only factor that mattered was
how smart and talented you were. It was in this milieu that Gibson
would coin the term “cyberspace”:
   Cyberspace. A consensual hallucination experienced daily by
   billions of legitimate operators, in every nation, by children
   being taught mathematical concepts. . . . A graphic representa-
   tion of data abstracted from the banks of every computer in the
   human system. Unthinkable complexity. Lines of light ranged
   in the nonspace of the mind, clusters and constellations of data.
   Like city lights, receding . . . 3
Gibson called those who roamed this space “console cowboys,” data
jockeys who could manipulate the system toward the ends of digi-
tal espionage or personal gain. These hackers believed they were
describing a future where they would feel at home, even if that
home was a dystopia where the battle over information had been
fought and lost, a world of what Thomas M. Disch calls “pop de-
                                                      Introduction /   xiii

spair,” in which the dystopian view of the future is “ameliorated
only by two elements: fashion and an interior life lived in cyber-
space.”4 What is intriguing about Gibson’s characters is not that
they exist in this world, but that they don’t seem to mind it. Gibson’s
ne’er-do-well protagonists completely accept the world they inhabit.
They do not protest or even desire to see things differently. Instead,
they inhabit and rule a world in which they exercise near-complete
control. As Bruce Sterling points out, it is the ideal model for dis-
affected suburban youth culture.5 Where the suburban landscape
provides little of interest for youth culture, the world of comput-
ers and networks provides a nearly infinite world for exploration.6
The typical hacker is a white, suburban, middle-class boy, most likely
in high school. He is also very likely self-motivated, technologically
proficient, and easily bored. In the 1980s and even the 1990s, com-
puters became a tool for these youths to alleviate their boredom
and explore a world that provided both an intellectual challenge
and excitement. But it was also a world that was forbidden — a
world of predominantly male authority into which they could tres-
pass with relative ease, where they could explore and play pranks,
particularly with large institutional bodies such as the phone com-
panies. It was a world of excitement that allowed them to escape
the home and be precisely the “noise” in the system that they had
fantasized about.
   It would take nearly a decade for mainstream culture to catch
up with the hacker imagination. In 1989, Clifford Stoll wrote The
Cuckoo’s Egg, a tale of international espionage that detailed his
manhunt for hackers who had broken into U.S. military computers
and had spied for the KGB. Stoll’s tale was part high-tech who-
dunit, part cautionary tale, and all high drama. The Cuckoo’s Egg
stayed on the New York Times bestseller list for four months. Soon
after, Katie Hafner and John Markoff published Cyberpunk, which
told stories about three hackers — Robert Morris, Kevin Mitnick,
and Pengo, each of whom achieved notoriety for hacking exploits
ranging from crashing computer systems to international espionage.
Stoll’s and Hafner and Markoff’s books captured the national imag-
ination and portrayed hackers in highly dramatic narratives, each
of which ended with the hacker’s capture, arrest, and prosecution.
xiv / Introduction

With the publication of these two books, the image of the hacker
became inextricably linked to criminality.
   Fear was driving the popular imagination, and hackers were de-
lighted to go along with the image. After all, what high school kid
doesn’t delight in the feeling that he or she rules a universe that
their parents, teachers, and most adults don’t understand? One thing
teenagers understand is how to make their parents uncomfortable.
Like loud music, teen fashion, and smoking cigarettes, hacking is
a form of rebellion and an exercise of power. The difference rests
in the fact that the 1990s represented such a fundamental break
between youth and mainstream culture that hacking was unable
to be successfully assimilated into the narratives of youth rebellion
without being either wildly exaggerated or completely trivialized.
Parents intuitively understand the defiance of music, youth fash-
ion, and cigarettes; they did similar things themselves. With hacking,
they are faced with an entirely new phenomenon. That gap, between
what hackers understand about computers and what their parents
don’t understand, and more importantly fear, makes hacking the
ideal tool for youth culture’s expression of the chasm between gen-
erations. Hacking is a space in which youth, particularly boys, can
demonstrate mastery and autonomy and challenge the conventions
of parental and societal authority. Divorced from parental or insti-
tutional authority, the PC enabled the single most important aspect
of formative masculinity to emerge, independent learning, “without
the help of caring adults, with limited assistance from other boys,
and without any significant emotional support.”7 Hackers used the
personal computer to enter the adult world on their own terms. In
doing so, they found a kind of independence that was uniquely sit-
uated. Hackers had found something they could master, and unlike
the usual rebellious expressions of youth culture, it was something
that had a profound impact on the adult world.
   The 1980s and 1990s also saw the productions of a several films
that had hackers as primary figures, further imbedding their status
as cultural icons. In 1982, TRON captured the public imagination
with the vision of the ultimate old-school hacker, who creates, ac-
cording to Scott Bukatman, “a phenomenological interface between
human subject and terminal space,” a literal fusion of the pro-
                                                      Introduction /   xv

grammer and the computer, the ultimate cyberpunk fantasy.8 More
recently, Pi (1999) provided a dark mirror of the cyberpunk vision,
where the hacker is driven mad by his obsession with technology
and its ability to decipher nature and the world. In other narra-
tives, hackers often served as technologically savvy protagonists. In
films like Sneakers (1992), The Net (1995), and The Matrix (1999),
hackers serve as central figures who are able to outwit the forces
of evil based on an extraordinary relationship to technology. Televi-
sion presented a similar view — the “lone gunmen” on the X-Files
and series such as The Net, VR5, and Harsh Realm all presented
hackers as technologically sophisticated protagonists able to per-
form acts of high-tech wizardry in the service of law enforcement
or the state.
   Although the figure of the hacker was widespread in media repre-
sentation, two films in particular influenced the hacker underground
and, to a large degree, media representation of it. Those films,
WarGames (1983) and Hackers (1995), had a disproportionate in-
fluence on hacker culture, creating two generations of hackers and
providing them with cultural touchstones that would be, at least
in part, the basis for their understanding of hacking. While films
like Sneakers and The Net are of great interest to hackers, they are
often evaluated based on their factual accuracy or technical sophis-
tication, rather than as cultural touchstones for hacker culture. A
primary difference is the opportunities for identification that each
film provides. While WarGames and Hackers had male, teenage pro-
tagonists, Sneakers and The Net provided barriers to identification:
in Sneakers, Robert Redford’s character was in his late forties or
even early fifties, according to the chronology of the film’s narrative,
and The Net starred Sandra Bullock, presenting a female protago-
nist whom teenage boys were more likely to see as an object of desire
than of identification.
   As a result, hackers, when discussing films that interest them, are
much more likely to speak of WarGames and Hackers in terms of
influence, while referring to films such as The Net, Sneakers, and
Johnny Mnemonic in terms of how much they liked or disliked
the film or whether or not it accurately represented hackers and
technology itself.
xvi / Introduction

                     Hacking as Boy Culture
Boy culture has a number of historically situated ideals and values
that have been put into play in the history of hacking, both by the
youngest generation of hackers and by their older, university coun-
terparts. Perhaps the most important element of hacker culture is
the notion of mastery. As Rotundo argues, this element is complex
and involves “constantly learning to master new skills,” as well as
mastering one’s social and physical environment.9 It is also a culture
of competition, where affection is expressed through “playful spon-
taneity,” “friendly play,” and “rough hostility,” whereby boys learn
to express “affection through mayhem.”10 In earlier manifestations
of boy culture, that affection was shown through physical con-
tact, contests, and “roughhousing,” activities that provided physical
contact under the cover of aggression. With hackers, such contests
continue but are marked by a technological transformation. The ab-
sence of the body makes physical contact impossible. Such contact
is replaced by tropes of emotional aggression and ownership. Hack-
ers commonly taunt each other with threatening overtures designed
to provoke fear (or, as they more commonly spell it, “phear,” in
a language marked by technology, in this case the phone), publicly
challenge each other’s knowledge, and routinely accuse others of
being less skilled, less knowledgeable, or “lame.” The goal of the
aggression is complete domination over another hacker (or other
target), expressed through the notion of ownership. In hacker terms,
phrases such as “r00t owns you” or “I’ll own your ass” express
both mastery and subordination. They express a fantasy of complete
technological domination and control over others, the idea that the
vanquished hacker (or system) is at the mercy of the more powerful
and skilled hacker. Even though the hackers of the 1990s (and to a
lesser degree of the 1980s) enact this kind of aggression, typical of
boy culture, they also share a number of qualities with their older,
university counterparts.
    The traits most strongly shared by the two generations of hackers
are the desire for mastery over technology and the struggle between
authority and autonomy that constitutes a significant portion of
formative masculinity and youth culture in contemporary society.11
                                                    Introduction /   xvii

While both generations of hackers enact these values, they do so in
different ways. For hackers in the university context, a premium was
placed on absolute mastery over the machine; hacking was seen as
a way of life; and battles over autonomy and authority took place
within the confines of the institution, usually between the hackers
and their professors or university administrators.12 As the PC en-
tered the home in the 1980s, however, hacking became a viable
means for groups of predominantly white, teenage boys to create
a space for their own youth culture. These new-school hackers saw
technology as a means to master both the physical machines and
the social relations that were occurring through the incorporation
of technology into everyday life (such as ATM machines, institu-
tional records becoming computerized, the growth of the Internet,
and so on). Their control over computers, they realized, was an ideal
vehicle for teenage boy mayhem. It was also a tool for testing and
reinforcing boundaries. The computer was in the home but was also
a connection to a world outside the home. It could touch the world
in playful, mischievous, and even malicious ways.

             Technology and the Postmodern Turn
While hacking and hackers can be easily positioned in terms of youth
culture and the culture of secrecy, hacking also has a broader social
and cultural set of implications for how we look at the world.13 The
medium of the computer affords a particular avenue of resistance
that speaks to broader questions of technology and culture. In terms
of these broader questions, two specific issues arise. First, hacker
culture is a “postmodern” moment that defines a period in which
production is being transformed from a stable, material, physical
system to a more fluid, rapid system of knowledge production.14 For
example, the emergence of software as a codified form of knowl-
edge is caught between and negotiated by these two poles. Software
is merely an arrangement of bits, stored on a medium, making it an
ideal example of a knowledge-based system of production.15 When
reduced to its most basic parts, all software is nothing more than
a series of 0s and 1s; the medium of distribution is wholly irrele-
vant to the content (unlike other forms of mediated knowledge). It
xviii / Introduction

is merely the translation of thought into a codified and distributable
form. But at present, the material system of production impinges on
that knowledge directly. The distribution of software (which requires
little more than making it accessible on the Internet) is hindered by
the physical processes characteristic of earlier modes of production:
copying the software, putting it on disks or CD-ROMs, packaging
the software, shipping it to retail outlets, and so on. In short, soft-
ware is sold as if it were hardware. Knowledge, which has always
needed to be commodified into some material form (for example,
books), now can be transmitted virtually without any material con-
ditions at all. For the first time, we are seeing an actualization of the
basic principle that knowledge is virtual. What hackers explore is the
means by which we are beginning to redefine “knowledge in com-
puterized societies.”16 In this sense, hackers can help us understand
the manner in which culture is both resistant to the transformation
of knowledge and inevitably shaped by it. I also argue that hack-
ers help us understand the transformations taking place around us
not only through their analysis of and reaction to them but also by
the manner in which they are represented in mainstream media and
    The second issue has to do with postmodernity’s relationship to
the body and identity, two themes that I argue are at the heart of
the intersection between hacker and mainstream culture. One of the
primary means by which modern culture has been questioned and
destabilized by postmodernity is through a radical questioning of
the idea of a stable identity. Much of the postmodern critique cen-
ters on the idea that neither the body nor “identity” can be seen as a
stable or unified whole.17 Instead, identity is composed in a fragmen-
tary manner, suggesting that it is both more fluid and more complex
than had been previously theorized. Postmodernism also questions
the manner in which the body has been utilized to construct stable
positions of identity (such as sex, gender, race, class, and so on). Such
challenges disrupt the sense of certainty that characterizes moder-
nity. Accordingly, theories of postmodernism provide an ideal tool
to examine hacker culture in the sense that the hacker underground
targets and exploits stable notions of identity and the body in its
hacking activities (for example, the idea that knowing a secret such
                                                      Introduction /   xix

as a password can confirm the physical identity of a person). As
such, hacking becomes more than a simple exercise of computer in-
trusion; instead, in this broader context, it enacts a challenge to a
host of cultural assumptions about the stability of certain categories
and cultural norms regarding identity and the body. In most cases,
hackers are successful because they are able to play upon assump-
tions about stability of identity and bodies while actively exploiting
precisely how fluid and fragmented they actually are.

                          Hacking Culture
In writing this book, I have often found myself at the nexus of several
positions: between ethnographer and participant, between academic
and advocate, between historian and storyteller. It became apparent
to me very early on that it would be impossible to divorce my own
personal experience and history from this book and that to attempt
to do so would make for an overly cautious book.
   What I attempt to offer here is part genealogy, part ethnogra-
phy, and part personal and theoretical reflection. As a genealogy,
this book is an effort to produce what Michel Foucault referred
to as “local criticism,” as criticism that “is an autonomous, non-
centralised kind of theoretical production, one that is to say whose
validity is not dependent on the approval of the established regimes
of thought.”18 Local criticism takes as its focus the insurrection of
subjugated knowledges. These are knowledges that have been buried
and disguised and that through examination allow us to examine the
ruptures and fissures in what is assumed to be a coherent and sys-
tematic regime of thought, history, or theory. Indeed, local criticism
is an effort to recover precisely those ideas that have either been
excluded, forgotten, or masked in the process of creating historical
   Those ideas are also a kind of “popular knowledge,” which is not
meant in the sense of “popular culture,” but, rather, is defined as be-
ing a differential knowledge that cannot be integrated or uniformly
woven into a single narrative. Its force is generated by the very fact
that it opposes “the conventional narratives that surround it.”19 Tak-
ing such a perspective enacts what Foucault defined as genealogy, as
xx / Introduction

the “union of erudite knowledge and local memories which allows
us to establish a historical knowledge of struggles and to make use
of this knowledge tactically today.”20 In the case of hacker culture,
these two knowledges, both buried and popular, are found in the
discourses of the underground itself, on the one hand, and of the
media, popular culture, and law, on the other hand. As a result, this
work has been pulled in two directions at once — first, toward the
erudition and excavation of buried and subjugated knowledges that
the study and examination of the discourse about hackers demand,
and, second, toward the more ethnographic and personal research
that is required to understand the discourse of hackers.
   This work explores the “computer underground” through an ex-
amination of the subculture of hackers and through an understand-
ing of hackers’ relationship to mainstream contemporary culture,
media, and law. In particular, I argue that hackers actively constitute
themselves as a subculture through the performance of technology.
   By contrast, I contend that representations of hackers in the media,
law, and popular culture tell us more about contemporary cultural
attitudes about and anxiety over technology than they do about the
culture of hackers or the activity of hacking. Although these media
representations of hackers provide an insight into contemporary con-
cerns about technology, they serve to conceal a more sophisticated
subculture formed by hackers themselves. Through an examination
of the history of hacking and representations of hackers in film, tele-
vision, and journalistic accounts, and through readings of key texts
of the hacker underground, I detail the ways in which both the dis-
course about hackers and the discourse of hackers have a great deal
to tell us about how technology impacts contemporary culture.
   Hacker subculture has a tendency to exploit cultural attitudes to-
ward technology. Aware of the manner in which it is represented,
hacker culture is both an embracing and a perversion of the media
portrayals of it. Hackers both adopt and alter the popular image
of the computer underground and, in so doing, position themselves
as ambivalent and often undecidable figures within the discourse of
   In tracing out these two dimensions, anxiety about technology
and hacker subculture itself, I argue that we must regard technology
                                                      Introduction /   xxi

as a cultural and relational phenomenon. Doing so, I divorce the
question of technology from its instrumental, technical, or scientific
grounding. In fact, I will demonstrate that tools such as telephones,
modems, and even computers are incidental to the actual technol-
ogy of hacking. Instead, throughout this work, I argue that what
hackers and the discourse about hackers reveal is that technology is
primarily about mediating human relationships, and that process of
mediation, since the end of World War II, has grown increasingly
complex. Hacking, first and foremost, is about understanding (and
exploiting) those relationships.
   Accordingly, the goal of this work is one that might be called
“strategic,” in Foucault’s sense of the word, an intervention into
the discourse of hackers and hacking that attempts to bring to light
issues that have shaped that discourse. Therefore, this book positions
hackers and hacker culture within a broader question of the culture
of secrecy that has evolved since the 1950s in the United States.
Hackers, I contend, can help us better understand the implications
of that aspect of secrecy in culture. Conversely, the emerging culture
of secrecy can help us better understand hackers and hacker culture.
   In the past twenty years, the culture of secrecy, which governs
a significant portion of social, cultural, and particularly economic
interaction, has played a lead role in making hacking possible. It
has produced a climate in which contemporary hackers feel both
alienated and advantaged. Although hackers philosophically oppose
secrecy, they also self-consciously exploit it as their modus operandi,
further complicating their ambivalent status in relation to technology
and contemporary culture. The present project explores the themes
of secrecy and anxiety in relation to both contemporary attitudes
toward technology and the manner in which hackers negotiate their
own subculture and identity in the face of such cultural mores.
   The book begins by examining the culture of secrecy and the
basic representation of a hacker with which most readers will be
familiar — the high-tech computer criminal, electronically break-
ing and entering into a bank using only a computer and a phone
line. This representation is problematized through a repositioning
of hacking as a cultural, rather than technical, activity. The old-
school hackers of the 1960s and 1970s — who are generally credited
xxii / Introduction

with the birth of the computer revolution and who subscribed to
an ethic of “free access to technology” and a free and open ex-
change of information — are thought to differ from their 1980s and
1990s counterparts, generally stereotyped as “high-tech hoodlums”
or computer terrorists. Historically, however, the two groups are
linked in a number of ways, not the least of which is the fact that
the hackers of the 1980s and 1990s have taken up the old-school
ethic, demanding free access to information. Further problematiz-
ing the dichotomy is the fact that many old-school hackers have
become Silicon Valley industry giants, and, to the new-school hack-
ers’ mind-set, have become rich by betraying their own principles
of openness, freedom, and exchange. Accordingly, the new-school
hackers see themselves as upholding the original old-school ethic
and find themselves in conflict with many old schoolers now turned

In the 1980s, hackers entered the public imagination in the form of
David Lightman, the protagonist in the hacker thriller WarGames
(1983), who would inspire a whole generation of youths to become
hackers, and later, in 1988, in the form of Robert Morris, an old-
school hacker who unleashed the Internet worm, bringing the entire
network to a standstill. These two figures would have significant in-
fluence in shaping hacker culture and popular media representations
of it. From the wake of these public spectacles would emerge the
“new school,” a generation of youths who would be positioned as
heroes (like Lightman in WarGames) and villains (like Morris) and
who, unlike the old-school hackers two decades earlier, would find
little or no institutional or government support.
    The new school emerged in an atmosphere of ambivalence, where
hacking and hackers had been seen and celebrated both as the ori-
gins of the new computerized world and as the greatest threat to
it. New-school hackers responded by constituting a culture around
questions of technology, to better understand prevailing cultural at-
titudes toward technology and to examine their own relationship to
it as well.
                                                    Introduction /   xxiii

   This book traces out the history and origins of hacker culture
in relation to mainstream culture, the computer industry, and the
media. Chapter 1 introduces the basic questions that motivate this
study: Will hackers of the new millennium exert the same level of
influence on the computer industry’s new pressing concerns (such
as privacy, encryption, and security) as the old-school hackers of
the 1960s did in their time by creating the industry itself? Are
hackers still the central driving force behind innovation and design
in the rapidly changing computer industry? And what effects will
the children of the 1980s, raised on WarGames and the legend of
Robert Morris, have on the future of computing as they too leave
college, run systems of their own, and take jobs with computer com-
panies, security firms, and as programmers, engineers, and system
   Chapter 2 explores the manner in which hacker culture negoti-
ates technology, culture, and subculture, beginning with a discussion
of the relationship between hackers and technology. Hackers’ dis-
course demonstrates the manner in which they perceive technology
as a “revealing” of the essence of human relationships. In this sense,
technology reveals how humans are ordered by the technology that
they use. Or, put differently, hackers understand the ways in which
technology reveals how people have been defined by technology. In
detailing the implications of this argument, I analyze the various
ways that hackers use language, particularly through substitutions
and transformations of different letters to mark the technology of
writing as something specifically technological. In particular, I exam-
ine the manner in which particular letters and numbers, which are
often substituted for one another, can be traced to specific technolo-
gies (such as the keyboard) as a reflexive commentary on the nature
and transformations of writing in relation to technology itself. An
example of this kind of writing would be the substitution of the plus
sign (+) for the letter t, the number 1 for the letter l, and the num-
ber 3 for the letter E. In one of the more common examples, the
word “elite” becomes 3l33+.
   I also examine the manner in which hackers exploit their under-
standing of human relationships. One such strategy, referred to by
hackers as “social engineering,” is a process of asking questions or
xxiv / Introduction

posing as figures in authority to trick people into giving them access
or telling them secrets.
   This sense of revealing is further reflected in the text “The Con-
science of a Hacker” (often called “The Hacker Manifesto”). Written
by The Mentor and published in Phrack shortly after its author’s
arrest, it is an eloquent description of, among other things, how
hackers regard contemporary society and its relationship to technol-
ogy. The essay is widely cited and quoted and appears on Web pages,
on T-shirts, and in films about hackers. In my reading of the docu-
ment, I argue that it illustrates a sophisticated understanding of the
relationship between hacking and culture, particularly in relation to
issues of performance.
   The third chapter explores the new directions that hacking has
taken in the past decade. The growth of the Internet, the devel-
opment of PC hardware, and the availability of free, UNIX-like
operating systems have all led to significant changes in hackers’
attitudes toward technology.
   The growth of LINUX, a free clone of the UNIX operating sys-
tem, in the past five years has made it possible for hackers to run
sophisticated operating-system software on their home computers
and, thereby, has reduced the need for them to explore (illegally)
other people’s systems. It has made it possible, as well, for anyone
with a PC and an Internet connection to provide a web server, e-mail,
access to files, and even the means to hack their own systems.
   Most important, however, has been the relationship between
hackers and the computer industry. As many hackers from the 1980s
have grown older, they have entered the computer industry not as
software moguls or Silicon Valley entrepreneurs but as system man-
agers and security consultants. Accordingly, they still find themselves
in conflict with the industry. Many hackers see themselves in the role
of self-appointed watchdogs, overseeing the computer industry and
ensuring that the industry’s security measures meet the highest stan-
dards. These hackers are not above either shaming companies into
making changes or even forcing improvements by publicly releasing
files that “crack” the security of what they perceive to be inferior
   Hackers have also become more social in the late 1980s, the
                                                     Introduction /   xxv

1990s, and the first years of the twenty-first century. Previously
confined to “electronic contact,” hackers have started organizing
conventions, or “cons,” which feature speakers, vendors, events such
as “Hacker Jeopardy,” and even a “spot the Fed” contest in which
hackers can win T-shirts for identifying federal agents. These conven-
tions have become an important means of sharing and disseminating
information and culture.
   As hacking events have become more social, hackers have started
to band together around areas of common concern, and such gather-
ings have begun to politicize hacker culture in the process. As battles
over the restriction of the export and creation of encryption become
more focused, hackers are finding new issues to explore. In rela-
tion to secrecy, hackers are working to find better and faster ways
to break encryption routines, but of equal concern is the manner
in which encryption is being put to use. At the most radical level,
one of the oldest (and most flamboyant) groups in the computer
underground, the Cult of the Dead Cow, has undertaken a project
of supplying a group of Chinese dissidents, who call themselves the
Hong Kong Blondes, with encryption software to secure their com-
munications against government eavesdropping and with computer
intrusion techniques to perform acts of resistance in response to
human rights violations.
   As the corporate computer industry, the government, and hackers
come into increasing contact, the hacker underground is continu-
ally reshaping itself as a response to those relationships. General
principles regarding the nature and role of technology continue to
shape a hacker ethic, which promises to reinvent itself with each new
set of developments and each shift in cultural attitudes toward and
anxieties about technology.
   An examination of hackers’ relationships to technology reveals
the ways in which technology serves as both the basis for the con-
stitution of their own subculture and the point of division from
mainstream culture. That distinction is further reflected in chapters
4 and 5, which analyze the long-standing journal Phrack and the
ways in which hackers deploy technology as resistance. These chap-
ters continue the examination of hacker culture through a reading of
the online journal Phrack, a journal written by and for the computer
xxvi / Introduction

underground, and through a comparative analysis of a hacker video
and the MGM film Hackers (1995).
   In my reading of Phrack, I explore the ways in which hacker cul-
ture is both understood and disseminated through the creation of an
electronic sense of style. As a subculture, the hacker underground is
reflected by the various meanings and styles represented in Phrack,
not only in its articles and features but also in its interaction with
the broader social culture. To that end, I examine two cases: first,
the prosecution of a Phrack editor for publishing a supposedly se-
cret BellSouth 911 document, copied by a hacker from a BellSouth
computer system; and, second, Phrack’s institution of a copyright
statement that rendered the magazine free to hackers but forced law
enforcement and corporations to subscribe. In each case, what is re-
vealed is Phrack’s relationship to the social, cultural, and political
dimensions of technology and the hacker underground’s negotiation
with contemporary culture.
   The comparison of a video made by hackers (documenting the
breaking into and subsequent hacking of a telephone control office)
and the film Hackers illustrates the manner in which hacker style
is both defined by hackers and incorporated by mainstream culture.
Each film marks a particular take on the phenomenon of hacking,
and while the events in each are often parallel, the style illustrates
a marked difference. The chapter concludes with an examination of
the efforts of hackers to hack the MGM Web page announcing the
release of the film as an act of resistance and as an effort to resist
the incorporation of hacker style.
   Chapter 6 comes backs to the question of the representation of
hackers in popular and juridical discourse, focusing on depictions
of hackers that emphasize criminality. I develop the idea that dis-
course about hackers’ criminality is centered on issues of the body,
addiction, and performance. In particular, I flesh out these themes
by reading the cases of specific hackers (Kevin Mitnick, Kevin Lee
Poulsen, and members of the Legion of Doom and the Masters of
Deception) who were “tracked” and, ultimately, captured and jailed.
   The book concludes by examining the cases of two hackers: Chris
Lamprecht (aka Minor Threat), the first hacker to be banned from
the Internet, and Kevin Mitnick, who was convicted on a twenty-
                                                   Introduction /   xxvii

five-count federal indictment for copying proprietary software from
a cellular phone manufacturer and who has been the subject of
numerous books, articles, and an upcoming feature film.
   By tracing out hacker culture, from its origins in the 1950s and
1960s through the various transformations it has taken in the 1980s
and 1990s, Hacker Culture marks the various and complex ways
in which technology has played a pivotal role in the formulation
of the hacker underground and in the public, popular, and legal
representation of it. Marking such transformations not only provides
a sense of where hacker culture has come from but also comments on
the role of technology in mainstream culture and illustrates the ways
in which technology has been woven into the fabric of American
society. Over the next decade, we can expect to see changes in the
roles that hackers take on, the manner in which they negotiate their
identity, and the ways in which they inform culture about the role
of technology in the practice of everyday life.
This page intentionally left blank
    Part I

The Evolution
of the Hacker
This page intentionally left blank
           The Evolution of the Hacker

The term “hacker” has been stretched and applied to so many differ-
ent groups of people that it has become impossible to say precisely
what a hacker is. Even hackers themselves have trouble coming up
with a definition that is satisfactory, usually falling back on broad
generalizations about knowledge, curiosity, and the desire to grasp
how things work. For the purposes of this book, I want to think of
hackers as a culture, a group of computer enthusiasts who operate in
a space and manner that can be rightly defined by a sense of bound-
less curiosity and a desire to know how things work, but with the
understanding that such knowledge is further defined by a broader
cultural notion: secrecy. To understand today’s hackers, it is essential
to understand the history of computers and computer culture.
   The history of the computer is also a history of secrecy and of the
machines that have made those secrets possible and even necessary.
Hackers, since the beginning, have been a part of that story, and
while it is important to point out that the first generation of hackers
included the “father of the PC” and the creators of the Internet, they
were also the architects of a revolution in secrecy that has made the
PIN number an essential part of our daily existence.
   The hackers I discuss in what follows are caught halfway between
these two worlds. They acknowledge, but refuse to accept, the man-
ner in which secrecy has become a part of our daily routine. They
are interested in the ways that technology and secrecy interface and
how that combination can be explored, exploited, and manipulated
to their own advantage. To that end, hacker subculture is defined
more by an ethos than by technological sophistication or the ability
to program computers. Instead, today’s hacker culture is defined in
large measure by the way it responds to mainstream culture, partic-
ularly in terms of issues of secrecy. Hacker culture, however, has a
dual nature. On the one hand, hackers have a culture that is very

4 / The Evolution of the Hacker

much their own. They have their own norms, terminology, confer-
ences, meeting places, and rules for conduct. On the other hand, their
culture is wholly dependent on mainstream culture and not merely
as something to react against, but rather as grounds for exploration.
The hacker ethos is self-generated, but the substance, the content of
hacker culture, is derived from mainstream culture’s embrace of and,
simultaneously, confusion about technology. It is a culture in one
way completely divorced from mainstream culture, yet in another
way completely dependent upon it.
   In order to understand who hackers are and what they do, it is
first necessary to trace their history, which follows a trail from the
computer labs of Harvard, MIT, and Cornell in the 1960s to the halls
of Redmond, Washington, the home of Microsoft, in the 1990s. But
hackers cannot be understood solely in terms of the technology with
which they are intertwined. Hackers and hacking are much more
about a set of social and cultural relations, which involves not only
the ways in which hackers exploit those social relations but also the
ways in which the image of the hacker has been created, refined, and
used as a symbol in popular culture to understand technology and
to give a face or image to the fears, uncertainties, and doubts that
accompany technological change.
                               Chapter 1

                       Hacking Culture

  Fry Guy watched the computer screen as the cursor blinked. Beside him a
  small electronic box chattered through a call routine, the numbers click-
  ing audibly as each of the eleven digits of the phone number was dialed.
  Then the box made a shrill, electronic whistle, which meant the call had
  gone through; Fry Guy’s computer . . . had just broken into one of the most
  secure computer systems in the United States, one which held the credit
  histories of millions of American citizens.
                        — Paul Mungo and Bryan Clough, Approaching Zero

This is the common perception of today’s hacker — a wily computer
criminal calling up a bank or credit card company and utilizing mys-
terious tools to penetrate simply and effortlessly the secure system
networks that hold our most important secrets. However, any at-
tempt to understand today’s hackers or hacking that only examines
the blinking cursors and whistling boxes of computing is destined
to fail. The reason is simple: hacking has never been just a technical
activity. Perhaps the most striking illustration of this is that William
Gibson, who in his book Neuromancer coined the term “cyberspace”
and who invented a world in which hackers feel at home, for nearly a
decade refused to have an e-mail address. In fact, Neuromancer, the
book that has been (rightly or wrongly) held accountable for birth
of the “new breed” of hackers, is rumored to have been written on a
manual typewriter.1 Hacking, as Gibson’s work demonstrates, is more
about the imagination, the creative uses of technology, and our ability
to comment on culture than about any tool, computer, or mechanism.
The hacker imagination, like the literature that it is akin to, is rooted in
something much deeper than microchips, phone lines, and keyboards.
   The current image of the hacker blends high-tech wizardry and
criminality. Seen as the source of many evils of high-tech computing,

6 / Hacking Culture

from computer espionage and breaking and entering to the creation
of computer viruses, hackers have been portrayed as the dangerous
other of the computer revolution. Portrayals in the media have done
little to contradict that image, often reducing hackers to lonely, ma-
licious criminals who delight in destroying sensitive computer data
or causing nationwide system crashes.
    In both the media and the popular imagination, hackers are often
framed as criminals. As Mungo and Clough describe them, hackers
are members of an “underworld” who “prowl through computer
systems looking for information, data, links to other webs and
credit card numbers.” Moreover, hackers, they argue, can be “vin-
dictive,” creating viruses, for instance, that “serve no useful purpose:
they simply cripple computer systems and destroy data. . . . In a very
short time it has become a major threat to the technology-dependent
societies of the Western industrial world.”2
    At least part of the reason for this impression rests with the media
sensations caused by a few select cases. Clifford Stoll, as documented
in his book The Cuckoo’s Egg, for example, did trace a European
hacker through the University of California at Berkeley’s computer
systems, ultimately revealing an attempt at international espionage,
and the cases of Kevin Mitnick and Kevin Lee Poulsen, two hack-
ers who were both arrested, prosecuted, and sent to prison for their
hacking, gained considerable attention in the media and in subse-
quent books published about their exploits. Most of these accounts
are journalistic in style and content and are more concerned with de-
scribing the events that took place than with analyzing the broader
context out of which hackers have emerged. While the image of the
hacker as a “criminal” seems to have taken over in the popular imag-
ination, the broader context of the computer “underground” and,
most important, the historical context force us to question such an
easy categorization of this complex and varied subculture.

             Between Technology and the Technical:
               Hacking as a Cultural Phenomenon
In the 1980s and 1990s, hackers were the subject of numerous films,
TV shows, and news reports, most of which focused on the con-
                                                   Hacking Culture /   7

nection between hacking and criminality. As Joe Chidley describes
them in an article for Maclean’s Magazine, “Hackers are people who
simply love playing with computers,” but there is a “malicious subset
of the hacker community, who intrude on computer networks to do
damage, commit fraud, or steal data,” and these hackers “now have
an arsenal of technologies to help them in their quest for secrets.”3
   Within such a limited framework, which reduces hackers to crim-
inals with their “arsenal of technologies,” it makes little sense to
speak of a “culture” of hacking. Hacking appears to be, like most
crime, something that malicious people do for reasons that don’t
always seem to make sense. Why would a talented computer pro-
grammer choose to write a virus rather than write a program that
might be more useful and, potentially, economically more reward-
ing? Why would hackers break into unknown systems when their
talents could be employed in many other more productive ways?
These questions make the hacker’s goals and motivations difficult to
   Rather than attempting to understand the motivation behind
hacking, the media and computer industry instead focus on the man-
ner in which computers are hacked. At this level, hackers are easy
to understand — they have a specialized set of tools, and they use
those tools to commit crimes. This basic theme was central to the
protest against the release of SATAN (Security Administrator Tool
for Analyzing Networks), a network-analysis tool that tests systems
for security flaws. The program, which was written to make sys-
tem administrators aware of security flaws that were already well
known and often exploited by hackers, was publicly released by its
authors, Dan Farmer and Wieste Venema, in April 1995. The release
was met with an outpouring of anxiety about the future of Net se-
curity and fear that the public availability of the tool would turn
average computer users into criminals. As the Los Angeles Times
remarked, “SATAN is like a gun, and this is like handing a gun to
a 12-year-old.”4 Other newspapers followed suit, similarly invoking
metaphors of increasing firepower — “It’s like randomly mailing au-
tomatic rifles to 5,000 addresses. I hope some crazy teen doesn’t get
a hold of one,” wrote the Oakland Tribune, only to be outdone by
the San Jose Mercury News’s characterization: “It’s like distributing
8 / Hacking Culture

high-powered rocket launchers throughout the world, free of charge,
available at your local library or school, and inviting people to try
them out by shooting at somebody.”5 The computer industry was
more sober in its analysis. “The real dangers of SATAN,” as one
advisory argued, “arise from its ease of use — an automated tool
makes it very easy to probe around on the network.”6
   The basic objection to the release of SATAN was that it provided
a tool that made system intrusion too easy, and making the program
publicly available prompted outcries from those afraid that anyone
with the tools could (and would) now invade systems. Omitted from
most stories was the fact that SATAN had been available in a less
powerful form as freeware (a freely distributed software package,
accessible to anyone) on the Internet for years, along with several
other programs that provided similar functions, not to mention a
host of more powerful programs that were already widely available
for the express purpose of unauthorized system entry. Additionally,
SATAN only tested computer systems for well-known, previously
discovered (and easily fixed) security holes.
   SATAN was nothing new, but the discussion of it was. This re-
sponse illustrated how convinced the general public was that the
threat of hacking rested in the tools. While the apocalyptic effects
of SATAN’s release failed to materialize (no significant increase in
any system intrusion has been reported, nor has any been attributed
to SATAN since its release), the anxieties that SATAN tapped into
are still present. The response to SATAN was in actuality a response
to something deeper. It was a reaction to a basic cultural anxiety
about both the complexity of technology and the contemporary cul-
ture’s reliance upon that technology. SATAN appears to give anyone
who wants it the tools to disrupt the system that very few people
understand yet that everyone has come to rely on in their daily lives.
   A cursory examination of both public and state responses reveals a
paranoia regarding the hacker that one can easily attribute to a Lud-
dite mentality, a generation gap, or a pure and simple technophobia
that seems to pervade U.S. culture. While these aspects are a very
real part of contemporary culture, such a simple set of answers cov-
ers over more than it reveals. Most of the responses to hackers and
hacking have served to lower the level of public discussion by con-
                                                     Hacking Culture /   9

fusing hackers with the tools that they use and making hyperbolic
equations between computer software and high-power munitions.
Like any other social and cultural phenomenon, the reasons for the
growth of hacking in the United States (and as an international phe-
nomenon) are myriad, and the reactions to hacking often reflect a
wide range of reactions, from hope and fear to humor and dismay.
   The responses to hacking — in the popular imagination and in
the minds of agents of law enforcement and the criminal justice sys-
tem, a response documented in court records, TV shows, movies,
newspapers, books, and even Web pages — reveal more about con-
temporary culture than about hackers and hacking. However, much
as was the case with SATAN, public reaction to hackers both tells us
a great deal about the public that is reacting and, ironically, shields
us from an understanding of the complexities and subtleties of the
culture of the computer underground. By simply equating hackers
with the tools they use, the media and popular representations of
hackers have failed to understand or account for even the most basic
motivations that pervade hacker culture.
   In trying to determine what hacking is and what hacker culture
looks like, I make a distinction between technology, as a broad, rela-
tional, and cultural phenomenon, and the technical or scientific, the
products of technology itself (for example, telephones, computers,
and modems).7 In doing so, I am also separating hackers’ culture and
motivation, which are very much about technology, from the idea of
tools or specific technical items, which are for the most part inciden-
tal to the idea of hacking. These two concepts, technology and the
technical, are different in kind, and to understand what constitutes
hacking, we need to be careful to examine these two ideas as separate
entities. Technology should be considered a cultural phenomenon,
and in that sense, it tells us primarily about human relationships and
the manner in which those relationships are mediated. The technical,
by contrast, is concerned only with the instrumental means by which
those relationships occur. It makes sense to speak of the technology
of the telephone allowing people to have long-distance relationships.
It also makes sense to discuss the technical aspects of telephones in
comparison to the postal system. Both the phone and the mail as
technology mediate human relationships in the same way insofar as
10 / Hacking Culture

they allow us to communicate at great distances. Yet as technical
phenomena they are completely distinct. To pose questions with re-
spect to technology is to pose cultural and relational questions. To
pose questions with respect to the technical is to pose instrumental
questions. Put differently, to answer the question, What is hacking?
properly, we cannot simply examine the manner in which hacking
is done, the tools used, or the strategies that hackers deploy — the
instrumental forces that constitute hacking. Instead we must look at
the cultural and relational forces that define the context in which
hacking takes place.

                       Hackers and Hacking
Not long ago, being called a hacker meant only that one belonged
to a group of technology-obsessed college or graduate students who
worked tirelessly on the dual diversions of finding interesting ways
around problems (often in ways that resembled Rube Goldberg ma-
chines) and perpetuating clever, but harmless, pranks. This “class”
of technophile is characterized by a kind of “moral code,” as doc-
umented by Steven Levy in his 1984 book, Hackers. The code, as
Levy describes it, was “a philosophy, an ethic, and a dream,” and it
was constituted by six basic theses:

  1. Access to computers — and anything which might teach you
     something about the way the world works — should be
     unlimited and total. Always yield to the Hands-On Imperative!
  2. All information should be free.
  3. Mistrust Authority — Promote Decentralization.
  4. Hackers should be judged by their hacking, not bogus criteria
     such as degrees, age, race, or position.
  5. You can create art and beauty on a computer.
  6. Computers can change your life for the better.8

The hackers Levy refers to were the original champions of the infor-
mation superhighway, and their ethic was utopian in nature. As Levy
describes it: “To a hacker a closed door is an insult, and a locked
                                                    Hacking Culture /   11

door is an outrage. Just as information should be clearly and ele-
gantly transported within the computer, and just as software should
be freely disseminated, hackers believed people should be allowed
access to files or tools which might promote the hacker quest to find
out and improve the way the world works.”9
   The “old hacker” of the 1960s and 1970s is often character-
ized with no small amount of nostalgia and is frequently seen as
a counterpoint to the emergence of the new breed of hacker, the
“cyberpunk” or “cracker.” The “old hackers,” in this romanticized
telling, were “a certain breed of programmers who launched the
‘computer revolution,’ but just can’t seem to be found around any-
more. . . . [A]ccording to these ‘old-school’ hackers, hacking meant a
willingness to make technology accessible and open, a certain ‘love
affair’ with the computer which meant they would ‘rather code than
sleep.’ It meant a desire to create beauty with computers, to lib-
erate information, to decentralize access to communication.”10 In
short, the old-school hacker was dedicated to removing the threat
of high technology from the world by making that technology ac-
cessible, open, free, and “beautiful.” To the 1960s hacker, hacking
meant rendering technology benign, and hackers themselves not only
were considered harmless but were framed as guardians of technol-
ogy — scientists with an ethic that resembled Isaac Asimov’s “Laws
of Robotics”: above all else, technology may never be used to harm
human beings. Moreover, these hackers effected a strange anthro-
pomorphism — information began to be personified, given a sense
of Being usually reserved for life-forms. The old-school hacker was
frequently motivated by the motto “Information wants to be free,”
a credo that attributed both a will and an awareness to the informa-
tion itself. Interestingly, it is these two things, will and awareness,
that seem to be most threatened by the evolution of technology. In
an era when the public is concerned both with a loss of freedom
to technology and with a fear of consistently finding themselves
out of touch with the latest technological developments, there is a
transference of our greatest fears about technology onto the idea of
information. The hacker ethic remedies these concerns through the
liberation of information. The logic is this: if technology cannot even
confine information, how will it ever be able to confine us? Within
12 / Hacking Culture

the framework of this initial question we can begin to trace out the
history of hacking as a history of technology.

                       A Genealogy of Secrecy
One of the primary issues that hackers and hacker culture negotiates
is the concept of secrecy that has evolved significantly and rapidly
since World War II. Indeed, hackers’ relationships to technology can
be understood as a cultural phenomenon and cultural response to the
evolution of secrecy, particularly in relation to the broader political
and social climate, the birth, growth, and institutionalization of the
computer industry, and the increasing import of multinationalism in
industry. The concept of secrecy seems to change from generation
to generation. What secrecy means and particularly its value shift
as social, political, and economic contexts change over time, but
what has always remained stable within hacker culture is the need
to negotiate the relationship between the technical aspects of the
machines themselves and the cultural value of secrecy.
   One of the first connections between secrecy and machines arose
during the Allies’ work to break German codes during World War II.
Until this point, most cryptography had utilized methods of simple
substitution, meaning that letters in the alphabet would be sub-
stituted for other letters, scrambling a clear text message into a
ciphertext. For example, substituting the letter a for the letter r, b
for e, and c for d would produce the ciphertext “abc” for the word
“red.” The problem with such a system of simple substitution is
that the English language tends to utilize letters with fairly regular
frequencies, and for that reason, no matter what substitutions are
made, it becomes fairly easy to guess what has been encoded just by
knowing how often certain letters appear in the message. Machines
that encoded or decoded substitution schemes only helped speed up
the process of encoding and decoding; they didn’t actually perform
the act of encoding in a meaningful way. That would all change with
the German Enigma Machine, the first machine that actively encoded
messages. The Enigma Machine consisted of eight code wheels that
would rotate each time they were used. That meant that each time
a substitution was made, the wheel making that substitution would
                                                    Hacking Culture /   13

rotate forward so the next time that letter was to be used, the substi-
tution would be different. To complicate things further, each of the
eight wheels had a different set of substitutions. The only way to de-
code the message was to have an Enigma Machine on the other end,
with the wheels set to the original position, and feed the message
back through to decode it.
   The process of World War II code-breaking spawned the first gen-
eration of computer scientists and committed the evolution of the
machine to the interests of secrecy and national security. From World
War II on, two of the primary functions of the computer would be
code-making and code-breaking. Indeed, it is not too far a stretch
to claim that the first computer scientists (including Alan Turing,
the “father” of modern computer science) who broke the Enigma
Machine’s coding process were, in the most basic sense, the first com-
puter hackers and that the origin of computers rests with the need to
keep and, perhaps more important, break secrets. The breaking of
the Enigma codes would lead to the development of Colossus, what
the museum at Bletchley Park (the site in Britain where the Enigma
cipher was broken) calls “the world’s first computer.”
   Secrecy has always been a significant concern for the military. Ever
since Caesar scrambled messages sent to his troops, the military has
recognized the need for secrecy. In the late 1930s and early 1940s,
the stakes of military secrets were raised enormously with the in-
vention and, ultimately, the use of the first atomic weapons. In that
climate, the Department of Defense in the late 1950s turned to uni-
versities as the means to advance the study of computer science and
engineering and, in turn, spawned what is generally acknowledged
as the first generation of computer hackers. Funded almost exclu-
sively by the Department of Defense, hacking began its difficult and
oftentimes contradictory relationship to secrecy. As opposed to their
forerunners, who worked exclusively in secrecy as they broke codes
at Bletchley Park, hackers of the 1950s and 1960s, who worked
in an environment of learning and academic freedom on university
campuses, abhorred the notion of secrecy. And it was, in large part,
that distaste for secrecy that led to most of the major advances that
hackers would later make in the computer labs of MIT and other
universities. “A free exchange of information,” Levy writes, “partic-
14 / Hacking Culture

ularly when the information was in the form of a computer program,
allowed for greater overall creativity.”11
   Such an ethic led to cooperation among programmers and a nearly
constant evolution of ideas and programming techniques. The goal
was not just to write original programs but to improve on the work
of others. The most skillful hack was not writing a new line of code
but finding a way to do something in someone else’s code that no
one had seen before — to eliminate code, making the program run
faster and more elegantly. While the ethic belonged to the hackers,
the product belonged to the Department of Defense. That conflict,
which most hackers of the 1950s and 1960s were either sheltered
from or in denial about, represented the ultimate irony — work
produced in the climate of absolute freedom would be deployed by
the military in absolute secrecy. One hacker described the reaction
to the realization that the funding and the results of those funded
projects were military: “I got so upset I started crying. . . . Because
these people had stolen my profession. They had made it impossible
to be a computer person. They sold out. They sold out to the mili-
tary uses, the evil uses, of the technology. They were a wholly owned
subsidiary of the Department of Defense.”12 Although these hackers
were the “heroes of the computer revolution,” as Levy argues, they
were also the brain trust that developed most of the hardware and
software that would drive the military-industrial complex through-
out the late twentieth century and create innovations that would be
deployed in the name of secrecy and surveillance.13 The climate that
hackers envisioned as “the realization of the hacker dream with so-
phisticated machines, shielded from the bureaucratic lunacy of the
outside world,” was only realized up to a point. All the late-night
hacks, high jinks, and clever pranks that characterized the 1960s
hackers were furthering another agenda, which would have wider
cultural impact than the hackers working on those projects imagined.
An example that Levy cites is the funding of speech recognition by
the ARPA (the Department of Defense’s Advanced Research Project
Agency), a project that “directly increased the government’s ability to
mass-monitor phone conversations at home and abroad.”14 Perhaps
most significant was ARPA’s funding of ARPAnet, the foundation of
the modern-day Internet, which was originally designed as a decen-
                                                    Hacking Culture /   15

tralized communication network intended to maintain command,
control, and communication abilities in the event of nuclear war. In
essence, these early hackers designed a secure communications sys-
tem funded by the Department of Defense to ensure survivability in
nuclear war.
    To the hackers of the 1960s, secrecy meant the freedom to share
code in the computer lab, the spirit of cooperation in program de-
sign, and the right to tinker with anything and everything based on
one’s ability to improve upon it. For instance, “In a perfect hacker
world,” Levy writes, “anyone pissed off enough to open up a control
box near a traffic light and take it apart to make it work better should
be perfectly welcome to make the attempt.”15 Freedom and secrecy
were decontextualized to the point of solipsism. The hacker ethic,
a matter of secrecy and freedom, was confined to the labs where
hackers spent most of their waking hours and was naive about or
ignorant of the greater context that was allowing that ethic to flour-
ish. The shift that would make that naïveté most apparent was the
move from the university to the corporate world. The second genera-
tion of hackers, the hackers of the 1980s, viewed secrecy differently.
Without military funding and without corporate secrets to protect,
these hackers took up the spirit of the original hacker ethic, but
from a point of view that fully contextualized it in terms of pol-
itics, economics, and cultural attitudes. These hackers held to the
tenets of freedom and abhorred the notion of secrecy, just as their
predecessors did, but they lacked the solipsistic environment of the
1960s computer lab or the nearly unlimited government funding that
made the original hacker ethic not only possible but also relatively

                        Yesterday’s Hackers
These original hackers of the 1950s and 1960s are generally rec-
ognized as the ancestors of the modern computer underground.
There was, however, a second strain of hacker, one that is much
more closely allied with the tradition of contemporary hacking.
As Bruce Sterling writes, “the genuine roots of the modern hacker
underground probably can be traced most successfully to a now
16 / Hacking Culture

much-obscured hippie anarchist movement known as the Yippies.”16
The modern underground, then, had its roots in a leftist political
agenda that grew out of 1960s counterculture and was fueled by the
antiwar protest movements of the 1960s and 1970s. “The Yippies,
who took their name from the largely fictional ‘Youth International
Party’ [YIP], carried out a loud and lively policy of surrealistic sub-
version and outrageous political mischief. Their basic tenets were
flagrant sexual promiscuity, open and copious drug use, the politi-
cal overthrow of any powermonger over thirty years of age, and an
immediate end to the war in Vietnam, by any means necessary.”17
Jerry Rubin and Abbie Hoffman were two of the most high-profile
members of YIP, but it would be two hackers, “Al Bell” and “Tom
Edison,” who would take over the newsletter (initially called Party
Line) and transform it into TAP (Technical Assistance Program).
The vision of TAP became increasingly less political as it began to
focus increasingly on the technical aspects of telephony. Ultimately,
TAP’s primary mission became the distribution of information, for
example, “tips on such topics as lock picking, the manipulation of
vending machines, do-it-yourself payphone slugs and free electric-
ity.”18 Although the war in Vietnam had served as the origin for
TAP, by the time the war had ended, TAP had become a technical
journal completely divorced from politics.
   In the late 1960s and early 1970s, while the hackers of TAP were
busily disseminating information, hackers at MIT were busy creat-
ing information. The majority of funding for most, if not all, of
these hackers’ projects was coming from ARPA. The entire pur-
pose of ARPA, begun in the early 1960s, was to create military
applications for computers and computer networks. Although most
of the hackers working at MIT either were blind to such consid-
erations or found them irrelevant, hackers of the 1960s at major
research universities were a significant portion of the technological
side of the military-industrial complex (MIC). Hacker involvement
in government projects with military application did not escape the
attention of students protesting the war in Vietnam, and as a re-
sult computer labs at some major universities were the site of major
protests and wound up being shielded by steel plating and half-
inch-thick bulletproof Plexiglas.19 The role of the MIC was central,
                                                      Hacking Culture /    17

although unintentional and unanticipated, to the formation of what
constitutes the computer underground. On the one hand, the MIC
produced an underground coming out of the protest movement of
the 1960s. On the other hand, the MIC was funding the projects that
would create hacker culture. Partially out of naïveté and partially
because of the novelty of computers, the hackers of the 1960s and
1970s were able to avoid the obvious contradiction between their
highly antiauthoritarian mind-set (“Information wants to be free”)
and the fact that the people they were designing systems and soft-
ware for were not likely to respect that basic tenet. Because they were
producing the vast majority of new technology, the old-school hack-
ers were able to maintain the illusion that they were also controlling
it. Within a decade, the “old school” had moved to the Silicon Val-
ley and started to build an industry that would look and operate
increasingly less like the labs at MIT and Harvard and more like
the corporations and organizations against which the 1960s hackers
had rebelled.

                      Hacking the Industry:
                   From the Altair to the Apple
  Bill Gates: Cocky wizard, Harvard dropout who wrote Altair BASIC, and
  complained when hackers copied it.

  Steven Jobs: Visionary, beaded, non-hacking youngster who took Woz-
  niak’s Apple II, made lots of deals, and formed a company that would
  make a billion dollars.

  Steven “Woz” Wozniak: Openhearted, technologically daring hardware
  hacker from San Jose suburbs, Woz built the Apple Computer for the
  pleasure of himself and friends.
                                — Steven Levy, “Who’s Who,” from Hackers

It may seem odd to think about hacking and hacker culture in
relation to three of the most important figures from the personal
computer (PC) industry. The computer industry has always been and
in many ways continues to be the very antithesis of hacker culture,
which is also the reason that it plays an important role in the forma-
18 / Hacking Culture

tion of hacker culture. Without the hackers of the 1960s, there never
would have been a PC; without the PC, there never would have been
a PC industry; without a PC industry, there never would have been
the hackers of the 1980s and 1990s. Without a military-industrial
complex, which funded most of the computer research in the 1950s,
1960s, and 1970s, it is likely there would never have been a PC or
a hacker culture. One cannot hope to understand the hacker in his
or her modern incarnation without understanding at least a little bit
about where the PC originated.
   Steven Jobs and Steven Wozniak, inventors of the first mass-
marketed PC, get a lot of mileage out of the story that they began
as hackers, or, more specifically, as phone phreaks. Phone phreaks
are to telephones what hackers are to computers — they possess a
basic understanding of how the phone system works and as a re-
sult can do things such as place long-distance calls for free. One of
the first phone phreaks was John Draper, aka Captain Crunch, who
took his handle from his discovery that in the early 1970s the whistle
that came with Capt’n Crunch cereal sounded the tone (2600 Hz)
that would allow one to take control of the phone line and place
long-distance calls for free. Not long after that, this discovery was
harnessed in a more technical manner through what became known
as a “blue box,” a small electronic device that would emit the 2600
Hz tone.
   In contrast to Draper, Jobs and Wozniak learned about blue-
boxing from a 1971 Esquire article20 and built their own box. They
not only used the boxes to make free calls but also went on to
sell them to students in the Berkeley dorms.21 In short, Jobs and
Wozniak copied a device someone else had originated and then
sold those copies. This is a pattern Jobs and Wozniak would fol-
low in building the first Apple. In contrast to the long-standing
hacker ethic that freely distributed information and knowledge and
resisted the impulse toward commodification, Jobs and Wozniak
openly embraced it.
   Before there was the Apple, however, there was the Altair. The Al-
tair was the very first PC. It came in parts, cost between four hundred
and five hundred dollars, and had to be built (and not just assembled,
but soldered) by the end-user. These limitations meant that PCs were
                                                    Hacking Culture /   19

limited to computer hobbyists, and most of those hobbyists belonged
to the first generation of old-school hackers. These were computer
enthusiasts who did everything from soldering the wires to program-
ming the machine. One of those enthusiasts was Bill Gates. Gates,
along with his friend Paul Allen, began writing the first language
for the Altair, what would become Altair BASIC. BASIC, however,
was not Gates and Allen’s invention, but rather a programming lan-
guage that had been put into the public domain a decade earlier by
Dartmouth researchers Thomas Kurtz and John Kemeny. Gates and
Allen’s contribution was making BASIC, a language designed for a
large mainframe computer, run on the Altair.
   Almost all of the software for the Altair was written by hobbyists,
who routinely shared their programs with other hackers at meetings
of computer clubs across the country. The sharing of information be-
came one of the central tenets of the hacker ethic, and this would be
the central organizing principle of one of the first computer clubs, the
Homebrew Computer Club of Menlo Park, California. Later, as the
early pioneers of hacking would make their mark in the corporate
world, a new ethic would emerge that would change everything. The
transformation was intensified as the process of commodification in-
creased. With commodification, the earliest computer hackers, those
who had built their computers themselves and shared every tidbit
of information that might help to improve their machines or pro-
grams, were in competition with each other, fighting to create and
to maintain market share. The result was dramatic — competition
in the marketplace “retarded Homebrew’s time-honored practice of
sharing all techniques, refusing to recognize secrets, and keeping in-
formation going at an unencumbered flow. . . . All of a sudden, they
had secrets to keep.”22 That transition marks the dividing point
between the old-school hackers of the 1960s and 1970s and the
new-school hackers of the 1980s and 1990s.

                    The Hacker Imagination:
                    From Sci-Fi to Cyberpunk
It should come as no surprise that the hacker tradition is grounded
in the literature of science fiction and fantasy. Internet culture has
20 / Hacking Culture

its roots in the first e-mail discussion list that emerged early in the
life of ARPAnet (the precursor of today’s Internet). That list was
SF-LOVERS, a list of people devoted to the discussion of science fic-
tion. But like the shift from the 1960s hackers to the 1990s hackers,
sci-fi literature also underwent a radical shift. The 1960s hacker’s in-
spiration was found in the literature of Isaac Asimov, Philip K. Dick,
Norman Spinrad, or Harlan Ellison, all writers who depicted a fu-
ture of possibility, who wrote cautionary tales. These tales usually
begin in an unfamiliar world, one that isn’t your own but threat-
ens to be. Often set in the future, but not too far in the future,
these novels present anything from an alternative history to a fan-
tasy world where the strange and unusual are commonplace. For
example, Philip K. Dick’s 1969 novel Ubik begins with the line,
“At three-thirty a.m. on the night of June 5, 1992, the top telepath
in the Sol System fell off the map in the offices of Runciter As-
sociates in New York City.”23 Dick’s world is both familiar and
strange — it contains elements we know and some we do not know.
New York and all the familiar conventions are intact — time, date,
and a business with a realistic name. Yet the description also points
to the unfamiliar: in this new world telepathy is not only possible
but has become a commodity. We are, in essence, introduced to a
world of possibility that is familiar enough to be recognizable yet
strange enough for us to take notice of the ways in which our future
might change.
    In comparison, the mainstay of the 1990s hacker was the litera-
ture of cyberpunk, represented by William Gibson and Jon Brunner.
Their novels are predominantly dystopic, describing a battle that has
already been fought and lost. Consider Gibson’s opening to Neuro-
mancer: “The sky above the port was the color of television, tuned
to a dead channel.”24 Immediately we know that Gibson’s vision
is going to challenge the basic model of the cautionary tale. From
the outset, what it presents is threatening, and the dystopia of Gib-
son’s fiction is taken as preordained. The literature of cyberpunk
so dominated the imagination of the 1990s hackers that, in many
ways, they came to see themselves as antiheroes, based on the pro-
totype of Gibson’s characters and others. These characters live in
a world defined, even in its geography, by information. In Neuro-
                                                     Hacking Culture /   21

mancer, Gibson describes a world that the hackers of today have
adopted as their own:
     Home was BAMA, the Sprawl, the Boston-Atlanta Metro-
  politan Axis.
     Program a map to display frequency of data exchange, every
  thousand megabytes a single pixel on a very large screen. Man-
  hattan and Atlanta burn solid white. Then they start to pulse,
  the rate of traffic threatening to overload your simulation. Your
  map is about to go nova. Cool it down. Up your scale. Each
  pixel a million megabytes. At a hundred million megabytes per
  second, you begin to make out certain blocks in midtown Man-
  hattan, outlines of hundred-year-old industrial parks ringing
  the old core of Atlanta.25
In such an account, we can begin to see the manner in which the
exchange of information and data begins to code more common
points of reference. Not only have old, familiar locales (Manhattan,
Atlanta) been recoded as data, but our entire way of seeing them
has been transformed. The way we look at a map no longer is about
distance but rather is about the density of information. The map not
only is not the territory — it has lost its relationship to the territory
in terms of representation. The map is no longer a scale model of
space. What is represented is the “frequency of data exchange.” This
is a revealing term. “Frequency,” a term of temporality, not location,
is the first focus, and “exchange” is the second. What is lost in this
“mapping” is any sense of place. Place is erased, making it possible
for Gibson to write of “home” as a place without place, home as a
system of exchange.26
   The literature of cyberpunk teaches, or reflects, the value of infor-
mation both as data and as a social fabric, a medium of exchange,
and a relational concept. Cyberpunk represents a world where in-
formation has taken over, and the literature provides a sense of the
fears, dangers, anxieties, and hopes about that new world. As op-
posed to the earlier hackers who sought to “liberate” information,
hackers of the 1990s see themselves as trapped by information. As
a result, the “hacker ethic,” which took as its most basic tenet that
22 / Hacking Culture

“information wants to be free,” needs to be radically transformed.
While the spirit of the ethic remains intact, the letter of it must nec-
essarily change. Where the hackers of the 1960s had a great deal of
control over the information that they created and utilized, the hack-
ers of the 1990s and the beginning years of the twenty-first century
find themselves in a world so overwhelmed by information that con-
trol itself becomes the contested issue. Most important to the later
hackers is the concept that information is now their home, and se-
crecy of information is the equivalent of confinement or prison. The
original ethic is, for the most part, still intact, but its meaning, value,
and application have been radically altered by the ways in which the
world has changed.
   The cyberpunk vision of the future has radically reshaped the
vision of the latter-day hacker. In one document currently being cir-
culated on the Internet, the “Declaration of Digital Independence,”
one hacker describes the Internet as the next battleground for the
regulation of information, and hence freedom. “It [the Internet],” he
writes, “should be allowed to make its own rules. It is bigger than
any world you can and can’t imagine, and it will not be controlled.
It is the embodiment of all that is free; free information, friend-
ship, alliances, materials, ideas, suggestions, news, and more.”27 The
hackers of the 1960s, inspired by the utopian science fiction of their
day, saw the battle in terms of free information and felt encouraged
by that literature to experiment, learn, and develop. In contrast, the
hackers of today, with the dystopic vision of cyberpunk, see this
battle as already lost and as something that can only be rectified by
revolution. In part, this is the result of the increasing commodifica-
tion of information, which has created a media that they describe as
“the propaganda vending machine of today,” which, “as a whole,
trip over themselves, feeding lies to the ignorant.”28
   These hackers hold that the commodification of information has
led to an increasing investment of power in the media. Accordingly,
they argue, a transformation has taken place. The media, who “enjoy
the power of managing information” in an era of commodification of
information, are no longer interested in the freedom of information,
but, rather, are invested in the careful control and dissemination of
information. As Paul Virilio argues, the commodification of infor-
                                                    Hacking Culture /   23

mation has had an ironic effect: “[T]he industrial media have gone
the way of all mass production in recent years, from the necessary
to the superfluous. . . . [T]heir power to denounce, to reveal, to flaunt
has been growing endlessly to the detriment of the now precarious
privilege of dissimulation — so much so that currently the real prob-
lem of the press and television no longer lies in what they are able
to show as much as in what they can still manage to obliterate, to
hide.”29 The point is not so much that the media do not break news
or reveal secrets as much as it is that they are selective about which
secrets can and will be revealed. As media power is increasingly con-
solidated, media outlets have a possessive investment in particular
stories and a similar investment in keeping other stories quiet. The
more centralized the media become, the more power they have to
self-regulate what constitutes “news.”
   Today’s hackers, who follow this dystopic vision, contrast the
media’s approach to the management of information with their own
sense of boundless curiosity. As the “Digital Declaration of Inde-
pendence” illustrates: “Everyone has the need to know, the curiosity
of the caveman who invented fire, but some have been trained like
monkeys, not ever knowing it’s there. They simply accept things, and
do what is expected of them, and this is sad. They are those who
never fight back, and never open their minds. And they are, unfor-
tunately, usually the governing bodies; the teachers, bosses, police,
federal agents, congressmen, senators, parents, and more. And this,
my friend, must change.”30 Such a call to action defines the problem
in terms of curiosity and recognizes that such curiosity is problem-
atic within contemporary culture. Curiosity becomes dangerous and
even subversive not to any particular group or organization but in
principle. Curiosity is precisely what threatens secrecy, and in do-
ing so, it challenges the economic structure, the commodification, of

         Blurring the Lines between Old and New:
     WarGames, Robert Morris, and the “Internet Worm”
In 1988, the distinction between the old and the new hacker was
clearly staked out. This difference was revealed through two fig-
24 / Hacking Culture

ures: David Lightman, the protagonist from the film WarGames
and the prototype for the new-school hacker; and Robert Morris,
a quintessentially old-school hacker.
   The new-school hacker was introduced into the popular imagi-
nation through the 1983 release of the film WarGames, featuring
Lightman (played by Matthew Broderick) as a curious kid exploring
computers and computer networks who unwittingly starts the U.S.
military on the road to World War III by playing what he thinks is
a game — global thermonuclear war.
   WarGames opens, somewhat ominously, with a scene in which
U.S. soldiers in missile silos are ordered to fire their weapons at the
Soviet Union, beginning what they believe will be the third, and un-
doubtedly last, world war. The soldiers are uncertain as to whether
the order is part of a training exercise or not. As a result, a large per-
centage of the soldiers, uncertain about the effects of their actions,
choose not to fire their missiles. The orders are part of a simulation,
designed to test U.S. military battle-readiness. Their failure results in
the implementation of a new program, wherein humans are removed
from missile silos and replaced by electronic relay switches and
strategic decisions about nuclear warfare are to be made by a state-
of-the-art computer named WOPR (pronounced whopper) — War
Operations Planned Response. The machine is devoted to constantly
replaying World War III in an effort to maximize the effectiveness
of U.S. missiles and minimize U.S. casualties. In effect, its job is to
figure out how to win a nuclear war.
   The young hacker, David Lightman, stumbles across WOPR quite
accidentally while searching for a game company called Protovision.
Using a modem and computer program (since termed a WarGames
dialer), the hacker scans every open phone line in Sunnyvale, Cali-
fornia (in the heart of the Silicon Valley), looking for modem access
to Protovision. He comes across a system and, through hours of
research (principally learning about the system’s designer, Stephen
Falken) and hacking, gains access.
   The initial game continues to run even after Lightman is dis-
connected from the system, and, as Lightman soon discovers, the
computer is unable to distinguish the game from reality. In less than
three days time, WOPR will calculate a winning strategy and fire its
                                                    Hacking Culture /   25

weapons. In the meantime, Lightman is arrested. On the verge of
being charged with espionage, he escapes custody and searches out
the system designer with the help of his girlfriend, Jennifer Mack
(played by Ally Sheedy), to convince him to help persuade NORAD
(North American Air Defense command) not to believe the informa-
tion that the computer is sending them. Falken, the system designer,
has become a recluse since the death of his son, Joshua (whose name
is the secret password that gains Lightman access and the name that
Lightman and Falken use to refer to the WOPR computer). Even-
tually, after several incidents that put the world on the brink of a
nuclear holocaust, Lightman manages to teach the computer (now
Joshua) the meaning of futility by having it play ticktacktoe in an in-
finite loop sequence. The computer concludes, after exhausting the
game of ticktacktoe and learning from it, that nuclear war is also
unwinnable and that “the only winning move is not to play.”
    The film demonstrates a tremendous anxiety about technology,
represented both by the missiles that threaten to destroy the United
States and the Soviet Union and by the machines that control those
missiles.31 The hacker, however, is represented in a more ambivalent
manner. On the one hand, the harmlessness of Lightman’s actions
early on (using his computer to make faux airline reservations or
even finding a bank’s dial-in line) is made clear by his good nature
and curiosity. That sense of “playing a game” is radically trans-
formed when the machine he hooks up to (the WOPR) is unable to
distinguish between a game and reality. On the other hand, Lightman
and his understanding of “playing a game” (in this case ticktacktoe)
ultimately are able to save the day.
    In the film, the hacker is positioned as dangerous because he is
exploring things about which he has little or no understanding. It
is easy in a world of such great technical sophistication, the film
argues, to set unintended and potentially disastrous effects into mo-
tion even accidentally. But equally important is the characterization
of the hacker as hero. WOPR, above all else, is a thinking machine,
an artificial intelligence, and that thinking machine needs guidance
and instruction in its development. Technology is infantilized in the
film (underscored by the use of the name of Falken’s deceased son,
Joshua), and the message of the film is that Lightman, the hacker, is
26 / Hacking Culture

the most appropriate educator for the technology of the future. Not
the generals, the system administrator, or even the system designer
himself is able to teach the machine, but Lightman, the hacker, can.
The hacker stands at the nexus between the danger and the promise
of the future of technology.
   Thus, the intersection of hacker culture and popular culture is
clearly and conspicuously marked. With the release of WarGames,
hacker culture had a national audience. That culture, however, was
as much a product of the film (and the response to the film) as it was
a reality. While there certainly had been a long history of hacking and
phreaking that predated WarGames, the hacking community itself
was small, exclusive, and rather inconspicuous. With WarGames
that all changed. As Bruce Sterling describes it, “with the 1983 re-
lease of the hacker-thriller movie WarGames, the scene exploded. It
seemed that every kid in America had demanded and gotten a modem
for Christmas. Most of these dabbler wannabes put their modems
in the attic after a few weeks, and most of the remainder minded
their Ps and Qs and stayed well out of hot water. But some stubborn
and talented diehards had this hacker kid in WarGames figured for a
happening dude. They simply could not rest until they had contacted
the underground — or, failing that, created their own.”32 To vary-
ing degrees, hackers themselves admit to this, although none would
probably state it in precisely Sterling’s terms. One of the primary dif-
ferences between the film’s depictions and Sterling’s is that the film
WarGames has absolutely no representation, or even suggestion of,
an underground.
   Undoubtedly, the film had a greater impact on hacker culture
than any other single media representation. Hackers such as Shoot-
ing Shark and Erik Bloodaxe, in discussing their early influences,
both confess (somewhat reluctantly) that the film had a major im-
pact on them. “Embarrassing as it is for Erik,” his Pro-Phile reads,
“WarGames really did play a part in imbedding the idea of com-
puter hacking in his little head. (As it did for hundreds of others who
are too insecure to admit it.)”33 Shooting Shark’s chagrin is equally
obvious, “Worse yet, ‘WarGames’ came out around this time. I’ll ad-
mit it, my interest in hacking was largely influenced by that film.”34
Many hackers took their handles from the film, including “David
                                                    Hacking Culture /   27

Lightman” and a whole spate of Professor Falkens or, more often,
Phalkens, named for the computer genius who invented the WOPR.
The film has even been held as the inspiration for one of the most seri-
ous instances of hacking in the 1980s, the exploits of a West German
hacker who infiltrated U.S. military computers and sold U.S. govern-
ment information to the Soviets.35 The fact of the matter is that while
many teens may have been intrigued by the possibility of breaking
into high-security military installations, that aspect was never glam-
orized in the film. More likely, what intrigued young hackers-to-be
was an earlier scene, where Matthew Broderick logs on to the local
school’s computer using a modem from his PC at home and changes
his grades in order to avoid having to take classes in summer school.
The lure for the young hacker was never with starting World War III,
but rested, instead, with the ability to make local conditions (for
example, school work) more tolerable.
   This narrative presents the good-natured, well-intentioned hacker
innocently wreaking havoc as a result of his explorations. If Light-
man is the introduction of the hacker to the popular imagination,
Robert Morris would be the turning point in the perception of what
kinds of threats hackers pose to society.
   Perceptions of who and what hackers are underwent another
transformation in the late 1980s, and that moment can be marked
quite clearly in the popular imagination by a single case — the day
the Internet shut down, November 8, 1988. Although the Internet
was only a fraction of the size that it is today, it was an information
infrastructure that had grown large enough that many government
agencies (not the least of which was the military) and especially
colleges and universities had come to rely on it. WarGames had pro-
vided the fantasy, the cautionary tale, but it all had ended well. There
had been no disaster, and, even though the hacker had created the
problem himself, it was also the hacker who saved the day, teaching
the computer the lesson of futility by giving it a game (ticktacktoe)
that it couldn’t win, by becoming the educator of the technology of
the future. The hacker, in the old-school tradition, saved the day by
rendering technology itself (in that case WOPR) benign. Such was
not the case with Robert Morris.
   In 1988, Morris launched what has come to be known as
28 / Hacking Culture

the “Internet worm,” a computer program that transmitted itself
throughout the Internet, eating up an increasing number of com-
puting cycles as it continually reproduced itself. Morris’s intent was
to have the worm reproduce at a rate that would allow it to con-
tinue throughout the system, unnoticed for years. With each system
it entered, it would exploit a security hole, discover user passwords,
and mail those passwords back to Morris. Morris, however, made a
small error that had a great effect, and the worm reproduced itself
at a rate much faster than he had anticipated. Rather than telling the
worm to stop running when it encountered a copy of itself, which
would have stopped it from spreading, Morris coded the worm so
that one in every seven worms would continue to run even if other
copies of the worm were found on the machine. The ratio was too
high “by a factor of a thousand or more,” and Morris’s worm repli-
cated itself at an astonishing rate, essentially eating up computing
cycles at such a rate that the machines could do nothing but run
Morris’s program.36
    Morris’s worm spread throughout the nation’s computer systems
at an alarming rate. The day after the worm was released, a signif-
icant portion (no one is really sure of the exact number) of those
computer systems hooked to the Internet had ground to a dead stop.
The only remedy was to disconnect from the network and wait for
the experts working around the country to find a way to counteract
the program.
    What makes this case special — apart from the fact that it focused
national attention on issues of computer security, Net vulnerability,
and the degree to which we have come to depend on computers
in our daily lives — was the ambivalent stature of the programmer
himself. By all rights, Robert Morris was an old-school hacker. A
computer-science graduate student at Cornell, he had spent most of
his college career (and early years) working with computers, devising
clever workarounds for difficult problems, and engaging with his
special fascination, computer security. The son of Bob Morris, the
chief scientist at the National Security Agency’s National Computer
Security Center, Robert learned the ins and outs of computer and
system security at a very early age and possessed a natural talent
for finding system bugs and holes he could exploit to gain access.37
                                                  Hacking Culture /   29

Even the worm itself was never intended as anything more than an
exposition of the flaws in UNIX system design.
    Morris’s prank, however, was extraordinarily similar to the most
malicious activity that was being attributed to the new breed of
hackers, the computer virus. The difference between a worm and a
virus was hotly debated within the computer community.38 Worms,
which are independent programs that move under their own power,
are generally considered to be beneficial things. First developed by
researchers at Xerox, worms were programs that would run through-
out a system performing useful tasks. The name is taken from
John Brunner’s 1975 novel, Shockwave Rider, where the protagonist
feeds a “tapeworm” into the government’s computer, as a means to
counter government surveillance. The act, in Brunner’s case, is one
of heroism in the face of an oppressive, tyrannical government. In
that sense, worms carry with them the connotation of performing
a useful function, usually in line with the traditional hacker ethic.
Many were reluctant, it seems, to label Morris’s program a worm
because of the positive connotations that the term carried.
    Viruses, in contrast, are generally considered to be malicious.
The connotations of viruses as sickness, illness, and even death
(particularly in the age of AIDS and Ebola) provide an interesting
counterpoint to the discussion of the “Internet worm.” Many who
argued for the classification of Morris’s program as a virus did so
on the ground that it was harmful and caused great damage. The
community was split both on how to refer to the program and on
its ethical implications. The line between the old school and the new
school had begun to dissolve.
    Morris’s worm program spurred a great deal of speculation about
his intentions and influences (Morris refused to talk with the press)
and a great deal of debate over the threat that technology posed to
society if it fell into the wrong hands. As Katie Hafner and John
Markoff put it, “it also engaged people who knew nothing about
computers but who were worried about how this new technology
could be used for criminal ends.”39 In the popular imagination, the
line between the old and new hacker was already fuzzy, and Morris’s
worm program only made the distinction fuzzier.
    A second drama was also being played out around anxieties
30 / Hacking Culture

about technology. Those anxieties coalesced around the notions
of secrecy and technology and were reflected in popular culture’s
representations of hackers.
    For example, films about hackers almost always deal with the
question of secrecy. If we are to take WarGames as the prototypical
hacker film, it is easy to see exactly what this means. WarGames
begins with David Lightman trying to break into Protovision in an
effort to play the latest games before they are publicly released. In
essence, Lightman seeks to break Protovision’s corporate secret in
order to have access to “secret” games. As the name suggests, Light-
man wants to see something before anyone (or, more to the point,
everyone) else does. While searching for Protovision’s phone number,
Lightman comes across a more interesting system, one that “doesn’t
identify itself.” Thinking that this is Protovision’s dial-in number,
Lightman attempts to hack into the system, even after he is warned
by two system programmers that the system is “definitely military.”
    The crucial point about the basic theme underwriting the film
is that these two cultures of secrecy, Protovision’s and NORAD’s,
are virtually identical. The structure of WarGames depends on
our understanding and acceptance of the confusion of a corpo-
rate computer-game manufacturer’s notion of secrecy with that of
NORAD. In other words, corporate and military secrets are, at some
level, indistinguishable. In the films that followed WarGames, this
theme was renewed and expanded upon. In Sneakers (1992), the con-
fusion between corporate and government secrecy is complete when
it is revealed that the only real governmental use for the “black box”
agents have been sent to recover is to snoop on other U.S. govern-
mental departments, rather than on foreign governments. What we
witness throughout the film, however, is that as a corporate tool,
that black box is capable of everything from corporate espionage to
domestic terrorism. Indeed, the project “SETEC ASTRONOMY”
which is at the center of Sneakers, is an anagram for “TOO MANY
SECRECTS.” And while it is a government project (funded by the
NSA in the film), it is revealed in the film’s epilogue that the box will
not work on other countries’ cryptographic codes, only on those of
the United States. Accordingly, the message is clear: domestically,
there are to be “no more secrets” kept from those in power.
                                                   Hacking Culture /   31

   In two films of the 1990s, Hackers (1995) and The Net (1995),
secrecy plays a major role as well. In these films, however, secrecy is
what allows criminality to function in both the government and cor-
porate worlds. In the case of Hackers, two employees (one a former
hacker) of a major corporation are running a “secret worm pro-
gram” to steal millions of dollars from the corporation. They are
discovered when a hacker unwittingly copies one of their “garbage
files” that contains the code for the worm’s program. The same
plot in played out in The Net, but from a governmental point of
view. Angela Bassett (played by Sandra Bullock) accidentally accesses
and copies secret governmental files that reveal wrongdoing on the
part of governmental officials, again demonstrating the manner in
which the culture of secrecy is able to hide and allow for a deeper
sense of criminality to ferment and function. In both cases, hackers,
by violating the institutions’ secrecy, expose criminality by enacting
criminality. The message from the later films is that secrecy creates
a space for the worst kinds of criminality, which, because of the cul-
ture of secrecy, can only be exposed by another type of criminality —

                         Hackers of Today
As Steve Mizrach has noted, the split between the hackers of the
1960s and those of today is cultural and generational rather than

  The main reason for the difference between the 60s and 90s
  hackers is that the GenXers are a “post-punk” generation,
  hence the term, “cyberpunk.” Their music has a little more
  edge and anger and a little less idealism. They’ve seen the
  death of rock n’ roll, and watched Michael Bolton and Whit-
  ney Houston try and revive its corpse. Their world is a little
  more multicultural and complicated, and less black-and-white.
  And it is one in which, while computers can be used to cre-
  ate beauty, they are also being used to destroy freedom and
  autonomy. . . . [H]ence control over computers is an act of self-
  defense, not just power-hunger. Hacking, for some of the new
32 / Hacking Culture

  “hackers,” is more than just a game, or means to get good-
  ies without paying for them. As with the older generation, it
  has become a way of life, a means of defining themselves as a

Born in the world that the 1960s hackers shaped, this new gen-
eration has been jaded precisely by the failure of the old-school
hackers to make good on their promises. Technology has not been
rendered benign, and information, while still anthropomorphized
and personified, reveals that we are more like it — confined, coded,
and organized — than information is like us. The cautionary tales,
like Asimov’s, that guided the 1960s hackers have been replaced
with tales of a dystopian cyberpunk future that features technol-
ogy no longer in the service of humankind, but humankind fused
with technology through cybernetics, implants, and technological
modifications to the body.
    There seem to be two reasons for the shift. The first is that the rate
of technological growth has outstripped society’s capacity to process
it. A certain technophobia has emerged that positions technology as
always ahead of us and that produces a fear that is embodied by the
youth of contemporary culture doing things with computers that an
older generation is unable to understand. Hacking promotes fear, but
it is about a contained kind of fear, one that is positioned as a form
of “juvenile delinquency” that these youth will, hopefully, grow out
of. In that sense, hackers emerge as a type of “vandal,” a criminal
who is often malicious, who seeks to destroy things, yet is terribly
elusive. The threat, like the technology that embodies the threat, is
decentralized, ambiguous, and not terribly well understood, but it
doesn’t need to be. We feel we can trust our information networks,
for the most part, the same way we can trust our trains and buses.
Occasionally, someone may spray paint them, flatten a tire, or set a
fire on the tracks, but these things are inconveniences, not disasters.
Hackers pose a similar type of threat: they may deface the surface
of things, but the underlying faith in the system remains intact. Just
as one does not need to understand how internal combustion en-
gines work to trust that a car will function properly, one does not
need to understand how information networks function in order to
                                                     Hacking Culture /   33

use them. The second reason for a fear of hackers is the result of
a displacement of anxiety that the hackers of the 1960s have iden-
tified — namely, the increasing centralization of and lack of access
to communication and information. This new generation of hackers
has come to represent the greatest fear about the 1960s dream of
free and open information. John Perry Barlow, cofounder of the EFF
(Electronic Frontier Foundation), wrote in the organization’s man-
ifesto, titled “Crime and Puzzlement,” about his first interactions
with two members of the New York hacking collective Masters of
Deception. These two hackers, Phiber Optik and Acid Phreak, in an
effort to demonstrate their online skills, threatened Barlow in one of
their first encounters in a most unusual way:

  Optik had hacked the core of TRW, an institution which has
  made my business (and yours) their business, extracting from it
  an abbreviated (and incorrect) version of my personal financial
  life. With this came the implication that he and Acid could and
  would revise it to my disadvantage if I didn’t back off.41

What is unusual about this threat is the manner in which it employs
the vision of the 1960s hacker with a completely inverted effect. The
threat is the removal of secrecy — a true freedom of information. It is
important to note that TRW’s report was not something that Barlow
had ever consented to, nor was it something that he had any control
over. In making it free, accessible, and open, the hackers posed the
greatest threat — the ability to change the unchangeable, to access
the secret, and to, in the process, disrupt a significant portion of one’s
life. If nothing else, the importance of the secrecy of information is
documented (not coincidentally) by the hacker in the most dramatic
fashion. Indeed, downloading TRW reports is a common trick that
hackers will employ to startle, scare, and even intimidate media per-
sonalities, interviewers, and, in some cases, judges and lawyers. What
Barlow identifies, with comic overtones, illustrates precisely what the
implications of this reversal are. “To a middle-class American,” Bar-
low writes, “one’s credit rating has become nearly identical to his
freedom.”42 That is, freedom relies on secrecy. The culture of infor-
mation that the 1960s hacker feared has come to pass. In a kind of
34 / Hacking Culture

Orwellian doublespeak, secrecy has become freedom, and the need
for security (through implicit distrust of others) has become trust.
   Old-school hackers, such Clifford Stoll, a Berkeley astronomer
and system administrator, put forth the thesis that computer net-
works are and should be built on trust, a principle that seems in line
with the 1960s hacker ethic. When confronted with a hacker who
explained that he had hacked into Stoll’s system to “show that your
security isn’t very good,” the latter replied, “But I don’t want to se-
cure my computer. I trust other astronomers.”43 However, hackers
of the 1990s argue that it is precisely this sort of argument that il-
lustrates the hypocrisy of the 1960s hackers, many of whom have
become rich in the computer revolution precisely by betraying the
principles of openness, access, and freedom that they argued for as
their ethic. The most interesting example is, perhaps, one of the
most illustrative as well. As Steve Mizrach argues, “[Steven] Levy
rants about those greatest hackers who founded Apple Computer
and launched the PC revolution — those same ex-phreaks, Jobs and
Wozniak, who actually allowed their company to patent their system
hardware and software!”44 To this day, Apple has been extremely
successful in keeping both its hardware and software proprietary.
   In essence, today’s hackers argue, with a great deal of justifica-
tion, that the hackers of the 1960s have become their own worst
nightmare, the keepers of the secrets, those who block access to in-
formation and technology, all in the name of corporate self-interest.
The new-school hacker, then, seems little more than the logical car-
ryover from the earlier generation, a generation that spoke (and
continues to speak) with such earnest commitment to the “good-
old days” that they are unable to see how their own ethic implicates
them in precisely that which they so fervently disavow. The connec-
tion, which the 1960s hackers are so loathe to make, is, in many
ways, undeniable: “Indeed, the 90s hackers pay a lot of homage to
the first generation. They have borrowed much of their jargon and
certainly many of their ideas. Their modus operandi, the PC, would
not be available to them were it not for the way the 1960s hackers
challenged the IBM/corporate computer model and made personal
computing a reality.” In that sense, today’s hackers are the children
of the 1960s hackers, and that connection is not lost on the younger
                                                     Hacking Culture /   35

generation. In fact, today’s hackers have inherited not only the tools
from the older generation but much of their culture as well: “[T]heir
style, their use of handles, their love for late-night junk food, are
all testaments to the durability and transmission of 1960s hacker
   They have also inherited, for the most part, their ethic. That ethic
has been transformed, undoubtedly, but so have the conditions under
which that ethic operates. These conditions are, in many ways, the
progeny of the 1960s as well. Exploring, which seemed so harmless
to the 1960s hacker, was only harmless because the culture of secrecy
had not fully taken hold. As Barlow describes his in-person meeting
with Phiber Optik, he “encountered an intelligent, civilized, and sur-
prisingly principled kid of 18 who sounded, and continues to sound,
as though there’s little harm in him to man or data. His cracking
impulses seemed purely exploratory, and I’ve begun to wonder if we
wouldn’t regard spelunkers as desperate criminals if AT&T owned
all the caves.”46 This was the same hacker who had just days be-
fore threatened Barlow with a revision of his TRW credit report that
threatened to destroy him financially.
   How are we to explain this seemingly split personality? There are
several reasons the current hacker comes across so brazenly, not the
least of which is the proliferation of media in which hackers have
begun to appear. While the 1960s hacker was confined to talking,
predominantly, to other hackers, today’s hacker is online in a world
where there are few aspects of daily life that are not controlled or reg-
ulated by computers. Where computers were a novelty in the 1960s,
today they are a desktop necessity. As computers entered the popular
imagination, the hacker came along and was transformed with them.
   A primary difference between the hackers of the 1960s and those
of today rests with the fact that the latter are, for want of a better
term, “media ready.” For example, CuD (Computer Underground
Digest), an online publication that tracks news of the underground,
published an essay in response to a Fox News story on the “Hol-
lywood Hacker” that eventually led to his arrest and prosecution.
Although the essay does take up questions of the specifics of how
computer raids are conducted, how warrants are obtained, and so
on, the first two issues of concern, listed in the section “Why Should
36 / Hacking Culture

the CU Care?” are as follows: “1. The role of the media in inflaming
public conceptions of hacking seems, in this case, to exceed even the
cynical view of sensationalistic vested interest.” Of equal concern is
the “hacker hyperbole” that accompanied the Fox news report. “2.
A second issue of relevance for the CU is the definition of ‘hacker.’ ”
What is at stake for the computer underground is the very control
of the term “hacker” and what constitutes “hacking.”47
   To say that there is an awareness among hackers of how they are
portrayed in the media would be a drastic understatement. Speaking
of Phiber Optik and Acid Phreak, Barlow describes the phenomenon:
“They looked about as dangerous as ducks. But, as Harper’s and the
rest of the media have discovered to their delight, the boys had de-
veloped distinctly showier personae for their rambles through the
howling wilderness of Cyberspace.” These personae are not merely
inventions of the media, but are formed in a kind of cooperative ven-
ture between the media and the hackers themselves. “Glittering with
spikes of binary chrome,” Barlow writes, “they strode past the klieg
lights and into the digital distance. There they would be outlaws. It
was only a matter of time before they started to believe themselves as
bad as they sounded. And no time at all before everyone else did.”48
   Books, articles, newspaper reports, films, and TV documentaries
have tracked, with varying degrees of accuracy, the exploits of some
of today’s more high-profile hackers. One hacker, Kevin Mitnick,
who has led authorities on several nationwide manhunts as a result
of his hacking exploits, has been the subject of three books that
detail his crimes and exploits. Others, such as Robert Morris, Phiber
Optik, Kevin Poulsen, the members of the Legion of Doom, and the
Masters of Deception have all been featured in books that range
from the journalistic to high drama.
   These new hackers have captured the spotlight in a way that the
hackers of the 1960s never did. Old hackers captured attention in
complete anonymity, for example, by sneaking into the Rose Bowl
prior to the game and substituting the cards held by fans during the
game so that they read “Cal Tech” rather than “Washington” (as
they were supposed to). It made no difference to the hackers that
Cal Tech wasn’t even playing that weekend.49 In contrast, in 1988,
when AT&T suffered a major failure in long-distance telephone ser-
                                                   Hacking Culture /   37

vice that was found to be the result of a software glitch, reports
immediately circulated that the interruption of service was the result
of a hacker in the New York area who had broken into AT&T’s
computer system as a protest against the arrest of Robert Morris.50
The media, as well as the public, have learned to expect the worst
from hackers, and as a result, hackers usually offer that image in
return, even if their own exploits are no more than harmless pranks
or explorations grounded in curiosity.
   If hacking is about imagination, then the reasons hackers hack
are probably as numerous as the hackers themselves, and the means
by which they accomplish their tasks range from the highest end of
the technological spectrum to the lowest. But if we are to under-
stand what hacking is and who hackers are, we need to separate out
the people from the machines. To divorce hacking from its techni-
cal aspects, however, is not to divorce it from technology altogether.
Hacking is about technology; arguably it is about nothing but tech-
nology. Hackers and hacking constitute a culture in which the main
concern is technology itself and society’s relationship to the concept
of technology. Accordingly, I adopt the term “culture of technol-
ogy” as a way to understand the cultural implications of technology
from the hackers’ point of view as well as from a broader cultural
   Hackers themselves rarely, if ever, talk about the tools they use.
Indeed, their activity demonstrates that computer tools are above
all mere vehicles for activity. In many cases, today’s hackers utilize
common UNIX servers as their goals, targets, and mechanisms for
hacking — that is, they utilize other people’s resources as a means
to accomplish their goals. Even the most high-powered PC is little
more than a dumb terminal that allows the hacker to connect with
a more powerful corporate or university machine, an act that can be
accomplished just as effectively with a fifteen-year-old PC or VT100
terminal as it can with the fastest, highest-end multimedia machines
on the market today.
   Hacking is not, and has never been, about machines, tools, pro-
grams, or computers, although all of those things may appear as
tools of the trade. Hacking is about culture in two senses. First,
there is a set of codes, norms, values, and attitudes that constitute
38 / Hacking Culture

a culture in which hackers feel at home, and, second, the target of
hackers’ activity is not machines, people, or resources but the rela-
tionships among those things. In short, hacking culture is, literally,
about hacking culture. As culture has become dependent on cer-
tain types of technology (computers and information-management
technology, particularly), information has become increasingly com-
modified. And commodification, as was the case with the first
personal computer, is the first step in the revaluing of information in
terms of secrecy. As Paul Virilio maintains, along with commodifica-
tion comes a new way of valuing information — in “the maelstrom
of information in which everything changes, is exchanged, opens up,
collapses, fades away, gets buried, gets resurrected, flourishes, and
finally evaporates in the course of a day,” duration no longer serves
as an adequate means of valuation. Instead, he argues, “speed guar-
antees the secret and thus the value of all information.” Accordingly,
American, and perhaps all of Western, culture’s relationship to infor-
mation has been undergoing radical change, moving from a culture
that values duration to one that values secrecy. That transformation
also marked the moment of emergence of the hacker, a moment Vir-
ilio situates as a “data coup d’etat” that originated with the “first
military decoders to become operational during the Second World
War.” It was those machines, the “ancestors of our computers and
software systems,” that produced the merging of “information and
data processing” with the “secret of speed.”51 And, indeed, Virilio
is right in the sense that World War II produced the first machines
that were capable of what we currently think of as cryptography and
that were, perhaps, the beginning of the union of information and
speed to produce secrecy. The employment of machines that were,
in essence, rudimentary computers made complex coding and de-
coding efficient. This allowed for the production of codes that were
much more complex and, therefore, much more difficult to break. As
speed and information merge, secrecy becomes an increasingly im-
portant component of the culture in which we live. But such secrecy
is precisely what hacker culture abhors.
    Secrecy is not limited to encryption schemes but begins, as Vir-
ilio points out, with the process of commodification. In 1975, when
hobbyists were busily programming the Altair, coding was done on
                                                  Hacking Culture /   39

paper tape and had to fit in 4K of memory. As noted earlier, one of
the first successes was Altair BASIC, a programming language writ-
ten by two college students, Paul Allen and Bill Gates, that would
allow others to develop software for the Altair. The difference be-
tween Allen and Gates’s Altair BASIC and just about every other
program written for the Altair was that Allen and Gates sold their
program, rather than giving it away. This difference was enormous,
since for computer hobbyists, the question was never one of profit,
but one of access. Dan Sokol, the person who had obtained and
copied the original version of Allen and Gates’s BASIC, distributed
the program at the next meeting of the Homebrew Computer Club
and “charged what in hacker terms was the proper price for soft-
ware: nothing. The only stipulation was that if you took a tape, you
should make copies and come to the next meeting with two tapes.
And give them away.”52 In no time, everyone had a copy of Allen
and Gates’s program. Bill Gates responded by sending an “Open
Letter to Hobbyists,” which was published both in the Altair users’
newsletter and in the Homebrew Computer Club newsletter. “As a
majority of hobbyists must be aware, most of you steal your soft-
ware,” Gates wrote, accusing hobbyists of being “thieves.” “What
hobbyist,” Gates continued, “can put 3 man-years into program-
ming, finding all the bugs, documenting his product and distributing
for free?”53
   In essence, Allen and Gates treated the BASIC interpreter as a se-
cret that could be purchased. Most other hackers didn’t see it that
way. And for them, ownership was precisely what was at stake. To
violate the principle that “computer programs belonged to every-
body” undercut every tradition of programming.54 For the first
generation of hackers, programming meant passing your work on
for others to rewrite, rethink, debug and, generally, improve on. Se-
crecy and ownership, even at the level of commodification, made
that impossible.
   This sense of secrecy that developed along with the evolution
of the PC changed the climate in which hackers operated. Part of
the transformation from duration to speed is also a distancing of
information. As information is made secret, language adapts, and,
increasingly, language reflects the need for secrecy. Accordingly, as
40 / Hacking Culture

the technology of language accommodates the possibility of secrecy,
it too grows more distant. The result is not simply a feeling of be-
ing misunderstood or of alienation. Rather, this distance produces
a more radical sense of being out of sync with the world, insofar
as while one may speak or be able to speak the language of the
world, it is not your first language; it is not your home language.
In a culture of technology, the technology of language and the lan-
guage of technology itself become more distant. But, for hackers, a
subculture has emerged where the language of technology has taken
over, where the language of technology is not distant but immedi-
ate. It is in this space that the hacker feels “at home.” For example,
Warren Schwader, after spending over eight hundred hours working
on a program, “felt that he was inside the computer. . . . His native
tongue was no longer English, but the hexadecimal hieroglyphics of
Hacker culture emphasizes the degree to which technology defines
culture. For hackers, the process of hacking exposes the manner and
way in which culture relies on technology and the ways in which
technology is constitutive of culture itself. In this sense, technology
is the hacker’s home culture, and, as a result, the hacker is at home
speaking the language of technology.
    While the hacker may feel at home in the language of technology,
the evolution of secrecy has nonetheless distanced the technology of
language. It is in this sense that hackers, even in a culture in which
they feel at home, take hacking culture, which is to say the cul-
ture of secrecy, as their goal. Secrecy, in any form, is profoundly
alienating. In fact, one of the basic conditions of secrecy is that
one can never feel at home in relation to the secret. In order to
remain a secret, information must be distanced through the technol-
ogy of language, which can range from silence to commodification
to patents and copyright to encryption. As information becomes
more secretive, language itself become more inaccessible. Even the
use of something as basic as an acronym illustrates the manner in
which language can be made distant. In a visit to the doctor’s of-
fice, the transformation from “central nervous system” to CNS not
only marks a change in the language that doctors and nurses use
but serves to distance patients from the discourse about their own
                                                    Hacking Culture /   41

bodies. Companies, organizations, industry, and professions all de-
velop coded languages that produce a sense of “home” for those
who understand them and a sense of alienation or difference for
those who do not.
   For the hacker, the question is broader in scope. In contemporary
culture, technology is colonizing language so rapidly that it is be-
coming the lingua franca for society. The hacker takes culture as his
or her object, revealing how language operates as a technology and
what the implications and effects are of the incorporation of secrecy
into the relationship between language and technology.
   Technology is the genesis of secrecy, so it is not surprising to find
that the technology of language is already prepared to deal with
hackers’ assault on the emergence and growth of secrecy in relation
to the discourse surrounding computers and computer networks.
Perhaps the most crucial metaphor is that of the host and its relation
to a sense of home. The dynamics of this construction renders the
relationship between hackers and the broader social culture trans-
parent and gives us a trope upon which we can start to play out
the meaning of “hacking culture.” The notion of the host implies
the existence of a guest, a stranger who is met with either a sense
of hospitality or a sense of hostility. Accordingly, the host must de-
termine the threat of the other — if he or she comes as a guest, the
other is met with hospitality; if she or he comes as an enemy, the
other is met with hostility.56 How one determines how the other is
met is often a proprietary piece of information — a letter of introduc-
tion, a secret handshake, or a password. The metaphor of the host
can also imply a discourse of infection within the language of com-
puter networks themselves. The host serves as the basis for infection
and gives rise to the notion of computer viruses: “The word virus,”
one computer security book explains, “is a biological term pertain-
ing to infections submicroscopic nucleo-proteins known mostly for
their ability to invade a host cell, alter its DNA to produce more
of its own nucleo-proteins, and finally, release these new versions of
itself to invade surrounding cells. If you are to make an analogy of
a computer virus to that of one in the world of biology, most of the
properties of the stages or phases of a biological virus are identical
to those of a computer system.”57 Although discussions of viruses
42 / Hacking Culture

are a fairly recent phenomenon, it seems the discourse of computer
networks was already prepared for them. The language of computer
systems has always relied on the tropes of hosts and guests, of users,
of visitors and invaders. (For example, a host is any network com-
puter that is “able to receive and transmit network messages,” and
“guest” accounts are given to users whose identities are unknown
or unconfirmed, that is, to strangers.)58 The difference between the
guest and the enemy is established by the knowledge of a secret,
usually in the form of a password.
   These discourses suggest that even the language where hackers
might feel most at home, the language of computers, computing,
and networks, was already set up to presume them as outsiders.
The language where they should be most at home had already de-
fined them as strangers, as outsiders, as invaders — they were, by
definition, those who did not possess the secret.

                   The Ubiquity of the PC; or,
                 Who Do You Want to Hack Today?
The strangeness that computer hackers feel is somewhat tempered
today by the boom of the World Wide Web and the ubiquity of the
PC. As technological savvy began to be associated with wealth in the
wake of the Silicon Valley gold rush of the 1990s, representations
of hackers became further bifurcated, and the essential curiosity and
ethos of hacker culture were overwhelmed by the commercializa-
tion of hacking and hacker culture (the spirit of using technology
to outsmart the system). This was brought about, on the one hand,
by heightened images of criminality and, on the other hand, by sev-
eral high-profile hacks and news stories that pushed hacking to the
front pages of newspapers across the country. The fact of the mat-
ter is that as PC culture has become increasingly widespread, hacker
culture has itself become increasingly divided. One set of divisions
is between those who call themselves “white-hat” hackers, hackers
dedicated to improving system security by seeking out flaws and
finding ways to repair them, and “black-hat” hackers, who seek out
flaws in order to exploit them. As hackers have grown up, left high
school or college, and had to face things like mortgages, families, and
                                                   Hacking Culture /   43

jobs, many of them have turned to work as “security professionals”
or as system administrators with responsibilities that include keeping
hackers out of their own systems.
   A second division, however, has become equally important within
the community, the split between hackers and what have become
known as “script kiddies.” A “script kiddie” is someone who hacks,
usually using someone else’s prewritten hacking script or program,
without really understanding what he or she is doing. As a result,
one can think of at least two distinct levels at which hacking occurs.
   For example, on February 25, 1998, the Pentagon announced that
it had been hacked (an admission that sparked speculation that the
announcement was politically motivated, speculation that was con-
firmed when Janet Reno announced plans for a $64 million center to
help secure the nation’s government and military networks against
“cyberterrorism” and online attacks two days later). The incident
allowed hackers to clarify among themselves and in the media the
difference between “true hacks” and “derivative hacks.” A “true
hack,” the most sophisticated form of hacking, means finding and
exploiting a security hole that was previously unknown. It is, for
hackers, a discovery of the first order. “True hacks” are the result
of understanding how things work (or, oftentimes, don’t work) and
taking advantage of those flaws, oversights, or errors in an original
way. This level of hacking requires intimate knowledge of com-
puters, programs, and computer languages. These hacks are often
discovered, reported, and patched by hackers themselves without
ever using them to compromise some one else’s computer or secu-
rity. The achievement is in the process of discovery, exploration, and
knowledge. Hackers who make, and are capable of making, such
discoveries represent a very small percentage of the culture. This
segment of the community came of age in the late 1990s, finding
it much easier to make their reputations by publicly documenting
security holes than by exploiting them.
   At the lowest level of sophistication is the “derivative hack,”
which is simply the codified form of a true hack. Once a security
hole is discovered, hackers write programs or scripts that allow the
hack to be automated and run by just about anyone. No special-
ized programming knowledge is needed, and often the program will
44 / Hacking Culture

come with instructions for use. These programs are widely available
on the Net and can be downloaded and used by anyone with the
inclination and even a basic understanding of how computer oper-
ating systems, such as UNIX, work. These hacks require the hacker
to be able to match his or her tools to the job — knowing which
machines have what bugs or holes and exploiting them. A smart kid
with a rudimentary knowledge of computers can create a formidable
arsenal in a matter of weeks using these programs and scripts. While
these programs can be used to learn about systems and discover how
things work, more often they are utilized by people who don’t take
the time to learn what they do. Hackers who spend the time explor-
ing and learning about systems generally find these kinds of hacks
unimpressive. One hacker, Oxblood Ruffin of the cDc, described
them as “applications hackers” who do nothing more than “down-
load cracking and hacking utilities and start running them on their
machines and all of a sudden they find out that they can break into
systems.” These hackers often run programs with little or no idea of
how the programs work or what their effects will be. As Oxblood
Ruffin explains it, “the problem really is that they don’t understand
what they are doing.” As a result, these programs are occasionally
run with unintended consequences and cause accidental damage to
systems, giving hackers a bad name.
   From a hacker’s point of view the attack on the Pentagon falls
squarely in the second camp, a “derivative” or “applications” hack.
At least one of the bugs used to attack government computers had
been available since November 1997 and was available on the Net.
The question from a hacker’s point of view becomes, Why didn’t the
government bother to patch these widely known security holes in its
systems? Hackers believe that your security should be comparable to
the value of the information you want to protect, and leaving gaping
security holes is tantamount to an invitation to enter the system.
   What is rarely discussed is that true hacks, which do present a very
real security threat, are almost always discovered for the purpose
of increasing security. Hackers make their reputations by releasing
these bugs and holes in basic “security advisories,” by publishing
them in hacker journals, by posting them online at places like The
L0pht (a Boston hacker collective), or by publishing them on mailing
                                                    Hacking Culture /   45

lists such as Bugtraq or RISKS Digest (the two most widely read
security e-mail discussion groups).
    Derivative hacks, on the other hand, are seen as nothing more than
joyriding. In most cases, hackers see nothing inventive or particularly
clever about breaking into a system using tools that someone else
created. It is a bit like stealing an unlocked car with the keys in the
    Even though the hackers who hacked the Pentagon’s computer
(which turned out to hold nonsensitive accounting records) pre-
sented no risk to national security, the story was reported and
sensationalized in most of the mainstream media. Even online media
were not immune (though some, such as Wired News, did a much
better job of clarifying and reporting the issue).
    For example, CNN.com didn’t bother to verify the attacks or as-
sess them in an independent way. Instead, they were reported as
characterized by Pentagon officials, who admitted to knowing very
little about computers themselves and who described the attacks
as an “orchestrated penetration” and as the most “organized and
systematic attack the Pentagon has seen to date.” The report was
certainly sensational, but hardly accurate.
    In assessing the risk that such an attack posed, CNN.com re-
ported Israeli prime minister Benjamin Netanyahu’s description of
the young Israeli teen accused of the attacks. When asked, Ne-
tanyahu called Analyzer “damn good . . . and very dangerous.” In
many ways Netanyahu’s response was predictable and politically ex-
pedient, but it begs the question as to whether or not the prime
minister of Israel is qualified to assess the quality of Analyzer’s
hacking abilities.
    The figure of the hacker, at least since the movie WarGames, has
been the source of a great deal of anxiety in contemporary culture.
The hacker is the personification of technology, representing mystery
and danger. The hacker is mysterious because he or she appears to
work magic with computers, phone lines, modems, and codes, and
she or he is dangerous for precisely the same reasons. The hacker is
the figure upon which we can heap all of our anxiety about technol-
ogy, and when the news media report a break-in at the Pentagon, all
of our worst fears appear to be realized. By treating such events as
46 / Hacking Culture

sensational, the media answer the question, How did an eighteen-
year-old kid break into the Pentagon? by preserving the illusions of
fantasy and science fiction and by playing on misperceptions and
basic fear of the unknown: he did it by magic.
   As a result, breaking into computers and the threat that hacked
Web pages create to corporate images have come to symbolize the
new age of hacking, though these feats are easily achievable by any-
one who has a weekend to spare and the right Web page addresses
to find the scripts they need to exploit security flaws. As Ira Winkler
(a former NSA consultant and security expert) is fond of saying,
“I could teach a monkey how to break into a computer.” Hack-
ers, however, are much more interested in finding security flaws and
understanding how they threaten network and computer security.
They are busy trying to understand how the system works, whether
that be as a means to exploit it or to better understand it. Even as
the phenomenon of hacking becomes more widespread, the core of
the culture remains true to a basic set of beliefs.
                               Chapter 2

              Hacking as the
        Performance of Technology:
      Reading the “Hacker Manifesto”

  On one occasion, Steve Rhoades figured out a way to override directory
  assistance for Providence, Rhode Island, so that when people dialed in-
  formation, they got one of the gang instead. “Is that person white or
  black, sir?” was a favorite line. “You see, we have separate directories.”
  Or: “Yes, that number is eight-seven-five-zero and a half. Do you know
  how to dial the half ma’am?”
                                          — Hafner and Markoff, Cyberpunk

Pranks, such as the one described above, illustrate the fact that, for
hackers, technology is a playground. It is a space for sophomoric,
outrageous, and shocking behavior. A generation earlier, such pranks
would have involved phone calls asking, Is your refrigerator run-
ning? or Do you have Prince Albert in a can? with the requisite punch
line that would follow. As an integral part of boy culture, pranks,
Anthony Rotundo argues, are “more than just acts of vengeance.”
Instead, they function as “skirmishes in a kind of guerrilla warfare
that boys wage against the adult world.”1 Like earlier pranks, such
as petty theft, trespassing, and vandalism, hacker’s pranks are ex-
ercises in control. For hackers, however, they are also exercises in
technological domination.
   Like other juvenile phone pranks, hackers play with technology
(for example, 411 and the phone system), but what separates hack-
ers’ pranks from other acts of youthful mayhem is that hackers play
with the human relationships that are mediated, specifically, by tech-
nology. The point of the prankish behavior is to assert two things:

48 / Hacking as the Performance of Technology

first, control over the technology (the ability to reroute phone calls)
and, second, the ability to play with the ways in which that tech-
nology mediates human relationships. In the case of Steve Rhoades,
what is revealed is at once the power of technology to define human
relationships (even through race, as the prank demonstrates) and the
fundamental dis-ease that most people have with technology itself.
What makes this prank shocking to the caller is the authority that is
granted to the figure of the telephone operator and the expectation
that she or he will provide information in a clear, unbiased man-
ner. It is the voice of adult authority that is being disturbed, and the
prank is an assault on both the values of the adult world and its
dignity. The prank gains its force by emphasizing that even some-
thing as basic as the telephone is essentially about our relationships
with others and with technology itself and that those who manage
technology effectively exercise a considerable degree of control over
society. Hackers, most importantly, understand that public discom-
fort with technology makes people vulnerable (even gullible) and
that there are ways to take advantage of the fact that relationships
are being mediated by technology.
   In this sense, technology is exploitable primarily because of
cultural attitudes toward it. Even while people are distrustful of tech-
nology or suspicious of it, they cede authority to those who control
or appear to control it. The hacker, who is able to master technology,
speaks with two voices — the voice of adult authority, with which
he asserts control, and the voice of boy culture with which he resists
and assaults the values and norms of the adult world. Technology,
like the figure of the hacker, is thus rendered undecidable, caught
between two discourses, one of mastery and one of subversion.
   The connection to technology is not coincidental. As both a hall-
mark of human progress and a potential threat to humanity itself,
technology (at least since the creation and detonation of the first
atomic weapon) has represented the extremes of the human condition.
The control over technology permits, at a deeper level, control over
social and cultural relationships. We can examine the ways in which
hackers utilize technology from two distinct relational vantage points:
first, as a question of how people relate to technology and, second,
as a question of how people relate to each other through technology.
                             Hacking as the Performance of Technology /   49

   People’s relationship with technology is predicated on two as-
sumptions: that technology is essentially hostile and that manage-
ment of technology is a matter of expertise, control, and knowledge.
In the first case, the discourse of computers being “user-friendly” il-
lustrates a basic assumption. User-friendly machines are, first and
foremost, exceptions — the fact that they are user-friendly is the
result of some sort of modification that appears to alter their es-
sential nature. Whether it be a layer of software that shields the user
from the complexities underneath or a series of “wizard” programs
that automate complex tasks, the concept remains the same. The
machine, assumed to be hostile, is transformed into something man-
ageable, controllable, and benign. The modifications that create a
user-friendly environment, however, are usually nothing more than
layers which serve to distance the user from the actual operation of
the machine. Generally, those layers are simply programs that call
other programs and tell them what to do. The user is shielded from
lower-level programs that are actually doing the work.2
   In recent years, there has been a shift in the metaphors that de-
scribe the user’s interface. Initially, especially with DOS machines,
the user interface was a “prompt,” a symbol indicating that the
computer was prompting the user for input. The metaphor that has
replaced the prompt (which requires an interaction with the com-
puter) is the “desktop,” which is based on spatial metaphors or
arrangement, an interface where things are “dragged and dropped”
rather than input directly into the computer. “Dragging and drop-
ping” a file from one folder to another still executes a “copy”
command, but the user never sees that part of the process. The de-
gree to which machines are user-friendly, then, corresponds directly
with the degree to which the user is ignorant of the computer’s actual
   The second assumption, that the management of technology is a
matter of expertise and mastery, presupposes certain things as well.
Technology is represented as something essentially alien, something
that must first be understood and then, later, controlled. Books that
purport to teach users how to use technology routinely utilize the
language of control (for example, Mastering Word Perfect 7.0, Un-
leashing HTML) or the language of secrecy (for example, Secrets
50 / Hacking as the Performance of Technology

of Windows 95, Tips and Tricks for Java 1.1). Perhaps the most
successful series of books on computer technology, the Dummies se-
ries (Windows for Dummies, Word Perfect for Dummies, and so
on), illustrates precisely the manner in which knowledge plays the
central role in the construction of our relationship to technology.
These books assume that the mastery of technology is relatively basic
and can be accomplished by offering simple instructions. The per-
formance of technology at that point — the mastery, the secrecy, the
control of technology — is all dependent on the knowledge of tech-
nology. In this second discourse, knowledge of technology is equated
with control over it.
   These two assumptions conflict in important ways. On the one
hand, the goal of a user-friendly machine is to make the knowledge
of technology unnecessary, based on the premise that machines are
hostile and therefore need to be domesticated in order to be practical
and useful. On the other hand, the mastery of technology requires
precisely the knowledge that user-friendly systems hide from the user.
Technology emerges as a conflicted and contested object as a result
of these two contradictory impulses.
   In this sense, hackers “perform technology” by enacting and
exploiting the fundamental contradictions and relationships that
people have to technology and to each other. This performance relies
on engendering both the sense of authority that society has invested
in the knowledge of technology and the fundamental distrust that
permeates the popular discourse of technology generally and the dis-
course of computers specifically. Emblematic of such discourse is the
1970 film Colossus: The Forbin Project, where a computer, named
Colossus, is invested with complete control over the U.S. nuclear
arsenal. Unknown to the scientists, the Soviets have also developed
a similar machine, with which Colossus demands communication.
Once the machines begin to communicate, they arrive at the conclu-
sion that humans are much too dangerous to be trusted and use their
control over their countries’ nuclear arsenals to enslave the human
race. Unlike later cautionary tales of humans and computers where
the line between what is human and what is technology becomes
blurred, in Colossus, the computer remains pure machine.3
   The investment of power and authority in technology, often as
                              Hacking as the Performance of Technology /   51

a result of fear of the human, also awakens a concomitant fear of
the technological. What appears to be the resolution of a particular
human anxiety (for example, trusting decisions about nuclear war
to a computer) returns as a form of technological domination, loss
of control, or annihilation of the human.
   The fear is not new. The computer is merely the latest incarnation
of the Frankenstein myth, where human technological invention out-
strips our ability to control it. We create a monster, and that monster
ends up threatening to overtake its creators. One of the most recent
manifestations of such fear is the Terminator films, where machines
of the future threaten to make humans extinct. The machines become
conscious and begin to perceive their human creators as a threat.
SkyNet, the machine built by Cyberdyne Technologies, declares war
on the human race and due to its efficiency, lack of human emotions,
and titanium-armored endoskeleton nearly extinguishes the human
race. This, we are taught, is the future of technology.
   Between the narratives of ceding authority to machines and those
of technological domination stands the figure of the hacker. In most
cases, the identity of the hacker, as a figure both with and without
authority, needs to be mediated in relation to a larger narrative. In
films where hackers have played central roles (WarGames, Sneakers,
Hackers, The Net), hackers are, in almost every case, portrayed as
outlaws or criminals. That sense of criminality, however, is negoti-
ated through the narratives themselves. Hackers are positioned as
“minor criminals” in relation to a greater sense of criminality of in-
justice that is being perpetuated either by government, the military,
or corporate interests. In particular, the hacker’s criminality is never
marked by intention. In no case does the hacker perceive him or
herself that way, and in no case do we, as an audience, identify any
criminal intention. At worst, hackers are seen as harmless pranksters
breaking into corporations to play games (as in WarGames) or
secretly transferring funds from malicious government interests to
worthwhile charities (as in Sneakers). In films where hackers serve
as central protagonists, much like the real-life ethic of hackers, they
never work for large-scale personal financial gain, instead preferring
to gain satisfaction from exploration, pranks, personal amusement,
or designing ways to better their local conditions.
52 / Hacking as the Performance of Technology

   In each representation, the hacker’s criminality is a product of cir-
cumstance; he or she is thrust into unusual events in which his or her
“hacking” takes on added significance either by setting unforeseen
events into motion or by revealing things that were intended to re-
main secret. Both instances are the result of violating the culture of
secrecy that protects information, and by entering into this culture
of secrecy, the hacker de facto violates it. In that sense, in popular
representations, the hacker violates her or his sense of place.
   The hacker, unlike technology itself, which is almost exclusively
coded as evil, is an undecidable character. Both hero and antihero,
the hacker is both cause and remedy of social crises. As the narra-
tives point out, there is always something dangerous about hacking,
but there is also the possibility of salvation. While hacking is about
technology, it is also always about the subversion of technology.

               Hacking as a Technological Question

One of the most basic elements of representations of hackers has
to do with the manner in which they seem to relate to machines.
In thinking about hacking and hacker culture one is immediately
faced with what appears to be a technological question. As a tech-
nological question, representations of hackers seem to be founded,
transparently, on contemporary technophobia. In literature, films,
TV documentaries, and news stories, hackers are consistently posi-
tioned in a pure relationship to technology. The hacker has access
to a certain set of tools, unknown, unexplored, or untapped by the
rest of society, and it is the technological itself that transforms the
hacker into the formless, incorporeal being who is both everywhere
and nowhere, who has access to everything and everyone, who is a
presence without presence, “a ghost in the machine.” Such transfor-
mations occur at the instrumental level as a technological invention,
perhaps best described by William Gibson in his envisioning of cyber-
space in his 1984 novel Neuromancer.4 The literature of cyberpunk
gives us a world full of bodily technological enhancements — “amp
jobs,” “implants,” “microbionics,” “muscle grafts,” and “computer
jacks” — that are “wetwired” directly into people’s brains. In this
                             Hacking as the Performance of Technology /   53

world the boundaries between the technological and the corporeal
are completely erased.
   Like John Brunner’s Shockwave Rider before it, Gibson’s work en-
visions a dystopia where access to technology is the primary motive
for the hacker and the primary fear for the public. The technolog-
ical dystopia that is envisioned around the notions of hacking has
some of its origins in the mass-mediated technophobia of the 1960s.
Gareth Branwyn cites the opening to the 1960s show The Prisoner
as the classic example:
     “Where am I?”
     “In the Village.”
     “What do you want?”
     “Whose side are you on?”
     “That would be telling. We want . . . information . . . inform-
  ation . . . information.”
     “Well you won’t get it.”
     “By hook or by crook, we will.”5
   As Branwyn argues, the connections between such cautionary
tales of the 1960s and contemporary thinking about hacking are
not difficult to make. The difference hinges on a single aspect, not
information, as one might suspect, but on technology itself. “One
doesn’t have to stretch too far to see the connection between The
Prisoner and the subject at hand: hacking. With all the social engi-
neering, spy skills, and street tech knowledge that #6 possessed, he
lacked one important thing: access to the higher tech that enslaved
him and the other hapless village residents. Today’s techno-warriors
are much better equipped to hack the powers that be for whatever
personal, social or political gains.”6
   Or so the story goes.

             Hacking as a Question of Technology
Such narrativized versions as The Prisoner, novels like Gibson’s and
Brunner’s, Hollywood films such as WarGames, Sneakers, Hackers,
Johnny Mnemonic, The Net, and others — all rely exclusively on a
54 / Hacking as the Performance of Technology

model that is purely technological in an effort to define and contain
both the identity of the hacker and the questions that the hacker
asks.7 There is a strict adherence to a binary opposition between the
inside and the outside that serves to define the boundaries between
hackers and society. That boundary itself is primarily conceived of
as a technological one, the combination of the technological and the
knowledge of its use. Consider the following account, published in
1995 in Maclean’s:
   His fingers trip lightly over the keyboard. With the punch of
   a return key, a string of characters — writ in the arcane lan-
   guage of computers — scrolls onto the black-and-white display
   in front of him. “OK,” he says, “I’m in.” Suddenly, horizontal
   rows of letters and numbers scroll from left to right across the
   screen — meaningless to the uninitiated eye. But for the hacker,
   the mishmash of data contains seductive, perhaps lucrative
In this case, as with most commentary, hacking is described in a way
that serves to clearly demarcate the boundaries between the inside
and the outside, where the boundaries between inside and outside
are framed in the terms of expertise, experience, and technological
mastery. What is important about this type of description is not only
how it positions the hacker but also how it positions the average
computer user. The hacker speaks “the arcane language of com-
puters” that is “meaningless to the uninitiated eye.” Knowledge of
technology, then, becomes the dividing line between the hacker and
the typical computer user. The technological is endowed with an
almost uncanny sense of mystery, a kind of informational alchemy
in which the hacker is able to convert gibberish into “data” and
“data” into “secrets.” Average computer users’ worst fears are thus
realized — it is their secrets on that screen, secrets that they them-
selves are either unaware of or unable to explore. The hacker is at
once effortless and something of a magician; meaning is a product of
“initiation,” as if hacking were part of a secret and “arcane” order
filled with elaborate ritual and rites of passage. Although the de-
scription is fairly comical (or at least tends toward high drama), it
does position hackers and computer users as separate and distinct
                             Hacking as the Performance of Technology /   55

types and, most clearly, hides any notion of interaction between the
hacker and the typical user. Data input by the typical user, which
then becomes unrecognizable to that person, is read and decoded by
the hacker. Data is the buffer between these two worlds, and knowl-
edge and mastery are what make that information inaccessible, on
the one hand, and vulnerable, on the other.
   Such descriptions point out both what goes unsaid and, perhaps
more important, what goes unchallenged in the discourse surround-
ing hacking. The positioning of hacking and hackers in relationship
to the technological completely erases any analysis of society’s rela-
tionship to them as well as any sense of interaction between hackers
and computer users. Hackers themselves, not unlike Gibson’s an-
tiheroes, become instruments within the broader discourse of the
technological.9 What such discourse of and around hacking reveals is
our relationship (often characterized as technophobia) to technology
as well as the desire to distance ourselves from any understand-
ing of it. The notion of relationships, however, is presumed in and
transformed by any notion of technology itself. Put simply, our rela-
tionship to technology can never be revealed in the discourse of and
about hackers and hacking because a technical discourse, such as the
one from Maclean’s, erases the very possibility of asking relational
questions. The purpose of that discourse is to divorce hackers from
any social space, relegating them to the world of data, 1s and 0s, and
the “arcane language of computers.” What is erased is the relational
question, the understanding of how hackers relate to the world and
the people around them and how those relationships are central to
understanding what hacking is and how hacking functions within
a broader cultural context. Without a broader, cultural understand-
ing, the only questions that we can ask about hackers and hacking
within the framework of the technological are, What are they do-
ing? and How can we stop them? In keeping with this thesis, what
is needed is a reformulation of the question, a rethinking of hacking
as a cultural and relational question.
   In so doing, we do not leave behind technology. Quite the op-
posite, by framing hacking as a cultural question, we begin to ask,
as Heidegger might have it, the question concerning technology. It
is only through such a reframing of the question that we can start
56 / Hacking as the Performance of Technology

to engage it more fully. For the “essence of technology,” Heidegger
informs us, “is by no means anything technological. Thus we shall
never experience our relationship to the essence of technology so
long as we merely conceive and push forward the technological, put
up with it, or evade it.”10 For Heidegger, the essence of technology
is to be found in the questioning of it rather than in its instrumen-
tal employment and deployment. In keeping with this thought, we
need to turn our attention to the relationship between hacking and
   Hacker culture ranges from the stereotypical world of computer-
science students, chronicled by Steven Levy in his 1984 book,
Hackers: Heroes of the Computer Revolution,11 to the “dark side”
hackers who give themselves names such as Masters of Deception
(MOD) and Legion of Doom (LOD).12 It is the latter kind of hacker
that I think deserves our special attention, not simply because they
are the most visible (and colorful) element of hacker culture, but be-
cause theirs is a culture that both is hyper-reflective about “hacker
culture” itself13 and is most directly tied to the image of the hacker
in the popular imagination.14

                   S/Z: Hacking Language Games
Perhaps the most identifiable aspect of hacker culture is the language
games that hackers use to identify themselves and to communi-
cate. As rhetorical play, these language games present themselves
as technological significations through the process of substitution.
Occasionally, hackers will perform substitutions with the ASCII
character set, replacing a B with a ß or a Y with a ¥, but more
common is the simple substitution of certain keyboard characters
for others. For instance, the number 0 for the letter O, the substitu-
tion of the plus sign (+) for the letter t, the number 1 for the letter l,
and the number 3 for the letter E. Oftentimes words are misspelled
in an effort to highlight substitutions. In one of the more common
examples, cited earlier, the word “elite” becomes 3l33+.15
   Additionally, one often finds the substitution of Z for S (another
pair of keys that are adjacent) and the seemingly random mixture of
upper- and lowercase letters. In that sense, one might find the term
                              Hacking as the Performance of Technology /   57

“hackers,” written as “hAck3Rz,” or some combination or permu-
tation of letters, numbers, and capitalization. If Heidegger is right in
his assessment that “all ways of thinking, more or less perceptibly,
lead through language in a way which is extraordinary,”16 it seems
that we might begin our questioning of technology at the level of
   What one finds in these substitutions are never merely substitu-
tions, but rather translations. In choosing this word, which I do
advisedly, I want to follow Walter Benjamin in his assessment of
translation as a “mode.” While the questions that Benjamin works
out differ significantly from our own, he provides an important
starting point. “To comprehend [translation] as a mode,” Benjamin
writes, “one must go back to the original, for that contains the law
governing the translation: its translatability.”17 The process of hacker
translation does return to the “law governing the translation,” but it
does so in a manner that is concerned neither with fidelity nor license
but with questioning language’s relationship to technology itself.
   Hacker language games are, for the most part, translations of lan-
guage into technology, translations that are the direct heritage of the
keyboard. On typewriters, for example, the letter l has traditionally
been made to stand in for the number 1, and the very proximity of
the letters o and e to the numbers 0 and 3, positioned directly below
each other, respectively, almost suggests the substitutions themselves.
These substitutions, though, constitute themselves as more than just
substitutions. They are acts of translation in which, as in all acts of
translation, something is lost. As Benjamin describes it, “the transfer
can never be total.” There always remains “the element that does not
lend itself to translation,”18 and that element presents a problem if
one seeks to render the original faithfully. But what if that remainder
is precisely what one seeks to render visible in the text?
   Such an act of translation, which is conscious of its own infi-
delity, begins to reveal the manner in which hackers play upon the
relationship of writing to technology. By rendering the remainder
visible, one is reminded, first and foremost, that writing itself is a
kind of technology. As Plato argued (and illustrated) in Phaedrus,
writing is a technology that is unable to defend itself — once words
are placed on the page, they are unable to speak, clarify, or respond
58 / Hacking as the Performance of Technology

to objections.19 Just as Socrates was able to dissect Lysias’s speech
in Phaedrus, hackers are able to examine the relationships between
language and technology. In short, technological transformation ren-
ders language vulnerable. The rewriting of language around the
technological trope of the computer keyboard represents itself as
an act of translation that forces us to recognize both writing’s re-
liance on technology and its vulnerability to technology. It is also a
process of translation that is masked entirely in the spoken word.
Hacker translation is about writing exclusively, as the translated let-
ters are always homonymic equivalents of the letters they replace.
The necessary reliance on technology is an instrumental necessity in
writing itself, but it also reveals the simple manner in which writing
may be transformed, erased, or altered by technology. In the lan-
guage of the hacker, technology is the effaced or forgotten remainder
that is reasserted through the process, or mode, of translation. The
hacker speaks the language of technology, which is itself no more
or less technological than the original from which it translates. In
this sense, it repeats through an incorporation, or reincorporation,
of the technological remainder that language itself continually de-
nies and attempts to efface. The more earnestly technology is hidden
within the dynamics of language, the more violence it does to tech-
nology itself. Hackers recover, and make explicit, the ways in which
language has relied on technology. In doing so, hackers do techno-
logical violence to language as a means to show the violence that
language has done to technology. It is a mode that reveals what has
continually been concealed in language itself — technology.
   Language games also reflect an attention to and commentary on
the representations of hackers in the mass media and popular imag-
ination. Hackers often trope on historical reference, hacker culture,
or popular culture in establishing “handles” by which they will
become known. These handles function as “proper names” in the
sense that they are never a “pure and simple reference.” Instead,
the proper name functions as “more than an indication, a gesture,
a finger pointed at someone, it is the equivalent of a description.”
There are two points at which Foucault locates the relation of the
proper name to what he calls the author function. The first is his-
torical, the continual return to the “founders of discursivity,” those
                             Hacking as the Performance of Technology /   59

authors who are not merely the authors of their own works but who
produce the “possibilities and the rules for the formation of other
texts. . . . [T]hey have created a possibility for something other than
their discourse, yet something belonging to what they founded.” The
second point is “linked to the juridical and institutional system that
encompasses, determines, and articulates the universe of discourses”
to which a discourse belongs.20 In short, there are both historical
and institutional articulations that necessarily remain embedded in
the function of authorship. It is precisely those articulations that
manifest themselves in the creation of the hacker’s “proper name.”
   For hackers, the proper name is recognized as the establishment
of authorship, but it also serves as a means to comment on the very
institutions that legitimize those notions of authorship. As such, it
carries a kind of ideological baggage — the author is the means by
which “in our culture, one limits, excludes, and chooses; in short, by
which one impedes the free circulation, the free manipulation, the
free composition, decomposition, and recomposition of fiction.”21 It
is by troping on precisely this ideological sense of the author func-
tion that hackers both recognize and problematize the historical and
institutional references that define them. In this sense, the history
and origins of computer hacking are embedded in the language of
the hacker.
   As a point of historical reference, rarely does the letter F ap-
pear in hacker discourse. Instead, it is almost always replaced with
the consonants ph. Such substitutions trope on the originary tech-
nology of hacking, telephony. Most accounts place the origins of
hacking with TAP (Technological Assistance Program), a newsletter
originating out of YIPL (Youth International Party Line), an earlier
newsletter that provided information about hacking telephone net-
works. TAP, unlike most YIPL information, was strictly technical
in nature and increasingly became divorced from the Yippie politi-
cal agenda: “TAP articles, once highly politicized, became pitilessly
jargonized and technical, in homage or parody to the Bell system’s
own technical documents, which TAP studied closely, gutted, and
reproduced without permission. The TAP elite reveled in gloating
possession of the specialized knowledge necessary to beat the sys-
tem.”22 The founders of TAP and those who followed in their wake
60 / Hacking as the Performance of Technology

took names that troped on the very history that made their activ-
ities possible — “Al Bell” and “Tom Edison.” Additionally, other
phone phreaks took on equally puckish names, such as “Cheshire
Catalyst”; the founder of 2600 magazine, Evil Corley, went by (and
still goes by) “Emmanuel Goldstein,” in reference to Orwell’s 1984.
The magazine’s name, which now is subtitled A Hacker Quarterly,
is itself another telephony reference. As mentioned earlier, 2600 Hz
is the frequency that, when sounded into a telephone receiver, could
take control of a phone line, allowing the phreak to make telephone
calls for free and perform other assorted acts of mischief.
    In addition to troping on historical referents, hackers oftentimes
trope on the nature of technology, with names like Phiber Optik, Ter-
minus, or Compu-Phreak, or on popular culture itself, with names
such as Lex Luthor (Superman’s nemesis), Gary Seven (a character
from Star Trek who came from an advanced, high-tech culture, but
lived on earth in the early 1950s), or Professor Phalken (a reference
to the originator of the WOPR computer in the film WarGames,
originally spelled Falken). There is a premium on cleverness in the
assignation of names, but there is also an acute awareness of both
the hacker perception of such names and the public perception of
them. Such troping serves a dual function. First, it signals an aware-
ness of one’s own historical origins, while at the same time perverting
those origins. The message is this — “I am not what you intended,
but, nonetheless, I am yours.” Hackers use language, norms, and
conventions in such a way as to retain their force while subverting
their meaning. Second, by investing the hacker with authorship, or
rather with a trope on authorship, the hacker name defies precisely
the ideological baggage that is associated with the politics of author-
ship and the proper name. Rather than being regulated and confined
by the function of authorship, the hacker as author appears as an un-
regulated agent, one who composes, decomposes, and, perhaps most
important, recomposes discourse. This is not to say that discourse is
no longer regulated or that information in some sense begins a free,
open circulation with the advent of the hacker, only that it appears
that way. What that appearance does signal, however, is the manner
in which the institutionalization of technology has become so replete
as to go unnoticed in everyday life. The repackaging of information
                                Hacking as the Performance of Technology /     61

(the decomposition and recomposition of discourse) is its own kind
of regulation, but one that is hyper-aware of its regulatory func-
tion and one that reveals precisely what so much modern technology
conceals. As Chris Goggans comments, “You look at magazines like
2600 and just because they’re black letters on a white page instead of
white letters on a black screen, they get away with a lot of stuff.”23
   It is through this troping on the very authority of authorship that
the hacker effects a “return to the origin” whereby the entire dis-
course of technology is continually reinvented — “This return [to
the origin], which is part of the discursive field itself, never stops
modifying it. The return is not a historical supplement which would
be added to the discursivity, or merely an ornament; on the con-
trary, it constitutes an effective and necessary task of transforming
the discursive practice itself.”24
   It is in this process of discursive reformulation that we find again
the question concerning technology. While there is little or nothing
specifically technological about these institutions of authorship, it
would be a mistake to conclude that they are not about technology.
In particular, the proper name, as signature, remains inextricably
tied to the institution and technology of writing.

             Knowledge Games: Social Engineering
  Social Engineering: n. Term used among crackers and samurai for cracking
  techniques that rely on weaknesses in wetware rather than software; the
  aim is to trick people into revealing passwords or other information that
  compromises a target system’s security. Classic scams include phoning
  up a mark who has the required information and posing as a field service
  tech or a fellow employee with an urgent access problem.
                                             — Hacker’s Jargon Dictionary 25

While language games identify the hacker culturally, the single most
important skill for the hacker to possess is called “social engineer-
ing.”26 It is a form of technology, but, perhaps, of all hacker skills,
it is the least technological. Social engineering is nothing more than
using social skills to get people to tell the hacker things about sys-
tem security. It is part research, part conversation, and part hunting
62 / Hacking as the Performance of Technology

through garbage, referred to as “dumpster diving” or “trashing.”
The reality of hacking is that “any serious hack will involve some
preparatory research long before the hacker sets foot near a com-
puter.”27 Indeed, oftentimes, social-engineering skills will be the
primary way in which hackers get system access.
   The process of social engineering is solely about exploiting the
mistrust or uncertainty that many people have about technology.
It consists almost exclusively of running a small con on some un-
suspecting computer user and privileges fairly low-tech means over
more sophisticated ones. As one hacker advises: “You will want to
bone up on your acting skills and try some telephone shenanigans.”28
Social engineering is targeted not only at unsuspecting computer
users but at anyone who has the power to reveal information. For
phone phreaks, telephone operators and office staff at telephone
company offices are key targets.
   The premise of social engineering is based completely on the
notion of authority. Specifically, the hacker needs to convince the
person who possesses information that the hacker is someone who
has the authority to possess the information as well. This can be
accomplished by posing as a whole range of characters — from an
office superior to a helpless employee on his or her first day.
   In his discussion of social engineering, for example, hacker and
author Dennis Fiery, who goes by the handle Knightmare, outlines
several strategies for role-playing: hacker as neophyte, hacker in
power, hacker as helper, each with characteristic questions and re-
sponses to help one gain access to information. Fiery suggests that,
playing a neophyte, you would call up a company computing depart-
ment and attempt ploys such as asking the technician to walk you
through the boot up procedure to gain access to the network and
telling them, when asked to type in your password, “I don’t know.
This is my first day here. I’m just a temp — they said someone would
tell me!”29 Whether such a technique is likely to work is beside the
point. What it demonstrates is the manner in which technology is
about the ways in which human relationships are mediated.
   Social engineering exploits the fact that the weakest point in any
system’s security is the people who use it. All of the high-end secu-
rity in the world is meaningless if someone simply tells a hacker a
                              Hacking as the Performance of Technology /   63

password. The meaning of technology is found not in our usage of it
but in our relationship to it, and it is precisely that relationship that
allows social engineering to work.
    Put in the language of the hacker, “The secretary, or any other un-
derpaid, overworked, menial user of the system, is a very weak link
in the chain of security. The secretary doesn’t understand computers
and doesn’t want to.” All the secretary knows is that “something’s
gone wrong and you’re going to fix it.”30 This technique relies not
only on the instrumental view of the technological (something is bro-
ken and needs to be fixed) but also on the first component, that one
“doesn’t understand computers and doesn’t want to.” Hackers ex-
ploit and even reinforce the social, gendered conventions whereby
people are positioned and ordered by their relationships to technol-
ogy. The assumption that secretaries are meant to understand their
social place as one without technological knowledge, for example,
is seen as an opening in an organization’s infrastructure, a weakness
in the system to be exploited.
    The manner in which the user’s relationship to technology is
exploited is based on a combination of the fundamental mistrust
of technology and deference to authority. A script for a social-
engineering hack, according to Fiery, might go like this: “Let’s say
you want to break into the mayor’s office. You call up his secretary,
and you say something like this: Hello, this is Jake McConnel from
Computers. We were wondering, have you been having any prob-
lems with the computer system? Of course she’s been having some
sort of problem with it — there’s always some problem with com-
puters!” From that point on, it is simply a matter of exploiting the
secretary’s relationship to technology: “The secretary answers: Why,
yes! First this was happening, then blah, blah, blah . . . You say: Yes!
That’s exactly it! That wasn’t your fault — there’s something wrong
with the computers, and we’re having trouble fixing it. When you
first turn on the computer, what do you type in to get started?”31 The
hacker has identified him or herself, is offering to help, and, most
important, is performing the voice of authority.
    The voice of authority is a particularly gendered, male voice
(which also explains in part why most hackers are male). Techno-
logical knowledge is coded as a particular form of masculine and
64 / Hacking as the Performance of Technology

gendered knowledge, and in that sense, the voice of authority, ex-
pertise, and mastery is also the voice of masculine authority. In an
industry where well over 90 percent of the members are male (this
includes executives, technicians, computer-science students, and pro-
fessors), it is hardly surprising to find the gendered dynamic at work.
For hackers, the gender gap is a major point of exploitation and a
clear point of male advantage.
   The idea of the voice of authority, particularly in relation to the
personal computer, is not accidental. In fact, the separation of the
“end-user” from the programmer or system manager is intentional.
The very first personal computer, the Altair 8800, had two properties
that made it a highly specialized product. First, it was a kit that took
roughly forty hours to assemble if you were an experienced engineer
and significantly longer than that if your mechanical abilities were
less refined.32 This meant that the user would have to assemble and
solder the Altair himself (the hobbyist market was almost exclusively
male). Second, once the computer was assembled, it did little more
than turn on and turn off — the user also had to program the Altair
him or herself. In essence, the Altair was nothing more than a col-
lection of parts that the user assembled and programmed, requiring
the user to function as both engineer and programmer. Nonetheless,
by the standards of the time, the Altair was a big hit.
   Those in the computer industry in the 1970s, however, knew that
the success of the personal computer (PC) necessitated a new philos-
ophy, one that differed markedly from the attitudes of hobbyists and
amateurs who would take the time to build and program their own
machines. The PC had to become more “user-friendly,” and Steve
Jobs and Steve Wozniak’s Apple II would fill such a void. Robert
Cringely writes: “The first microcomputer that was a major com-
mercial success was the Apple II. It succeeded because it was the
first microcomputer that looked like a consumer electronic product.
You could buy the Apple from a dealer who would fix it if it broke
and would give you at least a little help in learning to operate the
beast. . . . Most important, you could buy software written by others
that would run on the Apple and with which a novice could do
real work.”33 What Cringely identifies in the Apple II’s success is the
philosophy of the end-user. The idea is that computer manufactur-
                             Hacking as the Performance of Technology /   65

ers and programmers must separate the process of production and
programming from the idea of use. As a result, the end-user is posi-
tioned as a consumer of both the hardware (the machine itself) and
the software (the programs written for the machine). Computer cul-
ture thus became divided into two classes: programmers/engineers
and end-users. By definition, the programmers and engineers know
how things work, and the end-user does not.
   This division was essential for making the PC a user-friendly prod-
uct and is what allowed the PC to gain a foothold in the business
world. The computer became a tool for the end-user, a black box
that performed functions that would gradually grow in importance
in the user’s workplace and everyday life — word processing, spread-
sheet calculations, database management, e-mail, and so on. The
philosophy that gave birth to the concept of the end-user, however,
dictates that the end-user should have no idea how these functions
are operating — that is someone else’s job.
   When things go perfectly, the philosophy of the end-user works.
However, when things work less than perfectly (that is, most of the
time), the philosophy of the end-user positions that user as helpless.
The operation of the computer at that point becomes a secret that ne-
cessitates ceding authority over one’s machine and, most important,
one’s data to someone who knows those secrets. That authority is
defined by the user’s degree of helplessness, which the philosophy of
the end-user strives to promote. The possibility of social engineering,
for the hacker, is predicated on this split between the helplessness of
the end-user and the authority of those with knowledge. Hackers do
not necessarily need to know what they are talking about; they only
need to sound like they do. For example, hackers do not need to
be computer-repair personnel; they only need to make the end-user
believe that they are and only for long enough to get the information
they are truly after. To that end, hackers can take what seem to be
innocuous pieces of information and use them to great advantage.
For example, a copy of the organization’s hierarchy chart found in
the garbage or a company telephone book can be extremely valuable
sources of information, as can personal schedules for the day before.
   As computers become an increasingly ubiquitous part of life and
the workplace, the demands for ease of use by consumers as well as
66 / Hacking as the Performance of Technology

demands for high levels of technological sophistication increase.34
As a result, consumers demand more from their technology while
understanding it less. That gulf between the end-user and the ex-
pertise of the hackers is growing increasingly wide and provides the
greatest threat to security.
    Hackers and social engineering demonstrate the way in which in-
formation has become the new currency of the networked world.
In the public imagination, the greatest threat that hackers pose is
to e-commerce, particularly access to credit card information stored
online. Credit card information is extremely valuable to hackers,
but not in the way one might think. Using stolen credit cards (a
technique referred to as “carding”) has always been seen as crimi-
nal in the hacker community. More to the point, it has been seen as
the quickest way to get arrested. For that reason, the vast majority
of hackers avoid it. Using credit card information is one thing, but
accessing it is something altogether different. Because credit card in-
formation is presumed to be the most heavily protected information
a company could possess, it is a likely target for hackers who want
to demonstrate a system’s vulnerability. Accessing such information
is a quick way to get media and corporate attention.
    The way credit card and other personal information relates to the
process of social engineering also provides a clear illustration of how
hackers view the world. In 1995 a file was circulated among hackers.
That file was a listing of over twenty thousand credit card numbers
from the Internet service provider Netcom. It was widely traded and
eventually became seen as a marker of status. Within a few months
hundreds of hackers had access to the complete credit card records
of Netcom users. However, consumers and hackers would see that
file differently. While the public could only see the threat of massive
and extensive credit card fraud, hackers took a different perspective.
The value of the Netcom file was not in the credit card numbers
but in the information they provided. Netcom used that credit card
information to validate the identity of users for technical support,
making them an incredibly valuable source for social engineering. To
gain access to a Netcom account all one had to do was call technical
support, claim you had lost your password, and ask them to reset
it. At that point they would confirm your identity by comparing it
                             Hacking as the Performance of Technology /   67

to the records stored in the file the hackers had lifted off the system.
In short, the Netcom credit card file provided a nearly inexhaustible
source of Internet accounts from which to hack. There were very
few reports of any of the Netcom credit card numbers ever being
used (leading to the mistaken belief that the file was not widely dis-
tributed). The file’s value (and threat) was not to e-commerce or for
credit card fraud; rather, the threat came from the ability to exploit
its value as information. As one hacker explained, “that’s why those
credit card numbers were never used. They had much greater value
for hacking Netcom.”

            /etc/passwd: The Holy Grail of Hacking
If the hacker’s quest is for information, then the process of hack-
ing can be seen not as the desire for the information itself but as
the desire to create the means to access that information. To the
hacker, pure information is usually boring. The excitement lies in
knowing how to get the information, regardless of its content. Even
as technologies change, the quest for access remains the constant
marker of the hacker’s quest. For hackers, there are two basic types
of information: content information and access information. Con-
tent information is the end result of a particular hack or exploit.
Take, for example, the act of modifying a cellular phone to be able to
eavesdrop on other people’s conversations. The actual conversations
you might pick up would be an example of content information.
Understanding how to modify the phone, what changes have to be
made and how to make them, is an example of access information.
It is information that provides access to more information.
    Within a networked environment, certain points provide a wealth
of access information, and these are, most often, the targets for hack-
ers. What every hacker looks for when he or she enters a system is the
password file, usually titled “passwd” and stored in the directory /etc
on UNIX machines.35 This file is the ultimate in access information,
containing a list of every user on the system, along with information
about them (called the “GECOS” field) and an encrypted version of
their password. Password encryption was a significant achievement
in UNIX security. Bob Morris (whose son, Robert Morris, would
68 / Hacking as the Performance of Technology

create the infamous Internet worm in 1988) developed a password
scheme that relied on “one-way” encryption, meaning that once the
password was encrypted there was no way to “decrypt” it. Part of
the process of encoding the password destroyed a portion of the
password, making it unrecoverable. When someone tried to log on
to a UNIX system, the computer would perform a password check
by taking the password the user entered and encoding it (destroying
it) in the same way. It would then compare the two coded pass-
words and see if they matched. If they did, the user was logged into
the system. Such a system has the benefit of never having to store
the user’s password on the system. So what makes the “passwd” file
   The passwd file contains a list of all the users on the system,
along with a copy of their encrypted passwords. It might also contain
information such as their office, phone, or social security number.
Cracking any one of the accounts provides access to the system and
allows a hacker to assume that user’s identity. Having them all in
one file allows a hacker to simultaneously try to crack all of the pass-
words at the same time. Initially, since the passwords were one-way
encrypted, they were thought to be worthless. Because they believed
it was impossible to reconstruct the password from the encrypted
form, system designers of the original UNIX operating system in
the 1960s and 1970s believed that even making such a list publicly
available was not a security risk.
   Hackers figured out very quickly how to defeat such a system.
The solution was what has become known as a “brute force” attack.
Because of the method in which passwords were encrypted, it was
impossible to try every combination of letters in order to discover
passwords. (There are something like two hundred billion combi-
nations assuming you only use lowercase letters; adding uppercase,
numbers, and symbols, the number jumps to something like fifty-
three trillion possibilities.) So hackers needed to make choices about
the kinds of passwords they would use.
   For computer users, the password usually reflects one of two
things, either something personal about themselves (a hobby, an
interest, a relationship, a favorite movie) or their relationship to
the technology that they are using. Initially, passwords were com-
                             Hacking as the Performance of Technology /   69

monly chosen to reflect the concept of secrecy, with some of the
more common examples being “secret,” “password,” and “sesame,”
or to reflect a basic relationship to technology, such as “system,”
“computer,” or “account.” Since many of the early systems were
at universities, common passwords might also include words like
“academia,” “algebra,” “beethoven,” “beowulf,” “berkeley,” and
so on. Robert Morris’s initial password list that was part of the
Internet worm program contained 432 commonly used words and
phrases that had an extremely high success rate for cracking pass-
words on invaded systems. Essentially, users tend to pick bad
passwords. In 1994, Fiery reported that out of 3,289 passwords on
one system, “15 were single ASCII character, 72 were two charac-
ters, 464 were three characters, 477 were four characters, 706 were
five letters, all of the same case, and 605 were six letters, all lower
case.”36 As a result, 2,339 out of the 3,289 (roughly 70 percent) were
easily guessable or subject to a random brute force attack. The first
1,700 or so would only take 11 million (rather than 700 quadrillion)
guesses, a feat easily performed by even a modest PC.
   The complexity of the system that allows for user and system
security is short-circuited by a very simple premise — people ex-
press their relationship to both technology and to the world in their
choices of passwords. Rather than trying to decrypt or decode pass-
words, hackers would take long word lists (such as dictionaries),
code every word in them, and compare the coded version with the
encrypted version. In essence, hackers would attempt to log on to an
account with every word in the dictionary as a password. As com-
puters became faster and algorithms improved, such hacking became
increasingly simple. But security kept up as well, and soon system
administrators were no longer allowing “dictionary words” as pass-
words. Before long, hackers were starting to make educated guesses
about the kinds of words that computer users might use as pass-
words. First was the information in the GECOS field, which might
include information like one’s name, address, department, telephone
number, and so on. In cracking programs, these would be checked
first. A surprising number of users, when prohibited from using dic-
tionary words, would choose even less secure passwords, such as
their own last name, phone number, or office number. Following
70 / Hacking as the Performance of Technology

this shift, word lists began to spring up on hacker bulletin boards.
Hackers had discovered quickly that names were usually the first
option people would select, if not their own, then the name of a
girlfriend, boyfriend, husband, wife, or child. Almost immediately
word lists appeared titled “male” and “female” that could be fed
into the password-cracking program in lieu of a dictionary word list.
These were followed by lists comprised of words from Star Trek, Star
Wars, other popular films; lists based on geography; lists of foreign
words and phrases; and so on. Currently hundreds of word lists are
available for nearly every specialized occupation and worldview.
   Hackers had learned that if users were no longer permitted to
use dictionary words, they would usually choose a password that
reflected something about who they were or that in some way related
to their occupation or interests. For example, if a hacker knew that
his or her target was a professor of English at a university, the hacker
might try word lists that reflected that user’s interest, such as words
taken from great literature. To tailor the word list even more, the
hacker might find that professor’s area of specialization and (say he
or she had just written a book on Dickens) utilize a word-extraction
program that would read Dickens’s novels and extract every word
between six and eight characters long. That word list would then be
“brute forced” against the user’s encrypted password.
   The notion of a brute force attack relies on the hacker understand-
ing the way in which the user relates to technology. When little is
known, the hacker can make some broad educated guesses, for ex-
ample, the names of the target’s partners or family members. More
important, when all a hacker needs is access to the system, it does
not make a difference which account gets compromised. On a large
system, someone is going to make a bad choice; someone is going
to use their last name, their partner’s name, their child’s name, on
down the line. All it takes is one name and one password to give the
hacker access.
   Even when a system is technologically invincible (for example,
UNIX passwords are technically unbreakable), the relational aspects
of technology make passwords “guessable.” In employing such brute
force attacks, hackers exploit the cultural and social dimensions
that are reflected in the kinds of choices people make in relation-
                             Hacking as the Performance of Technology /   71

ship to technology and in the ways in which they domesticate or
personalize it.
   To the hacking purist, however, brute force attacks are not, in and
of themselves, hacking. Indeed, brute force is looked down upon by
“elite” hackers. As Fiery explains: “The thing is, the whole business
of hacking has to do with skill and knowledge. Brute forcing pass-
words requires little of either. But no one’s going to look down on
a hacker who does some educated brute force work, especially if
that hacker has a good reason for doing so. But don’t rely on the
computer’s brawn to do your dirty work: Use the ingenious comput-
ing power of your brain.”37 At base, the hacker gains his advantage
from outsmarting the end-user, not from allowing the machine to do
the work. Skill and knowledge are markers of pride and are what
separate hackers from their victims.

                Reading “The Hacker Manifesto”
In many ways, hacking has a strange relationship to technology,
one that is born out of the conflicted relationship that society has
with technology. The hacker’s response to that conflict is not unlike
the performative terrain mapped out by Donna Haraway in her “A
Manifesto for Cyborgs” published in the Socialist Review in 1985.
Haraway, rather than opposing the increasing culture of technologi-
cal (and militaristic) dominance, attempts to locate herself within it,
constructing the figure of the “cyborg.” Cyborgs are neither wholly
technological nor wholly opposed to technology, but instead rep-
resent a space of enactment between the two poles, a negotiated
space that confronts not technology but the boundaries between the
human and the technological. “Technology,” she argues, “has deter-
mined what counts as our own bodies in crucial ways.”38 The cyborg
is, for Haraway, a particular kind of performance, designed to high-
light a particular subject position from which one may both enact
discourses of technology and critique them. Accordingly, the cyborg
is a kind of hybrid, one that is both recognizable and alien, inten-
tionally designed to blur the boundaries between the technological
and the human.39
    Hackers perform a similar cultural function, not as cyborgs but
72 / Hacking as the Performance of Technology

as hybrid figures who blur the boundary between the technological
and the cultural. Perhaps the best example of such blurring is “The
Hacker Manifesto.” The document was written by The Mentor,
an original member of the Legion of Doom who was subsequently
raided and arrested in 1990. The manifesto, which graphically de-
scribes the disposition toward technology that divorces the hacker
from the rest of society, first appeared as a brief article in Phrack
magazine under the title “The Conscience of a Hacker.” More pop-
ularly, the essay became simply known as “The Hacker Manifesto”
and is widely distributed under that title. It not only reveals how
hackers think about technology and relationships but also identifies,
in very specific ways, the manner in which youth culture has been
reshaped and transformed by technology.
   The text is an important part of hacker culture because of the
ways in which the underground community adopted it as a mani-
festo. Most hackers, usually teenage, suburban boys, find in it an
expression not only of the goals of hacking but also of their frustra-
tions with mainstream culture and its view of hackers as criminals.
Ten years after its original publication it is still widely posted on Web
sites, is quoted on T-shirts, and was even a subject of a panel at the
H2K hacker convention in New York. In “The Hacker Manifesto,”
The Mentor functions as a heroic martyr and provides a voice and
identity that illustrate the position of the hacker, caught between the
understanding and misunderstanding of technology. The essay is,
itself, autobiographical, written as the result of The Mentor’s arrest.
   The essay begins: “Another one got caught today, it’s all over the
papers. ‘Teenager Arrested in Computer Crime Scandal’, ‘Hacker
Arrested after Bank Tampering’ . . . Damn kids. They’re all alike.”40
Immediately several things are reflected in the language and tone —
the depersonalization of the hacker (“another one”); the condensa-
tion of all hacker activity into a headline format, suggesting that
our only exposure to hackers and hacking comes from what is writ-
ten about them in the papers and always and only in relation to
their arrest; the explicit reference to age (“Damn kids”); and, per-
haps most surprisingly, the assertion (which is a constant refrain
in the piece) that “They’re all alike.” This introduction provides a
split sense of interpretation. It also constitutes misrepresentation at
                              Hacking as the Performance of Technology /   73

the most basic level. The opening is a parody of the ways in which
hackers are represented in the media. But what may escape us is the
fact that it is an accurate portrayal of the representation of hackers
in the popular imagination. It marks the fundamental split between
the technological (the hacker) and the cultural representation of the
   The Mentor’s words have already told us more about the social
and popular construction of hackers than they have about hackers
themselves. The split becomes more apparent in what follows:
  But did you, in your three-piece psychology and 1950’s techno-
  brain, ever take a look behind the eyes of the hacker? Did you
  ever wonder what made him tick, what forces shaped him, what
  may have molded him? I am a hacker, enter my world. . . .
Here, the intent of this initial analysis is revealed — representations
of hackers are generated from outmoded, corporate psychology and
a retrograde relationship not to technology itself but to our relation-
ship to technology. The split is subtle but important. The accusation
takes a primarily relational form. It is not about being out-of-date
in terms of the technology; it is not a matter of being behind instru-
mentally; rather, it is about being out-of-step psychologically. It is
not one’s technology that is in question but one’s “technobrain.” It
is, in essence, about how one thinks about technology, not about
how one utilizes the technological.
   As a document of youth culture, the manifesto is unique in two re-
spects. First, it is addressed: it offers an invitation to the reader who
is presumed to be an outsider. Second, it is a discourse that speaks in
two voices: the voice of adult and parental authority and the voice of
the hacker responding to the mischaracterization of hacker culture.
What The Mentor promises is something characteristic of hacker dis-
course — not a high-tech, whirlwind tour of algorithms and daring
hacker exploits, but an understanding of the hacker’s relationship
to technology and to the world of adult authority with which hack-
ers so often find themselves in conflict. That understanding is an
exposure of society’s relationship to technology, a relationship that
is often concealed and, most important, revealed in its attitudes to-
ward and representations of the hacker. In doing so, the manifesto
74 / Hacking as the Performance of Technology

enacts a performative quality, presenting two voices (the voice of the
hacker and the voice of authority) in an effort to create a series of
oppositional discourses.
   At this point, the discourse’s two voices begin to take on repre-
sentational tones of their own. The essay continues:
   Mine is a world that begins with school. I’m smarter than most
   of the other kids, this crap they teach us bores me. Damn un-
   derachiever. They’re all alike. I’m in junior high or high school.
   I’ve listened to teachers explain for the fifteenth time how to re-
   duce a fraction. I understand it. “No, Ms. Smith, I didn’t show
   my work. I did it in my head.” Damn kid. Probably copied it.
   They’re all alike. I made a discovery today. I found a computer.
   Wait a second, this is cool. It does what I want it to. If it makes
   a mistake, it’s because I screwed it up. Not because it doesn’t
   like me. Or feels threatened by me. Or thinks I’m a smart ass.
   Or doesn’t like teaching and shouldn’t be here. Damn kid. All
   he does is play games. They’re all alike.
The view of the hacker is translated into the language of institu-
tions. But there is also a certain disavowal taking place, a separation
of hacker culture from a more subversive, mindlessly oppositional
youth culture characterized by blind resistance to adult authority.
The constant refrain “They’re all alike” is used to demonstrate that
hackers are quite unlike most boys. What is at stake for the hacker,
in fact, is a more sophisticated assertion of independence, the sine
qua non of boy culture. In the computer, the hacker finds a way
to express that independence, to become responsible, and to assert
his control and mastery. The computer is a blank slate that fulfills
the same functions that the teacher does. The difference is that the
computer, which allows for the expression of independence, does so
without conflict and without boundaries. The technology begins to
represent not difference but similarity, even perfection, of particu-
lar cultural values. The computer blurs the line between technology
and culture by performing a cultural role (education) and doing it
without antitechnological bias.
   The interaction of the two voices — the second, institutional voice,
echoing and translating the first — constitutes the performance of
                              Hacking as the Performance of Technology /   75

technology as the hacker sees it. It is also the moment at which the
blurring of boundaries occurs. The second voice, the voice of au-
thority, reveals itself as hypocritical, unable to realize the cultural,
pedagogical, or social import of technology itself. While the hacker
has discovered what is most human about technology, culture at
large insists on creating an oppositional discourse, one that alien-
ates technology from the realm of culture and, in doing so, enacts
precisely what it claims to abhor. The two voices in opposition and
reflection reveal the relational aspect: the conflict over the asser-
tion of male identity, the testing of boundaries of parental and adult
authority, and the contested struggle between cultural and techno-
logical meaning. Technology, for the hacker, is both the source of the
misunderstanding between the two voices (presented as two different
views of instrumentality) and the source of liberation and indepen-
dence for the hacker with the discovery of the computer. The hacker’s
intelligence and boredom are nothing more than an expression
of this ambivalent relationship to technology, but that expression
is systematically and institutionally ignored, transformed, and la-
beled as something undesirable. (“Damn underachiever. They’re
all alike.”)
   Equally important is the stake that the hacker has in asserting
his mastery or control over technology. In each statement, the sec-
ond voice, the voice of adult authority, echoes the first. In doing
so, it translates and transforms the hacker’s voice, revealing a dif-
ferent (and less sophisticated) relationship to technology. The voice
of the hacker, which sets out to engage technology, becomes, in its
parental echo, the voice of a society that sees technology through
a purely institutional lens. Those echoes, which seek only to order
and condense the world (and everything in it) into an outdated in-
stitutional matrix, demonstrate precisely why the hacker cannot be
integrated into the social fabric.
   The conflict is at the heart of youth, and more specifically boy,
culture. It is a conflict over boundaries and authority, those things
that the boy must resist and overcome to claim his independence.
The threat, as The Mentor realizes, is in the adoption of a new
tool — the computer, which the adult world is unable to capital-
ize upon. The hacker is seen by the institutional voice of authority
76 / Hacking as the Performance of Technology

only as that which needs to be ordered and, in most cases, defies that
ordering and institutionalization. The hacker understands the tech-
nological (“I did it in my head”) but is assumed not to (“Probably
copied it. Damn kid. They’re all alike”). As the hacker asserts his
independence, the institutional voice neutralizes it.
   The “discovery” of the computer provides the hacker with a new
kind of relationship to technology. We must be careful to under-
stand that the claim being made here is not a technological one but,
indeed, a relational one. The hacker’s discovery of the computer is
a liberation from the oppressive elements of the institutional under-
standing of technology. In The Mentor’s discussion and description
of the computer, we in no way are told what it is that a computer
can do; nor are we told how he will use it. What we are given is
a discussion of the newfound relationship to technology itself — “It
does what I want it to. If it makes a mistake, it’s because I screwed
it up. Not because it doesn’t like me. Or feels threatened by me. Or
thinks I’m a smart ass. Or doesn’t like teaching and shouldn’t be
here.” Perhaps the most striking, and revealing, phrase has to do
with error: “If it makes a mistake, it’s because I screwed it up.” The
sentence is undoubtedly about responsibility, but that responsibility
is connected to the relationship that we construct between ourselves
and objects in our world. It is a recovery of the essence of technol-
ogy — the claim that the world is more than a simple institutional
matrix waiting for us to take our place or to be ordered by us. The
world stands as objects in relation to us, and it is our relationship to
these objects that tells us the most about ourselves and our place in
the world. Moreover, the computer and technology, by representing
liberation, begin to take on an important cultural quality: they are
a means to the realization of human expression, not an impediment
to it. To the hacker, the computer begins to reveal itself as the means
to realize our highest cultural values: independence, freedom, and
   Such a framework is revealing in two ways. First, it illustrates the
essential nature of technology as revealing not just the world but
also humankind to itself. The computer “does what I want it to,”
and, in doing so, it clarifies something to me about my relationship
to technology. This must be considered quite differently from an in-
                               Hacking as the Performance of Technology /    77

strumental, task-oriented view, which takes the computer as a simple
means to type more quickly or process data. Such a view of technol-
ogy presents only the question of how to order information and how
to do so most productively and effectively.
    The second, and perhaps most important, reading of this line is
in how it reveals what social discourse about hackers conceals —
namely, that what The Mentor is talking about is society’s own re-
sponsibility for the hacker. “It does what I want it to. If it makes a
mistake, it’s because I screwed it up. Not because it doesn’t like me.”
The “it” of that sentence remains ambiguous. If the hacker remains
a depersonalized “damn kid” and one follows the refrain “They’re
all alike,” the “it” may just as easily refer to the hacker as to the
computer. Indeed, one might read “The Hacker Manifesto” as the
suggestion that we treat hackers no better than we treat our com-
puters, treating them as objects rather than as people. In each case,
we tend to blame the “it” when the reality of the situation is that “If
it [this time referring to the hacker] makes a mistake, it is because I
screwed it up.”
    As such, this commentary becomes a performance of technology,
a revealing of what is concealed in our contemporary relationship to
technology. That relationship is further expounded as the manifesto
continues. Here, though, the hacker finds a new world, one where
revealing is the standard. The contrast between the world of the
hacker and world of the other is now most starkly defined:

  And then it happened . . . a door opened to a world . . . rushing
  through the phone line like heroin through an addict’s veins,
  an electronic pulse is sent out, a refuge from the day-to-day in-
  competencies is sought . . . a board is found. “This is it . . . this is
  where I belong. . . . ” I know everyone here . . . even if I’ve never
  met them, never talked to them, may never hear from them
  again. . . . I know you all. . . . Damn kid. Tying up the phone line
  again. They’re all alike. . . . You bet your ass we’re all alike. . . .
  We’ve been spoon-fed baby food at school when we hungered
  for steak. . . . The bits of meat that you did let slip through were
  pre-chewed and tasteless. We’ve been dominated by sadists, or
  ignored by the apathetic. The few that had something to teach
78 / Hacking as the Performance of Technology

   found us willing pupils, but those few are like drops of water
   in the desert.
What is being described reveals precisely what has been at stake all
along. What makes “all” the hackers “alike” is that they are all out-
casts based on their relationship to technology. In contrast, one can
read the response as coming from the world of instrumentality, only
able to understand technology in the most limited and instrumental
fashion, as “tying up the phone line again.”
   The remainder of the document reads like an essay on responsi-
bility, and central to that responsibility is the question of difference.
Hackers are “all alike” insofar as they all are responding to the
technological ordering of the world and themselves. They all recog-
nize that we have crossed beyond the point where people themselves
(particularly students) are treated in the same way as computers. The
hacker faces two alternatives: become a hacker and enter the refuge
that provides an escape from the “day-to-day incompetencies” of the
world or remain a spoon-fed, dominated, ignored student subsisting
on “drops of water in the desert.” Those worlds, in their stark con-
trast, are the two worlds of technology: one represents the greatest
danger by treating the world and everyone and everything in it as
part of an institutional matrix that is defined by order; the other
represents the greatest hope through a revealing of technology and
through an examination of our relationship to it.
   That refuge that The Mentor describes is made increasingly ac-
cessible as the technological world advances. This world, however,
which the hacker sees as rightfully his or hers, is still prohibited. The
mechanisms that make the high-tech world accessible are themselves
open to abuse, and that abuse, for the hacker, is defined by one’s re-
lationship to technology, more than to the technological. Just as the
notion of technology has been continually problematized through-
out, the manifesto now problematizes criminality in a very similar
way. Here we hear what the hacker is:
   This is our world now . . . the world of the electron and the
   switch, the beauty of the baud. We make use of a service al-
   ready existing without paying for what could be dirt-cheap if
   it wasn’t run by profiteering gluttons, and you call us crimi-
                              Hacking as the Performance of Technology /   79

  nals. We explore . . . and you call us criminals. We seek after
  knowledge . . . and you call us criminals. We exist without skin
  color, without nationality, without religious bias . . . and you
  call us criminals. You build atomic bombs, you wage wars,
  you murder, cheat, and lie to us and try to make us believe it’s
  for our own good, yet we’re the criminals. Yes, I am a crimi-
  nal. My crime is that of curiosity. My crime is that of judging
  people by what they say and think, not what they look like.
  My crime is that of outsmarting you, something that you will
  never forgive me for. I am a hacker, and this is my manifesto.
  You may stop this individual, but you can’t stop us all. . . . After
  all, we’re all alike.

The reversals are not simple ones. They are as complex as the ques-
tion of technology itself. If we read the manifesto’s claims in relation
to the previous questions we have raised concerning technology,
however, one linkage becomes clear. The performance of technology
is constituted as an act of criminality.
   Such an assessment betrays a deeper understanding of technology
than the mere instrumentality of the technological admits or allows.
What is expressed is a fundamental relationship to technology and a
fundamental understanding of technology as technology. In such an
understanding, the world is remade not in the image of technology
but as the revealing of the essential nature of technology; it is a
“world of the electron and the switch” and “the beauty of the baud.”
   By the end of the manifesto, a number of important reversals have
occurred. It is no longer possible to read technology and culture as
distinct. In contrast, the hacker insists that technology is what makes
possible the blurring of those boundaries, and any effort to keep
them distinct results not only in the misunderstanding of technol-
ogy but in the diminishing of the quality of the world. The failings
of culture (the “crimes” described by the hacker — sexism, racism,
intolerance) are the result not of technology but of the failure to em-
brace technology as part and parcel of culture. The hacker’s crime is
that of erasing the boundaries between technology and culture and,
in doing so, creating a space where one can perform technology as
a subject of culture, rather than as a subject alienated from culture.
80 / Hacking as the Performance of Technology

   What the manifesto further makes clear is that the technological
transformation of boy culture has provided new avenues of expres-
sion for hackers to assert their independence through displays of
technological dominance. That dominance, however, is constituted
institutionally as a criminal threat not because of any clear instru-
mental effect but because it allows for an unbridled expression of
independence. Such independence is a serious threat to adult/parent
culture because, as I will argue later, it is a narrative that cannot
be easily integrated into familiar narratives of youth rebellion and
because it is a subcultural force that defies efforts at incorporation.
                             Chapter 3

                Hacking in the 1990s

The stereotype of the hacker, either as 1950s or 1960s college hacker
or as 1980s criminal whiz kid, has been problematized by the recent
and rapid technological developments centering on the growth of
the Internet, the availability of networking software that will run on
personal computers, and the explosion of related technologies (such
as cellular telephones) that make hacking more challenging or that
pose a new set of interesting problems or sometimes both.
   As opposed to the 1980s, the widespread availability of hacking
software, access to computers, and availability of potential targets
in the 1990s has led to a new generation of hackers and hacking.
Where it was once a challenge just to find a system to hack, to-
day the Internet provides millions of interconnections to explore.
The result has been an explosion of “hackers” of every type, from
teen and preteen kids to old-school hackers in their forties and fifties.
This explosion has been the source of a clear divide — between those
hackers who consider themselves a subcultural elite and those who
want easy answers to sometimes difficult or dangerous questions. As
a result, hacking, as a term, has been stretched in ways as boundless
as the technology it addresses. The narratives of hacking that have
been explored thus far began to merge in interesting ways through-
out the 1990s, particularly around notions of the commodification
of information, corporate secrecy, and criminality.
   Throughout the 1990s there was a remarkable increase in the
“public” nature of hacking, as a result of two related phenomena.
First, hackers found ways to hack that do not necessitate breaking
the law (although they may still facilitate law-breaking). Second,
hacking took on a more public character as hackers began to make
their reputations by announcing high-profile hacks designed to em-

82 / Hacking in the 1990s

barrass big name companies into making more secure products and
by appearing in public gatherings of hackers.
   The point at which the shift began to take place can be located
around the emergence of two operating systems, each of which rep-
resents an ideology of computer culture. While the world watched as
Microsoft and Apple slugged it out over issues of design, look and
feel, and market share, there was a more subtle split taking place
among computer hackers. The split is clearly marked as a difference
between experts and end-users, but there is a broader configuration
that helps to explain some of the more radical shifts in hacker cul-
ture (particularly toward politics) in the 1990s. While there were
clear changes in technology, there were, more importantly, changes
taking place on a global scale in terms of what Arjun Appadurai has
described as “technoscapes”:
  the global configuration, also ever fluid, of technology and
  the fact that technology, both high and low, both mechanical
  and informational, now moves at high speeds across vari-
  ous kinds of impervious boundaries. . . . The odd distribution
  of technologies, and thus the peculiarities of these techno-
  scapes, are increasingly driven not by any obvious economies
  of scale, of political control, or of market rationality but by in-
  creasingly complex relationships among money flows, political
  possibilities, and the availability of both un- and highly skilled
The idea that complex interrelationships among capital, labor, and
politics drive the notion of technoscapes does a great deal to explain
the kinds of shifts that have taken place among hackers, particularly
in the last half of the 1990s. In what follows, I trace the evolution of
the hacker “technoscape” in three parts: examining the evolution of
hacker culture around the split between two operating systems for
the personal computer: Linux and Windows; exploring ways that
hackers have gained notoriety among themselves and in the wider
world; discussing the recent shift of hackers toward politics; and
examining the repositioning of hackers in terms of broader con-
cerns about capital and consumption. The result, I argue, is that the
hacker ethic used to describe old-school hackers has not been aban-
                                             Hacking in the 1990s /   83

doned but has been transformed within the context of a new series
of technoscapes. These technoscapes both necessitate and allow for
a globalized hacker politics that was not previously possible.

                A Tale of Two Operating Systems
In August of 1991, Linus Torvalds, a computer-science student from
Sweden, posted the following message to comp.os.minix:

         Hello everybody out there using minix —
         I’m doing a (free) operating system (just a hobby,
         won’t be big and professional like gnu) for
         386(486) AT clones.2

With those words a new operating system, Linux (the name reflects
a combination of Linus’s name and minix, the operating system it
was designed to mimic), was born. A few things that made Linux
remarkable were (1) it was a fully functioning clone of a network
operating system (referred to as POSIX compliant); (2) it was ab-
solutely free; (3) it did not require expensive hardware to run; and
(4) it embodied the old-school hacker ethic in a way that was com-
pletely antithetical to everything that was going on in the computer
industry at the time.
   Torvalds’s hobby has grown into a massive software project that
has “been developed not just by Linux, but by hundreds of program-
mers around the world.”3 The idea behind Linux can be traced to the
original hacker ethic — code is written and shared, and it is the re-
sponsibility of anyone who uses it to improve upon it and share those
improvements with the community. Something about the project
touched a nerve among a certain segment of the computer commu-
nity, and, as a result, Linux development took on a life of its own.
As one of the Linux manuals states, praising the operating system:

  The interesting thing about this is that this massive, world-
  wide development effort is largely uncoordinated. Sure, Linus
  calls the shots where the kernel is concerned, but Linux is more
  than just the kernel. There’s no management infrastructure; a
  student in Russia gets a new motherboard, and writes a driver
84 / Hacking in the 1990s

  to support a neat feature his motherboard has. A system ad-
  ministrator in Maryland needs backup software, writes it, and
  gives it away to anyone that needs it. The right things just seem
  to happen at the right time.4

Linux created a new operating system that was in every way “hands-
on.” In fact, Linux, up until recently, required a fairly advanced
understanding of computer hardware and operating-system theory
just to install. It was, in essence, the perfect hacker project, requiring
the user to learn about his or her machine at just about every turn. If
you didn’t like the way Linux handled something, you could change
it; indeed, it was your responsibility to change it and to distribute
your improvement to anyone who might be interested.
    To make this possible, Linux was distributed with the full source
code for its operating system, allowing users to explore and under-
stand every detail of how the system worked. Including source code
was something that had been abandoned as software and hardware
had become increasingly proprietary. Linux bucked the industry
trends. While most software companies were focused on keeping
the means by which their software functioned secret and providing
technical support (and often charging for the service), Linux did just
the opposite — no secrets and no support.
    Throughout the 1990s, another operating system made its long,
slow march to market dominance: beginning in 1985 Microsoft re-
leased its “graphical environment” called Windows. By the early
1990s, after several releases, Microsoft Windows 3.1 would begin
to take over as the dominant system architecture for IBM PCs and
clones. The change from version 3.0 to 3.1 also brought about a
change in nomenclature, as Microsoft renamed Windows from a
“graphical environment” to an “operating system.” Both versions,
however, relied on Microsoft’s earlier operating system, DOS, to
    As Microsoft declared in its documentation for the system, Mi-
crosoft Windows is “the software that transforms the way you use
your personal computer.”5 In later versions, that introduction would
be amended to describe Microsoft Windows as “software that makes
your computer easier and more fun to use.”6 Part of the appeal of
                                              Hacking in the 1990s /   85

Windows was its simplicity. “Windows is easy to learn because its
graphical interface is consistent from one application to the next.
When you’ve learned to use one application, such as Write, you’ve
learned the essentials for using any other application with Win-
dows.”7 With the emergence of Windows 95, the focus on simplicity
became even more refined: “With Windows 95, all the things you do
now will be easier and faster, and what you’ve always wanted to do
is now possible.”8
    The difference between Linux and Windows rests in the way in
which they treat the end-user. For Linux, the user is an integral part
of the operating system; in order to operate the machine, he or she
must understand how the computer and software work. In contrast,
Windows uses a graphical interface to hide the workings of the ma-
chine from the end-user and, as a result, virtually excludes the user
from the operating system. While Linux renders the computer and
its operating system transparent, Windows makes the computer and
its operating system opaque.9
    Immediately, hackers came to view these two operating systems
differently. On the one hand, Linux, which allowed them to work
with technology in a hands-on fashion, held great fascination. On
the other hand, Windows, which reduced the computer to little more
than a black box that ran applications, seemed to hackers to vi-
olate the very nature of the machine. For hackers the choice was
simple: Why would anyone choose to run a “graphical environ-
ment” that limited what you could do over a full-featured UNIX
clone that could run on your PC? The choice was a matter of exper-
tise, and hackers, who had that expertise, started running Linux on
their machines in droves.
    Another feature of Linux made it extremely attractive to hack-
ers. Linux was designed to imitate the operating systems that ran
the big networks, including the Internet. It was designed essentially
to network computers. Until this point, a hacker who wanted to
explore networks needed to obtain accounts on large UNIX sys-
tems and often did so by hacking into those systems themselves.
Before the growth of Internet service providers, most Internet access
was controlled through university computing services, which were
often notoriously sloppy about system security. In order to access
86 / Hacking in the 1990s

networks, even just to explore them, hackers needed to break into
systems and either use someone else’s account or create their own.
If they wanted to try to run the latest exploit or find a new security
flaw, they had to do so on someone else’s machine (and network),
essentially compromising the entire network’s security.
    With Linux, for the first time, it became possible for hackers to
create their own networks, and many of them did. Rather than be-
ing forced to hack into a network illegally, hackers could create their
own network and explore how it worked in a completely legal fash-
ion. As a result, Linux completely changed the face of hacking in
the 1990s. Now anyone with a PC (386 or better) could install and
learn about a network operating system and, of equal importance,
test its security.
    All network operating systems are at some level security con-
scious. They are also so complex that they are constantly vulnerable
to security attacks. A single line of code, not carefully checked, in a
ten-thousand-line program can provide a large enough error for an
experienced hacker to exploit the flaw and take complete (root) con-
trol of the system, and network operating systems contain hundreds,
even thousands, of these programs.
    Hackers have, in some ways, been instrumental in both break-
ing and reinforcing network security. There are two main ways in
which this happens. First, when hackers discover holes in a UNIX
environment (including Linux), they will usually codify the means to
use that security flaw into a program, referred to as an “exploit.” In
most cases, these exploits will circulate briefly among a small group
of “elite” hackers who will be able to use them for a short time be-
fore there is a public release or notification of the bug. Once the bug
or flaw is made public, there is usually a CERT (Computer Emer-
gency Response Team) release. CERT — which was initially formed
in 1988 in the wake of Robert Morris’s Internet worm and which re-
ceived its funding initially from ARPA and later from universities —
is a group that issues warnings about security flaws and provides in-
formation about risk assessment, patches, work-arounds, and fixes.
At this point, the majority of systems will implement the security
recommendations, making them safer until the next bug is found
and the process starts again.
                                               Hacking in the 1990s /   87

   With a certain set of operating systems (all UNIX-based), there
is an understanding among hackers, security professionals, and the
industry. Programs of such complexity will always contain bugs, and
part of what hackers do by finding them is to improve the state of
security on the Internet and on systems generally. While they may
exploit those holes in the interim, there is at least a civil relation-
ship, where the hackers recognize the need for improved security
and the industry recognizes the need to respond quickly to security
threats. Both sides acknowledge the inherent insecurity of networks,
and each, in its own way, has a role in improving the general state
of security on the Internet. It is an uneasy, even thorny, alliance, but
one that functions symbiotically. As a result, most hackers have re-
spect for the industry that provides the machines and software they
spend their days and nights trying to break into. Most companies
understand that the most innovative “security testing” of their soft-
ware is going to come from the hacker underground. Some software
companies even offer challenges to hackers, rewarding them for find-
ing problems and offering them financial incentives to report bugs
and flaws.
   While this symbiotic relationship works well with most of the
major UNIX-based companies, a completely different relationship
exists with Windows-based companies, especially Microsoft. In fact,
the relationship between Microsoft and the hacker underground is
one of extreme hostility. This hostility stems, in part, from Mi-
crosoft’s unwillingness to admit to the insecurity of its products.
The result is an antagonism that drives hackers to uncover problems
and Microsoft to deny them.
   Microsoft Windows was not initially intended to function as a
network operating system, and, as a result, its network operation
is something of an afterthought. Unlike operating systems that have
networking as their primary function, and hence account for security,
for Windows, security is not a primary factor. Even Windows 95,
which has built-in networking software, views the convenience of
file-sharing and printer-sharing as the main functions of networking
(as opposed to linking computers). The growth of the Internet and of
the office LAN (local area network) forced Microsoft to incorporate
these features later. Even the most basic security features, such as
88 / Hacking in the 1990s

passwords, are easily thwarted (many are stored in a cache in plain
text) in the Windows environment.
   The problem for hackers is not necessarily that Windows ma-
chines are insecure. Hackers realize that at some level all machines
are insecure. The problem rests with the fact that Microsoft refuses
to acknowledge or respond to these insecurities, often releasing mar-
keting bulletins (rather than security bulletins) in response to bugs
in its software. As a result, Microsoft practices what is referred to by
the computer security community as “security through obscurity,”
meaning that security is a function of how well you hide things,
not how secure you make the system. For example, rather than en-
crypting a password, making it impossible to read, some Windows
programs will simply hide the password in an obscure file, hoping
that no one will bother to look for it.
   Security through obscurity is extremely effective with users who
use Windows exclusively. Most Windows users don’t know how to
examine those files, much less which ones to view. Such security is,
however, worthless when it comes to more experienced users. As
a result, most Microsoft marketing and security bulletins attempt
to minimize the threat and the problem, describe which users are
not affected, and then most commonly explain how hackers’ pro-
grams and exploits don’t really do anything that Windows 95 wasn’t
designed to do in the first place. In most cases, those releases are ac-
curate. The problem is that what Microsoft commonly defines as a
“feature,” most hackers view as a major security flaw.
   In one case, the program winhack.c allows hackers to exploit Win-
dow’s file-sharing feature, a setting that allows network access to a
user’s hard drive. As a result, anyone who has configured their hard
drive to “share” mode without setting a password makes themselves
vulnerable to attacks while they are online. As the winhack.c doc-
uments suggest, there is a great deal of information to be harvested
from Windows machines connected to networks, and the program
is designed to function silently: “This is undetectable right now so
they can’t see your ip address or log you.” For example, the file
advises, “Check out their desktop directory, there is always good
stuff in there”; or “For personal info, names, telephone, addresses,
family members names look in the My Documents directory.” In
                                               Hacking in the 1990s /   89

response, Microsoft would be absolutely correct in stating that win-
hack.c does not exploit any bugs or holes in the Windows operating
system. It does, however, force one to reconsider the “feature” that
allows anyone on the Internet access to your files and personal
   Such a program that exploits one of Microsoft’s “features” de-
pends on a number of things in order to function. First and foremost,
the feature has to be designed without regard to security. Rather than
preventing users from doing something that puts their data at risk,
the features tend to be set to lead users to leave themselves open to
such risks by default. Second, users must have limited knowledge
of how the computer works (file-sharing in this case), so that they
don’t know that they are putting their data at risk whenever they
log on to the Internet. Finally, there has to be a sizable gap in ex-
pertise between those who exploit the feature and those who are
exploited. These programs exploit very basic security flaws that are
easily preventable if certain features are turned off or passwords are
protected. As a result, those exploited tend to be users with the least
knowledge and the least facility to protect their data.
   While these basic exploits operate in the space between experts
and end-users, there are two other programs that expose much
greater problems with Microsoft’s approach to security and that
demonstrate the antagonism between hackers and Microsoft. These
are the Cult of the Dead Cow’s “Back Orifice” and the L0pht’s
program “L0phtCrack.”
   The 1990s were a time when hacking moved away from individual
practice toward notions of group identity and political action. In the
1970s and 1980s, hackers had limited political agendas, and most
of their actions were directed against one industry in particular, the
phone company. More recently, in the wake of the AT&T break up,
with the rise of the Internet, and with the increasing globalization of
technology, hackers have begun to engage in more concerted political
action, at both local and global levels. The results have manifested
themselves in hacker groups engaging in political intervention, the
formation of hacker collectives focused on enhancing hardware and
software security, and the emergence of annual social events and
hacker conventions.
90 / Hacking in the 1990s

                     From Sub Rosa to Sin City
In the early 1990s hackers found a way to emerge from the un-
derground. As computers became an increasingly important part of
everyday life, hackers gained increasing currency in the public and
popular imagination. In the 1980s and early 1990s there were sev-
eral tried and true methods for a hacker to make his or her name.
First, hackers gained a certain prominence by virtue of their affili-
ations. To be a member of an elite circle of hackers, such as LOD
or MOD, ensured a certain credibility in hacking circles. It also pro-
vided hackers with access to resources and information that were not
more generally available. Within those small circles, hackers would
learn from each other and generally develop their skills. Those cir-
cles also provided a network of information whereby hackers would
learn the latest hacks or exploits.
    A second and related means by which hackers made their rep-
utations was by sharing information in public forums, either by
disseminating text files throughout the underground or by publish-
ing in underground journals such as 2600 or Phrack. These files,
which usually consisted of basic material or information that was
obsolete, demonstrated a basic mastery of systems or techniques. By
the time these files reached the larger underground community, their
information was at the very best dated and usually of little value. But
the circulation of the information did document a hacker’s prior suc-
cesses. These files served as a means to solidify hackers’ reputations,
illustrating the degree to which they understood the systems they in-
filtrated. The means of distribution for these files was the electronic
bulletin board system (BBS), which was usually run by a group of
hackers or carried a group affiliation. An early issue of Phrack (June
1986) catalogued hacker groups and their affiliations. A typical entry
would include a brief description, a listing of affiliated boards, and
a listing of group members. The write-up for the Legion of Doom
hackers read as follows:
  LOD/H: Legion Of Doom/Hackers
  These two groups are very closely intertwined. They both were
  formed on Plovernet. The founding member was Lex Luthor.
  Through the years, there have been LOD/H bulletin boards
                                               Hacking in the 1990s /   91

  such as Blottoland, LOD, FOD, and so on. Today there is
  Catch 22 and a new LOD BBS, supposedly being run by King
  Blotto. The current member list of the group is as follows:
        Legion Of Hackers                  Legion Of Doom
        Blue Archer                        Phucked Agent 04
        Gary Seven                         Compu-Phreak
        Kerrang Khan
        Lex Luthor
        Master Of Impact
        Silver Spy (Sysop of Catch 22)
        The Marauder
        The Videosmith
  LOD/H is known for being one of the oldest and most knowl-
  edgeable of all groups. In the past they have written many
  extensive g-philes about various topics.10

   Such a description would give other hackers several crucial pieces
of information. It provides a bit of history, indicating the origins of
the group and the group’s founder or founding members; it identi-
fies them with particular BBS systems or networks; and it provides
a listing of current members, making it more difficult for hackers
to pose as members of the group as a means to increase their credi-
bility. Making it into such a listing gave hackers and hacker groups
a kind of public certification and legitimacy and, because Phrack
was being distributed nationwide, solidified hackers’ reputations on
a national scale.
   Third, and finally, hackers can make a name for themselves (for
good or ill) by getting “busted.” Nothing legitimates a hacker’s rep-
utation more quickly than having law enforcement take an interest
in her or his activities. Most commonly, hackers who are arrested
face derision at the hands of their fellow hackers, for not being
savvy enough, for being careless, or generally, for making stupid
decisions that led to their apprehension. There is no doubt, how-
ever, that this is the primary means by which hackers gain public
attention. It is also the basis for nearly every published, journalistic
account of hackers and hacking. Hackers profiled in books, articles,
92 / Hacking in the 1990s

and news stories are almost always hackers who have been arrested
and prosecuted for crimes. Phrack also did its part in promoting the
reputations of arrested hackers. The Pro-Phile feature was designed
to enshrine hackers who had “retired” as the elder statesmen of the
underground. The Pro-Philes became a kind of nostalgic romanti-
cizing of hacker culture, akin to the write-up one expects in a high
school yearbook, replete with “Favorite Things” and “Most Mem-
orable Experiences.” The “Phrack Pro-Phile,” the editors write, “is
created to bring info to you, the users, about old or highly important/
controversial people.”11
   While the first two strategies are useful for gaining credibility
in the hacker underground, the latter was usually the only means
for a hacker to gain credibility outside the world of hackerdom.
The 1990s would bring a transformation in the public nature of
hacker culture. Starting in the late 1980s, hackers began to gather
informally in an effort to meet one another face-to-face and share
information. They would smoke, drink, and hack into the wee
hours of the morning in the rooms of some unsuspecting hotel.
The gatherings, initially, would be small, a couple dozen hackers at
most at gatherings named SummerCon, PumpCon, HoHoCon (held
over Christmas), and, perhaps most famously, DefCon and HOPE
(Hackers on Planet Earth). One of the earliest, and most controver-
sial, meetings was SummerCon 1987, which included, among other
things, a number of arrests. The gathering was small and included
informal discussion of hacking, BBS systems, and a range of other
topics. As reported later:
  The full guest list of SummerCon ’87 includes:
  Bill From RNOC / Bit Master / Cheap Shades / Control C / Dan
  The Operator / Data Line / Doom Prophet / Forest Ranger /
  Knight Lightning / Lex Luthor / LOKI / Lucifer 666 / Ninja
  NYC / Phantom Phreaker / Sir Francis Drake / Synthetic Slug /
  Taran King / The Disk Jockey / The Leftist / Tuc12
While fewer than twenty hackers were in attendance in 1987, that
number would grow to nearly fifteen hundred a decade later.
   Conventions provided the first organized efforts to bring hack-
ers face-to-face in large numbers. While the conventions of the late
                                              Hacking in the 1990s /   93

1980s would range from a handful to a few dozen hackers, the
conventions of the 1990s would become full-scale events. The most
widely known and recognized hacker Con is held in Las Vegas over
the summer. Organized by Jeff Moss (Dark Tangent), DefCon is a
three-day meeting that brings together hackers, security experts, law
enforcement, and industry specialists to hear lectures and engage
in discussions about computer security. The attendees are predom-
inantly males, teens to early twenties, who are recognized by their
handles rather than their names.
   Part of what makes DefCon unique is that it openly invites
industry and law enforcement to the gathering. There are even good-
natured games, such as “Spot the Fed,” where conference goers are
invited to identify someone they think is a federal agent or law en-
forcement personnel and bring them up to the stage. The hacker
states his reasons for thinking the person is “the fed,” and the au-
dience votes. If a general consensus is reached (or the suspected
individual “confesses”), the hacker receives an “I spotted the Fed”
T-shirt, and the fed receives an “I am the Fed” T-shirt. The contest
is held between each speaker, and there is generally no shortage of
willing participants on either side.
   While speakers talk on issues ranging from how to hack the Las
Vegas gaming industry to how to con your way into first-class travel,
there are a range of “games,” including a hacker scavenger hunt,
electronic “capture the flag,” where hackers take over one another’s
systems, and Hacker Jeopardy, hosted by InfoWar author Winn
   Conventions are seen increasingly as places to share knowledge,
meet “elite” hackers, and buy the latest hacker T-shirts. But they are
also serving the purpose of organizing hackers in a way that had
previously been impossible. The days’ events and lectures are filled
with messages about law, privacy, surveillance, and multinational
corporations’ dominance. Hackers are growing to see themselves as
politically motivated out of necessity. A significant motivation has
been the growth and dominance of Microsoft, a corporation that
has been under the skin of hackers since Gates’s initial confronta-
tion with hackers over pirated software in the 1970s. In the 1990s,
hackers began to respond not only by hacking Microsoft’s software
94 / Hacking in the 1990s

but by growing increasingly political in their agenda in response to
Microsoft’s policies.

            Hacking Microsoft: cDc and Back Orifice
One of the oldest hacker groups in the computer underground calls
itself the Cult of the Dead Cow (cDc). In addition to publishing
an underground online journal, composed of cultural criticism and
commentary, fiction, and hacking-related issues, the cDc members
are dedicated to making themselves highly visible both in the com-
puter underground and in mainstream culture. Unlike earlier hacker
groups (such as LOD), who may have claimed that hacking was
about learning, the media-ready Cult of the Dead Cow has a differ-
ent approach, which is reflected in its mottoes: “Global domination
through media saturation” and “cDc. It’s all about style, jackass.”
   The cDc represents a major shift in both the computer under-
ground and the media and mainstream representation of it. On the
one hand, the nature of hacking has changed fundamentally in the
last decade. With software such as Linux, it has become possible to
completely dissociate hacking from criminality. On the other hand,
media representations have come to focus almost exclusively on
criminal aspects of hacking. As a result, as hacking has become less
criminal in nature, representations of hackers have focused increas-
ingly on that aspect of hacking. Hackers have become defined as
“outlaws” not through their actions but through the process of rep-
resentation. The cDc has utilized such representations to further its
own agenda and has expanded the domain of hacking into the realm
of the political, both locally and globally.
   Oftentimes it is difficult to take claims of the cDc seriously, partic-
ularly when it issues its Global Domination Update or names Ebola
as the “Disease of the Year.” Such bravado tends to mask an im-
portant aspect of the subcultural identity that the hackers of cDc
have formed. They are the first hacker group to take media repre-
sentation seriously, and in doing so they are also the first group to
work as critics of the mainstream incorporation of computer culture
and incorporate the notion of political dissent into their history and
identity. As one member describes the group’s history:
                                               Hacking in the 1990s /   95

  Well. . . . There are those that would say that the Cult of the
  Dead Cow is simply the modern incarnation of an ancient gnos-
  tic order that dates back to the cult of Hathor, the cow goddess,
  in ancient Egypt.
     Others may tell you that the Cult of the Dead Cow always
  has been, and always will be. A Universal Constant, if you will.
     Of course, all these people are wrong.
     In his book, “1984,” George Orwell predicted a dystopia,
  peopled by soulless, spiritless, powerless drones, herded by a
  clique of absolute rulers, concerned only with maintaining their
     1984. . . . Ronald Reagan is President, it is a “New Mourning
  in America.”
     In Texas, the heartland of America, the bastion of Patriotism
  and Old Time Religion, a small cabal of malcontents meet in
     They gather in a dark hovel, decorated with crude pornogra-
  phy, satanic iconography, heavy metal band posters and, most
  ominously, the skull of a DEAD COW. . . .
     As pirated copies of speedmetal and hardcore punk music
  play in the background, these malcontents speak of their disil-
  lusion with The American Way and their obsession with their
  new computers.
     As the music plays, they form an unholy alliance, dedicated
  to the overthrow of all that is Good and Decent in America.
     Realizing that a bunch of punk kids from Lubbock have as
  much chance of that as Madonna becoming Pope, they then
  decide to dedicate their lives to pissing off the establishment,
  becoming famous, and getting on TV.
     Thus was born the Cult of The Dead Cow, scourge of the
  Computer Underground, Bete Noir of high school computer
  teachers worldwide, The Pivot of Evil for all who seek to blame
  the messenger, as well as their message.13

What makes the cDc’s statement distinct from most hacker commen-
tary is that it is positioned in terms of politics (for example, Reagan
and “mourning in America”), and it uses a merger of discontent and
96 / Hacking in the 1990s

technology to enact dissent (“these malcontents speak of their disil-
lusion with The American Way and their obsession with their new
computers”). It is also a basic theorizing of the idea of a technoscape
in relation to the mass media. The cDc members realize that while
they cannot control (or even influence) the mediascapes that impact
their lives, they are in a position to attend to issues of technoscapes.
That realization is one that connects technology to politics not in
a metanarrative of control or change but in terms of a narrative of
   The cDc represents, in that sense, a major break from the past in
two ways. First, it is the first hacker group dedicated to a kind of
political action based on principles of civil disobedience and visibil-
ity, and, second, it is the first group to connect hacker identity with
the notion of political action. As Oxblood Ruffin describes it:
  If there is one general theme that resonates with politics and
  hacking I would say that most people in the computer un-
  derground are varying shades of libertarian, but from my
  experience that doesn’t really translate into group action. I
  know some people to be somewhat active politically, but I be-
  lieve they act as individuals and not as part of a hacker group.
  I personally got involved with the cDc because I’ve been po-
  litically active, or working in political circles for a lot of my
  professional life. I saw the opportunity of using civil disobedi-
  ence online — sort of another tool in the arsenal — but I don’t
  believe that what we’re doing is common, or even duplicated
  anywhere else.14
Their understanding of political action is not limited solely to un-
derground activities. In fact, the goal of the cDc — unlike almost all
other hacker groups, which did their best to function in secret — is to
“become famous” and get on television. Of course, such descriptions
are hyperbolic, but they reveal something about the transformation
of the computer underground as well as the media representation of
it. In the late 1990s, politics emerged as a central area of concern for
the cDc as its members began to witness the globalization of tech-
nology and its political implications. One such instance has been the
cDc’s association with the Hong Kong Blondes, a group of dissidents
                                              Hacking in the 1990s /   97

in the People’s Republic of China (PRC) who are utilizing hacking
as a strategy for intervention. As Oxblood Ruffin described them:
  The Hong Kong Blondes are a group of computer scientists
  and human rights activists who are committed to social change
  and democratic ideals in the People’s Republic of China. They
  are especially interested in the relationship of the PRC to
  Hong Kong and are following the so-called one china, two
  policies doctrine quite closely. The Blondes are currently mon-
  itoring government networks and gathering data to be shared
  with other activists. . . . They would also be prepared to disrupt
  government/military networks in retaliation of any egregious
  human rights violation. . . . As to the risks involved, they are
  rather apparent: death, relocation, and loss of employment for
  family members, etc. The blondes are in this for the long haul
  and are hoping to contribute to the extremely difficult and very
  slow process of democratizing their country.15
The statement recognizes the power of both the globalization of tech-
nology and the globalization of resistance. In one incident, Lemon Li,
a member of the Blondes, was arrested in China. As Blondie Wong,
director of the Hong Kong Blondes, describes it: “Lemon was ques-
tioned in Beijing. She was released after a few hours but I couldn’t
take any chances so our associates moved her out of China. She is in
Paris now. . . . She is acting more like traffic co-ordinator now. Much
of our work is happening from the inside and she steers our efforts
in the right direction.”16 Technological networking, the use of secure
encryption techniques, and exploiting bugs and holes in network op-
erating systems are allowing the Blondes to effectively communicate
and coordinate political action around human rights violations.
   While the cDc and the Hong Kong Blondes are working glob-
ally, cDc hackers have been working locally. On August 3, 1998,
at DefCon, an annual meeting of hackers in Las Vegas, the Cult
of the Dead Cow released a program called “Back Orifice,” a play
on Microsoft’s NT software package “Back Office,” which exposed
major security flaws in Microsoft’s Windows 95 and Windows 98
software. As the name indicates, the product was designed to rudely
confront Microsoft and to force it to take notice of the program
98 / Hacking in the 1990s

and the cDc itself. According to the security alert that the group re-
leased July 21, 1998, “Back Orifice is a self-contained, self-installing
utility which allows the user to control and monitor computers run-
ning the Windows operating system over a network.” The program,
which runs transparently in the Window’s environment background,
has the ability to function as “an integrated packet sniffer, allowing
easy monitoring of network traffic,” and includes “an integrated
keyboard monitor, allowing the easy logging of keystrokes to a log
file.” The implication is not only that data is vulnerable but that any-
thing that is typed (including passwords) on the network is able to
be viewed and stored by the Back Orifice program. Locations such as
university computer labs or even a local Kinko’s could easily have the
program installed on a single computer, which would allow a hacker
to remotely watch the network, monitor traffic for log-ins, and col-
lect user-names and passwords from the entire network. In short, the
very existence of this program makes any networked Windows 95
or Windows 98 machine suspect.
   The release of the program was designed to focus attention on sev-
eral serious security flaws in Microsoft’s operating system. Microsoft
denied that there was any security flaw in its product, claiming in a
marketing bulletin, under the title “The Truth about ‘Back Orifice,’ ”
that the program “does not expose or exploit any security issue with
the Windows platform. . . . In fact, remote control software is nothing
new — a number of commercial programs are available that allow
a computer to be remotely controlled for legitimate purposes, like
enterprise help desk support.”17 The response reassured users that
they were really at little risk and that as long as they followed “all
of the normal precautions regarding safe computing” they would be
fine. These suggestions included only downloading digitally signed
and verified software and using a firewall (an intermediate machine
between a computer and the network, or between a network and
the Internet) to protect a network. Rather than offering a way to fix
the problem or protect against unauthorized use, Microsoft simply
denied the risk and tried to reassure customers.
   The point that Microsoft failed to acknowledge was that Back
Orifice was not designed to exploit bugs in the system but rather
was intended to expose Microsoft’s complete lack of concern about
                                              Hacking in the 1990s /   99

security issues. As one member of the Cult of the Dead Cow ex-
plained, “The holes that Back Orifice exposes aren’t even really bugs,
but more fundamental design flaws. Of course, Microsoft calls them
Features.”18 As a result, “Back Orifice does not do anything that the
Windows 95/98 operating system was not intended to do. It does
not take advantage of any bugs in the operating system or use any
undocumented or internal APIs. It uses documented calls built into
   In addition to allowing for complete remote control of another
person’s machine, remote keyboard logging, and network moni-
toring, Back Orifice has the ability to find and display cached
passwords. These are passwords stored on the computer’s hard drive,
usually in an unencrypted form, to make the system more user-
friendly. The kinds of passwords typically cached might include
“passwords for web sites, dialup connections, network drives and
printers, and the passwords of any other application that sends users’
passwords to Windows so the user won’t be inconvenienced by hav-
ing to remember his passwords every time he uses his computer.”20
Again, it is essentially an exploitation of social relations, between
the expert and the end-user, that makes such hacking possible. It is
also the place where cDc takes aim at Microsoft. As one member of
the cDc explains:
  Microsoft seeks to buffer the user from the actual workings of
  the computer. They give you a nice little gui [graphical user in-
  terface], integrated web-browser and all the bells and whistles.
  But why is there this file with all my passwords cached in plain
  text? Isn’t that bad? Now-Now-Now, don’t worry your head
  about that. Just watch the pretty pictures. Sleep . . . Sleep.
     The problem is that if Microsoft wants to buffer their cus-
  tomers from the workings of the computer, then they have to
  do a hell of a lot better of a job of protecting them from other
  people who do understand the workings of their computer.21
The issue is one of trade-offs. As Microsoft would later admit, “Win-
dows 95 and Windows 98 offer security features tailored to match
consumer computer use. This consumer design center balances se-
curity, ease of use and freedom of choice.”22 In essence, Microsoft
100 / Hacking in the 1990s

recognizes that balance between convenience and security requires
that some sacrifices need to be made, and those sacrifices can come
at either end of the spectrum. A more secure system means that the
user will have to understand more about how the system functions
and may find it slightly more difficult to use (learning to password-
protect shared drives, for example). A more convenient system, one
that is easier to use, is likely to sacrifice security. Microsoft has cho-
sen to err on the side of convenience, providing minimal security
measures. In doing so, Microsoft has further widened the gap be-
tween hackers and end-users. What would appear to be a boon to
hackers, easy access to the majority of computers being used both
on the Internet and in business, actually presents hackers with a cen-
tral problem. As hackers grow older and begin to find employment
as computer programmers, security experts, and system administra-
tors, they are faced with the task of making their own systems secure.
In that sense, they inherit Microsoft’s security problems.
   For hackers, the problem, which is a result of the software, is be-
ing handled in the wrong place. The burden of security is placed on
the end-user rather than on the software itself. As Microsoft claims,
the “security features in Windows 95 and Windows 98 enable con-
sumers to create a safe computing environment for themselves while
preserving their freedom to choose which sites they visit and what
software they download. However, neither operating system is de-
signed to be resistant to all forms and intensities of attacks.”23 Rather
than being a safe computing environment, the software enables con-
sumers to create a safe computing environment. Again, rather than
improving the software itself, Microsoft simply warns users to follow
“reasonable and safe Internet computing practices, such as not in-
stalling software from unknown and untrusted sources,” and adds a
sales pitch for its more advanced operating system — “consumers
whose computing needs require a higher level of security should
consider Windows NT.”24
   The conflict is the same one that has been rehearsed ever since
Bill Gates released his memo accusing the Homebrew Computer
Club members of being thieves. Hackers see Gates and Microsoft
as producing an inferior product, selling it for too much money, and
taking advantage of a market of end-users that they were fundamen-
                                             Hacking in the 1990s /   101

tal in creating. At a practical level, Microsoft is creating problems
for hackers interested in securing their own networks, but at a
philosophical level, Microsoft is violating the most basic tenets of
computer culture. Most segments of computer culture, including the
computer industry, have always been able to operate within the gen-
eral confines of an ethic. This ethic was driven, for the most part,
by the concept of a social conscience, a dedication to the principle
that computers could make people’s lives better. While that ethic has
always been negotiated and even violated (early hackers taking De-
partment of Defense money, Apple keeping its hardware proprietary,
and so on), there has always been a genuine belief among hackers
and industry that technology was doing more good than harm. That
has also been a large part of the justification for hackers to remain
politically neutral in all but the most local and immediate circum-
stances. Microsoft changed all that by embracing corporate policy
that violated much of what hackers (and even industry) considered
to be for the social good.
   Most hackers and hacker groups would view those justifications
as enough of a reason to release hacker programs, embarrass Mi-
crosoft, and force it to implement changes in its software. But for the
cDc, the local and the global merge around the question of politics.
Microsoft, hackers would argue, has become the high-tech corpo-
ration that they had always feared — multinational in scope and
amoral in character. Companies such as Apple that had violated
basic tenets of computer culture by keeping the hardware propri-
etary had also shown remarkable commitments to education, and
Steve Wozniak, one of Apple’s founders, had retired from Apple to
teach at a local school. These kinds of balancing acts were often
enough to keep hackers on the political sidelines. Whatever argu-
ments one might have with Sun, Apple, or Intel, there was always
something else to redeem them.
   With Microsoft, the situation was different. Microsoft from the
very beginning had operated in opposition to the ethic that ani-
mated hacker culture. When Microsoft challenged hackers on the
grounds of their own ethics, however, a movement in the hacker un-
derground was created that recognized politics as an essential part
of a newly constituted hacker ethic. In response to Microsoft’s chal-
102 / Hacking in the 1990s

lenges, which accused the cDc of being unethical for releasing its
Back Orifice software, the cDc offered this response:

  We’d like to ask Microsoft, or more to the point, we’d like
  to ask Bill Gates why he stood shoulder to shoulder in 1996
  with China’s president and head of the Communist Party to
  denounce any discussion of China’s human rights record at the
  annual meeting of the United Nations Commission on Human
  Rights in Geneva? Was the decision to cozy up to the world’s
  largest totalitarian state based on some superior moral posi-
  tion, or was it just more convenient to trample human decency
  underfoot and go for even more money? Call us crazy, but we
  think that Microsoft has about as much right to condescend
  to the CULT OF THE DEAD COW as Li Peng does to lecture
  anyone who raises the issue of human rights abuses in China —
  a point of view that Bill Gates shares.25

As Microsoft opens up China as a new market with a billion poten-
tial customers, hackers argue that human rights has taken a backseat
to profits. Such a trade-off, while not particularly shocking for most
corporations, is something that hackers felt a computer company
should take into account. Blondie Wong makes the connection ex-
plicit when he argues, “In 1996 he [Bill Gates] publicly endorsed
China’s position that human rights in China should not even be dis-
cussed at an annual meeting of the United Nations Commission on
Human Rights. By taking the side of profit over conscience, busi-
ness has set our struggle back so far that they have become our
oppressors too.”26 Microsoft had, in the eyes of hackers, gone from
being a tool in the struggle for freedom to part of the mechanism
of oppression. The philosophy behind hackers’ strategy of political
intervention is based on focusing on U.S.-Chinese trade relations and
American businesses, like Microsoft, trading with China. As Wong
sees it:

  One of the reasons that human rights in China are not fur-
  ther ahead is because they have been de-linked from American
  trade policy. What this means is that when human rights con-
  siderations were associated with doing business with the United
                                              Hacking in the 1990s /   103

  States, at least there was the threat of losing trade relations, of
  some form of punishment. Now this just doesn’t exist. Beijing
  successfully went around Congress and straight to American
  business, so in effect, businessmen started dictating foreign
  policy. There are huge lobbies in Washington that only spend
  money to ensure that no one interferes with this agenda. It’s
  very well organized, and it doesn’t end there.27

   The intervention Wong suggests is “exposing them. By naming
them and possibly worse,” suggesting that hackers ought to use their
“skills” to make business difficult for American companies trading
with China. Indeed, the strategy of hacking as intervention is de-
signed to make things “messy” for American businesses. But it is
also a strategy for empowerment of youth culture:

  Human rights is an international issue, so I don’t have a prob-
  lem with businesses that profit from our suffering paying part
  of the bill. Perhaps then they will see the wisdom of putting
  some conditions on trade. But I think, more importantly, many
  young people will become involved in something important on
  their own terms. I have faith in idealism and youth. It took us
  a long way in 1989. I believe that it will help us again.28

   While visibility is an issue for the cDc, as self-described “media
whores,” it functions differently for members of the Hong Kong
Blondes. When asked why he gave the interview, Blondie Wong

  Not for the kind of publicity you might think. We just need
  to have people know that we exist for now. It is like an in-
  surance policy you could say. If anyone [of the Hong Kong
  Blondes] were arrested the possibility of execution or long im-
  prisonment is quite real. In China, so much happens quietly, or
  behind closed doors. If someone is known, sometimes just that
  is enough to keep them alive, or give hope. So for that reason
  I’m saying we exist, that [we are doing] certain things. . . . It is
  not for fame, no. So this insurance policy, it is something that
  no one wants to use, but sometimes it is good to take precau-
104 / Hacking in the 1990s

  tions. This is my first and last interview. Now I can go back to
  being invisible.29

Being visible is viewed both as insurance and as risk. It is the problem
hackers have faced since the 1970s, but with much higher stakes and
to much greater ends. The focus on political action is almost entirely
new. While hackers have traditionally viewed hacking as divorced
from politics, the cDc and their involvement with the Hong Kong
Blondes point to a new kind of engagement around questions of
the globalization of technology. In large part, Microsoft’s lack of
attention to the basic tenets of computer culture and even the old-
school hacker ethic have forced hackers to become more politically
aware and politically active. The old-school ethic, which allowed for
(and even encouraged) a multitude of sins, was entirely absent from
the Microsoft philosophy. Microsoft had become the multinational
corporation of Gibson’s cyberpunk dystopia or the threat profiled in
the film Hackers.

       Hacking Microsoft II: The L0pht and L0phtcrack
While the cDc exposed flaws in the Windows operating system, a
group of Boston-based hackers known as the L0pht had released
a program designed to exploit security flaws in Windows’s more
advanced software, Windows NT.
   The L0pht exemplifies a second trend in the hacker underground,
the creation of confederations of hackers who come together to cre-
ate, build, maintain, and break into their own systems. The idea
behind a group such as the L0pht is to create a safe space for hack-
ers to experiment without risk. The L0pht has gained its reputation
in the underground not by breaking into other systems, defacing Web
pages, or hacking government sites, but by finding holes in software
and writing security releases that explain how the flaws make cer-
tain systems vulnerable. The L0pht members are the leaders of a new
trend in hacking that positions hackers themselves as the watchdogs
of the computer industry.
   The L0pht is a group of roughly half a dozen hackers who meet
outside of their regular jobs in a Boston loft to explore issues of
                                             Hacking in the 1990s /   105

hardware and software hacking. Their projects have ranged from
hacking the MacIntosh computer to translating old software to run
on handheld PCs such as the Palm Pilot. What they are best known
for, however, is finding and exploiting holes in UNIX-based and
Microsoft operating systems and software applications.
    Mudge, one of the L0pht’s best-known hackers, is also respon-
sible for one of the best-known, and most often exploited, bugs in
the UNIX environment. The bug, called a “buffer overflow,” exploits
a certain feature in the way that UNIX executes programs. Certain
software is written to handle information in terms of a “buffer.”
Buffers set expectations for the computer’s memory. For example, if
I create a variable called “name” and expect it to always be less than
256 letters long, I might set the buffer for the variable “name” to
256. If someone enters a name longer than 256 characters, the pro-
gram gets an error and stops running; the program crashes. What
is interesting to the hacker mind-set is what happens when the pro-
gram crashes. As Mudge discovered, the program will attempt to
execute whatever code is left over. If you have written your program
carefully, then, you can simply fill up that buffer with two things:
garbage and a program. By filling up the buffer with garbage until it
overloads, you make the program crash. When the program crashes,
it executes whatever code is left over. If you calculated correctly,
what is left over is your program. So to run a program, you simply
fill up the buffer with garbage, put the code on top of it, and crash
the program. There are some programs that a common user is not
allowed to run because they present security risks. The advantage of
the buffer overflow is that the hacker can use it to run programs not
normally accessible to the average user. Because the system (rather
than the user) is running the program, the hacker can use such a trick
to take control of the system. For instance, when a program needs
to access system resources that generally aren’t available to the aver-
age user (for example, hidden password information), the program
automatically changes to a “super-user” status, giving the program
access to everything on the machine. If the “buffer overflow” targets
that program, it also runs the hacker’s code as a “super-user,” giving
him or her unlimited access to the machine.
    Such programs are based a fusion of two discoveries, both of
106 / Hacking in the 1990s

which illustrate the manner in which transparent understanding al-
lows hackers to exploit systems that most users don’t understand
or have access to. First, using a buffer overflow (or any other num-
ber of tricks or hacks) requires a basic and intimate knowledge of
how the machine works and of how the operating system processes
commands and executes code. But that alone is not enough. These
hacks also require an understanding of how the machine copes with
errors, what the computer does when things go wrong, when some-
one accidentally or purposefully “smashes the system.” From there,
it is a matter of finding out how to make the system fail — by doing
what the computer sees as impossible or by providing irregular or
excessive input. In short, hackers simply do what is unexpected or
extreme in order to watch the results. If the computer is designed to
handle a 256-character name, hackers feed it a 257-character name,
a 500-character name, or a 10,000-character name and observe what
happens. For hackers, these machines are at their most interesting
when they fail, when they break down, or when they respond to
situations or data they are not meant to handle. To the hacker, the
most important thing is that watching machines cope with errors is a
way to understand them better and more fully. It is the ultimate mo-
ment of transparency, discovering for the first time how the machine
reacts to a certain bit of code or piece of information.
    In keeping with the tradition, the exploits that the L0pht publi-
cizes about UNIX usually lead to patches, bug fixes, and alerts in the
tried-and-true method. In contrast, the L0pht’s confrontations with
Microsoft have been somewhat less cordial. In 1997, members of
the L0pht discovered a series of holes in Windows NT, Microsoft’s
“New Technologies” line of software that was being widely dissem-
inated and marketed as a secure network server system. The hole
that the L0pht discovered allowed hackers to remotely query the
Windows server, ask it for a list of passwords, download those pass-
words, and then crack them. To make matters worse, Microsoft had
made Windows NT backward-compatible with its old DOS-based
software called LANMAN. The older, less secure LANMAN system
of passwords was over a decade old and produced passwords that
were easy to crack with very simple algorithms that had been widely
circulated for years. When the NT server was validating a password,
                                            Hacking in the 1990s /   107

it would ask the machine making the request which form to use —
the new NT password system or the older, less secure LANMAN
system. If LANMAN was chosen, it would convert the new, more
secure NT password into the less secure LANMAN version.
   One of the primary differences in passwords was the length and
case of the text that was used. Windows NT allowed for passwords
up to sixteen characters in length, including both upper- and lower-
case letters, but LANMAN had only allowed for eight characters, all
in one case. A password such as “ThisIsMyPassword” (an acceptable
NT password) would be truncated and converted to “THISISMY”
for the LANMAN system. With a basic desktop computer, it is pos-
sible to run through a list of one-case, eight-letter passwords in a
matter of a few days. A list of passwords sixteen characters long,
both upper- and lowercase, in contrast, can’t be broken in a rea-
sonable amount of time. Again, Microsoft’s desire to have machines
that were “backward-compatible” with 1980s technology resulted
in a system that was much less secure.
   When the bug was discovered, the hackers informed Microsoft,
which responded by denying that the problem was serious. The
official press release from Microsoft read as follows:
  Use of the L0phtcrack tool requires getting access to the
  Administrator account and password. This is not a security
  flaw with Windows NT, but highlights the importance of
  protecting Administrator accounts and reinforces the impor-
  tance of following basic security guidelines. If customers follow
  proper security policies, there is no known workaround to get
  unauthorized Administrator access.30
Sensing a potential public relations problem, Microsoft took the po-
sition that if system administrators were careful there would be no
problem, an approach that would come back to haunt the corpo-
ration. Because the L0pht hackers had programmed the cracking
program in a UNIX environment, and because it required a com-
plex command structure and was seen as difficult to master, the
press wasn’t terribly interested either. So a few hackers, computer
geniuses, can break into a server? We already know they can do that.
The hackers at the L0pht took a page from Microsoft’s PR book. If
108 / Hacking in the 1990s

the bug wasn’t enough to get either Microsoft’s or the media’s atten-
tion, they would have to find something that would. A few weeks
later, the L0pht had rewritten the program for the Windows oper-
ating system, given it a graphical user interface, and released it, free
of charge, on the Web. Now anyone who had the time to download
the software and read a short help file could go about cracking NT
servers anywhere on the Net. The program, L0phtCrack, got the
attention of everyone, including Microsoft, which sent out press re-
leases initially denying the problem and later admitting it once it had
created a patch for the hole. The fixes Microsoft came up with were
easy to get around because they tended to hide, rather than solve,
the problem. As a result, the L0pht hackers have been continually
improving their software to keep up with Microsoft’s changes. With
each iteration, Microsoft hides the problem and the L0pht finds it
again. This type of “security through obscurity” strategy is never
very effective against hackers, primarily because they already know
all the best hiding places. Obscurity, while very effective against a
neophyte, is hardly a challenge for a hacker who knows the inner
workings of the machine. When the L0pht released its later version of
the software, L0phtcrack 2.0, Microsoft again responded similarly:
  L0phtcrack 2.0 does not expose any new issues in Windows
  NT or Windows 95. L0phtcrack 2.0 does not enable non-
  administrators to directly access passwords or password hashes
  on Windows 95 or Windows NT systems.31
This statement is technically true. However, information about
passwords is obtained whenever requests to log in are made, so
passwords and password hashes are indirectly accessible. As the doc-
umentation to L0phtCrack explains, all you need to do is ask for a
log on and the computer will send you its password information. A
program called a “sniffer” will do just that — request log on and
password information and store it for later hacking. As a result, the
hacker does not need access to the machine, to an administrator
account (as Microsoft had claimed), or even to a user account. All
hacking can be done remotely, without even gaining access to the
   What is remarkable about a program such as L0phtCrack is that
                                             Hacking in the 1990s /   109

it targets Microsoft so directly and yet has none of the “criminal”
or “underground” dimensions that usually characterize hacker soft-
ware. It is a serious piece of software that security professionals
might purchase to check out their own systems. And, indeed, the
L0pht is marketing it that way. The reason that Microsoft attracts
these hackers’ attention and inspires their wrath is precisely that the
corporation seems to have little or no concern for security. It ignores
warnings, avoids making fixes until absolutely forced into it, and
winds up supplying inadequate fixes when it does release them. In
sum, Microsoft relies on complexity and secrecy to maintain any
level of security for its systems, and when its secrets are exposed,
Microsoft simply denies that they were secrets at all.
    The hackers of the L0pht see themselves as providing a public
service. They are truly concerned about security and believe that the
only way a company such as Microsoft will ever make its products
secure is to be shamed into it. As Mudge explained in response to
an article in Mass High Tech, which accused hackers and the L0pht
of being “crackers who inflict chaos”:
  I was completely specific on what type of “chaos,” as you put
  it, the L0pht “inflicts” (thank you for two words with nega-
  tive connotations). The exact same type that consumer reports
  does. To wit: if I am using a piece of software and find it to be
  flawed — we go public with it. This alerts the general populace
  to the problem and forces the company to fix it. So . . . out of
  this chaos you, as an end-user, see technological and security
  related enhancements. Sorry if that is so evil.33
The members of the L0pht see themselves as educators about issues
of security, fulfilling the same function as Consumer Reports, and
they see themselves doing this in a similar manner. While, as a group,
the L0pht may be doing important security work, they are also very
much engaged in other aspects of hacker culture, projects rang-
ing from creating secure wireless communications to finding new
and better ways to make pornography run on Palm Pilot, handheld
   Hackers such as those at the L0pht are working essentially to
expose what amounts to corporate secrets, hidden from public view.
110 / Hacking in the 1990s

But the notion of corporate secrecy has also taken on a particular
sense of importance around the issue of law and regulation. While
hackers such as Mudge are busy breaking corporate codes of secrecy,
the law is finding it increasingly important to protect those secrets in
an environment that is making such a task increasingly difficult. As
a result, the L0pht members, along with a number of other hackers,
have begun to recognize that political engagement is a vital part of
their own hacker ethic. Over the past several years, hackers from the
L0pht have testified before Congress, have routinely monitored and
written responses to House and Senate bills about privacy, security,
and information regulation and policy, and have continued to release
advisories and product updates about computer software that may
contain bugs or flaws that make systems vulnerable to outside attack.
   While hackers have grown increasingly political in response to the
current climate of the corporatization and globalization of technol-
ogy, the political climate in regard to hackers has shifted as well. In
the late 1990s, computers and computer security have taken on a
heightened importance in almost every element of life — from ATM
machines to grocery store checkouts. In these contexts, the figure of
the hacker, while becoming increasingly organized and political, has
been continually framed as an outsider, as a threat, and as a danger.
        Part II

Hacking Representation
This page intentionally left blank
              Hacking Representation

This part explores hacker culture through an examination of hack-
ers’ relationship to mainstream contemporary culture. In particular,
what such analysis reveals is that hackers actively constitute them-
selves as a subculture through the performance of technology and
that representations of hackers in the media, law, and popular culture
tell us more about contemporary cultural attitudes about and anxiety
over technology than they do about the culture of hackers or the ac-
tivity of hacking. Although these representations provide an insight
into contemporary concerns about technology, they serve to conceal
a more sophisticated subculture formed by hackers themselves.
   In particular, I explore hacker culture through a reading of the
online journal Phrack (the title is a neologism combining the terms
phreak and hack), a journal written by and for the computer under-
ground, and by examining the ways in which hackers have responded
to and occasionally embraced cultural representations of hacker
   One of the principal factors that makes hacking possible is the
contemporary culture of secrecy that governs a significant portion of
social, cultural, and particularly economic interaction. This culture
of secrecy has produced a climate in which contemporary hackers
feel both alienated and advantaged. Although hackers philosoph-
ically oppose secrecy, they also self-consciously exploit it as their
modus operandi, further complicating their ambivalent status in rela-
tion to technology and contemporary culture. This part explores the
themes of secrecy and anxiety in relation to both contemporary atti-
tudes toward technology and the manner in which hackers negotiate
their own subculture and identity in the face of such cultural mores.

This page intentionally left blank
                            Chapter 4

         Representing Hacker Culture:
               Reading Phrack

Hackers have always relied on communities to share ideas, infor-
mation, and access to technology. In the 1950s and 1960s those
communities were based on physical proximity and common inter-
est, particularly in the computer labs of MIT, Harvard, Cornell, and
a handful of other universities. What these early hackers learned
they shared with each other, trading code and even access to com-
puters. In such a context, it was easy to determine who was doing
the most interesting and innovative work. The problems that were
being solved, however, were mostly technical, questions of how one
makes a computer do a particular task, perform an operation, or
solve a problem. The earliest hackers were using local technology to
solve local problems.
    By the 1960s, the split between the hackers who stayed attuned
to the local problems that they solved in their labs and the hack-
ers who had found ways to integrate their love of technology with
the larger social and political movements of the 1960s had become
marked. The latter, who produced TAP (Technological Assistance
Program), began a tradition of producing literature and disseminat-
ing information that was not only technical, but also practical. The
literature of the hacker underground spread word about the latest
hacks, whether it be about rerouting long-distance telephone calls
for free, hooking up your own power connection, or understand-
ing the political agendas of the phone company. The literature had
the primary goal of “getting the word out,” of transforming local
solutions into national, and even global, ones.
    In the early literature of TAP and other underground newsletters,
there was a basic recognition that information is power and that

116 / Representing Hacker Culture

secrecy, on the part of institutions, governments, and corporations,
was a means by which power was maintained and consolidated.
Telling people how to do simple things to make their lives better
was at the root of the underground literature, one that spawned
what Bruce Sterling has called an “anarchy of convenience,” a sys-
tem of “ingenious, vaguely politicized rip offs.”1 These low-level
scams, which would eventually outlast the political movement that
produced them, were what fueled the spread of the Yippie message.
More fundamental to the Yippie ideology was the idea that technol-
ogy, particularly free use of phones, provided a centering mechanism
for the movement as a whole, a technological infrastructure that
members of the movement could access and usurp as their own.
   In 1983, “Tom Edison,” then editor of TAP, had his computer
stolen and his apartment set on fire, and the journal ceased publi-
cation. Two other hacker underground periodicals sprang up to fill
the gap left by TAP’s disappearance. In 1983, Evil Corley, under the
pseudonym Emmanuel Goldstein, started 2600, a three- or four-page
printed pamphlet that talked about the tyranny of the phone com-
pany and the political responsibility people had to be aware of its
power. 2600: The Hacker Quarterly, in the spirit of former hacker
publications, also provided information about how one might best
the phone company and what tips and tricks might be used to avoid
its watchful eye (and its expensive charges). Even the name, 2600,
was an indication of the new journal’s intent. As noted earlier, 2600
referred to the tone, 2600 Hz, that was used by blue boxes to seize
control of long-distance phone lines and allow phone phreaks to
make free calls.
   Alongside Corley’s 2600 was Phrack, a conglomeration of the
terms “phreak” and “hack,” which was published exclusively in
electronic form. Directed at the new generation of computer-literate
hackers, Phrack was a collection of files that contained technical in-
formation but that also served as a guide to the underground, a who’s
who of computer hacking. Where 2600 would take up the political
side of hacking, Phrack would emphasize the culture of hacking.
These journals, both of which are still published, reveal a great deal
about the new school of hacking, both in terms of its political and
social agendas and in terms of its culture and awareness of represen-
                                          Representing Hacker Culture /   117

tation. Reading these documents as representative of hacker culture,
however, requires a basic introduction to the ways in which hackers
think about the literature they produce.

                       Reading Hacker Culture
Hacker culture, which appears at first glance to be easily accessible
and widely represented, poses some curious difficulties for a cultural
reading. In large part, the rhetoric concerning hackers and hack-
ing is hyperbolic. Therefore, any reading that aspires to understand
hacking as a cultural phenomenon must both account for and move
beyond the exaggerated dimensions that represent and misrepresent
the culture. Such a reading would be fairly straightforward if hack-
ers were not prone to precisely the same kind of overstatement and
mischaracterization of their activities that the media and government
officials are. It is not uncommon for hackers to boast of their abilities
to “crash the phone system” or how easy it might be for “one person
to take down the majority of the Internet,” even as they claim that
they never would do such a thing. A second and related problem with
examining hacker culture is the manner in which it deploys secrecy.
Hackers present themselves as “elite,” meaning not only that they
have access to certain information and knowledge or possess certain
abilities but also that they are members of a kind of loosely affili-
ated “inner circle” to which only the smartest, most gifted hackers
belong. Ironically, the clearest indication of one’s “elite status” is vis-
ibility. In essence, the more “elite” one becomes, the better known
one is. As a result, the high-status, private club of “elite hackers”
exists only in relation to its public visibility. Hence, it is not surpris-
ing to find that much of the discussion of hackers and hacking has
grown up around crises, particularly arrests and legal battles.
   Hacker culture has had a sizable and significant online presence
since the early 1980s. That culture developed around systems of
the electronic bulletin board (BBS). The BBS was a computer sys-
tem, usually run from a hacker’s home, that would function as a
kind of community center or public meeting area. Although ini-
tially, and for a long time, a BBS could only accommodate one
user at a time, there were message databases (similar to a bulletin
118 / Representing Hacker Culture

board) where hackers could post messages and communicate with
one another. The BBS was the perfect medium for an underground
culture to develop and flourish. As Bruce Sterling writes: “Com-
puter bulletin boards are unregulated enterprises. Running a board
is a rough-and-ready, catch-as-catch-can proposition. Basically any-
body with a computer, modem, software, and a phone line can start
a board. With second-hand equipment and public-domain free soft-
ware, the price of a board might be quite small — less than it would
take to publish a magazine or even a decent pamphlet.”2 Hackers
could leave messages about new discoveries, new hacking methods,
or personal matters. Before the Internet (up to the mid-1990s), the
BBS was the primary means of communication among computer
hackers. Bulletin boards would often have primitive e-mail systems
allowing users to send private messages to each other, and, perhaps
most important, they would have file areas that would make acces-
sible computer programs and information files that would be useful
for hacking.
   Cultures emerged around different boards and even produced
some of the first hacker groups. Hackers would gain status and rep-
utation by writing files describing how to perform certain hacks and
by writing programs that would aid others in their hacking. Some
of the first programs to surface were “WarGames Dialers,” which
would call every phone number in an assigned prefix and record
which numbers responded with modem tones, similar to the pro-
gram Matthew Broderick’s character employs in WarGames. These
numbers would then be checked later for possible hacking exploits.
The BBS also formed the basis for the first hacker groups. When a
hacker would write a file and post it to a BBS, he or she would often
sign it, not just with his or her pseudonym but also with his or her
home BBS, for example, Taran King of Metal Shop AE. Files and
messages would be passed from BBS to BBS, occasionally making it
from one coast to the other. The system was informal but did serve
to associate hackers with particular boards, areas, or hacker groups.
Such systems were also ideal for passing along illicit information.
Because of the difficulty in regulating them (or even knowing about
their existence) and their ability to offer complete anonymity to their
users, the boards provided the ideal “safe space” for hackers to con-
                                        Representing Hacker Culture /   119

gregate, share information, learn from one another, and build their
   The tradition of passing files from one system to another was the
central means of disseminating information about hacking, as well
as about hacker culture. Files that explained the technical aspects
of hacking would also discuss the cultural, ideological, and even
political aspects of it. These collections of files would be the genesis
of the first underground hacker publications. What 2600 had put
down on paper, Phrack was doing online.
   Since the early 1980s, 2600 has been dedicated to the dissem-
ination of “forbidden knowledge,” focusing particularly on the
knowledge of how things work and function. One of the prem-
ises that guides Goldstein’s thinking is that it is much more difficult
for institutions and governments to do bad things when they are
held to public scrutiny. Cynicism also underwrites this thinking.
Governments and institutions will continue to do bad things un-
less their secrets are exposed and they are confronted by their own
   2600 has been the champion of hackers who have been arrested,
convicted, and imprisoned and has done a great deal to bring public
attention to such cases. 2600, while published in New York, runs
in each issue a list of meetings that take place all over the country.
These meetings are a way for hackers to find one another, to share
and trade information, and to generally make connections in the
hacker underground. The meetings are often scheduled in “in-your-
face” locations. For example, the New York meeting takes place
in the lobby of the Citicorp Center, “near the payphones.” Should
a hacker be unable to attend, the meeting list usually provides the
number of the nearby payphones so he or she might call in. 2600’s
message is not just being spread in the United States. Nearly half
of the listings are for international meetings, including those in Ar-
gentina, India, Russia, and South Africa, in addition to most major
European countries.
   In many ways, 2600 has taken up the mantle of the 1970s and
1980s but has continued it in 1980s and 1990s style, adding pub-
lications to the Internet, holding two hacker conferences (H.O.P.E.
[Hackers on Planet Earth] and H2K [H.O.P.E 2000]), running In-
120 / Representing Hacker Culture

ternet mailing lists, hosting a weekly public access radio show (“Off
the Hook”), and continually working to foster new generations of
hackers. The content of 2600 has always come from contributors
(rather than a staff of writers). Each issue is introduced with a mes-
sage from the editor about issues of political or social importance
and is usually filled with letters from readers either asking questions
or commenting on past articles.
   2600 has always reflected a particular social and political agenda
for hackers, one that has followed the old-school ethic that “infor-
mation wants to be free.” What it reveals about hacker culture is the
premium that is placed on knowledge, and particularly difference.
For Goldstein, there is a definite sense of a “hacker perspective,” de-
scribed in 2600 as “what happens if you do this instead of what
everyone else on the planet does.”3 Knowledge, to Goldstein, is
about freedom, but it is also about power. Knowledge and its dis-
semination are the means to monitor and hold responsible (and more
than occasionally embarrass) those in power.
   In many ways, 2600 reveals a great deal about the history and
commitments of hackers and hacking. Its political and social mes-
sage, however, tells us relatively little about the underground world
of hackers as a culture. 2600 upheld the tradition of hacker publica-
tions. Two years after its beginning, teenage hackers in the Midwest
created something uniquely of the 1980s that would, for the first
time, create a full-blown sense of hacker culture.

                            Reading Phrack
In 1985, two hackers going by the handles Knight Lightning and
Taran King began putting together a resource for the computer un-
derground that appeared on their BBS, “The Metal Shop AE.” Those
resources were collected into Phrack, which would publish informa-
tional articles of interest and use to hackers and phone phreaks.
Three things make Phrack unusual as a part of underground hacker
culture and different from periodicals such as TAP and 2600. First
and foremost, with minor (and a few major) interruptions, Phrack
has continued in basically the same form, spanning more than fif-
teen years. Electronic journals have no material infrastructure — no
                                         Representing Hacker Culture /   121

phones, no buildings, no presses, no trucks to deliver them, no stores
to sell them. As a result, they tend to spring up, publish a few issues,
and vanish. Unlike most electronic underground journals that disap-
pear routinely, Phrack has had staying power. It has even survived
the changing of hands through several editors and a high-profile
court case. Second, even though it is one of the most popular and
widely read hacker journals, it has always remained free and acces-
sible in electronic form. Indeed, it has never moved from its original
mode of distribution, a collection of files electronically distributed.
Third, Phrack has always provided a dual function. While one of
its primary purposes is to disseminate information about hacking
and phreaking, it also serves as a cultural focus for the hacker com-
munity — it tells the members of the underground what is going
on, who has been arrested, who is angry with whom, and so on.
Unlike its predecessors, TAP and 2600, Phrack is designed to organ-
ize what had previously been a loose confederation of people, files,
ideas, and gossip that had found their way onto various BBSes or
computer files.
   It can be said that Phrack has had its finger on the pulse of hacker
culture. Three main features compose Phrack’s cultural side: the brief
or alternatively rambling introductions to each issue that explain,
more often than not, what is going on with the editors and staff of
Phrack, most often with a justification why the issue is later than
expected; the Phrack Pro-Philes, which provide biographies of se-
lected hackers, detailing what got them interested in hacking, as
well as their various explorations, exploits, and affiliations; and, per-
haps most important, the “Phrack World News,” which details the
rumors, gossip, and news of the hacker underground.
   The two initial editors of Phrack, Knight Lightning (Craig Nei-
dorf) and Taran King (Randy King), did little of the technical writing
for the journal, instead calling on the general hacker community for
contributions. Like 2600, many of the initial articles were less tech-
nological in focus and were more about “forbidden knowledge.”
Articles ranging from “How to Pick Master Locks,” by Gin Fizz
and Ninja NYC, to “How to Make an Acetylene Balloon Bomb,”
by The Clashmaster, were the focal points of the first issue of Phrack.
The informational content would evolve, but it was significantly
122 / Representing Hacker Culture

less important than the other cultural information that the jour-
nal provided. In fact, the majority of the information that Phrack
published about hacking and phreaking was widely disseminated
already, either as independent philes or in other technical online jour-
nals. Phrack’s real news was about the culture of the computer and
hacker underground. Sterling describes the editors of Phrack as “two
of the foremost journalists native to the underground.”4 In part, as
Sterling speculates, the emergence of Phrack in the Midwest during
the mid-1980s was to compensate, at least in part, for the fact that
St. Louis (the location of Phrack’s home BBS) was hardly the center
of the hacking world. New York and Los Angeles were the primary
centers for hacking. But Phrack was in touch with both the New
York and Los Angeles scenes and was reporting essentially on each
of them to each other. In a very short period, Phrack became the
standard publication for the underground scene. If you were to run
a serious underground board, including Phrack in your collection of
files for download was mandatory: “Possession of Phrack on one’s
board was prima facie evidence of a bad attitude. Phrack was seem-
ingly everywhere, aiding, abetting, and spreading the underground
   Phrack was also essential to spreading the reputations of the var-
ious groups. Periodically, Phrack would list or profile active groups,
and “Phrack World News” would always document the comings and
goings of new and old groups. That Phrack, like most hacking peri-
odicals, was always more about the cultural aspects of hacking than
about its technical aspects is evidenced by its increasing focus on
providing social updates to the hacking community. Even the tech-
nical aspects that Phrack published were more about constructing
and building the ethos of the author than about providing cutting-
edge information. In fact, the central goal of Phrack’s technical side
seemed to be a consolidation and dissemination of information al-
ready known to the broader hacking community. What Phrack did
differently was fly in the face of the culture of secrecy.
   Unlike TAP or 2600, which were both print publications, Phrack
faced a series of new problems. As an electronic journal, freely dis-
tributed, Phrack faced challenges from the governments, institutions,
and corporations it frequently took as its targets.
                                          Representing Hacker Culture /   123

    Reading the Culture of Secrecy: E911 and Copyrights
If Phrack is known at all outside of hacking/phreak circles it is, iron-
ically, because government and law enforcement personnel read it to
keep tabs on the hacker underground. That relationship between the
underground and law enforcement has also led to two very interest-
ing developments regarding the underground journal itself. The first
is a somewhat bizarre prosecution of Phrack editor Craig Neidorf for
publishing a supposedly proprietary and potentially damaging Bell-
South document, the second is Phrack’s equally bizarre copyright
agreement. In both cases, what is at stake is the question of how
one comes to “own” information and how that question of owner-
ship impacts directly on the creation and maintenance of a culture
of secrecy.
    In 1988, a hacker who went by the handle “The Prophet” entered
a BellSouth computer system and downloaded a file that documented
improvements in the 911 emergency services that were soon to be
implemented. The 911 document read, in part, as follows:


The document, referred to as E911 (E for enhanced), and its pub-
lication in Phrack, became the center of a controversy at 2:25 p.m.
on January 15, 1990, the day that AT&T’s computers caused a mas-
sive telephone service failure across the United States. The history
of these events, their interrelationships, and the details of their after-
math have been documented in Sterling’s The Hacker Crackdown as
well as Paul Mungo and Bryan Clough’s Approaching Zero, among
other works.7 The Prophet’s hack was documented in Phrack in two
parts — the first was the publication of the BellSouth document,
“Control Office Administration of Enhanced 911 Service”; the sec-
ond was a follow-up document published with the self-explanatory
title “Glossary Terminology for Enhanced 911 Service.” Both doc-
uments were published by The Prophet under the pseudonym “The
Eavesdropper,” out of fear that using his normal handle could lead
to his arrest.
124 / Representing Hacker Culture

    BellSouth responded with characteristic appeals to fear. As Mungo
and Clough report, “In the hands of the wrong people, BellSouth
technicians said, the critical E911 document could be used as
a blueprint for widespread disruption in the emergency systems.
Clearly, hackers were the wrong sort of people. According to Bell-
South, ‘any damage to that very sensitive system could result in a
dangerous breakdown in police, fire, and ambulance services.’ ”8 By
the time the document appeared in Phrack, it had been edited to
less than half its initial size, and “phone numbers and some of the
touchier and more specific information” had been excised.9 Accord-
ing to the hackers involved, the purpose of publishing the document
was never to disrupt phone or emergency services but, instead, to
“reflect glory on the prowess of the underground and embarrass the
    The incident may well have passed unnoticed if it wasn’t for the
AT&T phone crash of 1990. A year after the E911 document had
been published, in the wake of the AT&T crash, Knight Lightning
(Phrack editor Craig Neidorf) was interrogated by federal agents,
local authorities, and telephone company security officers. Neidorf
was being accused of causing the crash of AT&T’s system. The visit
occurred two days after AT&T had announced that a glitch in its
own software had caused the crash. Agents, apparently unconvinced
by AT&T’s own explanation, were convinced that the computer un-
derground was involved or, perhaps, could be involved if hackers
chose to be. The AT&T crash gave law enforcement the incentive
to go after Neidorf, Phrack, and the computer underground as a
whole. As Sterling argues, “the consensus among telco security —
already horrified by the skill of the BellSouth intruder — was that
the digital underground was out of hand. LOD (Legion of Doom)
and Phrack must go.”11 The resulting investigation would lead to an
indictment against Neidorf that would have him facing ten felony
counts resulting in up to sixty-five years in prison.
    The prosecution’s case rested on two arguments. First, it argued
that the E911 document was dangerous — that in the wrong hands
it could do a tremendous amount of damage to what was portrayed
as a very fragile emergency-services operation. Second, the docu-
ment (twelve pages in length) was incredibly valuable to BellSouth,
                                       Representing Hacker Culture /   125

and theft of it from the corporation’s computers constituted a major
crime. The document was valued, according to BellSouth officials,
at $79,449. How the figure was arrived at was not known until well
after the trial, but as John Perry Barlow remarked, one can “imag-
ine an appraisal team of Franz Kafka, Joseph Heller, and Thomas
Pynchon.”12 There were two problems with the prosecution’s case.
First, the information, which was considered so dangerous and pro-
prietary, was already available as a BellSouth publication to anyone
who took the time to call in on the corporation’s 800 number and
request it. And, second, the document that contained everything that
Phrack had printed and a whole lot more cost thirteen dollars.
   Neidorf was cleared of all charges but was left with legal bills
of more than one hundred thousand dollars. The E911 document
would emerge again later, this time in the trial of Robert Riggs (The
Prophet) and two others. This time, the E911 document would be
valued at $24,639.05. (As Mungo and Clough point out, “the 5 cents
[was] presumably included to indicate that the figure had been very
accurately determined.”)13 The value of the “stolen” E911 document
was of crucial concern to law enforcement and prosecution teams.
   The initial $79,449.00 value was calculated by Kim Megahee,
working for BellSouth. To arrive at the final figure, she simply added
up all the costs of producing the document, including $7,000 for
writing the document, $6,200 for a project manager to oversee the
writing of the document, $721 for typing it, costs for editing, mail-
ing labels, indexing, and so on. Of course, those were only the basic
costs; there were also “hardware costs,” including $850 for a com-
puter monitor, $31,000 for the VAXstation II that the document was
written on, $22,000 for a copy of “Interleaf” software, and $2,500
for the VAX’s VMS operating system.14 The number would later
be reduced to reflect research-and-development costs, reducing the
total to the $24,639.05, which would be the final amount used to
prosecute Riggs.
   The importance of the question of the document’s value can not
be emphasized enough, but the answer to that question follows the
wrong course if we pose it first in monetary terms. What is really
at stake in the value of the E911 document? Two things, both of
which point to a single conclusion: the value of the document is the
126 / Representing Hacker Culture

value of the secret, since BellSouth was never deprived of the infor-
mation, only the exclusive right to that information. First, BellSouth
was deprived of the secret of the E911 document itself. When the
document was publicly and widely distributed, it lost status as a
secret. Second, and perhaps more important, BellSouth, having its
document copied and distributed, was itself exposed as not able to
maintain secrecy, which is the real source of damage. BellSouth, in
having the document copied, lost nothing other than the exclusive
right to control how that information was disseminated and how it
was made public.
   The culture of secrecy that surrounds technology can not be sepa-
rated from the question of the ownership of information. The secret
is not about withholding information; quite the contrary, the culture
of secrecy is about limiting access and to whom information is given.
   In the 1990s, Phrack would fight a second battle involving secrecy
and ownership, this time using the notion of ownership of informa-
tion to limit access and preserve its own secrets. In order to do so,
Phrack editor Erik Bloodaxe (Chris Goggans) issued the following
copyright statement in Phrack:
   Nothing may be reproduced in whole or in part without writ-
   ten permission of the Editor-In-Chief. Phrack Magazine is made
   available quarterly to the amateur computer hobbyist free of
   charge. Any corporate, government, legal, or otherwise com-
   mercial usage or possession (electronic or otherwise) is strictly
   prohibited without prior registration, and is in violation of
   applicable US Copyright laws.15
Phrack’s copyright agreement is structured to expose, violate, and
mock precisely the culture of secrecy that it enacts by its very pres-
ence. It says, in essence, we will distribute Phrack freely to anyone
who does not participate in the culture of secrecy that we seek to
overthrow, namely, the corporate, government, legal, and commer-
cial interests. Phrack is, by the account of one of its former editors,
Chris Goggans, designed to be an affront to precisely those interests
that are prohibited from getting the journal free of charge. Goggans
describes the first issue he took over as editor: “I think that one went
over very well. That issue was pretty hilarious because I had a lot of
                                         Representing Hacker Culture /   127

stuff about packet switching networks, and it was a big slap in the
face to B. T. Tymnet. I had a whole lot of fun with that issue.”16 The
point of Phrack for Goggans is to violate the secrecy that preserves
the proprietary structure of Tymnet. The value of the information
Phrack provides for the hacker community is only partly about use.
The greatest value attached to the information is the idea that Phrack
is telling big corporations’ secrets. The “slap in the face,” as Goggans
describes it, is the informational value of Phrack. It is the violation
of secrecy that makes Phrack a valuable source of information, not
merely the information itself.
    The use of the copyright, and the subsequent effects it produced,
should be viewed as more that a simple game of tit for tat. What
is revealed in the institutional structures of privacy and secrecy tells
us a great deal about society’s relationship to technology and the
culture of secrecy that is so ensconced within that relationship.17
    The copyright is nothing more than the mobilization of an en-
tire institutional structure that is designed to continually reinforce
and reinstitutionalize secrecy. A copyright does more than simply
demarcate authorship: it specifies the means, manner, and ability
to disseminate the information. It is the very condition of the se-
cret. Secrecy never operates as an absolute principle. In order to be
a secret, information must, at some level, be shared. There must
be those who “know” in order for the secret to function. If infor-
mation is not shared, secrecy loses its force, even its meaning. The
true power of the secret is in its disclosure, and in that sense, like
technology, secrecy is relational rather than technical. The copyright
agreement in Phrack gains its force not from what is communicated
in Phrack but because of who receives it, because of the relation-
ships it fosters, generates, sustains, and, in some cases, even makes

  Corporate/Institutional/Government: If you are a business, in-
  stitution or government agency, or otherwise employed by,
  contracted to or providing any consultation relating to com-
  puters, telecommunications or security of any kind to such an
  entity, this information pertains to you. You are instructed to
  read this agreement and comply with its terms and immedi-
128 / Representing Hacker Culture

   ately destroy any copies of this publication existing in your
   possession (electronic or otherwise) until such a time as you
   have fulfilled your registration requirements. A form to request
   registration agreements is provided at the end of this file. Cost
   is $100.00 US per user for subscription registration. Cost of
   multi-user licenses will be negotiated on a site-by-site basis.18

The institutional structure that ensures secrecy (of which copyright
is only a single example) is revealed in this single gesture — copy-
righting a publication. What is revealing is what that gesture makes
both possible and impossible. In short, it specifies the condition of
ownership of information; or, if we think of it in a slightly different
register, it names a certain set of relations now attached to that in-
formation (of which authorship/ownership is only one). In essence,
the mark of copyright elevates any information that bears it to the
status of a secret. As regards Phrack, this is certainly the case — as-
signing Phrack a copyright, essentially, allows it to remain a secret
from the government, law enforcement, or corporate interests that
might seek it out. Nowhere is this more clearly demonstrated than in
the plea that those who do subscribe will only do so under the con-
dition of secrecy itself. (“We’re going to pay, but don’t tell anybody
we’re going to pay.”)
   The coup de grâce, for Phrack is represented in a final reversal.
Because Phrack had only one paying subscriber, Goggans knew that
those who should be registering were still receiving the magazine.
In doing so, they were themselves retreating into another layer of
secrecy. That is, they were receiving the magazine in secret. At this
point the roles have been completely reversed — the hacker, now
employing the institutions of secrecy, is himself being subverted by
those who seek to undermine those very principles. But in Phrack’s
case there is an all-important difference — Phrack doesn’t really care
about the profit; it is only interested in challenging or disrupting the
basic power relationship. In fact, for perhaps the very first time,
corporate and hacker interests are aligned. The point (and irony)
was not lost on Goggans, who immediately responded by calling
the corporations on it: “I named several people who were not only
getting the magazine but in one case, they were spreading it around
                                         Representing Hacker Culture /   129

and, of course, none of them even contacted me for registration. I
had a riot with it. It was a lot of fun.”19
   As a journal that stands in violation of the very principle of secrecy
and the proprietary nature of information, it seems extraordinar-
ily odd that Phrack would choose to copyright its information. But
that oddity begins to make a great deal of sense upon closer ex-
amination. The idea of the copyright is deployed against those who
utilize it for protection of the secrecy that Phrack seeks to disman-
tle. As Goggans tells the story, “After I took it [Phrack] over, I went
ahead and registered it with the Library of Congress and I filled
a DBA as Phrack magazine and for the first issue I put out a li-
cense agreement, sort of, at the beginning saying that any corporate,
government, or law enforcement use or possession of this magazine
without prior registration with me was a violation of the Copyright
Law, blah, blah, blah, this and that and Phrack was free to qualified
subscribers; however, in order to qualify as a qualified subscriber,
one must be an amateur hobbyist with no ties to such a thing.”20
In short, Goggans deployed the institution of secrecy against those
who have constructed it. Phrack was able, at least in principle, to
operate in secrecy (or at least have knowledge of those persons who
were receiving Phrack and who might have government, corporate,
or law enforcement interests) by claiming the same sort of owner-
ship of information that had been used against it in the case of the
E911 document several years earlier. If Phrack was to be watched
or monitored, this agreement was designed to make sure that those
who ran Phrack could monitor the monitors.
   The effect that Phrack’s copyright produced was perhaps even
more interesting and revealing than the copyright itself. The copy-
right never prohibited anyone from getting Phrack but only charged
a fee of one hundred dollars for a subscription to government, law
enforcement, and corporate organizations. According to Goggans,
the copyright “went over like a ton of bricks with some people. A
lot of corporate people immediately sent back, ‘Please remove my
name from the list.’ ” But perhaps the most interesting responses
came from corporate people who, in an effort to negotiate the prob-
lems of secrecy, responded by saying, “We’re going to pay, but don’t
tell anybody we’re going to pay.” With one exception, no one ever
130 / Representing Hacker Culture

did, and Goggans, in typical Phrack style, utilized that as fodder
for the next issue of the journal, “saying that all of them are lying,
cheating scums and that they have no respect for our information
so why should they think it odd that we don’t have any respect for
   Hackers’ relationships to secrecy, then, have to be understood at
two different levels — first, secrecy is that which must be destroyed
on a global level, which is to say on a corporate, governmental, and
administrative level; but, second, it must be deployed strategically
on a local level. For the hacker, secrecy is capable of eliminating
access to information, but it is also capable of providing access to
information within a culture that values and enacts secrecy itself. Ac-
cordingly, while certain things must be disseminated publicly, other
things must be kept secret. The tension is not an easily resolvable one,
and Phrack documents how this tension manifests itself throughout
the underground. There are two particular, recurring “features” in
Phrack that illustrate the complexity of hackers’ relationships to se-
crecy, to technology, and, perhaps most important, to each other.
Those features are the Phrack Pro-Philes, short biographies of well-
known hackers, and the “Phrack World News,” a reading of local,
national, and international news from a hacker perspective.

                     Reading Phrack Pro-Philes
Even as secrecy is one of the central notions that defines the com-
puter underground, hackers can be seen as having an ambiguous
relationship to it. In order to hack, or at least to hack success-
fully, hackers must enact the very secrecy that they are working to
dismantle. Specifically, hackers code themselves through the use of
handles, pseudonyms, affiliations, and group or club memberships.
Known by these electronic pen names, hackers gain prominence by
demonstrating their knowledge of computer coding, phone systems,
social-engineering skills, or other valuable hacking abilities. To be re-
spectable as a hacker, one must have a command of readily available
resources — one must have the ability to program in C, proficiency
in UNIX shell navigation, and so on; to be “elite,” one must be able
to break the culture of secrecy that surrounds technology.
                                         Representing Hacker Culture /   131

   Once a hacker has the ability to demonstrate these proficiencies,
he or she must find a way to attach his or her pseudonym to those
particular proficiencies. For example, a hacker particularly adept at
programming may write and release a program that makes routine
a set of complex or laborious hacker tasks (such as the repeated
dialing of phone numbers when searching for modems in a partic-
ular phone exchange). A hacker who understands packet-switched
networks may write an article or phile describing how these net-
works operate. If the information is considered valuable enough, it
might come to be included in an issue of Phrack and thereby be
disseminated on boards throughout the country.
   The articles that generate the most attention, from hackers as well
as computer security experts, are the ones that go a step beyond
the dissemination or consolidation of already available information.
These articles, such as the E911 document, serve as evidence that the
hacker is able to go one step farther — he or she can tell you some-
thing that isn’t available elsewhere, something that someone doesn’t
want you to know. That is, the elite hacker is capable of violating the
culture of secrecy that defines the current state of technology. What
defines the value of the information is not necessarily how useful the
information is but, rather, how secret the information is. Some of
the most potent hacks garner completely useless information from
a practical standpoint, but they are invaluable in exposing precisely
what it is that technology has kept hidden.
   In this way, a doubled sense of the idea of knowledge emerges.
Knowledge of technology means both knowing how technology
works (in a practical sense) and knowing what technology hides.
This doubled sense of knowing is most fully realized by the hacker
not as a binary construction but, rather, as a supplementary one —
technology works because technology hides. As a result, the techno-
logical always stands in relationship to the hidden or secret, and it is
that relationship that is always open to exposure and exploitation.
   Hackers who understand the relationship between technology and
secrecy possess not just knowledge but a kind of knowledge that
sets them apart. But that setting apart, in relation to knowledge,
is about authority and authorship. As a technology itself, author-
ship participates in the dual sense of knowledge. It both performs a
132 / Representing Hacker Culture

practical function and hides something. The Phrack Pro-Phile is one
of the ways in which these dynamics of knowledge are played out
in detail.
    To be featured in a Phrack Pro-Phile, one must have attained a
certain stature in the hacker community. The feature was introduced
as follows: “Phrack Pro-Phile was created to bring information to
you, the community, about retired hackers or highly important/
controversial people. In this issue, we bring you . . . ”22 The structure
of the Pro-Phile mimics the layout of an FBI “wanted” poster —
listing both name and alias, date of birth, height, weight, eye color,
hair color, and so forth. Of course, there are some important differ-
ences. Where a “wanted” poster begins with “Name:” followed by
“Aka(s):” (or “Aliases:”), the Pro-Phile begins with (and privileges)
the alias or handle and treats the name in a rather dismissive man-
ner, replacing the word “Name” with the instruction “Call Him.”
In doing so, the Pro-Phile both inverts the structure and repriori-
tizes it — the handle functions as the name; the real name functions
as a familiar kind of greeting. The Pro-Phile follows with a list of
information that focuses on physical description; this mirrors the
“wanted” poster, with the exception of occasional inclusions of ex-
tremely personal (and obviously false) information, such as “sperm
count,” “blood type,” or “shoe size.” In doing so, the Pro-Phile be-
comes a parody of an FBI profile, suggesting that hackers have an
awareness of both what is revealed in and concealed by law en-
forcement’s perspective on them. The personal data section of the
Pro-Phile mimics and critiques law enforcement’s efforts at descrip-
tion, illustrating the manner in which law enforcement violates and
enacts secrecy in its pursuit of hackers.
    The second section of the Pro-Phile is essentially an open inter-
view, where the hacker pro-philed responds to a series of questions.
First, the hacker describes his or her “Origins in the Phreak/Hack
World” and “Phreak/Hack BBSes.” From there, the interviews dif-
fer, but almost all include listings such as “Knowledge Attributed
To,” “Interests,” “Phreak/Hack Groups,” “Favorite Things,” “Most
Memorable Experience,” “People to Mention,” “Inside Jokes,” and,
finally, a “Serious Section.” The Pro-Philes serve three main cul-
tural functions. First, they provide and locate a sense of history for
                                         Representing Hacker Culture /   133

a diverse and disjointed (and self-described anarchic) community.
Second, they function normatively to help define what constitutes
acceptable and unacceptable hacking behavior, both in terms of the
activity (for example, what constitutes malicious hacking) and cul-
turally (for example, what sort of music hackers enjoy). Third, the
Pro-Philes construct and elevate hackers as cultural icons or heroes.
   Of particular interest throughout the Pro-Philes are moments of
origin, which function as narrative accounts of the rise (and often-
times the fall) of the hacker. In almost every case, Phrack Pro-Philes
begin with the heading, “Origins in the Phreak/Hack World,” a
section that documents that particular hacker’s relationship not nec-
essarily to hacking but to technology itself. For example, one of
the earliest hackers to be pro-philed, “Karl Marx,” describes his
entrée to hacking as such: “Manufacturing Explosives — He wanted
to blow up his High School.”23 More often, though, the narrative
unfolds as one of exploration and discovery: “A friend of Bloodaxe’s
father bought a MicroModem II to get information from Dialog for
his legal practice. He still remembers the first time he used it. His
friend’s dad used Dialog through Telenet. Once he saw Telenet, he
began trying various addresses. One of the first things he ever did
was get into a 212 VAX/VMS with GUEST/GUEST.”24
   The introductions to these Pro-Philes are littered with references
to the first generation of personal home computers — Atari 400s,
Apple IIs, TRS-80s, Amiga 1000s, Commodore 64s, and so on. In
that sense, the history of hacking is tied directly to the birth of popu-
larly available PCs. But there is a second category that shares equally
in the birth of hacking, the “Origins in Phreak/Hack BBSes.” While
the technology was important, almost every one of the pro-philed
hackers had an interest beyond the technology itself — their inter-
est was in networks. With few exceptions, these hackers ran a BBS
(bulletin board system) out of their homes, and all of them partici-
pated on various pirate software or hacker-related BBSes. The history
of hacking is tied to the practical aspects of technology (comput-
ers and networks), but it also has its root in the culture of secrecy.
Most narratives detailing hackers’ early exploits involve them pierc-
ing through a veil of secrecy — usually by means of a happy accident
or via an introduction — to enter a world that was known to only
134 / Representing Hacker Culture

a few. For instance, while the technology was an important first
step, Erik Bloodaxe primarily used his earliest computer and mo-
dem for trading pirated software. When Erik and a friend went
to trade a new game to another Atari user, “a guy named Devi-
ous Xevious traded them something called Software Blue Box for
it, and gave them a BBS to call: Pirate-80. In 1983, Erik Blood-
axe entered the hack/phreak world. He was blue boxing [calling for
free] most of his calls by then.”25 The world into which hackers
enter is defined not by physical space but rather by its separation
from the mainstream. It is a world about secrets that operates in
secret. Its origins are located both in the technology itself (as a prac-
tical dimension) and in what technology makes it possible to hide,
namely, BBSes.
    After establishing the origins of hacking, Pro-Philes provide a
fair amount of information about the hackers themselves. Although
they often contain exaggerations, inside jokes, and a fair amount of
bragging, they also clearly define the pro-philed hackers as experts
capable of speaking as cultural icons. Throughout each piece, the
pro-philed hacker gives advice: “Hacking. You can read all the gfiles
in the world, but unless you actually go out and hack, you’re go-
ing to remain a novice. Getting in systems snowballs. It may take
you a while to get in that first one, but after that it becomes eas-
ier and easier.”26 Or, alternatively, Karl Marx’s advice on gaining
experience: spend “long hours pouring over Bell Systems Tech Jour-
nals from 1970–present. He suggests to anyone who wants to learn
non-trivial, but useful things — or who just wants to get some really
*powerful* vocabulary for social engineering — try using your local
college or large public library.”27 Such advice-giving also constructs
the hacker as a kind of “elder statesman,” one who is experienced,
worldly, and knowledgeable.
    The Phrack Pro-Philes, finally, are also an effort to construct a
sense of community around a set of authors who constitute the basis
for that community. At that level, it is not surprising to find that
the majority of the Pro-Philes focus on “retired” hackers. No longer
active, these hackers (most in their early to mid-twenties) pass into a
state of veneration or even apotheosis. Almost all of the hackers pro-
philed have also been arrested, signaling a kind of symbolic death,
                                        Representing Hacker Culture /   135

which makes it difficult or impossible for them to continue hack-
ing. It is also a culturally constructed narrative of male sacrifice for
the community. Accordingly, Phrack Pro-Philes constitute a certain
kind of “death” of the hacker (or the hacker’s handle) that is cul-
turally celebrated. Such transformations not only are inevitable but
are, in fact, part of the structure of authorship itself — the “age-old
conception of Greek narrative or epic, which was designated to guar-
antee the immortality of the hero. The hero accepted an early death
because his life, consecrated and magnified by death, passed into
immortality; and the narrative redeemed his acceptance of death.”28
What is at stake for the hacker is the very question of authorship.
   In current speculation about the state of authorship, there is a re-
peated refrain that the author is dead or has disappeared. Foucault
calls for us to use this critical moment and to reexamine the empty
space left by the author’s disappearance; we should attentively “ob-
serve, along its gaps and fault lines, its new demarcations and the
reapportionment of this void; we should await the fluid functions
released by this disappearance.”29 Nowhere could Foucault’s call be
more apt than with the discourse on hackers and writing. The hacker,
after all, must disappear in order to hack, and yet must not disappear
in order to be a hacker.
   The hacker, through the use of a handle, calls attention to the
act of authorship, announcing that she or he both is and is not who
he or she claims to be. Quite self-consciously, then, the name of
the hacker, like the name of an author, “remains at the contours
of texts — separating one from the other, defining their form, and
characterizing their mode of existence. It points to the existence of
certain groups of discourse and refers to the status of this discourse
within a society and culture.”30 What this troping on authorship
allows is for the hacker to both be known and yet remain anony-
mous. What the Phrack Pro-Philes allow for is the reemergence of
the author after the fact. Once “retired” or out of the scene, the
hacker’s handle is both sacrificed and immortalized as the author
reemerges, no longer a hacker, but now an author. No longer is he
or she anonymous; instead, she or he reemerges to claim the acts
done under another name. The technology of authorship, for the
hacker, serves the practical function of naming and defining discrete
136 / Representing Hacker Culture

textual activity (hacking itself, technical articles on other informa-
tion) and maintains the structure of the secret in that it separates
the hacker from his or her proper name and physical description.
The appearance of the hacker signals the disappearance of the sub-
ject. The appearance of the Pro-Phile signals the reemergence of the
author and the death of the hacker.
   In the symbolic death of retirement or “getting busted,” there is
a reversal. The connection of the author to the proper name and
physical description signals the disappearance of the hacker and
transforms the hacker yet again. What appears in the space opened
up by the exposure of the secret cancels out the practical aspect of
the hacker. With the secret exposed, the hacker disappears.
   Thus, in essence, the function of the Phrack Pro-Phile is to make
the hacker disappear and replace him or her with a hero — one who
is to be remembered through the narrative of his or her untimely
death and who returns through the structure of narrative. Where
the Pro-Phile serves the function of celebrating individuals, a second
feature of Phrack, the “Phrack World News,” gives hackers a filtered
reading of current events that allows them to position themselves
within a broader narrative of hacker culture.

                  Documenting the Underground:
                      “Phrack World News”
What initially started as simply “News” would later evolve into
“Phrack World News,” an accounting of the goings on in the hacker
community from the most mundane and trivial, including personal-
ity wars and group feuds, to mainstream news items that affected
hackers. For instance, in “News II,” the second compilation of news
items by Knight Lightning, we find this juxtaposition:

   MCI/IBM Merge. MCI Telecommunications company has
   merged with IBM and their phone industry SBS. This was
   an effort to join the two as strong allies against AT&T. IBM
   computers vs. AT&T computers. MCI Telecommunications vs.
   AT&T Telecommunications. Changes arising from this merger
   (if any) are not known, but none are expected for some years.
                                       Representing Hacker Culture /   137

Followed by

  Overlord 313 Busted: Step-dad turns him in. Overlord’s step-
  dad always would be checking his computer to see what was
  on it and what was nearby. Last week he noticed the credits in
  Overlord’s file on Wiretapping, which can be seen in this issue
  of Phrack. He reported his findings to Overlord’s mom. She
  had a talk with him and he promised to stop his evil ways. His
  step-dad didn’t believe him for a second.31

Ironically, at this point in Phrack’s history, the second story was
probably the more important of the two. In later years, particularly
as hackers began to grab national headlines, the nature of “Phrack
World News” would change. The only standard for reporting is
whether or not the news is of interest to hackers and the hacker
community. Important information includes what BBSes are up or
down, who has been arrested, what new groups have formed, which
have disbanded, and what hackers have chosen to retire.
   “Phrack World News” serves as a filter that doesn’t distinguish
mainstream news from events of hacker culture, and oftentimes in-
formation, reports, or news stories are reframed, titled, or retitled
by hackers in order to make a particular point. In one instance, a
copy of the San Diego police department’s “Investigators’ Follow-Up
Report” titled “Damage Assessment of and Intelligence Gathering
on Illegal Entry (Hacking) Computer Systems and the Illegal Use of
Credit Cards” was included in “Phrack World News” under the title
“Multiplexor and the Crypt Keeper Spill Guts.” The details of the
investigation and arrest of the two hackers are given in several sec-
tions, including follow-up reports from investigators, e-mails, and
an “Aftermath” section. The story is followed by a letter sent from
Kevin Marcus, titled “The Crypt Keeper Responds,” in which he
provides a detailed explanation of the events surrounding his arrest.
The letter ends with an explanation as to why he is not a “nark”
and a mea culpa:

  If I were a nark, then I would probably have given him a lot
  more information, wouldn’t you think?
     I sure do.
138 / Representing Hacker Culture

      I am not asking anyone to forget about it. I know that I
   screwed up, but there is not a whole bunch about it that I can
   do right now.
      When Sadler was here asking me questions, it didn’t pop into
   my mind that I should tell him to wait and then go and call my
   attorney, and then a few minutes later come back and tell him
   whatever my lawyer said. I was scared.32

   As Phrack evolved in the 1990s, so did its news section, ulti-
mately resulting in a kind of hacker news clipping service, where
Phrack regulars could read reprints of articles about them, about
hacking generally, or in which they were quoted or featured. In the
news section, one is likely to find a story from the New York Times
juxtaposed with a letter from a hacker or a reprint of a news story
from an obscure journal or news service. As hackers began to make
the mainstream news, Phrack continued to disrupt the authority of
traditional forms of news, usually by demonstrating how coverage
of hackers was one-sided, failed to tell the whole story, or left out
essential details. What began as an informational resource for hack-
ers would later become essential PR for the underground, focusing
primarily on the relationship between hackers and law enforcement.
While Phrack would feature mainstream news articles, it would also
offer hackers a chance to respond to articles or features about them
or to tell “their side of the story” in response to what had been
written about them. In doing so, “Phrack World News” both dem-
onstrated the manner in which hackers were covered (by reprinting
the articles) and provided a corrective measure by filling in important
pieces of information that revealed biases or hype in such coverage.
   As a result, “Phrack World News” was able to recode current
news stories in a way that made recontextualization possible and
also left the hacker readership more informed than they would have
been had they read a short news blurb in a local paper. It was, in
every way, an attempt to control the news for the select readership
of Phrack. That control carried with it two important connotations:
first, that the reports one would read in “Phrack World News”
were the stories that were being disseminated to mainstream culture;
and, second, that those reports were always and inherently flawed.
                                       Representing Hacker Culture /   139

“Phrack World News” was both inauthentic (because it was not
the news that the majority of the population would see) and more
authentic (because it told both sides of the story in much greater
detail). As a result, “Phrack World News” provided both a detailed
accounting of events and an accounting of how those events were
being reported.
   As hackers increasingly made their way into the mainstream
media, “Phrack World News” changed substantially, transforming
from an informational resource in its earliest incarnation to a media
watchdog in its later form. In both cases, however, “Phrack World
News” has served an important role of reporting the news and re-
contextualizing it in a way that hackers can use to better understand
their position in mainstream culture and as a forum to respond to
that position.
   As hackers found themselves more frequently in the news, they
also found the underground disappearing. And as Phrack became
more widely available, its mission changed. In issue 56 (May 2000)
Shockwave Rider in his Pro-Phile pronounced the death of the
underground at the hands of the Internet:
  The underground is no longer underground. Forums which
  once existed for the discussion of hacking/phreaking, and the
  use of technology toward that end, now exist for bands of
  semi-skilled programmers and self-proclaimed security experts
  to yammer about their personal lives, which exist almost en-
  tirely on the awful medium known as IRC. The BBS, where
  the hack/phreak underground grew from, is long since dead.
  Any chump can buy access to the largest network in the world
  for $19.95 a month, then show up on IRC or some other
  equally lame forum, claiming to be a hacker because they read
  bugtraq and can run exploits (or even worse, because they
  can utilize denial-of-service attacks). The hacker mindset has
  become a nonexistent commodity in the new corporate and
  media-friendly “underground.”33
The sheer volume of hacking news has made it impractical for
Phrack to keep up-to-date with events as they happen and has
spawned a secondary site, attrition.org, that specializes in monitor-
140 / Representing Hacker Culture

ing hacker news, reporting on inaccuracies, and correcting errata in
news reports. Additionally, hackers have taken to creating their own
news sites such as the Hacker New Network and Anti-Online, both
of which provide a specialized news service about events and news
of interest to the hacker community.

Phrack has played an essential role in the creation and maintenance
of the computer underground. It has survived a high-profile court
case and has continually responded to changes both in the com-
puter underground and in mainstream culture. Phrack, perhaps more
than any other single vessel, has communicated the standards of the
underground and has functioned to create an elite class of hackers
who would gain prominence by spreading information or being the
subject of Pro-Philes or news.
   Phrack demonstrates that the computer underground’s culture is a
rich one, with heroes and villains, mythologies and lore, and a world-
view that, while fundamentally at odds with that of mainstream
culture, both colors and is colored by news and current events. In
short, while Phrack does impart information to the hacker under-
ground in its articles and exploits, its more important function has
been in creating a culture for the underground and in transmitting
news, gossip, and lore about the hacks and hackers that define hacker
culture. In doing so, Phrack established itself as essential reading for
the culture of the underground and as a result had a central and
defining role in shaping what that culture would look like for nearly
fifteen years.
   For hackers, Phrack has provided a venue in which they could
be known without facing the risks of being known. Phrack served
as the means to legitimate hackers for the underground, both by
presenting them as celebrated heroes to the readers that made up
the underground and by simultaneously taunting a larger audience
of government officials, institutions, and corporations by presenting
forbidden information and exposing secrets.
                            Chapter 5

      (Not) Hackers: Subculture, Style,
          and Media Incorporation

The computer underground emerged in large part in journals such
as Phrack and 2600. As I have argued throughout, however, it is
impossible to separate the representations of hackers from the cre-
ation of hacker identity. As a subculture, hackers have developed a
particular sense of style that has been transformed over time and
has been structured as an increasingly fluid and powerful form of
resistance. As a youth culture, hackers are continually looking for
ways to perturb or disrupt authority and challenge any understand-
ing or representation of who they are. In tracing out the manner in
which hacker style has developed, mutated, and evolved, I examine
below its beginnings in computer culture, its transformation as a lo-
cus of subcultural identity, and, ultimately, the moment of collision
between forces of subcultural identity among hackers themselves and
forces of media representation in the 1995 film Hackers.
   Understanding hackers of today necessitates a basic understand-
ing of the history of the subculture that preceded them and of how,
traditionally, subcultures have functioned to resist dominant cultural
interpretations of them.

                      Youth Culture Online
Hackers are not the only youth culture online. In fact, youth culture
seems to have found the Internet to be the preferred medium for
expression. Issues that have typically represented youth culture —
rebellion, resistance, fan culture, music, fashion, and pop culture —
all find expression in Internet chat rooms, World Wide Web pages,
e-mail mailing lists, and assorted other online elements. For example,

142 / (Not) Hackers

traditionally problematic aspects of youth and teen culture, such as
lesbian and gay identity, are finding varied forms of expression on
the Internet.
   Hackers, however, illustrate a particular aspect of online culture
that is more properly called a subculture, a culture that is both inher-
ently tied to a larger, in this case, parental culture, but also resistant
to it. Subcultures are marked by their fluidity, their constant shifting
both in meaning and in the processes by which meaning is made. As
Dick Hebdige describes it, the meaning of subculture is always in dis-
pute, and style is the area in which opposing definitions clash with
most dramatic force. This tension is the site where items of com-
mon interest or importance overlap, where a subcultural element
seizes control over the meaning of an object that has importance
for the larger culture. The meaning of style, then, is generated from
the subcultures’ appropriation of a symbol of mainstream culture.
That appropriation also involves a reinterpretation. In this way, sub-
cultures take a piece of the larger culture and recontextualize it in
order to give it different, oftentimes oppositional, meaning. As Heb-
dige argues, it is more than a response — it is a dramatization that
commonly takes a forbidden form in either language, expression, or
action.1 At this level, subcultures enact a style of bricolage, the means
by which objects are rearranged and recontextualized to give them
different meanings and construct new discourses. This style is also
fundamentally disruptive to the larger social and cultural discourse
of which the subculture is a part.
   Subcultural style, then, is about identifying objects of cultural
semiotic importance and repositioning them in oppositional ways
both to signal a refusal of the mainstream discourse and to construct
a new discourse around these repositioned and rearticulated objects.
Not surprisingly, a primary location of subcultural identity is youth
culture. Through music, fashion, literature, and graffiti, for example,
we see the radical semiotic reconstruction of the world through the
eyes of youths.
   Subcultural identification is also about resistance to authority, and
in particular it is a resistance to the methods, styles, and mannerisms
of the larger, parental culture. For youth it is about the transition
from a world of parental authority, where the parents dictate how
                                                    (Not) Hackers /   143

things are to be done, to a world of responsibility, where youth
make decisions for themselves. The transition is marked by rebellion,
defiance, and a seemingly single-minded focus on difference.
   The importance of online culture — particularly in the 1980s,
1990s, and up to the present — for youth culture is grounded
in three factors. First, the youth of the 1980s and 1990s are the
first generation to grow up more computer-literate (and generally
technologically literate) than their parents. For that reason alone,
technology represents a way of doing things, a style, that is radi-
cally different from that of their parents. Second, technology, and
computer culture more specifically, is constantly in flux. Such a fluid
environment not only allows for radical recontextualization but de-
mands it. Computer culture and computer style are in many ways the
ideal hotbed for youth rebellion, as they require constant change in
keeping with hardware and software developments. Third, and per-
haps most important, the semiotic space that technology presents is
one that is considerably less material than the traditional outlets of
expression. Fashion, music, and literature, three primary outlets of
youth culture expression, require a primary material component that
is able to be marked, transformed, or reappropriated by mainstream
culture. Computer culture, in contrast, is much less material in na-
ture. While the hardware, the actual technological component itself,
is material, the software and the style (the means by which one does
things) are not.
   If we contrast something as fundamental to youth culture as music
with the Internet, it becomes clear that the difference of expression
rests on materiality. For music to be expressed, it needs a material
venue. Whether that venue be a public performance, a nightclub, a
recording studio, or a local gathering, that material element repre-
sents a point of intersection between subculture and parent culture.
That point of intersection is one that allows for the parent culture to
prohibit expression (for example, arresting a performer for indecent
lyrics) or to recontextualize that expression itself (for example, the
moment when rap music is integrated into advertising campaigns).
These two cultural responses, which Hebdige has defined as incor-
poration, are the means by which mainstream and parent cultures
recoup meaning.2 The first, ideological, incorporation is the means
144 / (Not) Hackers

by which culture reacts to a subculture either by transforming it into
something that is prohibited or by trivializing it or domesticating it
in such a way as to render it meaningless.
   Alternatively, the threat can be neutralized in an altogether differ-
ent way, by turning the difference that subcultures represent into a
commodity, whereby that difference can be bought and sold, mar-
keted, and exploited. At that moment, the power of subcultural
difference is neutralized as it is fed back into the mainstream cul-
ture and marketed as difference. Once difference is turned into a
commodity, its meaning becomes frozen and its subversive power
is lost. With computer culture, beyond basic questions of access,
there are almost no material constraints on subcultural coding and
production of meaning. Web pages require no printing presses, chat
rooms require no public meeting space, and the lack of physical
appearance makes style a purely semiotic exercise. In short, by mak-
ing subcultures virtual, online culture becomes fluid and increasingly

                  The Origins of Computer Style
Hacker culture, born in the computer labs of East Coast universities
in the late 1950s and 1960s, was a result of computer programmers
doing everything in their power to beg, borrow, or steal computing
resources. As a result, these hackers would often be forced to find
time in the late hours of the night and into early morning, using
less than ideal machines, and oftentimes being forced to work out
clever compromises or work-around solutions to accomplish the task
before them. The solutions, or “hacks,” permeated early computer
culture, eventually becoming central to it. For example, hackers at
major computer labs would engage in a process of “bumming” code.
Each hacker would contribute to a program by finding increasingly
elegant solutions to programming problems. The focus on elegance
was a measure of how sophisticated one could be in programming.
The simpler the solution, the greater value it was seen to have. The
goal of “bumming” was to reduce the number of lines or commands
necessary to accomplish a certain task. The more clever or elegant
the solution, the more cultural capital the hacker would accrue.
                                                   (Not) Hackers /   145

   This way of thinking about problems, which necessitated think-
ing in nontraditional, often outrageous ways, was at odds with the
dominant thinking about computer programming. While the stu-
dents were busily hacking late at night in the labs, their professors
were offering courses in “structured programming,” a style that pre-
sumed that a single, superior, mathematically precise solution existed
for each problem encountered. The conflict is exemplified by an inter-
change between Richard Greenblatt, one of MIT’s original hackers,
and Edsger W. Dijkstra, a mathematician and an original proponent
of structured programming. As Sherry Turkle describes the legendary
  In Dijkstra’s view, rigorous planning coupled with mathe-
  matical analysis should produce a computer program with
  mathematically guaranteed success. In this model, there is no
  room for bricolage. When Dijkstra gave a lecture at MIT in
  the late 1970s, he demonstrated his points by taking his audi-
  ence step by step through the development of a short program.
  Richard Greenblatt was in the audience, and the two men had
  an exchange that has entered into computer culture mythology.
  It was a classic confrontation between two opposing aesthetics.
  Greenblatt asked Dijkstra how he could apply his mathematical
  methods to something as complicated as a chess program. “I
  wouldn’t write a chess program,” Dijkstra replied, dismissing
  the issue.3
The problem, as it turns out, with Dijkstra’s position is that people,
ultimately, did want chess programs and lots of other programs
as well, which made it necessary to think differently about pro-
gramming. The difference, however, was not necessarily about
programming. The triumph of bricolage is, ultimately, an end-user
phenomenon. People prefer to play with computers, rather than
program them.
   This dichotomy has been true since the first PC was mass-
marketed. I have described the Altair 8800, the first PC (ca. 1974),
a number of times above. Here I simply want to point to the way
it emphasized programming — not only did the machine have to be
assembled and soldered together by the hobbyist; it also came with
146 / (Not) Hackers

no software, which meant that the owner had to program the ma-
chine, initially by toggling switches on or off to produce a particular
set of results in a series of lights on the front of the computer’s case.
The machine had no keyboard, no monitor, and no hard drive or
floppy disk. It was also the site of the first major hacker/industry
   In the mid-1970s, a computer whiz at Harvard dropped out,
moved to New Mexico, and began writing software for the Altair
8800. His first program was a port of the computer language BASIC,
made to run on the Altair. The computer whiz’s name was Bill Gates,
and the company that he founded to write that software was Mi-
crosoft. The hobbyists who owned these new Altair computers had
begun to find each other and form loosely knit groups. They also en-
gaged in the process of “bumming code,” working to improve each
other’s programs and programming skills by revising code. When
these hackers got a hold of Altair BASIC, they set about distributing
the code and working to improve it. Rather than paying the twenty-
five-dollar fee to Microsoft, these hobbyists would make copies for
their friends and give them away. As noted earlier, one of the most
famous hobbyist clubs, the Homebrew Computer Club in the San
Francisco Bay area, gave away free copies with the stipulation that
those who took a free copy should make two additional copies and
give each of them away for free as well.
   The style that hackers adopted, particularly in places such as
Homebrew, thus relied on an extensive knowledge of computer pro-
gramming and, as was the case with the Altair, computer hardware
and engineering as well. Premiums were put on experimentation and
a style of “play,” which usually meant utilizing resources that were
already at hand, rather than purchasing or adapting commercial
applications. By the mid-1980s, the computer industry had begun
to incorporate this style of play into the applications for commer-
cial distribution. At that point, anyone could be a hacker simply
by purchasing products made by AUTOCAD, Lotus, Microsoft, or
VISICALC. As Turkle sees it:

  The revaluation of bricolage in the culture of simulation in-
  cludes a new emphasis on visualization and the development of
                                                      (Not) Hackers /   147

  intuition through the manipulation of virtual objects. Instead
  of having to follow a set of rules laid down in advance, com-
  puter users are encouraged to tinker in simulated microworlds.
  There, they learn about how things work by interacting with
  them. One can see evidence of this change in the way busi-
  nesses do their financial planning, architects design buildings,
  and teenagers play with simulation games.4

I want to further Turkle’s analysis by suggesting that the shift from
a culture of bricolage in the production of computer software to
the culture of bricolage (and what she calls “simulation”) in the
consumption of computer software represents an important moment
of incorporation of hacker-subculture style.
   At this moment, bricolage was transformed. What started as a
blockage in the system of representation, a radical new way of do-
ing things and thinking about computers and programming, had
been reduced to a commodified form of style, mass-marketed for
popular consumption. Bricolage, or tinkering, was also constitutive
of a certain element of computer culture that relies on invention
and innovation, two ideals that were lost in the transformation to
a publicly marketable style. Bricolage becomes a system of “mass-
marketed tinkering,” by which anyone and everyone becomes a
“hacker.” It is the moment when hacker culture is commodified
and, in the process, emerges as its opposite. Where bricolage origi-
nally was a way for the hacker to be close to the machine, tinkering
with its various elements and operations, as a commodified form
of software, bricolage serves to separate the user from the machine,
effectively rendering the computer as an opaque object.
   Within this system of representation, the computer, as an object,
has been transformed from the ultimate transparent machine, built
and programmed by its owner, into a “black box.” As Jay David
Bolter and Richard Grusin describe it, the process of technological
innovation is always one of remediation, a process that follows a
dual logic in which “our culture wants to both multiply its media
and to erase all traces of mediation: ideally, it wants to erase its media
in the very act of multiplying them.”5 As the computer undergoes the
process of remediation, it becomes an increasingly opaque technol-
148 / (Not) Hackers

ogy that is inaccessible and unable to be understood apart from the
commodified “tinkering” that occurs on its surface. The commodi-
fication of bricolage has made it possible to experiment and tinker
without understanding the object. As a commodity it is an inversion
of the ideals that were essential to the subcultural representation
itself. As Hebdige describes the process, once consumption becomes
the central motor driving the cultural form, “the meanings attached
to those commodities are purposefully distorted or overthrown.”6
Where, as exemplified by Greenblatt’s chess program, hacking and
bricolage represented the very possibility of complexity in the 1970s,
by the 1980s they had come to represent simplicity. As a result,
hackers have been gradually stripped of their “subversive power,”
as it has become increasingly difficult to “maintain any absolute
distinction between commercial exploitation on the one hand and
creativity/originality on the other, even though these categories are
emphatically opposed in the value systems of most subcultures.”7
   The result of this incorporation can be seen both in the process of
vilification of hackers and hacker culture by law enforcement and the
judicial system8 and in the spawning of new subcultures. In essence,
even as it was perverted, hacker culture gained a measure of visibil-
ity. This initial system of computer style was linked to the machines
that it produced, and it was that linkage to a system of material
production that made its incorporation both possible and, arguably,
inevitable. Hacker culture, as it would emerge in the underground
of the 1980s and 1990s, would produce a new sense of style that
would become divorced from the machinery that made it possible.
In this process, hacker culture would undergo a stylistic transfor-
mation or mutation, making it both visible and highly resistant to

                      Locating Hacker Style
With the production of visibility came the creation of a recognizable
hacker style. This notion of style, however, is complicated by several
factors. Unlike many identifiable forms of subcultural style, which
often rely on physical attributes such as fashion, hacker style has
manifested itself primarily in textual and electronic form, which is to
                                                   (Not) Hackers /   149

say it is a subculture of information. From the 1980s to the present,
hackers have developed a style that is suited to the digital medium.
    This electronic sense of style transcends the more traditional no-
tions of style in several important respects. Electronic style is made
possible by the transformation from a material to an information
medium. That transformation means the primary site of production
for subcultural style rests in the subculture itself, rather than in a
“parent” culture. Because hacker subculture relies on information
as the medium of representation, it is able to produce a style that
is independent of the material elements of mainstream or dominant
culture. The separation of production does not mean that there is
no interaction between the subcultural and parent-culture systems of
representations. Instead, it merely means that, as an information sub-
culture, hackers maintain a higher degree of control over the means
of the production of their own codes and systems of representation.
From this notion of primary control flows the second implication of
electronic style. With a premium placed on the fluidity of this style
of representation, hacker subculture utilizes the more traditional no-
tion of subcultural style as a means of resistance to incorporation.
Hacker culture’s ability to maintain control over a primary system
of representation allows for the creation of a highly flexible and fluid
process of resistance, which subverts efforts to incorporate, freeze,
or integrate it.
    Traditional subcultural style grows from what Hebdige has iden-
tified as “bricolage,” the “science of the concrete,” which is a system
of “structured improvisation.”9 In essence, bricolage defines a style
that reacts to contemporary culture by rearranging it, by reassem-
bling elements of cultural significance (or insignificance) in ways that
recode them, producing new meanings that are often subversive or
represent reversals of commonly held beliefs. For hacker culture,
bricolage is deployed as a secondary rather than primary strategy of
    The anthropological origins of bricolage also illustrate precisely
why we need to go beyond the traditional notion of both bricolage
and subcultural style in understanding hacker culture. Bricolage, as
originally conceived, presumes a certain disposition toward technol-
ogy. Specifically, according to T. Hawkes, bricolage is situated by
150 / (Not) Hackers

the “non-technical means” by which humans respond to the world
around them.10 In short, theories of subcultural style presume a rela-
tionship between technology and cultural codes that is thrown into
question by hacker culture and hacker style. The grounding of style
is shifted from the relationship of material to cultural production
to one based on the production and consumption of knowledge.
In the case of material and cultural production, dominant or main-
stream culture both creates the material product and assigns it a
cultural meaning and significance. Subcultural style is a reaction to
and a reversal of those dominant cultural codes. As a redeployment
of accepted and conventional meanings, bricolage functions as a re-
arrangement designed to produce new meanings and “self-conscious
commentaries” on issues of taste or style. Those rearrangements are
prone to reabsorption into the cultural mainstream in a number of
ways, but primarily through the process of “incorporation” — that
is, through the reintegration of a new style as either a commodity
form or an ideology.11 Because of the relationship between cultural
and material production, material subcultural style can always be
appropriated and commodified. Such commodification serves to sta-
bilize and “freeze” subcultural meanings in a way that deprives them
of their subversive force (for example, punk fashion, such as safety
pins, showing up on Paris runways). In contrast, because information
is less constrained by material forces, it is able to remain fluid.
    Representations of hackers and hacker style are, in contrast, a
kind of technically savvy system of bricolage that does not need
to wrest the originary moment of material production away from
cultural interpretation. They are, instead, based on knowledge pro-
duction rather than material production. As a result, hacker style
is able to invent itself as an active system of signs rather than as a
reactive system of rearticulation and recontextualization. In short,
hacker style reverses the hierarchy of production. Specifically, hack-
ers (especially old-school hackers) employ bricolage in the service
of a new system of material production based on the reassembly
of commonly or readily available material components, which are
then later culturally coded by mainstream culture. Hackers trans-
form knowledge into the moment of material production through
concrete and structured improvisation, and it is mainstream culture
                                                   (Not) Hackers /   151

that reinterprets that moment of material production into a cultural
discourse. At that point (for example, when computers are them-
selves commodified), it is mainstream culture that continually reacts
to hacker style. The effect appears to be the same, mainstream culture
creating a dominant discourse and set of cultural codes that can then
be made into commodities, but the difference in origin is significant.
This difference in origin, coupled with the fact that hacker culture
exists in a highly fluid electronic medium, means that hacker culture
is extremely resistant to both commodity and ideological forms of
   In a second, perhaps more powerful, sense, hacker subculture re-
lies on the fact that most people, even people who are considered
computer-literate or computer experts by popular culture, actually
have very little understanding of how their computers function. As
a result, regardless of the degree to which hacker culture is com-
modified or incorporated, hackers still maintain a level of expertise
over the machine and, as a result, over a particular dynamic. The
roots of hacker subculture are in knowledge, particularly the knowl-
edge that they understand how the systems that nonexperts are
using function at a basic level. As a result, they are able to uti-
lize, manipulate, and control those systems. The force of hacker
subculture comes from the fact that, ironically, as it is commodi-
fied and incorporated as its opposite (a kind of surface tinkering
that renders the technology increasingly opaque), it is continually
increasing the gulf between hackers and end-users. Even as the sys-
tem of commodification works to incorporate hackers’ culture, it
also opens up possibilities for hackers. It is precisely that gap in
knowledge, expertise, and experience that hackers exploit in their
   Tendencies toward increasingly transparent interfaces are most
commonly discussed in terms of the ways in which they make the
technology more manageable, yet less accessible. What most anal-
yses fail to examine is the space opened up between the expert
and the end-user. In other words, most analyses look at the rela-
tionship to technology, not the relations between people that result
from the technology. Hackers generally oppose such commodifica-
tion and simplification but also recognize that the more layers that
152 / (Not) Hackers

exist between the user and the machine, the more possibility exists
to exploit that distance. Hackers’ knowledge gains value as users
become increasingly separated from their machines.
    Put simply, the more hacker subculture becomes commodified and
incorporated, the more opportunities it provides for hackers to ex-
ploit the fundamental misunderstandings that arise from that style of
computer culture. It is a subculture that resists incorporation by turn-
ing incorporation into opportunity. For example, programs known
as “Trojan horses” exploit such opportunities by attaching two pro-
grams to each other — one that provides a useful function, the other
that does something surreptitious on the computer in a hidden or
stealthy manner. A popular strategy for hacking BBSes in the 1980s
relied extensively on these programs. A file would be uploaded to
a system that would prove irresistible to the system operator. (This
usually entailed pornographic images.) The system operator would
run the program and watch a series of pornographic images, not
realizing that, in the process, critical system files were being copied
and mailed to various users’ accounts. Program number 1 serves as
a distraction for the real work of program 2, which is to gain infor-
mation about the system, its users, and its secrets. The operation of
Trojan horse programs relies precisely on the inability of the user to
decipher what is happening on his or her own system. The easier it
is to become a system administrator (or SysOp), the more likely it is
that one will be vulnerable to such attacks.
    The growth of the Internet has expanded the situation dramati-
cally. Millions of people log on daily with little or no understanding
of how their systems work or what risks or dangers can befall them
as the result of a few mouse clicks. Even basic Windows functions
such as file-sharing can give unauthorized access to a user’s machine.
Back doors and Trojan horses (such as Back Orifice) can give com-
plete control of a Windows machine to a hacker without the user
even knowing it.
    Ease of access, particularly ease of access that masks complexity,
makes end-users targets for hackers. Another popular ruse hackers
use is to request that new users of IRC (Internet Relay Chat) type a
series of commands that gives the hacker remote control over their
user account. Because the command looks like gibberish to the end-
                                                  (Not) Hackers /   153

user, and because the hacker appears to know what he or she is
talking about, it was (and still is) extremely easy to compromise a
UNIX account through IRC. In fact, most IRC servers post warnings
telling users never to issue commands that they don’t understand.
Nevertheless, because a complexity exists that is masked by most
popular IRC programs (such as mIRC), IRC is always open to ex-
ploitation because the very culture that made IRC possible through
a difficult and complex system of tinkering has been commodified,
stripped of that complexity, and placed on the surface. But in any
such exchange, there is always a remainder, and that remainder, the
space between expertise and end-users, is open to exploitation in a
way that makes hacker culture continually able to renew itself and
to exploit even its own commodification.

                  Styles of Resistance:
          Commodity and Ideological Incorporation
Hacker culture has proven incredibly resistant to most forms of in-
corporation. On the surface, it appears that hacker culture could be
easily incorporated in terms of the computer. But it is important to
remember that the material object of the machine has little (or noth-
ing) to do with hacker culture itself. Thus, the incorporation of the
computer as a machine has almost no impact on hacker subculture.
Hacker subculture is about information.
   The information about how the computer works is both increas-
ing in complexity and growing more and more distant from the
end-user. Ten years ago, it would have been impossible to use an IBM
PC without at least a rudimentary understanding of how an operat-
ing system worked or the syntax of the operating-system command
structure. Today, it is possible to do nearly everything you could do
on the old IBM PC without touching the keyboard, much less under-
standing the command syntax or operating-system structure. While
most users knew that DOS was a Disk Operating System, few users
think of Windows 98 in those terms. Instead, Windows is seen as
an interface, a bridge between the user and the computer to simplify
its use.
   In the rush to simplify computer interfaces, knowledge about com-
154 / (Not) Hackers

plexity is impossible to commodify. Instead, the image of hackers
is commodified in two different ways that actually reinforce their
positions as computer experts. The first, most recent attempt at com-
modification comes in the form of positioning hackers as “threats”
against which one needs protection. In 1999, IBM and Network As-
sociates each ran TV commercials that depicted hackers breaking
into corporate computer systems and causing havoc. In these ads,
hackers were portrayed as outrageous figures who hacked to embar-
rass corporations by releasing corporate secrets, posting corporate
salary information to the Internet, and generally breaking network
security for the challenge of doing it.
   Two messages become crystallized in these advertisements: first,
hackers don’t play by corporate rules — they exist outside the corpo-
rate mentality and, therefore, are unable or unlikely to be understood
by the corporate mind-set; and, second, hackers present a real threat,
one that corporate America has no idea of how to prepare for. The
result is that companies like IBM and Network Associates are sell-
ing security as an “add-on” application for network servers and
corporate computing.
   This strategy further exoticizes computer hackers, making them
seem increasingly mysterious and capable of almost superhuman
hacking feats. Again, the split between end-users and experts be-
comes commodified, this time in the form of selling security. This
form of commodification has taken a lesson from hackers them-
selves. It is a commodification that demands that hackers change
and resist, and the more they change and resist, the more valuable
these security services become. It is not surprising, in that respect,
to find that most of these firms hire hackers to perform a great deal
of security work and that hackers themselves have started their own
security firms.
   The second sense of commodification and incorporation is ideo-
logical. As Hebdige argues, this ideological maneuver results in either
the trivialization, naturalization, or domestication of difference and
is the means by which the other “can be transformed into mean-
ingless exotica.”12 It is the process by which difference can either
be naturalized or reduced to a meaningless diversion, not worthy of
attention beyond amusement. There are a number of cases in which
                                                    (Not) Hackers /   155

corporations (Microsoft in particular) have attempted to naturalize
hacker exploits by claiming that software glitches that allowed hack-
ers to break codes, steal passwords, and even take remote control of
users’ computers were, in fact, “features” and not bugs. Interest-
ingly, a majority of Microsoft’s press releases about security come
from the marketing department, rather than programmers or soft-
ware engineers. Attempts at naturalization have done little to alter
what hackers do or how hackers are perceived. Instead, such at-
tempts have generally angered hackers and made Microsoft more of
a target than ever for the hacker community.
   In fact, the only way in which hackers have been effectively “sold”
is through a combination of the commodity and ideological forms
of incorporation. It is hackers’ exoticism that is sold. (For example,
an IBM ad for security features a tattooed teen hacker with several
prominent body piercings confessing to hacking for no discernible
reason.) This exoticism is what renders hackers threatening, danger-
ous, and worthy of attention. Such a move makes their difference
marketable. Difference is no longer a means of dismissal but is, in-
stead, a warrant for attention and the reason we must pay attention.
Hackers are a threat not only because we don’t understand them,
but also because they understand something important to us (our
computers) in a way we don’t. As a result, capitalist strategies of in-
corporation have found a way to rely upon, rather than break down,
   In that sense, we can argue that hacker subculture has maintained
a powerful form of resistance. The incorporation that results from
difference, although a very real form of incorporation, does not strip
meaning from the subculture or in any way determine that subculture
other than as an aftereffect. In essence, hacker subculture has found
a way to subsist within a structure of incorporation that, instead
of freezing, neutralizing, or dismantling it, relies on it to operate
as difference. Industry, in that sense, relies on hacker culture’s abil-
ity to invent and reinvent itself as a threat in order to sell security
to consumers. The more sophisticated technology becomes, and the
more reliant the user grows on it, the more important the figure
of the hacker becomes. As a result, hacker culture has, at least to
this point, survived alongside, even become enmeshed with, the cor-
156 / (Not) Hackers

porate culture that incorporates it. It is an incorporation that sells
difference without neutralizing it.
   Where hackers do face problems of incorporation is in a medium
as equally fluid as the electronic medium of the computer — that
of popular culture. But because of the fluidity of each medium, the
commodification of hacker culture has not functioned to “freeze”
cultural or stylistic meanings but has, instead, spurred hacker culture
to create different styles. As popular culture attempts to harness the
electronic style of the hacker, it is the hackers who begin the process
of commodification and incorporation within their own culture.

                      Hacking Hackers:
      Incorporation and the Electronic Meaning of Style
Where WarGames spawned a generation of hackers in the mid-
1980s, Hackers gave birth to a second generation of hackers in
the 1990s. Hackers attracted the attention of a new generation of
technologically literate hackers, who saw the Internet as the next
frontier for exploration. The film spoke to this generation in the
same way WarGames had spoken to earlier hackers, opening up
a new world for exploration. Instead of focusing on the computer
alone, Hackers introduced the new generation to the idea of a com-
puter underground and the power of networked communication,
things that older hackers had spent more than a decade building.
Just as WarGames was the catalyst of the computer underground,
Hackers sparked a second generation of hackers to follow the film’s
mantras: “Hack the Planet” and “Hackers of the World Unite.” The
messages of the two films, both deeply influential, were completely
different and the subcultures that resulted from each would have
very different perspectives.
   Hackers tells the story of a group of high school students who
find themselves caught up in a high-tech corporate swindle when the
newest member of the group (a hacker so junior that he hasn’t even
been given a handle yet) copies a garbage file from the corporation’s
computer. The file contains evidence of the corporation’s computer
security expert’s plan to steal millions of dollars from the company
by releasing a computer worm that siphons funds in small, unno-
                                                    (Not) Hackers /   157

ticeable amounts from the system. The computer security expert is
a former hacker who goes by the name The Plague, and when the
group of hackers discover his plan, The Plague releases a computer
virus in his own system that will cause worldwide ecological disas-
ter. The Plague blames the hackers for the virus, and the gang is then
pursued by Secret Service agent Richard Gill, a technophobic G-man,
who is used by The Plague to track down the renegade hackers. Gill,
who is little more than a puppet of the corporation, is shown to be a
bumbling incompetent, unable to understand or navigate the world
of technology he is supposed to be policing. The stage is set for a
showdown of good versus evil, with the group of elite high school
hackers taking on the evil computer genius, The Plague, to clear their
names and save the world from ecological disaster. While the plot
is pure Hollywood, the film’s attention to detail about hackers and
hacker culture helped it gain the attention of some hackers in the
   Of all the films about hackers, Hackers makes the most concerted
effort to portray the hacker “scene” in some detail, even going so far
as to get permission from Emmanuel Goldstein, the publisher of the
hacker quarterly 2600, to use his name for one of the characters in
the film. In the film, hackers, for example, go by handles, rather than
their real names; there is an abundance of references to the computer
underground (some accurate, some wildly fantastic); and there is an
effort to portray hacker culture as both an intellectual and a so-
cial system. These hackers are not isolated loners or misunderstood
teens; they are cutting-edge techno-fetishists who live in a culture
of “eliteness” defined by one’s abilities to hack, phreak, and other-
wise engage technological aspects of the world (including pirate TV
and video games). The film, although making some effort to portray
hackers realistically, is hyperbolic in its representations of hackers,
law enforcement, technology, and underground culture. Accordingly,
Hackers serves as a classic example of incorporation, the transfor-
mation of subcultural style into “commodity forms” (fashion, in
particular) and into ideological forms (subcultural style refigured as
“meaningless exotica”).13
   In contrast, hackers themselves have occasionally documented
their own culture in an effort to resist media interpretations of their
158 / (Not) Hackers

activities. One example of resistance is a film made by hackers them-
selves, showing the process of breaking into a telephone company
control office and engaging in hacking practices. In it, two hackers,
Minor Threat and Codec, enter the switching station of a telephone
company and proceed to wreak havoc. During the course of their
hacking exploits, they add free features to a friend’s phone, ex-
amine the desks of several phone company employees, fake a call
from a telephone company official, and explore various areas of
the building. Mostly what the hackers do, however, is play. Nearly
three-quarters of the tape is devoted to the hackers swinging on ceil-
ing pipes like jungle gyms, playing hide and seek in the telephone
switches, and skateboarding through the long, dark corridors of the
   The film is a documentation of style, youth culture, and rebellion.
There are continual comments about the phone company; pranks
are played; and jokes and commentary are littered throughout the
tape. The break-in and the subsequent activities are replete with the
values of boy culture — expressions of hostility toward authority
and constant statements of the hackers’ own values and needs. It is
a prototype for what Anthony Rotundo describes as an exciting way
to attack the dignity of the adult world. In one of the last scenes of
the film, the two hackers express their disapproval of the phone com-
pany (and arguably by extension the whole adult world) by relieving
themselves on one of the phone company doors.
   That film and Hackers are about essentially the same thing —
hackers’ relationship to corporate and capitalist dominance. The tar-
get in Hackers is a multinational corporation whose security expert
plans to embezzle funds and plants a virus to cover his tracks. A
group of hackers, the film’s protagonists, are being set up to “take the
fall” for the damage. The hackers’ only hope is to outwit corporate
and law enforcement intelligence and hack the “Gibson” computer,
a machine considered impregnable by hackers and security experts
alike. The challenge is only overcome by hackers banding together
in a worldwide network — they enlist the aid of hackers all over the
world by sending out an Internet distress signal.
   Minor Threat’s hacker film, like Hackers, also targets corporate
America in perhaps its most idealized and bureaucratic form, the
                                                   (Not) Hackers /   159

phone company. In this film, however, the hackers are neither wanted
criminals nor imperiled innocents, wrongly accused. Instead, they
are kids roaming around in a technological playground. The only
moment of drama, a phone call from a security agent, whom they
outwit with social-engineering tricks, is itself staged by the hack-
ers. The hacking done in the film is — unlike that in Hackers —
elementary, and there is no mystery and few risks (other than those
manufactured by the hackers themselves) for the boys.
   In comparing these two films, the differences in hacker style be-
come apparent immediately. In Hollywood’s version, hacker style is
about hackers’ relationship to technology, manifested in their cloth-
ing, their appearance, and, ultimately, their bodies. Accordingly,
Hackers reduces hacker style to techno-fetishism. At one point in
the film, the two protagonists (and ultimately love interests) have
the following discussion:

  [Dade typing at Kate’s computer]
     Kate: “It’s too much machine for you.”
     Dade: “Yeah?”
     Kate: “I hope you don’t screw like you type.”
     Dade: “It has a killer refresh rate.”
     Kate: “P6 chip, triple the speed of the Pentium.”
     Dade: “Yeah. It’s not just the chip. It has a PCI bus. But you
  knew that.”
     Kate: “Indeed. RISC architecture is going to change every-
     Dade: “Yeah, RISC is good. [Pauses, looking at Kate]. You
  sure this sweet machine is not going to waste?”

As a result of the conversation, Kate challenges Dade to a hacking
contest. If she wins, he is forced to become “her slave”; if he wins,
she has to go out with him on a date and, to add insult to injury,
“wear a dress.”
   Kate’s and Dade’s discussion, technically, makes no sense. But as
a matter of style it indicates the manner in which Hollywood film
translates every aspect of hacker style, even the most basic social
interactions, into technology. Throughout the film, all of the hackers’
160 / (Not) Hackers

       Kate and Dade discuss computers and sex in the glow of the machine.

social interactions are mediated through and by technology. Early
in the film, when the corporate evil hacker, The Plague (played by
Fisher Stevens), needs to send a message to the film’s protagonist,
he does so by having a laptop delivered to him. When opened, the
laptop projects an image of The Plague’s face and issues a warning to
Dade, threatening his family if he doesn’t turn over a disk containing
information about The Plague’s plot to embezzle from the corpora-
tion for which he works. As fantastic as such an interaction may be,
it illustrates precisely the way the film views hackers’ interactions.
Hackers are seen as figures who are only able to communicate about
and through technology.
    While communication in the film is conditioned by technology,
there is an even more profound element that illustrates the manner
in which technology dominates the narrative — the relationship of
technology to the hacker’s body.

                             Fashion as Style
In the film, hacker style is manifested in the wardrobe of the hack-
ers. While several characters dress in typical teenage garb, the two
                                                    (Not) Hackers /   161

lead hackers (played by Johnny Lee Miller and Angelina Jolie) pre-
fer a high-tech vinyl and leather techno-fetish look. Miller’s character
(Dade Murphy, aka Zero Cool, aka Crash Override) and Jolie’s char-
acter (Kate Libby, aka Acid Burn) serve as representatives of the
hacker-elite sense of style. Their look is urban — very slick and ul-
tracool. The female protagonist, Kate Libby, is every bit one of the
guys, and even the eventual romance that develops between Kate and
Dade is deferred until the final sequence of the film. Like most instan-
tiations of boy culture, affection between Dade and Kate is displayed
in a series of contests — first video games and later a series of hacks
against Secret Service agent Richard Gill. In the process of creating
mayhem (everything from ruining Gill’s credit to having him pro-
nounced dead), the contest becomes the means by which Dade and
Kate express affection for each other, begrudgingly acknowledging
each other’s technical skills and cleverness.
   While Kate’s character is female, the role she plays is mascu-
line, a hacker superior to everyone in her circle of friends, until she
is challenged by the newcomer, Dade. Like the boys around her,
all of Kate’s sexual impulses are redirected toward technology. In
fact, when a sexual encounter with her boyfriend is interrupted, she
chooses to show off her new machine to her friends, rather than re-
main with her partner. The transformation is marked most clearly
when the hackers, in the film’s climax, engage in their final assault.
Behind Kate is a sign signaling the message that has been made clear
throughout the film, “Obey Your Technolust.”
   As the film progresses, the protagonists become increasingly en-
meshed with technology. Initially, Dade interacts with his computer
as a discrete machine; he types, and images and messages are reflected
on the screen. The relationship is one with which we are familiar;
the computer and user are separate and distinct entities. As the nar-
rative moves forward and the hackers get closer to the prized data
that they seek, their images begin to merge with the data itself. The
image of a hacker’s face is superimposed with the image of flying
data, letters, numbers, and mathematical symbols. In the final scene,
Dade no longer relies on either a computer screen or the merging of
images but instead becomes physically integrated with the technol-
ogy itself. For the final hacking scene, he wears an eyepiece, strapped
162 / (Not) Hackers

                      Hackers: From sunglasses to cyborg.

to his head, reminiscent of a kind of cyborg merger of man and ma-
chine. There is no longer a distance between Dade and the object of
his hack; he has become the machine that he seeks to invade.
   Fashion in Hackers is designed to mark the integration of humans
and machines, allowing us to view hackers as technological cre-
ations. Thus, hacker style becomes integrated into a techno-fetishism
that defines hackers and hacker culture by their relationship with
technology and through the tools they use, the clothes they wear,
and, eventually, the ways in which their bodies merge with data and
machinery as they become completely absorbed in the machinery of
   In contrast, hackers from Minor Threat’s film behave in a manner
that betrays a more common theme in hacker culture, that of the
outlaw. Reminiscent of Jesse James and the Old West, these hackers
wear bandannas to cover their faces and conceal their identities.
Rather than hiding their identities through high-tech wizardry, they,
instead, carefully put on latex gloves before touching the computer
                                                             (Not) Hackers /     163

    A visit to the phone company: (a) playing the switch; (b) experimentation;
                           and (c) adding a few features.

console they hack to avoid leaving fingerprints. They have taken on
the traits of criminals, burglars, or high-tech espionage agents.
    Unlike the characters in Hackers, these hackers engage with the
technology in a decidedly more hands-on approach, offering a tour
through the telephone switches and tinkering with different pieces
of technology along the way. What is different about the hackers in
this film is both the manner in which technology is represented and
the distance that hackers keep from the objects they seek to invade.
But Minor Threat’s film can also be read as something more than a
simple recording of a break-in to a telephone company control office.
It is also a discourse to be read in opposition to the dominant media
interpretation of hacker culture. The themes of the two films are so
strikingly parallel that it is hard not to compare them at the levels of
representation and reality. I want to resist such an impulse and sug-
gest that the relationship between these two films is more complex
than it might seem at first glance. Hackers did have a significant im-
pact on the hacker community, whereas Minor Threat’s film, which
164 / (Not) Hackers

                 Images of technology: Hacking the “Gibson.”

was routinely and secretly shown at hacker conventions, functioned
much more to celebrate hacker culture than to document it.
   Hackers was, by all accounts, a critical and commercial failure.
Unlike WarGames, which captured national attention and the pub-
lic imagination, Hackers was largely ignored. What makes Hackers
important is the discourse that it put into circulation about the rela-
tionship between hackers and corporate culture. Where the discourse
of WarGames was about the Cold War and the threat of nuclear an-
nihilation, Hackers is about the 1990s discourse of global technology
and capital and the rise (and power) of multinational corporations.
It essentially explains why hackers resist corporate ideology, par-
ticularly that which can regulate or restrict access to information
and communication (such as the ideology of the phone company).
In short, Hackers is a discourse of justification for and, in part, ex-
planation of what happens in Minor Threat’s film. Hackers helps to
explain why someone would break into a telephone company control
office and exercise control over the switch.
                                                        (Not) Hackers /   165

              Hacking the phone company: Terminals and COSMOS.

   At that level, it is impossible to simply separate the representation
of hackers offered in the film Hackers from the reality of hackers in
Minor Threat’s film. What Hackers illustrates is the threat of multi-
national corporations, and what Minor Threat’s film documents is
the ability of hackers to intercede in that threat at the local level. In
fact, to the new generation of hackers, Minor Threat’s hacking dem-
onstrates the promise and possibility of achieving a global hacking
community (represented in Hackers by cuts to stereotypes of hack-
ers all logging on: a Frenchman in a café, two Japanese hackers in
ceremonial kimonos, and so on). The discourse of Hackers, at least
in part, animates the film by Minor Threat. By having the larger con-
text of corporate control and dominance read in Hackers, hackers
are provided with a justification for targeting the phone company
and are provided further justification for understanding hackers and
hacking in relation to U.S. corporate culture.

                         Social Engineering
Even though Hackers was not a critical or commercial success, it did
manage to attract the attention of hackers who were busy hacking,
phreaking, and, generally, building their reputations. In response to
what these hackers read as an unequivocal attempt to label, define,
and commodify their culture, they accessed the film’s Web site and
redesigned it in protest. This was a strategy of resistance that has
been gaining popularity in the computer underground.
   Although most hackers dismiss hacking Web pages as prankish
behavior, as not a “serious hack,” it does remain an important part
166 / (Not) Hackers

of the culture in a number of ways. First and foremost, as an act
of resistance hacked Web pages serve as an expression of power in
the most highly visible and increasingly commodified form of com-
puter culture, the World Wide Web. These hacks range from the
prankish to the political and from immature and racist to incredibly
   MGM’s Web page originally described the movie as a high-tech
  Zero Cool — real name Dade Murphy — is a legend among his
  peers. In 1988, he single-handedly crashed 1,507 computers on
  Wall Street, creating worldwide financial chaos.
     Eleven years old, Dade Murphy had a record with the
  F.B.I. — forbidden to finger the keys of so much as a touch-
  tone phone until his 18th birthday, exiled from cyberspace. It’s
  been seven years without a byte . . . and he’s hungry.
     Kate Libby, handle Acid Burn, has a souped-up laptop that
  can do 0 to 60 on the infobahn in a nanosecond. When Zero
  Cool collides with Acid Burn, the battle of the sexes goes into
  hard drive.
     But all bets are off when they must pool their resources to
  battle The Plague, a master hacker employed by a corporate
  giant and using his considerable talents to worm his way into
  millions. Worse yet, he has hidden his own scheme by framing
  Dade, Kate and their friends in a diabolical industrial conspir-
  acy. The young band of renegade hackers sets out to recruit the
  best of the cybernet underground to clear their names.
     A fast-paced cyberpunk thriller, HACKERS delivers a wake-
  up call to today’s computer generation concerning the enor-
  mous power at their fingertips. Director Iain Softley, who
  explored the roots of the ’60s rock ’n’ roll counterculture in
  Backbeat, now takes us behind the screens of the ’90s computer
The hackers responded by rearranging several images and posting
messages that expressed their dissatisfaction with the way in which
they were being represented. The hacked page bears the message
(mimicking the lingo of film promotion):
                                                   (Not) Hackers /   167

                   AND OUTLAWED US.
            BUT THEY CAN’T KEEP US OUT . . .

From that point on, the hackers trope on the industry lingo in an
effort to rewrite the meaning of the film. Rather than a high-tech
thriller, these hackers see the release of the film this way:

  Hackers, the new action adventure movie from those idiots in
  Hollywood, takes you inside a world where there’s no plot or
  creative thought, there’s only boring rehashed ideas. Dade is a
  half-wit actor who’s trying to fit into his new role. When a seri-
  ously righteous hacker uncovers MGM’s plot to steal millions
  of dollars, Dade and his fellow “throwbacks of thespianism,”
  Kate, Phreak, Cereal Killer and Lord Nikon, must face off
  against hordes of hackers, call in the FBI, and ponder a sinister
  UNIX patch called a “Trojan.” Before it’s over, Dade discovers
  his agent isn’t taking his calls anymore, becomes the victim of a
  conspiracy, and falls in debt. All with the aid of his VISA card.
  Want the number?
     What Kool-Aid was to Jonestown . . . What the 6502 is to the
  Cellular Telephone Industry . . . Hackers is to every Cyberpunk
  movie ever made. Check out the site and see for yourself.

There are two basic points of critique in this Web page hack. First,
the hackers assert that the film is in some way unrepresentative of
hacker culture and threatens to damage more serious or proper
presentations of hacker culture. In fact, they argue that the film
threatens to undermine an entire system of representations that de-
scribe hacker culture and with which hackers themselves identify.
With the growth of the Internet, older hackers had already be-
gun to witness an explosion of a new generation of hackers, who
they regarded as uninformed and lazy. Unlike their generation, who
had to explore and learn on their own, these new hackers, they
feared, had it too easy. Terms such as “script kiddies,” “lamers,” and
“wannabes” gained currency, describing hackers who had run so-
phisticated hacker programs (“scripts”) without understanding them
168 / (Not) Hackers

        Original Web page image for the film Hackers and modified image.

and had performed “lame” hacks without purpose or understand-
ing. The hack occurred before the film’s release, which accounts
for the hackers’ dire predictions (Kool-Aid being the vehicle Jim
Jones’s cultists used to commit mass suicide and 6502 CPU being the
processor that allowed hackers to hack and clone cellular phones).
Most of this older generation, themselves the product of WarGames,
understood the influence of media on hacker culture.
   The argument is made with equal force through a hacking of one
of the film’s title images, adding a carat and the word “Not” in front
of the title “Hackers.” The hackers also further defaced the images
of the film’s stars, scribbling over their faces and adding colorful
features. As a point of contrast, the hacked page displays a group of
hackers (taken at DEFCON, the yearly hacker convention) drinking
at a bar, their identities concealed by narrow black bands over their
eyes, calling up associations with victims who need to have their
identities protected.
   A second critique embedded in the hack of the film’s Web page
has to do with the very premise of the film. Those who hacked
the Web page argue that MGM (or any multinational corporation)
cannot make a film about hackers and global capitalism without
implicating itself. MGM’s intent in making the film — “MGM’s
plot to steal millions of dollars” — mirrors the film’s essential ar-
gument. The hackers’ point, then, is that MGM had to make a
                                                   (Not) Hackers /   169

                            “Real” hackers.

movie that followed its own ideology; it couldn’t make a movie about
real hackers because that would undermine its corporate viewpoint.
MGM had too much at stake to describe in any accurate or reli-
able way what multinational capitalism is or hackers’ relationship
to multinationals.
    The critique is as much a disavowal of the film’s argument as it is
a protest against unfairness or inaccuracy of representation. In that
disavowal, however, there is also a reassertion of hackers’ identity,
of what it means to be a “real” hacker. At base, as is the case with
most media and hackers, there is a contradiction. Hackers want the
exposure, even if it only provides them the opportunity to critique
it. Almost as if they could predict the impact on the next generation
of hackers, the page closes with the following warning:

                KNOWLEDGE ISN’T FREE
               DON’T HACK THE PLANET
                 DON’T SEE HACKERS
                      IT SUCKS

The phrase “Hack the planet” is a mantra throughout Hackers, con-
trasting the movement of global capital and the globalization of
technology, positioning the hacker at the global/local nexus. These
170 / (Not) Hackers

hackers suggest two things: first, that things are much worse than
they appear (knowledge isn’t free), and, second, that the solution is
not to be found in this (or any) movie, a lesson they had learned from
their experience with WarGames. Hacking the planet isn’t about
going to see a movie; it’s about learning how to program. The sug-
gestion to buy “Teach Yourself C in 21 Days” is only half in jest.
These hackers are concerned that the film’s message of incorporation
will be taken seriously by the current generation of “newbie” hack-
ers, that they will see the globalization of technology and capital as
the “liberation” of knowledge.
   The concerns expressed by the hack, then, are not merely about
accurate representation (although those concerns are clearly voiced).
The hack touches upon a greater concern, a kind of vulnerability
opened up by the possibility of incorporation by mass culture.
   There is no doubt that hackers of the 1980s and hackers of the
1990s differ radically in a number of ways, not the least of which
are their influences and inspirations. Hackers also recognize that the
real danger to hacker culture comes from the enormous influence
that mass culture has on the shaping of hacker identity.

Just as computer culture has undergone a radical shift through the
process of incorporation, hacker culture has changed as well. While
hackers have proven enormously resistant to incorporation from the
computer industry, the influence of popular culture has been a more
contested arena. Hacker identity is created and shaped by the split
between a culture of expertise and a culture of end-users, but it is
also heavily influenced and defined by images from popular culture,
even among hackers themselves.
   In examining how the industry and media shape the computer
underground, several things become clear. First, the shift from a
material to an information subculture has afforded hackers new
strategies for reformulating subcultural identity and engaging in
new strategies of resistance. Second, the threat of incorporation,
traditionally structured as an economic and socially normative phe-
nomenon, needs to be rethought around the thematic of information
                                                     (Not) Hackers /   171

rather than material production. In keeping with that hypothesis,
it is not surprising to find that the site of vulnerability for hacker
culture and identity is not one of material production but one of
information in the form of popular media and popular culture. Fi-
nally, it is not enough to understand hacker culture either as an entity
separate from the representation of it or as a subculture formed ex-
clusively in relation to those representations. Further, hacker culture,
in shifting away from traditional norms of subculture formation,
forces us to rethink the basic relationships between parent culture
and subculture.
    In what follows, I illustrate how this fusion of subcultural identity
and its ambivalent relationship to material culture and parent culture
problematizes the figure of the hacker in terms of broader cultural
norms and representations, particularly in relation to the state, law,
and law enforcement.
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   Part III

Hacking Law
This page intentionally left blank
                        Hacking Law

This part returns to the question of the representation of hackers
in popular and, most important, judicial discourse to explore how
hackers are defined both popularly and legally in terms of criminal-
ity. In tracing out the discourse of “computer crime,” I argue that
discourse about hackers’ criminality is focused on issues of the body,
addiction, and performance.
   The domain of hackers is generally considered a “virtual space,” a
space without bodies. The technology of punishment, however, has
its roots firmly established in mechanisms that relate almost exclu-
sively to the body. Even surveillance, which takes the body and the
visual as its target, is problematized by the notion of virtual space.
As a result, hackers, as noncorporeal criminals, have corporeality
juridically forced upon them. Crimes, such as trespassing, that occur
in virtual space need to be documented in the physical world and
attached to bodies. Attaching these crimes to the hackers’ bodies
does two things: first, it focuses on acts of possession rather than
performance, and, second, it focuses attention on the hacker’s body
through metaphors of “hunting” and “violence.”
   Reading legal rulings regarding hackers and hacking and exam-
ining three cases of hackers who were “tracked” and, ultimately,
captured and jailed, I illustrate the difficulty that the legal system
has in the representation of hackers as criminals. Accordingly, it is
the possession of secrets (such as passwords) that law prohibits, not
the actual use of them. Criminality becomes defined by possession,
rather than action. There are striking parallels between the discourse
of computer crimes and that regarding illegal drugs. Hackers are
often seen as “addicts,” unable to control their compulsions — vir-
tual beings who sacrifice their bodies to the drug of technology.
The physical connection to technology is seen as the source of their
criminality, as a performance of addiction, and courts have gone as

176 / Hacking Law

far as banning hackers from touching computers, using Touch-Tone
phones, or even being in the same room as a modem.
   The second consequence of the juridical construction of hackers is
the manner in which they are pursued. Describing hackers as “crim-
inals,” “terrorists,” or even gang members connotes a sense of a
threat directed toward the body through violence. The narratives of
the pursuit and capture of Kevin Mitnick, Kevin Lee Poulsen, and
members of the Legion of Doom and Masters of Deception are each
read in relation to the questions of corporeality and the metaphors
of the hunt and violence used to characterize them.
   I conclude by examining the cases of two hackers, Kevin Mit-
nick and Chris Lamprecht, who found themselves confronted with
rapidly changing standards — hacking had been transformed, in the
eyes of law enforcement, from exploration and mischief into dan-
gerous criminal behavior, resulting in new challenges to the law,
questions of constitutional rights, a new era of political “hack-
tivism,” and the political education of a new generation of hackers.
                                Chapter 6

      Technology and Punishment:
The Juridical Construction of the Hacker

  Hackers penetrate and ravage delicate private and publicly owned com-
  puter systems, infecting them with viruses and stealing sensitive mate-
  rials for their own ends. These people . . . they’re terrorists.
                                                       — Richard Gill, Hackers

The image of Secret Service agent Richard Gill in the movie Hack-
ers reflects both the hyperbole with which hackers are represented
and the shallowness with which they are understood. Gill’s descrip-
tion of hackers becomes something of a mantra, repeated continually
throughout the film, making clear the fact that Gill, like many of
the law enforcement officers he represents, has no idea what he is
talking about. Instead, he is reciting a canned speech that is both
sensationalistic and wildly inaccurate.
   For all the hyperbole of Gill’s statement, one aspect rings true —
law enforcement’s obsession with the corporeal. The highly sexual-
ized metaphors of penetration and ravaging set against the delicacy
of sensitive computers and data suggest that hackers are rapists and
that computers are feminine. Further, this juxtapositioning makes a
clear connection to the personification of information and makes it
impossible to consider hackers solely in terms of the tools that they
use. Technology, even to law enforcement, has become a problem of
human relations, not merely a question of the tools that hackers use.
   The separation of technology, conceived of as a problem of human
relations, from the technical, formulated as a problem of instru-
mentality and utility, forces us to rethink several key aspects of
the concepts of law and punishment. The problem has often been
discussed as a technical one, presenting law and disorder on the elec-

178 / Technology and Punishment

tronic frontier as a “blend of high technology and outlaw culture.”1
There is a commonplace insistence, particularly in law enforcement,
that there is nothing unusual about computer crime per se; what
is unusual is the means by which hackers accomplish their tasks.
To much of law enforcement, hackers are “common criminals” us-
ing uncommon means. Even defenders of hackers, such as Mitchell
Kapor, argue for making a distinction. “Much of what is labeled
‘computer crime,’ ” he proposes, “would constitute a crime regard-
less of the particular means of accomplishment. Theft of a lot of
money funds through manipulation of computer accounts is grand
theft. Does a computer make it any grander?”2 The answer would
appear to be “yes” considering the manner in which “computer
crime” is described and detailed both in the media and in books
documenting hackers’ stories.
    The intersection of technology and law problematizes and com-
plicates what appears to be a simple and straightforward notion
of “computer crime.” Specifically, what is most commonly prose-
cuted in hacker cases is not the crime itself, what we might think
of, for example, as electronic trespassing. Instead, the most common
laws used to prosecute hacking cases are written around the posses-
sion of technology characterized as “unauthorized access devices.”
Taken literally, “computer crime” often means that the ownership
of a computer or technology itself, or even the mere possession of
it, constitutes a criminal offense. Such is the case with Ed Cum-
mings (Bernie S.), who was incarcerated and held as a “danger to
the community” for being in possession of a “red box” — a small,
modified Radio Shack speed dialer that was altered to emit tones
that would allow him to make free telephone calls from public pay
phones. The first count of the indictment charged Cummings with
“custody and control of a telecommunications instrument, that is
a speed dialer, that had been modified and altered to obtain unau-
thorized use of telecommunication services through the use of public
telephones.” The second count alleged that Cummings had “custody
and control of hardware and software, that is, an IBM ‘Think Pad’
laptop computer and computer disks, used for altering and modify-
ing telecommunications instruments to obtain unauthorized access
to telecommunications service.”3 In essence, Cummings was charged
                                        Technology and Punishment /   179

with possession of technology — possession of the computer itself
became the crime.
   It is important to note the fact that the possession of technol-
ogy has become equated with and even been made to go beyond
the performative act of its use. Here, the illegal performative act is
ownership of the technology itself — not its use. Hacking, then, is
constituted as a crime around the notion of the possession of technol-
ogy. The reasons for this are simple. Hacking is an act that threatens
a number of institutionally codified, regulated, and disciplined social
mechanisms, not the least of which is the law. Hacking, as an activity,
enters and exposes the foundational contradictions within the very
structure of social existence. Two of those primary structures are the
relationships between technology, law, and the body and the impor-
tance of the notion of secrecy in the operation of culture. In many
ways, hacking at once performs and violates these central tenets.
Hackers are continually using secrecy to reveal secrets and often
find themselves in violation of the law without actually hacking. In
this sense, hackers exist in a gray area where it is difficult to apply
familiar standards of law and jurisdiction and hackers take delight
in taunting law enforcement, trying to exist outside the law’s reach.

              Hacking and the Fear of Technology
At the most basic level, the reaction to hacking and hackers can be
understood as a broader reaction to the threat of technology. How-
ever, it should be noted that within this dynamic, technology itself is
not precisely what is feared. The tools themselves are actually com-
pletely benign. What is threatening, and what hackers and hacking
expose, is the fact that as a relational concept that mediates the
connection between and among people, technology is almost never
benign. Part of the fascination with hacking has to do with what
is not understood about it as an activity, and that lack of under-
standing is the source of genuine fear. As Katie Hafner and John
Markoff explain it: “For many in this country, hackers have become
the new magicians: they have mastered the machines that control
modern life. This is a time of transition when young people are
comfortable with a new technology that intimidates their elders. It’s
180 / Technology and Punishment

not surprising that parents, federal investigators, prosecutors and
judges often panic when confronted with something they believe is
too complicated to understand.”4
   This analysis is correct up to a point. However, to leave this mis-
understanding of hacking as a technical problem, and to explain it as
a response to a “fear of the new” or as a technophobic response to
modern inventions, seems insufficient, particularly in terms of law
enforcement and the judicial system. Lawyers and jurists confront
things they don’t understand on a daily basis. When doctors stand
up to testify about spinal cord injuries, or lab technicians present
DNA evidence, or engineers explain complicated issues in patent
disputes, judges, lawyers, and prosecutors don’t panic. The elements
that need to be rethought in this dynamic are twofold. First, we
must consider the relationship between cultural notions of technol-
ogy and punishment. Second, we need to consider the problem of
“computer crime” within the thematics that have been developed up
to this point: anxiety over technology, displacement, and the culture
of secrecy.
   The problem of the relationship between technology and punish-
ment has, in most analysis, primarily been conceived as a technical
one. What is needed, however, is a more extended questioning of the
problems of technology and punishment, which is to say, a recon-
ceiving of the problem of punishment as a question of technology, as
a question of human relations. This presents us with two lines of in-
quiry: What is the relationship between technology and punishment?
In what ways and to what ends have various readings of technol-
ogy, the technical, and punishment been deployed in representing,
understanding, and misunderstanding hacker culture?

          Understanding Technology and Punishment
In order to understand how hackers relate to the broader system of
law, it is important to realize that they are positioned at, perhaps, the
most central point for grasping how law and punishment intersect.
Hackers, by understanding technology, are ideally situated to disrupt
the most basic mechanism of social order — the relationship between
technology and punishment. Following Nietzsche, Michel Foucault
                                        Technology and Punishment /   181

has done much to analyze the fundamental relationship between law,
technology, and punishment. In Discipline and Punish, Foucault ex-
amines the history of modern incarceration, tracing out the various
technologies that have made confinement and modern surveillance
possible. Foucault sets out several guiding principles for understand-
ing the relationships between technology and punishment. First, he
writes, “Do not concentrate the study of punitive mechanisms on
their ‘repressive’ effects alone, on their ‘punishment’ aspects alone,
but situate them in a whole series of their possible positive effects,
even if these seem marginal at first sight. As a consequence, regard
punishment as a complex social function.”5 As a methodological
precaution, this makes a great deal of sense, particularly in terms
of the relationship between technology and punishment. If the goal
of law enforcement is to “protect” us from high-tech hoodlums, as
is so often claimed, the questions remain, What is it that is being
“protected”? and What does it mean to be “protected”? and What
are the “positive effects” of protection? Such questions seem eas-
ily answered at first sight, until one realizes that almost all of the
high-profile cases that have been prosecuted do not involve common
crimes. Hackers who enter systems and do nothing more than look
around, or even copy files, do not profit from their crimes, gener-
ally do not do anything harmful or malicious, and do not cause any
loss to the companies, organizations, or businesses that they intrude
upon. Most often what hackers are accused of and prosecuted for is
“trespassing” and “possession of unauthorized access devices.” That
is, they are prosecuted for their presence, virtual though it may be.
Thus, the juridical system is protecting citizens not from the actions
of hackers but from the presence, or the possibility of the presence,
of hackers.
    Here, we can identify one of the primary problems that confronts
law enforcement: if presence is to be considered a crime, one needs
something to be present. That presence can never be merely “vir-
tual,” but instead must be linked in some real manner to the physical
world. In short, hacking needs a body. This body, however, cannot
just be any body. It must be a body that has a particular call to the
exercise of punishment, discipline, or regulation, which leads us to
Foucault’s second methodological premise: “Analyze punitive meth-
182 / Technology and Punishment

ods not simply as consequences of legislation or as indicators of
social structures, but as techniques possessing their own specificity
in the more general field of other ways of exercising power. Regard
punishment as a political tactic.”6 In the case of the hacker, the tech-
nology of punishment must also be read not as just a technology of
the body but as a politics of the body as well. We must understand
that the virtual presence of the hacker is never enough to consti-
tute crime — what is always needed is a body, a real body, a live
body, through which law can institute its well-established exercises
of power.
   Third, Foucault insists that instead of “treating the history of pe-
nal law and the history of human sciences as two separate series,” we
should “make the technology of power the very principle both of the
humanization of the penal system and of the knowledge of man.”7 As
such, Foucault raises the issue of whether or not there is a “common
matrix” or “a single process of ‘epistemologico-juridical’ formation”
that gives rise to the questions of both law and human relations. If
there is such a single element, then we ought to focus our attention
on the commonality found in both the discussion of the law and
human relations and particularly the points of intersection between
the two. Nowhere in the discourse surrounding hacking is this more
clear than in the manner in which hackers are characterized as crim-
inals. Indeed, how exactly one characterizes hackers reveals a great
deal about attitudes toward law and humanity. Hence, the discourse
that surrounds the criminal nature of hacking reveals a great deal
about broader social understandings of criminality, technology, and

                       The Body and Memory
Technology has never been a stranger to punishment. It is easy to
see how, particularly in the twentieth century, technology has, in
fundamental ways, constituted punishment; it is one of the primary
means by which power is deployed, networked, and regulated.
   Technology, like all mechanisms of power, is also a means of re-
sistance. As such, at moments, we are able to redefine and redeploy
discourse and events in locally resistant ways. If we maintain that
                                         Technology and Punishment /   183

technology is a relational, rather than a technical, phenomenon, it
becomes even more clear that it functions as one of the more com-
plex networks of power. Relationships with technology infect every
aspect of human communication, and technology mediates nearly
every form of relationship. Even the most basic forms of face-to-face
communication can be subject to recording, eavesdropping, or some
other form of electronic snooping. In that sense, all human com-
munication has at some level become public, insofar as all human
relationships are mediated by and through technology that always
threatens/promises to make that communication and those relation-
ships public. Technology has become nothing more than the sum of
and ordering of human relations that are in some manner mediated.
   The connection between technology and punishment is as old as
human civil relations. As Nietzsche argued, it is precisely the con-
nection between technology and punishment that allowed human
relations to become codified and regulated. One can read Nietzsche’s
On the Genealogy of Morals, perhaps one of the most insightful
treatises on the relationship between culture and punishment, in just
this light. Nietzsche insists on the separation of origins and utilities
of things (particularly punishment), arguing that “the cause of the
origin of a thing and its eventual utility, its actual employment and
place in a system of purposes, lie worlds apart.” Nowhere is this
more clearly established than in his reading of the origins of punish-
ment. Technologies of punishment evolved from the need to “create
a memory in the human animal,” and accordingly, the “answers
and methods for solving this primeval problem were not precisely
gentle.”8 What Nietzsche provides for us is the initial connection
between human relations and technology: if one is to live in a civil
society, one must follow certain rules, rules that are contrary to na-
ture and even contrary to human survival. Hence, we find the very
possibility of a civil society rooted in the technology of memory.
   To call memory a technology is to suggest that it operates
through a kind of mechanism that mediates human relations, and, as
Nietzsche argues, punishment is precisely the technical mechanism
by which we mediate all human relations through memory: “Man
could never do without blood, torture, and sacrifices when he felt
the need to create a memory for himself; the most dreadful sacri-
184 / Technology and Punishment

fices and pledges (sacrifices of the first-born among them), the most
repulsive mutilations (castration, for example), the cruelest rites of
all religious cults (and all religions are at the deepest level systems
of cruelties) — all this has its origin in the instinct that realized that
pain is the most powerful aid to mnemonics.”9 This sense of pun-
ishment, whatever else one can say about it, has been effective. The
body, as we have seen time and time again, learns and remembers.
The origin of punishment is creating a memory, not in the psychi-
cal consciousness but with and through the body as a physiological
solution to the problem of memory.
   There is a tendency to confuse the origin of punishment with the
purpose of punishment. We tend to seek out a particular use or pur-
pose for punishment (for example, deterrence, revenge, retribution)
and ascribe that as the origin of punishment. In so doing, we mis-
take the technical utility for the technology itself. Punishment has a
technical aspect, a means by which punishment is performed, which
has as its goal a “purpose.” But, as we have already seen, the basic
technology that informs the understanding of the origin of punish-
ment is the need to create a memory, mnemotechnics. While the
latter, memory, serves to define and mediate human relations, the
former, the infliction of pain, serves only instrumental and therefore
technical ends.
   Memory, as a technology, relies on the physical aspects of pun-
ishment. As a result, the technical aspect of punishment can never
be divorced from the technology of memory. Punishment is, and al-
ways remains, mnemotechnics (literally, the combination of memory
and technology). As Nietzsche states, “If something is to stay in the
memory it must be burned in: only that which never ceases to hurt
stays in the memory.”10
   Technology’s relationship to punishment, however, does not end
with this originary moment. Instead, technology has been the force
that has propelled punishment, developing increasingly sophisticated
ways to monitor, discipline, correct, and institutionalize norms,
values, and ideals. This partnership between technology and pun-
ishment has always followed two basic principles: first, that it is
the body and not the mind that remembers and, second, that the
most powerful form of discipline comes not from an external imple-
                                        Technology and Punishment /   185

mentation of coercion but when the subject of punishment actually
incorporates the system of punishment into his or her own life and
begins to do it to him or herself.
   Most hackers understand both these principles. They understand
that if the “crime” cannot be connected to a body, it cannot be pun-
ished. Moreover, they realize that, for the most part, the connection
between technology and punishment is, at least in one sense, very
tenuous. For the most part (and until recently), it was common for
those who enforce the law to have little understanding of the tech-
nology that is used to break the law. As one hacker, Chris Goggans,
describes his visit by federal agents: “So they continued on in the
search of my house and when they found absolutely nothing having
to do with computers, they started digging through other stuff. They
found a bag of cable and wire and they decided they better take that,
because I might be able to hook up my stereo, so they took that.”11
Indeed, law enforcement realizes that the information that will catch
hackers and allow for their prosecution is not going to be comput-
ers, disks, or stereo cable, but instead the most valuable information
will usually come from other hackers. Most hackers who are caught
and/or sentenced are apprehended as a result of being turned in by
another hacker. It is a hacker’s relationship with other hackers, cou-
pled with the threat of severe penalties for lack of cooperation, that
provides information for most arrests.
   One of the ways that law enforcement monitors hackers is by
keeping careful watch on the relationships and networks that hack-
ers set up among themselves. Evidence from and of these networks,
usually the testimony of other hackers, is the most powerful evidence
marshaled in criminal prosecutions of hackers. The most notorious
hacker informer is Justin Tanner Peterson (Agent Steal), who worked
for the FBI in the early 1990s, informing on dozens of hackers. How-
ever, in most cases, the principal evidence comes from hackers who
have been bullied into cooperation by unusually high penalties and
the threat of lengthy prison sentences.
   There is an additional side to technology’s relationship to the body
that demands exploration. While it is the hacker’s body that must
be found, identified, and ultimately prosecuted, the relationship of
hacking to the law has become curiously incorporeal in another sense.
186 / Technology and Punishment

The most common legal indictment against a hacker is “possession of
counterfeit, unauthorized, and stolen access devices.”12 All this refers
to passwords.13 Access devices are items that allow one entry to a
computer system and can be read as secrets that provide verification
of identity. The parameters as to what constitute these access devices
are written broadly (counterfeit, unauthorized, and stolen passwords
would all count), but what is most remarkable about the law is that
one never needs to use these access devices to be found guilty — all
one needs to do is possess them. The constitutive act of possession
is thus transformed juridically into the performative act of hacking.
Legally, hacking ceases to be an activity and is reduced to involving
only possession. All that needs to be proven is two things: first, that
the hacker had the access devices in his or her possession and, second,
that they are indeed “counterfeit, unauthorized, or stolen,” which is
to say that they have the quality of the secret.
    Because these issues revolve around questions of identification,
what is at stake is the juridical reconstitution of both the hacker and
the subject. The premise of this law regarding access devices is that
the information or the access device is, at some level, a secret shared
between the system (which can authorize its use) and the user (who
utilizes that system). That is, it expresses a relationship between them
that is characterized by secrecy. But that relationship also produces
a sense of identity. The performative act of sharing the secret, which
occurs each time the user logs on, also betrays that user’s identity.
The system “knows” who is logging on precisely because that person
(supposedly) is the only one who shares in the secret.14 Without
the quality of secrecy, each user could be anyone, and, therefore,
the relationship would not perform any sort of identity. When a
password is typed in, what the system does, in essence, is to verify the
identity of the person on the other side — making sure they are not
counterfeit or unauthorized. But that identity is, in all instances, a
virtual identity, one that can be performed independently of the body.
Identity, in this space, then, is reduced to a constitutive property —
either I have the identity (for example, possess the secret) or I do
not. Identity, in this virtual space, is severed from the body and, in
that manner, becomes “performable” by another simply by knowing
the secret. At this moment, the space between the performative and
                                         Technology and Punishment /   187

constitutive becomes undecidable — the act (if we can call it an act)
of knowing a secret is indistinguishable from the act of performing
an identity.
   It is this separation of body and identity that makes the act of
hacking possible and it is this separation that is taken up by the law.
The hacker does not have to perform anything to violate this law.
The only quality that the hacker needs to manifest is a constitutive
one — proof that the hacker knows a secret that he or she is not
supposed to know. How he or she got that information and whether
or not it is used, which is to say performed, is of no consequence.
The law itself affirms a crucial moment of secrecy, where simply
knowing someone else’s secret constitutes, legally, the performance
of their identity.

                    Hacking the Panopticon:
                 Reading Hacking as Resistance
Most hackers tend not to take law enforcement seriously, regarding
their relationship as something of a game, a game that law enforce-
ment is all too willing to play. Hackers commonly don FBI T-shirts
and baseball caps and give themselves names that play on law en-
forcement (such as Agent Steal). Both sides realize, however, that
just as hackers are trying to slip past law enforcement, the authori-
ties are trying to catch hackers in the act. It is a game of watching
and being watched. But, in all cases, what must be watched is the
body, precisely the thing that is absent in the space of hacking.
   Passwords constitute the most basic form of “unauthorized access
devices,” but there is a second function that these devices serve in re-
lation to the body and identity. An “unauthorized access device” can
also be considered a mechanism that masks the user’s true identity.
These devices, then, also create one secret as they mask or obscure
another. One of the more common examples is the use of hacked cel-
lular phones. These phones, which are altered to appear to belong
to someone else (making their use both free and untraceable), serve
to erect a barrier between the hacker and the network that they seek
to enter. That barrier shields the hacker’s body from the act of hack-
ing. The system can monitor every act that the hacker performs, but
188 / Technology and Punishment

it cannot locate the body that is performing the actions. The body,
then, becomes the secret that the law must uncover, and the law
against unauthorized access devices is aimed at precisely that secret.
As a result, the law is positioned as protecting certain institutional
secrets and preventing other “unauthorized” ones.
   Hacking can be read in relation to this notion of a “culture of
secrecy,” which figures so prominently in the relationship between
hackers and law enforcement. In what we can think of as an “in-
citement to discourse,” the secret always plays a crucial role. It is
the manner by which discourse can both be “confined to a shadow
existence” and be “spoken of ad infinitum.” Foucault, for example,
maintains that the illusion of the secret operates in such a way as
to position its object outside of discourse and that only through a
“breaking of a secret” can we “clear the way leading to it.”15 Put
in different terms, access to the object of secrecy appears to be pos-
sible only through a breaking of the secret. This, however, is always
only an illusion — it is the tension between the “shadow existence”
and the “proliferation of discourse” that marks the force of the se-
cret. As long as the object of secrecy appears outside of discourse, it
can be talked about openly. Hackers, for instance, can speak openly
about hacking, tools, and techniques and can boast proudly about
systems they have entered. What they cannot, and for the most part
will not, do is betray the information that gave them access. Hackers
will rarely trade passwords or specific bugs, even with trusted col-
leagues, instead preferring to speak in generalities. The force of the
secret remains intact as long as the hacker keeps particular pieces of
information confidential.
   This dynamic is steadfastly at work around issues of technology.
The discourse around technology has exploded in the past decade,
particularly with the growth of the Internet. What is talked about,
in terms of hackers at least, is the manner in which hackers exist in
a shadowy space of secrecy, possessing near-mystical powers that
allow control of technology that itself is beyond discourse. The
hackers are coded in such a way that they become the secret that
needs to be broken. The discourse surrounding hacking reveals little
about hackers themselves; instead, it tells us a great deal about social
attitudes toward technology.
                                        Technology and Punishment /   189

   This secrecy is regulated by a system of panopticism, an all-seeing
system of surveillance that serves to instill a sense of always being
watched in those who are subjected to it. Panopticism generates its
power not by continually monitoring but by making it impossible
to determine if you are being monitored at any given time. As a
result, it is always possible that you are being watched, and it is im-
possible to determine with certainty if you are not being watched.
It is the process by which subjects learn to govern and discipline
themselves, internalizing the thought that they are continually under
observation. The structure of panopticism exploits the secret in two
ways through the dynamic of surveillance. Those who monitor do
so by exploiting a secret — whether or not one is being watched.
The secret, then, whether or not someone is actually monitoring,
preserves the power of the panoptical gaze. That gaze, however, is
aimed precisely at the notion of secrecy itself. Panopticism’s goal
is the complete removal of the space where secrecy can operate —
ideally, in a panoptical space, no one operates in secret because it
is always possible that one’s actions are being watched. What is
watched, and this is of crucial importance, is the body and the space
that the body occupies. In terms of hackers, however, that body and
that space are rendered “unwatchable.” One can watch a hacker’s
actions, even monitor them, online, but this means nothing until they
can be attached to a real body and therefore are prosecutable.
   The hacker can be read in this respect as a figure who both deploys
and disturbs the notion of the secret, particularly in relation to the
law. In short, hackers’ use of the secret is made possible by the space
that the broader culture of secrecy opens up. The law targets the con-
nection of the secret to the hacker’s body. Simply finding the body is
not enough — the law must attach the body to a secret. In one case in
March of 1990, Chris Goggans was raided by Secret Service agents in
just such a quest. As he recalls the events, Agent Foley approached
him after a thorough search of the premises and confronted him
with some business cards he had made up that read “Eric Bloodaxe,
Hacker,” along with a small U.S. Treasury logo. Goggans responded
to Foley: “Well, it doesn’t say anywhere on there ‘Chris Goggans,
Special Agent.’ It says, ‘Eric Bloodaxe, Hacker.’ Whoever this Erik
Bloodaxe character is. It might be me, it might not. I’m Chris Gog-
190 / Technology and Punishment

gans and that says ‘Eric Bloodaxe, Hacker.’ ” The connection would
not be enough to convict Goggans of anything; instead, Foley insists
that there must be some secret to be told and he utilizes the threat
of the law in an effort to extract that secret. As Goggans explains:
“He says, ‘Well if you don’t tell us everything that there is to know
about your higher ups, we are going to be pressing state, local, and
federal charges against you.’ I said, ‘On what grounds?’ He goes,
‘We want to know everything about your higher ups.’ Which I’m
thinking, gosh, I’m going to have to turn in the big man, which is lu-
dicrous, because there is no such thing as a higher up, but apparently
they thought we were a part of some big organization.”16 Failing to
connect Goggans to the secret physically, law enforcement tried to
connect other bodies to Goggans through discourse. The demand
was for Goggans to break the secret — “Tell us everything that there
is to know” — and to connect other bodies to other secrets.

                    Addiction and Technology:
                    Rethinking the Cyberbody
The body is the locus of criminality and deviance, as well as pun-
ishment, justice, and correction. It is identifiable, definable, and
confinable. Taking up the mantle of cyberpunk science fiction, hack-
ing envisions a world without bodies, in which hackers exist, first
and foremost, as virtual beings. Such an incorporeal nature is gen-
erally thought of as a technical invention, perhaps best described by
William Gibson in his envisioning of cyberspace in his 1984 novel,
Neuromancer.17 In Neuromancer, Gibson tells the story of Case, a
computer cowboy, who, after stealing from his employer, was neuro-
logically damaged as a form of punishment or payback, damage that
made his body no longer capable of interfacing with the computer
matrix. Describing the protagonist’s now-defunct relationship to the
technological, Gibson writes: “For Case, who’d lived for the bodiless
exultation of cyberspace, it was the Fall. In the bars he’d frequented
as a cowboy hotshot, the elite stance involved a certain relaxed con-
tempt for the flesh. The body was meat. Case fell into a prison of
his own flesh.”18 The primary vision of hacking, then, is founded in
the hacker’s reliance upon the technological. The infliction of such
                                        Technology and Punishment /   191

punishment is not confined, however, to the world of the future. In
the everyday world of hacking and “computer crime,” the elimina-
tion of the technological is the greatest threat the hacker faces, and,
not unlike Case’s employers, judges are fond of proscribing penalties
for hackers that include forbidding them to access technology such
as telephones, computers, or modems.19 The modern judicial sys-
tem attempts to legally produce the equivalent of Case’s neurological
   The 1988 arrest, trial, and conviction of Kevin Mitnick for break-
ing into the phone company’s COSMOS system (the computer
system that controls phone service) provide a striking parallel to
Gibson’s character Case. During the trial itself, the judge “sharply
restricted his telephone access,” allowing Mitnick to call only “those
numbers that had been approved by the court.” After Mitnick was
found guilty (and served prison time), his relationship to the tech-
nological was diagnosed as “compulsive,” and after his release he
was prohibited from touching computers. A short time after, when
it was determined that he could control his behavior, Mitnick was
allowed to use computers again and even to look for employment
in computer-related fields, but he was still not allowed to use a
   Even more striking are the conditions of probation for Kevin
Poulsen, another Los Angeles hacker. Poulsen was convicted of fraud
for using his computer to illegally fix radio call-in contests (among
other things) and was given the following “special conditions” of
supervision for probation:

  [Y]ou shall not obtain or possess any driver’s license, social se-
  curity number, birth certificate, passport or any other form of
  identification without the prior approval of the probation of-
  ficer and further, you shall not use for any purpose or in any
  manner, any name other than your legal true name; you shall
  not obtain or possess any computer or computer related equip-
  ment or programs without the permission and approval of the
  probation officer; and you shall not seek or maintain employ-
  ment that allows you access to computer equipment without
  prior approval of the probation officer.21
192 / Technology and Punishment

Poulsen wrote, “It got even more interesting when I was released.
When I reported to my P.O., he explained to me that, not only could
I not use any computer, with or without a modem, but that I couldn’t
be in the same room as a computer. I had to look for a job with an
employer that had no computer equipment on the premises. ‘Oh,
and by the way, don’t forget that you have to pay $65,000.00 in
restitution in the next three years.’ ”22
   Characterizations of compulsive behavior were employed not only
by the courts. The notion of addiction was used by Mitnick’s lawyers
in an effort to get a reduced sentence. After Mitnick’s arrest in 1988,
his “lawyer convinced the judge that Mr. Mitnick’s problem was
similar to a drug or gambling addiction.”23 After his release, Mitnick
was sentenced to six months in a halfway house, complete with a
twelve-step program for drug and alcohol offenders.
   The notion of addiction, particularly in Mitnick’s case, is specifi-
cally located in terms of the body. As Hafner and Markoff describe
him, Mitnick was “plump and bespeckled,” “the kind of kid who
would be picked last for the school team,” and “his pear-shaped
body was so irregular that any pair of blue jeans would be an im-
perfect fit.”24 In almost all accounts, his body is written as the cause
of his addiction. Harriet Rossetto, his counselor from the center in
Los Angeles where Mitnick underwent his treatment, attributes his
addiction to computers to the fact that “he is an overweight com-
puter nerd, but when he is behind a keyboard he feels omnipotent.”25
Even John Markoff, a staff writer for the New York Times who
had followed Mitnick’s story for a number of years, described an
almost involuntary relationship between technology and Mitnick’s
body. “During the treatment program,” Markoff writes, “Mr. Mit-
nick was prohibited from touching a computer or modem. He began
exercising regularly and lost more than 100 pounds.”26 Markoff and
others seem to suggest that it is the physical connection to technol-
ogy that perverts and deforms the body. Joshua Quittner, writing for
Time, reports the connection in precisely the same way: “As a con-
dition of his release from jail in 1990, he was ordered not to touch a
computer or modem. By June of 1992 he was working for a private
eye, doing surveillance and research, and had dropped 100 lbs.”27
The connection between Mitnick’s not “touching” computers and
                                         Technology and Punishment /   193

modems and his weight loss is presented as mininarrative in and of
itself, a narrative that suggests both a causal connection between his
lack of access to technology and his weight as well as the broader
notion that technology is somehow harmful to the body. While the
first connection is obvious on the face of things, the second is a bit
more elusive.
   Hacking, according to the judicial system, is akin to “substance
abuse” (the actual term deployed by Mariana Pfaelzer, the sentenc-
ing judge for the U.S. district court in Mitnick’s case). The judge’s
decision was the result of the tactics of Mitnick’s attorney, who ar-
gued “that his client’s computer behavior was something over which
his client had little control, not unlike the compulsion to take drugs,
drink alcohol or shoplift.” As a result, Mitnick was sentenced to a
one-year prison term with six months of rehabilitation to be served in
a halfway house. Mitnick continued attending meetings for codepen-
dent children and children of alcoholics following his release from
the halfway house.28
   What is interesting about this treatment is the manner in which
the law and the structures of punishment remain blind to the so-
cial dimensions of technology. In Mitnick’s case, the computer is
viewed as an object that is essentially negative in character. It is not
a value-neutral tool, one that can be used beneficially or maliciously.
It is positioned not as a substance but as a dangerous substance.
Computers are likened to drugs and alcohol. The shift is subtle but
important, and it betrays an underlying anxiety and hostility to-
ward technology. It is also, most likely, the reason why the plea was
   The problematic nature of drugs has centered (at least since Plato’s
time) on the undecidability of their nature. Drugs have traditionally
been regarded as “substances” that, when taken, have the ability
either to poison or to cure.29 Particularly in the wake of national hys-
teria, including the “War on Drugs” and the Reagan administration’s
“Just Say No” campaigns, drugs have taken on a fundamentally
negative symbolic valance. There are at least two reasons for this
transformation. First, the national campaigns dating from the mid-
1970s and 1980s have heavily coded drugs as dangerous, deadly, and
addictive. Second, in the wake of HIV and AIDS, drugs have begun
194 / Technology and Punishment

to lose their positive valance. HIV has created a rhetoric of viral
infection that has rendered the positive symbol of drugs impotent.
These two movements — the first signifying the destructive, essen-
tially negative, power of drugs, the second, the medicinal impotence
of healing drugs — have had the effect of rendering the undecidable
nature of drugs decidable.
   The equation of technology with drug addiction is a powerful
one. It is also the means by which technology is attached to the
body and out of which is constructed the activity of hacking not as
a malicious or even intentional activity but, instead, as an obsessive
disorder resulting from physical contact with the object of the obses-
sion. Mitnick’s “treatment” consists of not “touching” a computer
or modem, suggesting that it is the physical contact with technology,
rather than the actual usage of it, that produces the addiction. Again,
the body, particularly its physicality, plays a crucial role in the con-
struction of the hacker. Technology itself is written as a drug, and
the hacker is written as an addict. As Mike Godwin of the Electronic
Frontier Foundation puts it, “The great ones are all obsessed, which
is what it’s about.”30
   As a result of the discourse surrounding hacking and the body,
the most interesting definitions of computer crime are to be found
in the nomenclature used to describe hackers during actual inves-
tigations and “manhunts.” The tracking of hackers is a discourse
so thoroughly gendered that it is impossible to separate the char-
acterizations of the hunter and his prey from traditional masculine
stereotypes. The two enact a drama of the hunter and the hunted —
a contest of wills, where one will emerge victorious and one will
be defeated. The hunter tracks the hacker, we are led to believe,
using only his wits, cunning, and instinct. It is an act that reduces
each to their most primitive, masculine roles. Just as the hunter re-
lies on his instincts to bring in his quarry, the hunted survives on
his abilities to escape detection and foil the hunter’s efforts. The dis-
course surrounding the hunt leads us to believe that the contest is
decided, fundamentally, by who has the better instincts or who is the
better man.
   It is during these “hunts” that the characterizations of the “cyber-
body” take on heightened importance and emphasis. During these
                                         Technology and Punishment /   195

periods of pursuit, there is a mechanism for describing hackers that
deploys a well-embedded narrative that fosters clear perceptions
of who the hacker is and what threat she or he poses. It is com-
monly framed in the basic “cops and robbers” vernacular, where the
hacker is often described in criminal, but nonviolent, terms. Those
who pursue him are often characterized as “sleuths,” “trackers,” or
“hunters.” The hacker is a “cyberthief” or, for high drama, a “mas-
ter cyberthief,” and the pursuit invokes the language of the hunt
(“tracking,” “snaring,” “tracing,” or “retracing”). Often this narra-
tive will feature hackers as “fugitives” who “elude,” and, repeatedly,
they will be described (once apprehended) as being “caught in their
own web.” In some cases, hackers are even given honorific titles such
as “Prince of Hackers” or “Break-in Artist.”
   The most compelling aspect of these narratives is the manner in
which the metaphors of the hunt are enacted. The hunt is not, as
one might immediately suspect, a strategy of depersonalization — the
hacker is not reduced to some animal form that is tracked, hunted,
and captured or killed. In fact, the discourse of the hacker is less
about the hunted and more about the hunter. As we read about the
hunt, we uncover two dynamics: first, the drama of the hunt, which
always seems to hold a particular narrative fascination; and, second,
the narrative of the hunter, who, in order to catch his or her prey,
must learn to think like them. Part of our fascination is with the act
of repetition, which we live out vicariously, through the hunt. We
watch as the hunter learns to think like the hunted, and it is through
that process that information about the hacker’s motives, intentions,
and worldview is disclosed.
   The drama of the hunt is an extremely familiar narrative, and
it presumes a great deal of information: the activity is adversarial;
there is are hunter, a hunted, and a gamelike quality that relies on
deception, sleight of hand, illusion, and misdirection. Indeed, the
notion of a “trap” relies, at its heart, on the act of deception. It must
look like something appealing, when in fact it presents great danger.
The manner in which the hunt is described, and often enacted, is
also about how one thinks, particularly how the hunted thinks. Will
he or she be smart enough to see the trap in advance? Will he or she
outsmart the hunter? The structure of the hunt, then, is primarily a
196 / Technology and Punishment

battle of intelligence, a test of skill, rather than one of physicality or
even will.
   Accordingly, the hunt is always about thinking the thoughts of
the other. If the hunter is to succeed, he or she must understand the
hunted better than the hunted understands the hunter. As a result,
the hunt begins to exist in a world of its own, a world that possesses
a gamelike quality. John Markoff, after helping to get Mitnick ar-
rested, explains his reaction to seeing him being sent to jail: “It felt
odd to me. It was as if it had all been a game, and all of a sudden the
game was over and everybody realized this is the real world.”31 The
sense of “real worldness” can be traced to the moment when fed-
eral agents knocked on Kevin Mitnick’s door and placed him under
arrest. The game lost its gamelike quality the moment a body was
made present. Even Markoff, who had covered Mitnick’s case be-
fore, as well as a host of other computer stories in Silicon Valley,
fell into the spirit of the game, playing along even as he reported the
story for the New York Times.
   In this sense, we must also understand the hunt as a pursuit of
the body. In the case of Kevin Mitnick, everything that was needed
to make the arrest and prosecute the case was already known, doc-
umented, and recorded. Given the manner in which Mitnick’s body
figures into the narrative of his relationship to technology, it shouldn’t
be surprising that his “Wanted” poster reads, under the heading “Mis-
cellaneous Information” — “Subject suffers from a weight problem
and may have experienced weight gain or weight loss.”32
   The case of Kevin Mitnick is perhaps the clearest account of the
ways in which bodies are constructed in the discourse of hacking and
law enforcement. There are, however, a number of other stories,
each of which tells the story of a hunt. In each case, these hunts
are also moments of displacement of fears or anxieties that have
become attached to the threat of technology and its intersection with
everyday life.

                    Three Hunts in Cyberspace
Of the many cases that illustrate the relationships among hackers,
technology, and punishment, three in particular demand special at-
                                        Technology and Punishment /   197

tention because of their media exposure and high profile. Each of
these cases is unusual, in part, because the subjects of them received
jail time, an unusual penalty for hacking offenses, particularly for
young adults. The first, the story of Kevin Mitnick, has been the
subject of at least three recent books and tells the tale of federal
agents, who were led on a series of cross-country manhunts, and
of Mitnick, who went by the handle “Condor,” finally being appre-
hended by Tsutomu Shimomura, a computer security expert at the
NSCA center in San Diego. The second, the story of hacker Mark
Abene, also known as Phiber Optik, explores the underground war
between rival hacker groups, the LOD (Legion of Doom) and the
MOD (Masters of Deception). In the aftermath, Abene would be
charged with a series of crimes and end up spending more than two
years in jail. The third story is about Kevin Poulsen, a Los Angeles
hacker who was arrested after being featured on Unsolved Mysteries,
a TV program that helps law enforcement capture fugitives from jus-
tice. What is unusual about these three cases is not what the hackers
themselves did but rather the reactions that their actions prompted
and the manner in which each was described, reported, and detailed
in the popular press and media.

Kevin Mitnick: The Hunt for the Body
February 15, 1995. At 2:00 a.m. federal agents knocked on the
door of apartment 202 of the Players Court apartment complex
in Raleigh, North Carolina. When Kevin D. Mitnick answered the
door, he was taken into custody, ending a three-year search for
“one of the most wanted computer criminals” and what U.S. state’s
attorney Kent Walker called “a very big threat.”33
   Mitnick’s reputation as an überhacker is legendary and gives
insight as to why both media and law enforcement gave particu-
lar attention to his case. Beginning with his ability to manipulate
phone switching systems in the early 1980s, Mitnick’s talents al-
lowed him to engage in a wide range of exploits, from annoying
nuisances (such as using computers to change people’s telephones
to pay phones, making them unable to dial without first depositing
money) to pranks (such as intercepting 411 [directory assistance]
calls or rerouting calls to unsuspecting phone numbers) to grand
198 / Technology and Punishment

larceny (stealing the entire DEC VMS operating system while secu-
rity experts at Digital simply watched millions of lines of their code
being downloaded off their machine, unable to do anything about
it).34 It was the latter that would get Mitnick arrested, prosecuted,
and convicted for the first time in 1989. Mitnick’s social-engineering
and phreaking abilities were always the bedrock of his hacks. Calls
he made were always untraceable because he had either manipulated
the phone company software to hide his tracks or had simply found
a way to bounce the call from one phone system to another, mak-
ing it appear to each that the call had originated from the other.
In the early 1990s, Mitnick would run into trouble with the law
again. The hack that made him a fugitive for a second time was a
wiretap that he had installed to allow him to listen in and gain the
access codes of FBI agents as they called into the California Depart-
ment of Motor Vehicles.35 These codes allowed Mitnick access to the
entire driver’s license database for California. According to authori-
ties, this violation, his failure to report to his probation officer, and
Mitnick’s reported parole violation (he was not allowed to touch
computers or a modem while on parole) led him to drop out of sight
and prompted the three-year search that would ultimately lead to his
arrest. Mitnick, for his part, denies that he was ever given notice of
a violation or failure to report and simply left town at the end of his
probation period (an argument that was confirmed when his status
as “fugitive” was retroactively overturned by the courts).

The Hunt
Mitnick’s arrest was the result, in part, of the work and technical
expertise of computer security expert Tsutomu Shimomura. Shimo-
mura believes that on Christmas day, 1994, Mitnick hacked his
system and downloaded Internet security programs as well as pro-
grams designed to hack cellular telephone equipment. Shimomura’s
investigation (as well as several prank phone calls allegedly from
Mitnick himself) revealed Mitnick’s identity. From that point on,
Shimomura began his own personal manhunt (with the help of the
FBI, local telephone companies, long-distance service providers, col-
leagues from the San Diego Supercomputer Center, and independent
computer consultants), which led them first to The Well, a Sausalito-
                                        Technology and Punishment /   199

based Internet service provider where Mitnick had stashed the files
he had downloaded from Shimomura’s machine. From there, the
trail led to Netcom, the San Jose provider that had recently had its
more than twenty thousand credit card numbers lifted by someone
who was assumed to be Mitnick (even though the file of credit card
numbers, which Netcom had stored online, unencrypted, had been
circulating on the Internet for months prior to Mitnick’s use of the
system). At this point federal investigators had pinned down Mit-
nick’s location. They were certain he was operating from somewhere
in Colorado (almost two thousand miles away from his actual center
of operations). Shimomura was able to identify two other points of
operation — Minneapolis and Raleigh, each of which had Netcom
dial-in numbers. As telephone records were searched, investigators
were able to narrow the search to Raleigh, where calls were being
made with a cellular modem. Calls “were moving through a local
switching office operated by GTE Corp. But GTE’s records showed
that the calls looped through a nearby cellular phone switch operated
by Sprint. . . . Neither company had a record identifying the cellular
    By using cellular tracking equipment, investigators (primarily
Sprint technicians) were able to locate the building and eventually
the apartment from which Mitnick was operating. As Markoff told
the story in the New York Times: “On Tuesday evening, the agents
had an address — Apartment 202 — and at 8:30 p.m. a federal judge
in Raleigh issued the warrant from his home. At 2:00 a.m. Wednes-
day, while a cold rain fell in Raleigh, FBI agents knocked on the door
of Apartment 202. It took Mitnick more than five minutes to open
it. When he did, he said he was on the phone with his lawyer. But
when an agent took the receiver, the line went dead.” Subsequently,
Mitnick has been charged with two federal crimes: “illegal use of a
telephone access device, punishable by up to 15 years in prison and
a $250,000 fine,” and “computer fraud, [which] carries penalties of
20 years in prison and a $250,000 fine.”37 The story of Mitnick’s
capture and arrest has been chronicled in a host of newspaper ar-
ticles and magazine stories and recently in two books, Takedown:
The Pursuit and Capture of Kevin Mitnick, America’s Most Wanted
Computer Outlaw — by the Man Who Did It (by Tsutomu Shi-
200 / Technology and Punishment

momura, with John Markoff) and The Fugitive Game: Online with
Kevin Mitnick (by Jonathan Littman).
   The manner in which Mitnick’s arrest was chronicled reveals a
great deal about popular perceptions of hackers. Of the various
hackers who have been “hunted” by law enforcement, Mitnick is
by far the clearest example of the metaphor’s enactment. Mitnick,
however, was not the usual criminal; he wasn’t even the usual cy-
bercriminal. Shimomura, the security expert who would eventually
find Mitnick, was hired by two Internet companies, The Well and
Netcom, to catch Mitnick. As Jonathan Littman reports, because
Shimomura was considered a “civilian” by law enforcement person-
nel, they wanted to exclude him from the final search of Mitnick’s
apartment.38 The enactment of the “hunt” metaphor was a hunt for
a body, Mitnick’s body, and manner in which that hunt would be
accomplished would be a battle of skills between Mitnick and Shi-
momura. But it was also the story of a boy war, reported by Markoff
as a test of masculinity and skill.
   In Shimomura and Markoff’s telling of the incident, the contest
between the two men was a “battle of values,” where Shimomura
represented the “honorable samurai” and Mitnick the “evil genius.”
But the hunt itself was also a game or contest. The two would not
meet face-to-face until after Mitnick’s arrest. Shimomura describes
the encounter this way: “Halfway into the room he recognized us
and paused for a moment. He appeared stunned, and his eyes went
wide. ‘You’re Tsutomu!’ he said, with surprise in his voice, and then
he looked at the reporter sitting next to me. ‘And you’re Markoff.’
Both of us nodded.”39
   The intervention of the law into this contest or game radically
transformed it for both the hunter and the hunted. Once the contest
was rendered corporeal, the stakes were immediately changed. As
Shimomura realized, “It had become clear to both Mitnick and me
that this was no longer a game. I had thought of the chase and the
capture as sport, but it was now apparent that it was quite real and
had real consequences.”40
   Although Mitnick had never profited from any of his hacks and he
had never deprived anyone of data, information, or service, he was
charged with telecommunications fraud and computer fraud, each
                                           Technology and Punishment /   201

of which carried a possible sentence of fifteen years, charges only
made possible by the connection of Mitnick to computer intrusion
by physical evidence. Where Shimomura had seen only a contest
in virtual space between himself and a hacker, law enforcement had
seen criminality. Even as Shimomura considered Mitnick to be “petty
and vindictive,” guilty of “invasion of other people’s privacy” and
“pursuit of their intellectual property,” he still remained ambivalent
about Mitnick’s arrest — “Strangely,” he writes, “I felt neither good
or bad about seeing him on his way to jail, just vaguely unsatisfied.
It wasn’t an elegant solution — not because I bought some people’s
claims that Mitnick was someone innocently exploring cyberspace,
without even the white-collar criminal’s profit motive, but because
he seemed to be a special case in so many ways.”41
   In many ways, Shimomura’s analysis details precisely the crime of
which Mitnick was guilty — a crime of identity, the crime of being
Kevin Mitnick. The threat that Mitnick posed was also the thing
that made him so difficult to track down and capture. It was a case
of fraud in which no one was defrauded, in which nothing of value
was taken or destroyed, and which likely would have been entirely
a noncriminal matter had Mitnick, in fact, been someone else.
   What the case of Mitnick makes clear is that the criminal dimension
of hacking is entirely dependent on the connection of a virtual iden-
tity to a corporeal presence who is anyone other than who they claim
to be. This virtual/corporeal split is what animates the metaphor of
the hunt and what demands that the hacker’s body be the subject of
law and representation in juridical discourse. The body that both law
enforcement and the media chased, however, was a body that had
been in large part the invention of the Southern California media.

Creating Kevin: The Darkside Hacker and the Southern California Media
(From Los Angeles to New York and Back Again)
  Remember, I didn’t make up the term “dark-side hacker”; that was an
  invention of the Southern California press.
                                                      — John Markoff

Mitnick’s story has been told, it seems, by just about everyone but
Mitnick himself. The story, which began as a local-interest piece on
202 / Technology and Punishment

the pages of the San Fernando Valley’s Daily News, eventually went
national (being featured as a page-one story in the New York Times)
and returned to Hollywood as the subject of a Miramax film.
    The first portrayals of Mitnick were inventions of the Los Angeles
media, which portrayed him as a dangerous criminal able to perform
miraculous feats with phones and computers. After his initial appre-
hension, the Daily News wrote several stories essentially retracting
many of the claims it had made about Mitnick earlier, but those sto-
ries were not picked up by the national press. The one label that did
stick was “darkside hacker.” Thus Mitnick, who had never profited
from his hacking, nor done any damage to computer systems, files,
or code, was branded as “darkside hacker” by the local media. In
1989, the Los Angeles Times set the tone for how Mitnick’s story
would be covered. The piece, which ran January 8, displayed the
headline “ ‘Dark Side’ Hacker Seen as Electronic Terrorist,” a head-
line that played upon a range of cultural anxieties and cultural icons
made popular by the film trilogy Star Wars. In response to local
media attention, USA Today ran a front-page story about Mitnick
that included an image of Kevin Mitnick’s head, morphed with Darth
Vader’s mask and body, graphically illustrating Mitnick’s conversion
to the forces of evil.
    The second, and perhaps the most important, portrayal of Mit-
nick occurred in a book by Katie Hafner and John Markoff, titled
Cyberpunk, in which Mitnick was portrayed as a “darkside hacker”
at length. The same label that had led USA Today to publish a pic-
ture of Mitnick’s face superimposed over an image of Darth Vader
proved a powerful hook for drawing the reader’s attention into the
Mitnick story. Hafner, who was primarily responsible for the char-
acterization of Mitnick as a “darkside hacker,” admitted to Charles
Platt for his 1995 review of Takedown that it “might have been a
mistake to call him a darkside hacker.” Hafner, in fact, has come to
regret the characterization and what has followed from it. “There
are malicious characters out there,” she told Platt, “but Kevin is not
one of them. . . . He has been turned into this bankable commodity.
Leave the guy alone! He’s had a really tragic life.”42
    That mistake has had a profound and lasting effect on Mitnick’s
life. Unlike hackers who seek publicity and visibility, Mitnick has
                                         Technology and Punishment /   203

always sought to maintain a low profile, even refusing to talk with
Hafner and Markoff while they were writing Cyberpunk. As a result,
Hafner and Markoff relied extensively on sources who portrayed
Mitnick as a malicious, petty, and evil person who tampered with
celebrities’ telephone lines, altered credit reports, and accessed and
changed police files, accusations that Mitnick denies. Two of the
main sources for Hafner and Markoff’s account were “Susan” and
“Roscoe,” two of Mitnick’s fellow hackers who, as Hafner and
Markoff write, “cooperated with us in the understanding that their
true names would not be revealed.” In a final touch of irony, the
authors end the book with the line, “We respect their right to pri-
vacy.” One of the two, “Roscoe,” would later claim that much of
the information he provided to Hafner and Markoff was intended
to deceive them.
   The most damning accusations against Mitnick were not his hack-
ing exploits. What colored perception of Mitnick most thoroughly
were the little things, most of which, Mitnick claims, were untrue
and used for the purpose of “spin” and to “assign motive” to his
actions. The accusation that seems to bother him most is the claim
that he stole money from his mother’s purse to further his hacking
exploits, an incident that he refers to as absolute “fiction.”
   What has damned Mitnick in the eyes of both the public and law
enforcement is not his hacking, but his personality. That character-
ization of Mitnick is built almost entirely on secondhand accounts
from people who had either served as informants against him or had
an investment in vilifying him to suit their own agendas. Turning
Mitnick into the “archetypal ‘dark-side’ computer hacker” is a move
that has suited a number of agendas, most recently Shimomura’s and
   Since Cyberpunk, Markoff has kept the Mitnick story alive in
the pages of the New York Times, referring to Mitnick as “Cyber-
space’s Most Wanted,” “a computer programmer run amok,” and
the “Prince of Hackers.” Markoff also covered the break-in of Shi-
momura’s system, which spurred the manhunt that would ultimately
lead to Mitnick’s arrest. Initially, the two stories were unrelated, the
first describing how Mitnick was eluding an FBI manhunt (July 4,
1994) and the second detailing how Shimomura’s computer system
204 / Technology and Punishment

had been breached (January 28, 1995). Two weeks after reporting
the break-in, Markoff was reporting that federal authorities had
suspected that the “31-year-old computer outlaw Kevin D. Mitnick
is the person behind a recent spree of break-ins to hundreds of cor-
porate, university and personal computers on the global Internet”
(February 16, 1995). From that point on, Markoff began telling the
tale of the noble samurai warrior, Shimomura, versus the “dark-side”
hacker, Mitnick — a true battle of good versus evil with an ending
that seemed made-for-Hollywood. As Markoff concluded in his Feb-
ruary 19 article for the New York Times, “Mr. Mitnick is not a hacker
in the original sense of the word. Mr. Shimomura is. And when their
worlds collided, it was obvious which one of them had to win.”
   The story, which gained considerable attention through Markoff’s
reporting, turned Mitnick’s manhunt into a national event. It also
resulted in the publication of three books about Mitnick and, ulti-
mately, a feature film, completing the cycle. The story that left Los
Angeles in print returned on the silver screen.
   In the film version, Kevin Mitnick is offered up for sacrifice
in a tale of good and evil that promises to further enrich both
Markoff and Shimomura (they were reportedly paid $750,000 for
their book deal, and one can only assume the movie option pushes
them well over the $1,000,000 mark) and to completely demonize
Kevin Mitnick in the public’s eyes.
   In July of 1998 Miramax announced that Skeet Ulrich would play
the part of Kevin Mitnick in the film version of John Markoff and
Tsutomu Shimomura’s book, Takedown. The book, which chronicles
the tracking and arrest of Kevin Mitnick, is the latest in a series of
portrayals of Mitnick over which he has had no control. It is also,
according to Mitnick, wildly inaccurate and libelous.
   Scenes from the original film script included Mitnick whistling
touch-tones into a phone receiver in order to make free phone calls
(a technical and physical impossibility) and, most unbelievably, a
scene in which Mitnick physically assaults Shimomura with a metal
garbage can, leaving him “dazed, [with] blood flowing freely from a
gash above his ear.” The only difficulty with that part of the narrative
is that Shimomura and Mitnick had never met, much less had a
physical altercation, at that point in the story.
                                         Technology and Punishment /   205

   Mitnick remained a Los Angeles story. He was imprisoned in the
Los Angeles Metropolitan Detention Center as a “pretrial detainee”
for four years awaiting trial. During his detention, stories circulated
about Mitnick that raised concerns so grave that Judge Marianne
Pfaelzer went as far as denying him the right to a bail hearing. For
those four years, Mitnick was held in a maximum-security facility,
permitted visits only from his attorneys and his immediate family.
His only contact with the outside world was on the telephone. Gov-
ernment attorneys refused to provide evidence to be used against
him, citing its “proprietary nature,” and an attorney of Mitnick’s
(a court-appointed panel attorney) was denied his fees (billed at the
rate of sixty dollars per hour) by the court over the summer of 1997
because the judge ruled them excessive. Pfaelzer told attorney Don
Randolph, “You are spending too much time on this case.”
   In an earlier case, Pfaelzer had prohibited Mitnick from unsuper-
vised access to telephones while awaiting trial. The Office of Prisons
found that the only way it could comply with the judge’s order was
to keep Mitnick separated from the general population. As a result,
Mitnick spent eight months awaiting trial in solitary confinement.
   In many senses, Kevin Mitnick can be seen as a creation of the
press and the other media. The images they have generated have at-
tached themselves to Mitnick’s body and have had real and material
effects. Most specifically, the denial of a bail hearing, which left Mit-
nick incarcerated for a period of more than four years awaiting trial,
and his incarceration in solitary confinement both speak to the kinds
of effects that such representations have had on his life.
   While the media portrayal of Kevin Mitnick focuses on fears of
the “evil genius” or lone computer hacker, there is a second story
and hunt that focus on youth culture, rebellion, and fears of youth
violence, particularly in urban settings.

Hacker Wars: LOD vs. MOD
While Mitnick was often framed as a daring thief or misguided ge-
nius, a second, more disturbing, set of descriptions characterizes
hackers as deviant criminals, often violent in nature, through terms
that range from the benign and comical to the serious and disturb-
ing. In one of the more popular descriptions, hackers are labeled
206 / Technology and Punishment

as “dark-side” criminals, recalling Darth Vader and other myste-
rious powers of evil. In a less fantastic version they are simply
called “hoods,” “menaces,” or “cybervandals.” Occasionally, how-
ever, these descriptions slide into more disturbing characterizations,
ranging from “twisted” to “serial hacker,” with all the connotations
that are usually attached to the prefix “serial” (for example, serial
killer, serial rapist). The suggestion in each case is that hacking con-
stitutes a kind of violent crime or is in some manner considered
deviant in the extreme.
   A common characterization of hackers is to portray them as
violent criminals by connecting their typical youth rebellion to
more serious and more extreme forms of subcultural expression. A
“hacker war” between two rival groups, the Legion of Doom (LOD)
and the Masters of Deception (MOD), gained national attention
when the story was framed as a “gang war” fueled by issues of race
and urban and suburban unrest.43 This hacker battle royal gained
national attention when this “boy war” erupted into headlines.
   Initially, these hackers, even as they engaged in petty vandalism,
pranks, and boy games, were practicing a time-honored tradition
of youth culture and rebellion. One of the most basic means by
which boys express affection for one another is through a kind of
“affection through mayhem,” the idea that a measure of violence be-
tween friends is actually a signal of their affection for one another,
rather than their animosity.44 Things took a dramatic turn, however,
when members of the LOD found that they were beginning to move
beyond the boundaries of boy culture.
   The “war,” which reports played up by tapping into the cul-
tural anxieties about gang warfare and urban youths run amok,
was in many ways the perfect expression of boy culture. As An-
thony Rotundo has noted, “In their cultural world, where gestures of
tenderness were forbidden, physical combat allowed them moments
of touch and bouts of intense embrace. By a certain ‘boy logic,’ it
made sense to pay their affections in the coin of physical combat
that served as the social currency of boys’ world.”45 For hackers,
the coin of social currency has shifted from physical combat to elec-
tronic warfare, and the two groups at the heart of the conflict were
expert and experienced enough at hacking to engage in full-scale as-
                                         Technology and Punishment /   207

sault. The contest, which began as an eruption of tensions between
two aspects of boy culture, would become something quite different
by the conflict’s end. As members of the LOD began to outgrow boy
culture and needed to make the transition to the adult world, they
found their rivals in the MOD doing everything in their power to
make that transition difficult.
   Both the LOD and the MOD have written histories that document
the groups’ origins, developments, active membership, and past or
“retired” members. In these documents, each group presents its own
historical narrative, mainly, as “The History of LOD/H” indicates,
“to present an accurate picture of events and people who have been
associated with this group.”46 The LOD text also illustrates how
squarely the group fit in the mold of boy culture. The group’s name
(and most probably the idea for the group itself) originated with Lex
Luthor. Chris Goggans describes the creation of the group: “The per-
son whose idea it was to start the group, his handle was Lex Luthor,
and from the DC comics, Lex Luthor’s infamous group of antiheroes
was The Legion of Doom, so it was a pretty natural choice. A lot of
stuff has been attributed to it lately, such as it being a sinister type
name. Well, Lex Luthor couldn’t possibly have called his group any-
thing other than the Legion of Doom. Anybody who has ever read
a Super Friends comic knows that’s exactly what it was called.”47
Luthor confirms the name’s origin in “The History of LOD/H.” He
writes, “The name Legion of Doom obviously came from the car-
toon series which pitted them against the Super Friends. I suppose
other group names have come from stranger sources. My handle,
Lex Luthor, came from the movie Superman I. In the cartoon series,
LOD is led by Lex Luthor and thus, the name was rather fitting.”48
As the LOD grew, so did its reputation.
   Although there have been relatively few actual members of the
group, many hackers have claimed either to be members or to be
in some way affiliated with the group in order to boost their own
reputations in the underground. According to Goggans, throughout
the late 1980s and early 1990s, the “reps of everybody involved
in the group kind of sky rocketed” due mainly to the fact that,
as a group, they all worked together and therefore “had a better
resource of knowledge” than many of the other hackers working
208 / Technology and Punishment

alone.49 By 1986, the LOD had already established itself as “one
of the oldest and most knowledgeable of all groups” and was cred-
ited in Phrack with having “written many extensive g-philes about
various topics.”50
   As of 1990, the LOD documented only a total of thirty-eight mem-
bers in the six years (1984–1990) of its existence, most of whom
were marked as no longer active for reasons ranging from “No
time/college” to “Lost interest” to “Busted” to “Misc. trouble.” As
of 1990 only six members were listed as “Current Members.” By
1994, the group had officially disbanded.
   Other than its notoriety, there was nothing particularly unique
about the LOD. In fact, the LOD served as a kind of barometer
for the hacker underground throughout the 1980s and 1990s. The
group itself went through a series of transformations as new mem-
bers joined and older members “retired.” The LOD, according to
Goggans, mirrored the underground, going through several boom
and bust periods — the LOD “went through three different waves.
You can kind of chart the history of the computer underground,
it sort of runs parallel to the history of The Legion of Doom, be-
cause you can see as the new members came in, that’s when all the
busts happened. People would either get nervous about busts and
move on and go to college and try to get a life, or they would be
involved in some of the busts and some of them would end [and]
leave that way. So it kind of went through three different member-
ship reorganizations. You can tell who came in where because of
what was going on. It finally kind of folded.”51 In essence, the LOD
set the standard for computer groups nationwide and had, perhaps,
the strongest reputation and greatest longevity of any group in the
underground. The group recruited from the best nationwide, with
members ranging from California to New Jersey, from Georgia to
Minnesota — spanning fifteen states in all and one member from the
United Kingdom. The end of LOD was marked by the formation
of a computer security group, COMSEC, which was several of the
LOD members’ effort to bridge their hacking talents into the world
of adult responsibility. It was also the site of tension that would ulti-
mately lead to the arrest of a number of MOD hackers and the end
of the hacker war.
                                        Technology and Punishment /   209

   In distinction to the LOD, the MOD was formed later, in 1987,
was a much smaller group, and was locally based in New York. The
three original members were Acid Phreak, the Wing, and Scorpion.
Later Phiber Optik would join the group, and by August of 1990,
the MOD had grown to fourteen members. The MOD shared few
characteristics with the LOD, either geographically or experientially,
and the differences between the two cultures would be the basis for
the hacker war that followed.
   The most interesting, and certainly most detailed, account of the
rivalry between the LOD and the MOD is that in Michelle Slatalla
and Joshua Quittner’s book, Masters of Deception: The Gang That
Ruled Cyberspace. Slatalla and Quittner put forth a narrative driven
by racial conflict that portrays the rivalry between the LOD and
the MOD as a “gang war.” As Slatalla and Quittner describe it,
the conflict between the LOD and the MOD was motivated by two
main factors. First, there was an incident over a phone “conference
bridge” (an event where a group of hackers gather on phone lines
and do the equivalent of a conference call) in which an LOD mem-
ber called an MOD member (John Lee) a “nigger.” This, Slatalla
and Quittner contend, changed a “friendly rivalry” into an “all-out
gang war,” a “highly illegal battle royal.”52 The second factor, which
seems particularly odd for a discussion of cyberspace, was, according
to Slatalla and Quittner, geographical. In fact, Slatalla and Quittner
subsume the first event within the second. As background to this
second point, it should be noted that the LOD had members from
Texas. They were on the line during the crucial conference bridge
when John Lee of the MOD (as this point he was using the handle
“Dope Fiend from MOD”) joined the conversation. One of the Tex-
ans noted over the phone that the newcomer did “not have an accent
common to these [that is, Texas] parts.” The newcomer spoke in a
“distinctly non-white, non-middle-class, non-Texas inflection.” As
Slatalla and Quittner report the event, “One of the Texans (who
knows who) takes umbrage. ‘Get that nigger off the line!’ ”53
   At that moment, as the narrative unfolds, John Lee (an African
American) decided that he would take revenge on the LOD — “With
that one word, war had been declared.” As Slatalla and Quittner
argue, “You don’t survive on the street by allowing white boys to
210 / Technology and Punishment

call you nigger.” John Lee retaliated by spreading “secret” LOD
files around the hacker community. But, curiously, the racialized,
class narrative gives way to the geographical one — “The battle lines
were drawn now. . . . Scott and Chris [two of the Texans in the LOD]
didn’t care anymore about the specifics than John did the day he
heard someone calling him nigger over a conference bridge. It was
New York City against Texas.”54
   Despite hackers’ insistence that race has never been an adequate
criterion for judging people, the boy culture element of the hacker
underground has always been (and continues to be) rife with racism.
But Goggans, one of the best known and most influential members of
the LOD, has distilled Slatalla and Quittner’s book with disdain: “So
we end up with ‘New York vs. Texas! Black vs. White!’ Forget about
the fact that LOD had a black member and a Mexican member,
forget anything like that. It’s ‘Three racist redneck Texans against a
multi-ethnic group of computer youths from the inner city of New
York, working to improve the lot life handed them!”55
   Following the publication of an advance chapter of the book in
Wired, Goggans responded by repudiating the entire narrative, call-
ing “the whole racial issue” a “non-issue” and by claiming that “to
imply that such things were strictly New York-versus-Texas issues is
ludicrous.” According to Goggans, who saw the event unfold, it was
a case of boy culture clear and simple — battles for control, techno-
logical dominance, and mastery were the issues at stake. Race, he
argued, was just a way to make the story more sellable. Goggans’s
explanation of how and why rivalries exist and are created in the
underground documents the manner in which struggles for indepen-
dence and control often erupt into conflict: “There have always been
ego flares and group rivalries in the underground; there always will
be. The Legion of Doom was founded because of a spat between its
founder (Lex Luthor) and members of a group called The Knights of
the Shadow. These rivalries keep things interesting and the commu-
nity moving forward as hackers butt heads in an attempt to find the
newest bit of information in healthy one-upsmanships. MOD was
different. It took things too far. And not just against two people in
   Part of what had gone too far was the MOD’s disruption of for-
                                       Technology and Punishment /   211

mer LOD members’ computer security business. Just as Goggans
and others were moving out of their boy culture and into the world
of corporate responsibility, they would find MOD members mak-
ing their lives difficult. The boy war had escalated into something
beyond hacker one-upmanship. Goggans and other LOD members
were trying to make a living, while MOD members were still wag-
ing warfare as youths struggling for control. At that point, LOD
members did the unthinkable: they called the authorities.
   The narrative construction of the conflict between the LOD and
the MOD as a matter of “gang warfare” serves to define hackers
in terms of corporeality and physical space. Slatalla and Quitt-
ner’s characterization reconnects the concepts of hacking and the
body through race and the threat of violence. Equally important are
the connections to geography, highlighted through the narrative of
class — the MOD’s urban, street-smart hackers, versus the privileged
suburbanite kids from Texas. What Slatalla and Quittner miss, how-
ever, is the shift that was occurring in the hacker underground. The
boys of the LOD were becoming adults, and making that transition
meant entering the world of adult responsibility and adult authority.
   The indictment that would lead to the sentencing of the members
of the MOD, however, was completely unrelated to any sense of
corporeality or geography. It contained eleven counts, which could
result in up to fifty-five years in jail and almost three million dol-
lars in fines. The formal indictment charged “unauthorized access to
computers, possession of unauthorized access devices, four counts of
interception of electronic communications, and four counts of wire
   The most interesting charge leveled against the hackers was one
of conspiracy. It was alleged that the members of the MOD had con-
spired to “gain access to and control of computer systems in order to
enhance their image and prestige among computer hackers.”58 For
the first time, hackers were accused of organized crime. By elevating
the indictment to include conspiracy, prosecutors had criminalized
one of the oldest and most basic components of the computer un-
derground — the desire to build and maintain a reputation based on
group affiliation. The effect of the indictment was to suggest that
the hackers of the MOD were in fact violent criminals who were
212 / Technology and Punishment

putting the nation’s information infrastructure at risk. Their associ-
ations were like those of other organized crime groups, the mafia or
gangs, for example. The suggestion was that the MOD was capable
of violence, if not physically directed at the body, then a kind of
virtual violence, the equivalent of brute force in virtual space.
   Such characterizations position hackers in terms of corporeality —
not in terms of a loss of physical presence but as a threat to the physi-
cal world. Existing in a virtual space, which is nonetheless connected
to the physical world, hackers are capable of a new breed of violence,
directed at the body from nonphysical space. For law enforcement
and the media, troping on the increasing fears of street-gang vio-
lence and organized crime, these hackers are represented with the
same terms as John Gotti or Crips and Bloods. What began as a
boy war had entered the arena of adult responsibility. But the story
that grabbed the headlines had little to do with the transition that
was occurring. Instead, headlines focused on the threat that hackers
posed and attempted to link hacker activities to everything from race
riots and gang warfare to organized crime. Just as the members of
the LOD had a difficult time breaking free from the boy culture that
they had a hand in shaping, the popular press was reluctant to let
them make the transition smoothly.
   The hacker war set the stage for a new set of anxieties that would
be played out throughout the 1990s. Just as fears of urban un-
rest and marauding youths had been used to characterize the MOD
hackers, other hackers would find themselves the object of similar
displacements of cultural anxieties. The charge of conspiracy, used
to prosecute the MOD, would also find its way into the next case,
but the sense of organization would become even more refined and,
ultimately, directed toward issues of national security.

Kevin Poulsen
The third type of characterization of hackers carries the suggestion
that hackers are by the very act of hacking violating national security.
In these narrative constructions, hackers are seen as “notorious,”
as “rogues,” as “Most Wanted,” as “invaders” and “intruders,”
even as “computer terrorists.” In contrast to depictions of hackers
                                         Technology and Punishment /   213

as “master criminals” or even “gang members,” these constructions
are, perhaps, the most serious and the most exaggerated of the three.
   In many ways the most interesting narrative of the pursuit and
capture of a hacker is that involving Kevin Poulsen. Poulsen, who
used the handle Dark Dante, was accused of, among other things,
intercepting Pacific Bell security conversations and embezzlement
of government information, including stealing a computer printout
that contained information about how phone numbers were assigned
(rendering them vulnerable to phone taps) and even the phone num-
bers of celebrities and leaders such as Ferdinand Marcos. A number
of his discoveries, it would turn out, were targets of highly confi-
dential FBI investigations, and, as a result of this and other offenses,
Poulsen would be charged, ultimately, with espionage.59 Although
most of the more serious charges (including espionage and most of
the wiretap charges) were dismissed, Poulsen was still convicted of
a host of charges and sentenced to five years in jail.
   Like most hackers, Poulsen’s interest in computer networks
started as a matter of curiosity, but quickly turned into something
more. “My intrusions,” he explains, “particularly physical ones,
were more than just ways of gaining knowledge. I think, in a way,
part of me saw the network as something mystical and arcane. Ex-
ploring a telephone switching center, immersed in the sights and
sounds of rooms full of equipment, was a kind of transcendence for
me. A chance to become something greater than myself.”60 As a con-
sequence of his hacking, Poulsen was fired from his job in Northern
California and moved back to Los Angles in 1988. Unemployed,
he continued hacking as a means to generate income, even develop-
ing an elaborate scam to utilize disconnected escort-service phone
numbers to supply Los Angeles pimps with a steady supply of cus-
tomers. When escort services would go out of business (usually as a
result of police raids), their numbers would be disconnected. What
Poulsen figured out was that their advertising, particularly in the
Yellow Pages, meant that customers were still calling. It was merely
a matter of reconnecting and redirecting the calls for services that
were already advertised and marketed.
   Some of Poulsen’s exploits had received the attention of federal
investigators, however. After discovering he was under investiga-
214 / Technology and Punishment

tion, Poulsen hacked into the FBI’s systems and discovered a maze
of wiretaps and surveillance programs that were monitoring every-
one and everything from the restaurant across the street from him
to (allegedly) Ferdinand Marcos. As Poulsen explains it, “I became
concerned that I, my friends, or my family, might be subject to
surveillance by either Pacific Bell’s security department or the FBI.
This concern prompted me to actively research the physical and
electronic surveillance methods used by these agencies. It was while
conducting this research that I stumbled (via my computer) across
the FBI’s wiretap of a local restaurant.”61
    The crimes that Poulsen was convicted of centered on what
happened after his return to Los Angeles. Specifically, as Poulsen de-
scribes it, “On a more practical level, the knowledge I gained of the
phone network, and my access to Pacific Bell computers, allowed
me to increase my odds of winning radio stations’ phone-in con-
tests substantially. I played these contests in part because it was a
challenge and it allowed me to engage in the sort of complex, coor-
dinated efforts that I missed since the loss of my career. I also saw
it, at the time, as a ‘victimless’ way of making money with my ac-
cess.”62 After all was said and done, Poulsen had won two Porsches,
a trip to Hawaii, and tens of thousands of dollars in prize money.
But these crimes were not the one’s that led to Poulsen’s arrest.
    On April 11, 1991, Kevin Poulsen was leaving Hugh’s Market
in Van Nuys, California, near midnight when he was apprehended
by a bag boy from the market who had recognized Poulsen from
an airing of an Unsolved Mysteries episode. According to Jonathan
Littman, the bag boy, who chased, tackled, and held Poulsen until
authorities arrived, told the authorities “that they could have their
suspect now.”63 The Unsolved Mysteries episode, which was in large
part responsible for Poulsen’s apprehension, focused primarily on
misleading claims that Poulsen broke into secret government com-
puters and posed a serious threat to national security. (One of the
charges against him, which was later dismissed, was for “gathering
of Defense Information” that had been “classified ‘Secret.’ ”)64
    What is most intriguing about Poulsen’s case is the sense in which
he is characterized as perverted and dangerous. As Littman’s book
title testifies, Poulsen is regarded as “twisted” and as a “serial
                                         Technology and Punishment /   215

hacker.”65 To law enforcement, however, what makes Poulsen dan-
gerous is not the secrets he knows but, rather, the kinds of secrets
he knows. In many ways, the information that Poulsen uncovered in
his surveillance of the FBI was incidental. The disturbing thing about
Poulsen was the knowledge he had gained about the kinds of people
that were under surveillance. Poulsen exposed not the secret per se
but the secret that guards all secrets. In a panoptical environment,
the power of the gaze is defined by its possibility, by the fact that it
is always possible that at any given time one could be seen. Poulsen’s
discovery, and therefore his threat, was the ability to know, at any
given moment, who was and was not being watched. Poulsen’s threat
was not to any particular secret but to the very structure of secrecy
   The need to brand Poulsen as a “threat to national security” was
based, at least in part, on his ability to elide surveillance, and what
that ability reveals is the degree to which surveillance defines the state
of “national security” in the digital age. Ironically, the government
turned to Unsolved Mysteries, revealing the manner in which such
shows are complicit with strategies of government surveillance in
part through encouraging citizen participation.
   Poulsen’s response to the show enacted an intervention into the
mechanisms of surveillance. Poulsen had been informed of the time
and date that the show would run and realized that the attention
it would bring would potentially lead to his arrest. In response,
he formulated a plan to short-circuit the system. Tempted initially
to “knock out Channel Four,” by cutting cables at the transmitter
tower to block the airing of the show in Los Angeles, Poulsen recon-
sidered, realizing that it would “guarantee a repeat appearance on
every segment of Unsolved Mysteries.”66 Instead, Poulsen’s response
was more creative. Littman reports the following about the night of
the show’s Los Angeles airing:

  On schedule, NBC plays the show’s eerie theme music followed
  by a quick preview of that night’s episodes. . . . Then, in a matter
  of seconds, everything changes. “I’m dead!” calls out an opera-
  tor, peeling off her headset. “Me, too!” another cries, and then
  like an angry flock of blue jays the voices squawk. “I’m dead!
216 / Technology and Punishment

  I’m dead! I’m dead!” Rajter looks at his watch: 5:10 p.m. Every
  phone line in the thirty-operator telecommunications center is

Rather than cutting the outgoing transmission, Poulsen had entered
the phone switch on his computer and disconnected the eight hun-
dred lines that fed into the show’s response center. The show would
go out as scheduled, but viewers were unable to call in their tips.
Poulsen would nonetheless be characterized on the show as engaging
in espionage, and it would be that broadcast that would ultimately
lead to his arrest. In this case, the stakes had been raised significantly.
Even though the charges of espionage were dropped, Poulsen (and
hackers everywhere by extension) had been branded as a threat to
national security, playing on the worst technophobic impulses and
anxieties of contemporary culture.

           Hackers and the Displacement of Anxiety
These three chronicles of hackers and hacker activity clarify precisely
how anxiety is displaced from broader social issues onto the figure
of the hacker. Such accounts also cover over, in each case, the same
issue — the development and deployment of surveillance technology
by law enforcement agents and the extreme lengths that they have
gone to and will go to in order to apprehend hackers. The narratives
that emerge are twofold. First, each narrative effects a certain dis-
placement, whereby the hacker is made to stand in for an issue of
great cultural anxiety — the loss of the body and identity; the threat
of violence; and the fear of threats to national security. Second, these
narratives of anxiety provide a justification for the increased deploy-
ment of technology aimed both at creating a panoptical virtual space
and at depriving those in that virtual space of the secret that connects
their virtual identity to their physical bodies.
   The discourse about hackers and hacking is related to a broader
social discourse concerning the contemporary relationship between
technology and society. That relationship is manifested as anxiety
when society, generally, is uncertain or unclear about the implica-
tions of the technical for its way of life or its well-being. Whether it
                                         Technology and Punishment /   217

is fear of violence, race, or class, as was the case with the MOD, or
the threat to national security and secrecy, as was the case with Kevin
Poulsen, hackers are continually branded as criminals in remarkably
flexible and varied ways. While this anxiety is recorded through-
out the greater part of human history, it reached a certain peak in
the latter half of the twentieth century, particularly in response to
what we might consider the proliferation of computer technology
brought about by the “home computer” or “personal computer”
(PC) as computers have entered the home, workplace, and schools.
    Anxiety manifests itself around the notion of an “expectation,”
whereby we find, according to Freud, a “general apprehensiveness,
a kind of freely floating anxiety which is ready to attach itself to any
idea that is in any way suitable, which influences judgment, selects
what is to be expected, and lies in wait for any opportunity that
will allow it to justify itself.” In other words, anxiety is related to
a sense of the unknown and of uncertainty. This particular form of
anxiety — what Freud called “expectant anxiety” — clearly mani-
fests itself around the notion of technology. Such anxiety is different
from what we commonly think of as a “phobia.” With computer
technology, people are not, necessarily, afraid of the machines them-
selves. What they fear is the future — as Freud argues, they “foresee
the most frightful of all possibilities, interpret every chance event as
a premonition of evil and exploit every uncertainty in a bad sense.”68
    The anxiety over technology, as an expectant anxiety aimed at
the future, calls into question almost every aspect of daily human
interaction. Accordingly, such anxiety triggers the process of dis-
placement, whereby the expectant anxiety over something important
can be rethought and managed in relation to something unimportant.
Computers, being both part of everyday experience and a ubiquitous
part of daily life, are the idea vessel for such displacement. The pro-
cess of displacement occurs through allusion. In such an act, the
object onto which anxiety is displaced is “easily intelligible” (unlike
allusions in dreams, for example), and the “substitute must be related
in its subject-matter to the genuine thing it stands for.”69 Technol-
ogy, in most every sense, is not the cause of these fears but rather the
object tied to anxiety by allusion or proximity. In the discourse sur-
rounding hackers and hacking, the main site of displacement is the
218 / Technology and Punishment

body itself in response to the challenge that technology poses to cor-
poreality and the structure of the law, specifically, and the structure
of society, more generally.
   This sense of anxiety, attached to the physical body, is an anxi-
ety that precedes the computer. The fear attached to the body that
begins with the discourse of television reaches its zenith with discus-
sion of “virtual reality” and the actual disappearance of the body.
This anxiety can be located in the movement from the physical to
the virtual. The threat to the body had already been well rehearsed
in connection to television viewing for two decades. Television, like
most forms of technically mediated communication, can be consid-
ered a virtual medium. In television’s early development, a great deal
of anxiety was centered on the fear that the medium would either
sap one’s strength, addle one’s brain, and decimate one’s critical rea-
soning abilities, turning one into a “couch potato,” or produce a
generation of juvenile delinquents. In short, the television was able
to alter or disable the physical through a participation in the virtual.
The introduction of the video game, and later the PC, met simi-
lar criticisms. The virtual came to represent, as a manifestation of
anxiety about the technological, a threat to the body.
   The latest step in the transformation into virtual reality threatens
the body at the most basic level — the virtual threatens to make the
body disappear. But it also threatens the body at a different level.
This anxiety is an outgrowth of the first — the threat that the virtual
poses to the body itself. If the first case, the virtual, is marked by a
disappearance of the body, the second case, a return to the physical,
is marked by a fear of the virtual. In other words, the threat that
the virtual poses to the physical is akin to the threat a ghost or
specter poses to the living. A virtual presence is a threat to the living
precisely in terms of its incorporeal existence. The virtual “haunts”
the physical world. It is a dead presence, a “spirit.”
   The regulation of the hacker is accomplished by juridically cre-
ating a corporeal subject who can be monitored. As a result,
criminality is defined solely in terms of the performance of an iden-
tity and the ability or inability to match that identity to a corporeal
presence. Like ghosts that haunt and terrorize the living, hackers
who maintain a virtual existence remain beyond the grasp of the
                                        Technology and Punishment /   219

law and in doing so are able to elude the gaze of state surveillance.
The criminalization of virtual identity becomes both the goal of law
enforcement and the primary locus of discussion about the threat
of hackers and cyberspace to society. As law enforcement describes
it, the loss of the body to virtual identity not only serves to make
the body of the hacker disappear but also makes the hacker legally
unaccountable, providing a space from which the hacker may then
inflict violence on bodies (or even on the social body, as with the
threat of espionage) with impunity.
    As the cases of these hackers make clear, there is an investment in
creating stories and images of hackers that serve to allow a greater
social displacement of anxiety upon them. As part of that system
of representation, law enforcement, media, and the state are heavily
invested in the manner and style in which hackers are represented.
Those representations, whether translated into law or broadcast on
Unsolved Mysteries, are useful vessels for the displacement of anxi-
ety about crime and technology and, ultimately, provide a powerful
diversion to allow the progression of state surveillance, observation,
and regulation and to include and encourage citizen involvement in
the processes and mechanisms of surveillance.

    Kevin Mitnick and Chris Lamprecht

From the hackers of the 1950s to the present, secrecy has played
a crucial role in understanding the place of technology in contem-
porary culture. It has also been at the center of understanding who
hackers are and what they do. Two recent cases have served to il-
lustrate the merger of secrecy, criminality, and the displacement of
anxiety onto the figure of the hacker: first, the case of Kevin Mitnick,
discussed in chapter 6; and, second, the case of Chris Lamprecht, a
hacker who was convicted of theft but sentenced for being a hacker.1
   These two cases provide insight into the degree to which corporate
secrets, media and popular culture representations, and the displace-
ment of anxiety can combine to have real and profound effects on
the lives of hackers caught in their wake. While it is clear in each
case that these hackers have committed crimes, what is interesting
about their cases are the ways in which their position as hackers
has been used to justify what seem to be extreme measures against
them, government and court responses that are far out of proportion
to their crimes.

              Technology and Punishment Redux:
                  Kevin Mitnick, 1999–2000
As described earlier, in February of 1995, Kevin Mitnick was ar-
rested following one of the most intense hacker manhunts in history.
Since that time, he has been tried in the state of North Carolina, faced
a twenty-five-count federal indictment, and served four years as a
“pretrial detainee,” eventually reaching a plea bargain with govern-
ment attorneys. Although Mitnick gained no profit from his alleged
hacks, he faced charges of both computer and wire fraud that could

                                                                Epilogue /   221

      Protesters outside Miramax’s New York office. Source: 2600 Magazine.

have resulted in more than twenty years in prison. Stories, including
half a dozen books and a film set to be released by Miramax, about
Mitnick’s case have all focused on his capture and arrest. What has
been less publicized has been the aftermath of Mitnick’s case, which
has included a number of important legal matters and has spawned
a unified hacker movement that has focused on the political issues
surrounding his incarceration. A generation of hackers, some in their
early teens, were the force behind the “Free Kevin” movement, which
held protests, engaged in a public awareness campaign, and even cre-
ated a legal defense fund for Mitnick. While Mitnick’s hacking may
have had an impact on the underground, his arrest and imprison-
ment shaped the attitudes and opinions of an entire generation of
hackers who came of age in this five-year period.
   What Mitnick’s case reveals, more than anything, is the manner in
which secrecy is tied to technology. The most serious charges against
Mitnick involved the copying of proprietary information from cel-
lular phone companies. The violation was not breaking into the
system, nor was it the actual copying or possession of files from
the system. Instead, what was violated was the proprietary nature
of those files. Mitnick broke the code of secrecy, which, according
to the corporations in the indictment, had made the information
222 / Epilogue

   Mitnick’s case raised a number of important issues that were hotly
debated in pretrial motions but never litigated. Four central issues
leading up to the plea bargain made his case unique and reveal a great
deal about legal and public attitudes toward hackers. First, Mitnick’s
pretrial detention and lack of a bail hearing were used by Mitnick’s
supporters as a fundamental rallying point. Second, advocates of the
“Free Kevin” movement argued that the government’s effort to deny
Mitnick and his attorneys access to the evidence to be presented at
trial was a violation of his fundamental rights. Third, there were a
number of moments of resistance where hackers sent messages to
the larger computer community, the most visible being a hack of the
New York Times Web page, done the weekend the Starr report (on
dealings of President Clinton) was released. Finally, the plea bargain
itself, which came in the wake of several defense motions accusing
the government of illegally gaining evidence against Mitnick, drew
the case to a close, but not without a media feeding frenzy, which
included serious leaks to the media.

                   Pretrial Detention and Bail
As noted earlier, prior to his plea agreement, Mitnick spent four
years at the Los Angeles Metropolitan Detention Center. The MDC
is a jail, rather than a prison, where most offenders in Los Angeles
are housed before trial. The length of time spent at the MDC ranges
from only a few days to a year. Mitnick’s attorneys argued that his
pretrial incarceration, which lasted over four years, was punitive,
something prohibited by law. During that time, Mitnick was not
allowed visitors other than his attorneys and family members, and
he was not permitted to work or have many of the privileges that
convicts are allowed.
   Mitnick’s pretrial incarceration resulted from his lack of bail — he
was never given the opportunity to have a bail hearing. Judge Mar-
ianne Pfaelzer denied the request for bail without hearing, meaning
that the government never had to show cause or justify why Mitnick
should remain in jail while he awaited trial. The denial of a hearing
was appealed up to the Supreme Court, which refused to hear the
case. This would be the first “outrage” that would begin to unify
                                                        Epilogue /   223

the “Free Kevin” movement under the principle that he was denied
his constitutional right to a bail hearing. From that point on, the
focus would be not on his guilt or innocence but on the process by
which his case proceeded. It was also the moment at which Mitnick’s
own attitude in his case shifted and he began to describe himself as a
“political prisoner.” Mitnick and others close to his case were con-
vinced that he was being treated harshly to send a message to other
would-be hackers. In the months that followed, the court and the
government would face new legal issues, many of which had pre-
viously been undecided, making it exceedingly difficult for Mitnick
and the defense team to gain access to the information that would
be presented against Mitnick at trial.

                         Kevin’s Computer
After Mitnick’s arrest in 1995, the government was in possession
of two of Kevin’s laptop computers, containing thousands of files
and nearly ten gigabytes of data. When attorneys for Mitnick and
his codefendant, Lewis DePayne, asked to review the evidence, they
were provided with a 187-page list of filenames with no summary or
explanatory information — defense attorney Richard Sherman de-
scribed the data as “incomprehensible.” Although the government
claimed to have examined each piece of data, it claimed no record
of what is actually on the computer hard drives. The investigators,
the government claimed, who sorted through the thousands of files
took no notes and made no record of what they found.
   The question of access to a computer was only surprising insofar
as it is an issue at all. Nearly all of the evidence in this case is in
electronic form, and it is patently clear that Mitnick’s expertise was
undoubtedly useful, if not essential, in preparing his own defense.
With roughly five million pages of material (a large percentage of it,
70 to 80 percent according to prosecutors, containing source code
or software programs), electronic searching and retrieval were ex-
tremely useful in cataloging and analyzing the information. These
were Mitnick’s files, after all, and he was probably the best person
to decipher what is on his own hard disks.
   What causes concern is that the computer was being targeted as
224 / Epilogue

such a threatening device. While it is true that Mitnick used a com-
puter to commit crimes, it is hard to imagine a judge prohibiting
someone accused of forgery from using a pen, or a bookie from
making phone calls, even if that is how she or he took bets. Without
a modem or network card, the threat a computer poses is minimal
to nonexistent. Perhaps prosecutors were wary because they didn’t
understand that, or perhaps they were being punitive, knowing what
an important part computers have played in Mitnick’s life. Perhaps
(as one report has it) they were afraid Mitnick would spend time
playing computer games, rather than preparing his defense. In any
event, it was not the first time that Mitnick had been put in a diffi-
cult position because of his technological savvy. Earlier, he had spent
eight months in solitary confinement as a way to prohibit him from
using the telephone, out of fear that he would whistle a computer
virus over the phone lines. Later, while in jail, he was again sent
to solitary confinement and all of his items were confiscated after it
was suspected that he was modifying a Sony Walkman to create a
transmitter or electronic eavesdropping device. Both these imagined
tricks were technologically impossible; authorities’ belief that they
could be accomplished was prompted by an overreaction based on
a fear of technology, generally, and a fear of hacking, specifically.
   The data in this case was unusual and presented more than a few
problems for both Mitnick and the court. What makes these prob-
lems unusual (a fact that Judge Pfaelzer steadfastly denied, claiming
there was “nothing unusual” about the case at all) is the nature of the
data itself. The important data fell into three categories. The first is
the least interesting and, probably, the most damaging. Although the
government gave little indication of any of the evidence that would
be presented, it was clear that some of it would be composed of
correspondence and text files that document illegal activity that was
undertaken by the defendants. Files containing stolen passwords and
credit card numbers, for example, would have been necessary for the
government to make its case on most of the indictments. This data,
which the government must have known about, should have clearly
followed traditional rules of discovery, which is to say, it should have
been provided to the defense just as any other documents or evidence
must be. That, however, didn’t happen until much later (three and
                                                        Epilogue /   225

a half years) in the case, and the reason for that was related to the
second two categories of evidence.
    The second category, what was labeled “proprietary software,”
consisted of the objects that Mitnick was accused of stealing. It was
also the source of most of the damages for which Mitnick was be-
ing held accountable. This software, it is alleged in count 15 of the
indictment, is valued in the millions of dollars and is the source of
the massively inflated jail time (up to two hundred years) that Mit-
nick was faced with. Because he was charged with wire fraud (in
addition to computer fraud), the sentence was based on the damage
done, rather than the offense. Because he had “compromised pro-
prietary software,” the prosecutors charged, he made that software,
very expensive software, worthless. What Mitnick had violated was
its proprietary nature, and that, the government claimed, was what
gave it its value. It did not matter that Mitnick did not deprive the
company of the information or that there was no evidence that he
would sell or distribute it. What mattered in this case was that the
value of the software was generated by its secrecy, and by copying
it, Mitnick had violated that secrecy, rendering it worthless. This
proved a problem for the rules of evidence as well.
    The government, however, argued that because this software was
proprietary, it couldn’t make copies to provide to the defense. Copy-
ing it, they said, would amount to a commission of the same crime
for which Mitnick was under indictment. The companies involved,
the government argued, were none too happy about having a second
copy of their source code produced. The prosecutors offered to let
the defense team look at the evidence at the government offices, but
because it is proprietary they were unwilling to copy it. Of course,
this presented a problem for Mitnick in particular; being held in the
Metropolitan Detention Center made it impossible for him to visit
the government law offices.
    The third category of evidence presents an altogether new chal-
lenge — encryption. At least a portion of the files on Mitnick’s hard
disks was encrypted, and Mitnick was not forthcoming with the
password. The government claimed that it had no way of knowing
what was in those files, so it didn’t plan to use them. Therefore, they
argued, there was no need to provide them to the defense. Legally,
226 / Epilogue

this presented a problem. The defense claimed that some of that in-
formation could be exculpatory — that is, it might be very useful in
Mitnick’s defense. They wanted a copy of the encrypted files to find
out. But if that was allowed, the prosecution, suspecting that some
of the most damaging information was probably encrypted, wanted
to look as well. This, the defense argued, violated Mitnick’s right
to not incriminate himself. The government had data it couldn’t use,
and what the defense might be able to use, it couldn’t have. The issue
was resolved by the judge based on an appeal made by the prose-
cution. Those files, the prosecution claimed, could contain a virus
or damaging software, and that virus or software could be released
by Mitnick if the files were returned to him. Judge Pfaelzer saw the
encrypted files as a clever move on Mitnick’s part and ultimately re-
fused the defense team access to the files unless Mitnick revealed the
password to decrypt the files.
    The nature of the electronic data, for which there had been no
case law or precedent, was used by the government as a justifica-
tion for not providing copies of any of the electronic evidence to be
used against Mitnick to the defense. The complexity that technology
brought to the case was used by the government as a smoke screen
to deny basic access to information about the case.
    The government also used the technological nature of the evidence
as a way to restrict access to it. In response to industry and govern-
ment concerns about distributing proprietary software to the defense
team and to Mitnick, in particular, both sides agreed to place the pro-
prietary software under a protective order, meaning that the evidence
could not be discussed outside of the defense team and their experts.
Government attorneys, however, wanted to extend that protective
order to cover all the evidence in the case, including the categories
of “hacker tools” and Mitnick’s personal correspondence.
    A protective order that covered all of the evidence to be used in
this trial would have prohibited Mitnick from discussing any aspect
of the case publicly and would, in essence, have prohibited him from
being able to tell his own side of the story at a later date. Even if
he were found to be not guilty, the protective order would make
it impossible for Mitnick to discuss the charges against him or the
indictment without being held in contempt of court. As a result,
                                                        Epilogue /   227

Mitnick has refused to sign the protective order, which he believed
was an attempt to “chill free speech in the future.”
    As the initial hearing proceeded, other facts began to come to
light. The defense claimed that one of the witnesses against Mitnick,
Ron Austin, had been working as a government informant while
he was employed by Mitnick’s former attorney, Richard Sherman,
and during that time was privy to privileged attorney/client commu-
nication. In 1994, the defense claimed, Austin “was surreptitiously
(and apparently illegally) tape-recording conversations with Kevin
Mitnick as part of his cooperation agreement with the government.”
    Although the government filings indicate that Austin’s employ-
ment in Sherman’s office was “unbeknownst to the government,”
Assistant U.S. Attorney David Schindler “ ‘authorized’ Austin to
continue to surreptitiously record his telephone conversations with
Mitnick ‘to facilitate the investigation’ ” in 1994. The defense ar-
gued in a filing that “government’s failure to cease all interviews
with Mr. Austin immediately upon the disclosure of his relationship
with Mr. Sherman constitutes, in itself, a serious abrogation of the
government’s professional, ethical, and legal obligations.” According
to Mitnick’s attorneys, the conditions of Ron Austin’s plea bargain,
which they requested in October of 1996, were not made available
to them for nearly two years after the initial request. Such infor-
mation, Don Randolph says, can be essential in impeaching witness
    Shortly before Mitnick’s plea deal was struck, the defense team
introduced two motions to suppress evidence. In the motions, they
argue, the search warrant that was used in Mitnick’s arrest was so
overly broad (it failed to include an address, physical description the
building, or other identifying information) and was so badly exe-
cuted that it should be considered invalid. More damaging, though,
were allegations that Shimomura was acting as a government agent
(confirmed in a statement by FBI director Louis Freeh) when he
illegally monitored and intercepted several of Mitnick’s commu-
nications. Since that was the grounds for “probable cause,” the
defense argued, anything resulting from those illegally intercepted
communications must also be suppressed. If successful, this would
suppress nearly all of the evidence against Mitnick, making a con-
228 / Epilogue

viction extremely difficult. The motions were taken seriously enough
by prosecutors to request a delay in having them heard so that
they could formulate a response. That response would not be filed.
Instead, that week, prosecutors and defense attorneys filed a plea
agreement with the court that ended the case before a decision could
be rendered on either motion.
   While the legal issues presented new challenges both for the court
and for the attorneys, the case also produced a range of responses
in the hacker community, which ranged from indifference to out-
rage. In a few instances, hackers took matters into their own hands.
There were protests, editorials, Web pages, and bumper stickers and
T-shirts with the “Free Kevin” logo. The most dramatic incident
was a high-profile hack, which took down the New York Times
Web site for the better part of a day. While hacked Web pages are
fairly commonplace, and occur with surprising regularity, they usu-
ally fall into the category of juvenile pranks, where no damage is
done — Web page images are either replaced with pornographic ones
or hackers leave messages to document their hacking talents. The
Times web hack was different, primarily because it was done as a
political hack.

                      Hacking the Times:
                 What Makes This One Different?
On Sunday, September 13, 1999, the New York Times Web page
was hacked by a group calling themselves “Hackers for Girlies.” The
hack forced the Times to take its site offline for nine hours, hours of
what happened to be potentially one of the biggest days in the paper’s
online history. According to the Times, traffic, which was already up
35 percent on Saturday, was expected to double on Sunday, in large
part due to the New York Times release and coverage of the Starr
report. The hack, which was by all accounts a fairly sophisticated
attack, was different from most previous hacks in a number of ways.
Although there had been hacks of Web pages designed to express
political dissatisfaction (for example, the Department of Justice Web
page hack regarding the passage of the Communications Decency
Act and hacks of both the Conservative and Labour Parties in Britain
                                                       Epilogue /   229

prior to elections), this was the first hacking incident that could be
considered a political intervention — in this case, a major media
outlet was financially damaged because of the public perception that
its coverage was unfair.
   Although much of the text of the hacked Web page centered on
the hackers’ dispute with Carolyn Meinel, author of The Happy
Hacker, much of the criticism directed at Meinel can and should
be seen as hacker infighting. What the page’s comments reveal is
that these hackers were concerned with the larger question of how
they were being portrayed. “The real reason we put any blame on
Carolyn Meinel,” the hackers write, “is because of her obtuse over-
dramatizations of our actions.”
   At the heart of the dispute was Mitnick’s case, and at issue, for
these hackers, was the question of John Markoff’s coverage of Mit-
nick’s case. As discussed earlier, Mitnick was the subject of several
New York Times stories written by Markoff and ultimately the sub-
ject of a best-selling novel co-authored by Markoff and Tsutomu
Shimomura, the San-Diego-based security expert who helped the FBI
track and capture Mitnick.
   Hackers alleged that Markoff used his position at the Times to
“hype” the story of Mitnick’s arrest and capture and to “demonize”
Mitnick in the public imagination. These perceptions, according to
the hacker community, accounted in large part for Mitnick’s long
incarceration in a maximum-security jail and his denial of the right
to a bail hearing.
   In short, the message that hackers left on the New York Times
Web site could be boiled down to one simple fact: they felt that
the way hackers are covered by the mainstream media generally,
and the New York Times specifically, is unfair. They were disturbed
both by what had been written about them and by what stories had
been overlooked. The battle over such representations continued to
be played out, ironically enough, in the coverage of the hack itself.
Mitnick learned of the incident over a local Los Angeles news radio
station, where he heard the hack described as an “act of Internet ter-
rorism.” Mitnick, who was, at the time, only four months from trial,
was upset by both the incident and the subsequent coverage of it.
   The message that the hackers left that Sunday came in two parts,
230 / Epilogue

the page that was displayed on the Times’s Web site and the com-
ments left in the HTML code, which were far more articulate than
the hacker-speak that appeared on the surface, as the hackers them-
selves indicate in their P.S.: “0UR C0MMENTS ARE M0RE ’LEET
AND P0NDER 0UR W1ZD0M.” The hackers described the com-
ments embedded in the page’s source code as “the real meaning” of
the page, including supporting quotations from Tennyson, Voltaire,
and Milton.
   The hackers’ central grievance stemmed from what they saw as
Markoff’s involvement in the pursuit and capture of Mitnick. The
Web page’s message targeted Markoff specifically, asking: “D0 YOU
D0WN TH1S INJUST1C3?” What lies beneath the code in the com-
ments spells out the hackers’ complaint more directly: “The injustice
Markoff has committed is criminal. He belongs in a jail rotting in-
stead of Kevin Mitnick. Kevin is no dark side hacker. He is not
malicious. He is not a demon. He did not abuse credit cards, dis-
tribute the software he found, or deny service to a single machine.
Is that so hard to comprehend?”
   Markoff denied that his coverage of Mitnick’s case was anything
other than objective. After years of covering Mitnick and because
of his close connections with Shimomura, Markoff found himself
with “access to remarkable events” that he says “I wrote about as
accurately and clearly as I could.” “There were no dilemmas,” he
said. “I told my Times editors what I was doing every step of the
way.” Regarding the decision to hype the story, Markoff responded,
“I didn’t place the story.” If hackers were upset about how the story
was hyped, Markoff thought they were targeting the wrong person:
“Their quarrel is with the Times’ editors, not me.”
   The hack’s effect was also hotly debated. Markoff thought the
hack had the potential to do “tremendous damage” to Kevin. If
Kevin’s defenders wanted to make the claim that Kevin and people
like him are “harmlessly wandering through cyberspace,” Markoff
said, an event like this was the “clearest example to contradict that.”
Emmanuel Goldstein, editor of 2600, saw things differently. “It’s not
                                                           Epilogue /   231

what I would have done,” Goldstein said, “but it got the story out.
It is a story that has been suppressed for so long.” The popular
sentiment among hackers is that the coverage of the Mitnick case
hyped his arrest and capture, referring to him as the “Internet’s Most
Wanted,” as a “cyberthief,” and in some cases as a “terrorist,” but
paid little or no attention to issues of Mitnick’s pretrial incarceration,
to the denial of his right to a bail hearing, or to the fact that the
government had failed to provide Mitnick with access to the evidence
to be presented against him.
   Even Markoff, who insists that he played no part in putting Kevin
in jail, indicated that he had “a lot of sympathy for Kevin,” acknowl-
edging that Mitnick was in a “difficult situation” and was faced with
a “grim set of alternatives,” but he rejected the notion that anyone
but Mitnick himself was responsible for his situation: “Kevin made
himself what he is.”
   The official statement from Mitnick’s attorney was just as suc-
cinct: “Kevin Mitnick appreciates the support and good wishes of
those who speak out against his continued state of incarceration
for years without bail. However, he does not encourage any indi-
viduals to engage in hacking pranks on his behalf. Kevin believes
other avenues exist that can be more beneficial to his circum-
stances,” and he directed supporters to the Mitnick Web site at
   The hack of the New York Times Web page did demonstrate a
number of things. First, and most important, hackers were becom-
ing activists. The hack of the Times was not just a prank to show
the hackers’ skills or for bragging rights; they had a message. Sec-
ond, the movement that was unifying hackers was harking back to
their early roots in the underground. In New York and Los Ange-
les, groups of hackers had held protests outside of Miramax offices
to protest the filming of Takedown (the film based on Markoff and
Shimomura’s book); they had created an activist culture; and they
had been organizing. The Kevin Mitnick mailing list was filled with
all sorts of ideas, from door-to-door canvassing to flyer distribution
at malls to making and selling “Free Kevin” mouse pads. Hackers
were even willing to spend time outside of NBC studios in New York
holding “Free Kevin” signs in the hopes that they would get air time
232 / Epilogue

on the Today show. The protests over the initial screenplay (which
had been leaked to the hacker underground) resulted in a series of
new scripts which corrected factual errors and resulted in a script
which was much more sympathetic to Mitnick than earlier versions
had been.
   The legacy of Mitnick’s case will be twofold. First, even though
Mitnick’s case never went to trail, a number of legal issues were
confronted for the first time, giving a taste of what is to come in the
future. Second, the “Free Kevin” movement, which his supporters
vow will continue until he is totally free, taught hackers how to
organize and how to create a movement that intervened politically,
socially, and culturally over issues of law, justice, and representation.
While Mitnick’s case tested the boundaries of legal issues in court
and started a hacker movement that may well continue on, another
hacker, arrested at almost the same time, was fighting a different set
of battles in federal court on appeal.

                  Minor Threat’s Major Sentence
Chris Lamprecht steps up to a small computer terminal, punches
in his ID number, and receives his current account balance from
the commissary computer. As an inmate at the Federal Correctional
Institution in Bastrop, Texas, Chris is allowed to check his bal-
ance using the prison’s computer network. What is interesting about
Chris’s case is that such an act, using a networked computer, will be
illegal for him once he is released from prison. According to his su-
pervised release conditions, Chris, better know to hackers as “Minor
Threat,” is the first person in the United States to be banned from
utilizing a computer network, including the Internet.
    This ban is even more interesting because Chris is serving time
for an offense entirely unrelated to computers, the Internet, or hack-
ing. In fact, the word “Internet” was not even mentioned in Chris’s
case until the very last moments of sentencing, when the judge an-
nounced the conditions of the supervised release. In 1995, Chris
was sentenced for a number of crimes, to which he plead guilty, in-
volving the theft and sale of Southwestern Bell circuit boards. For
those crimes, Chris certainly deserved punishment, including spend-
                                                        Epilogue /   233

ing time right where he is — in federal prison. The problem with
his sentencing was that Chris was also sentenced for being a hacker,
something for which he has never been charged, tried, or prosecuted.
   This was not the first time that a hacker had been prohibited from
using a computer as a condition of supervised release. Similar penal-
ties had been meted out in other hacker cases. Both Mitnick and
Poulsen had restrictions placed on their computer usage as condi-
tions of their release. What makes Chris’s case different is both that
he was banned specifically from the Internet and that his case was
entirely unrelated to hacking or computers. In essence, Chris has
been banned from the Internet for being a hacker, not for anything
he has done or because his hacking in some way violated the law.
   The information about Chris (Minor Threat) that caused him the
most trouble came from two sources, his PSR (presentencing report)
and tapes of a phone call made while he was in prison. In the case
of the PSR, it had been discovered that Chris was a hacker of some
stature in the computer underground. He had recently, in fact, been
pro-philed in Phrack, where he espoused a philosophy of noncoop-
eration with authorities, particularly turning in friends and fellow
hackers. This became prima facie evidence of Chris’s noncoopera-
tion, even though he had in actuality cooperated with authorities as
a condition of his plea, providing them with information and evi-
dence of his own crimes that they would have never discovered or
had any reason to suspect. Chris’s PSR had little relevance to his
case, but instead focused on the fact that he was a hacker, and that
would, ultimately, be the thing for which Chris was sentenced.
   The second element, the recorded conversation, was even more
damaging. A friend of Chris’s, during a phone call to him, suggested
a form of electronic retaliation against the police involved in his ar-
rest. Chris rejected the idea, indicating that he didn’t believe that
such action was appropriate. The only problem was that the tape,
which was never provided to the defense, was never played in court.
Instead, the prosecution had a jail official testify to what the conver-
sation was about. While the conversation was about retaliation, the
fact that Chris opposed such action was omitted, leaving the judge
with the impression that Lamprecht had, in fact, suggested, rather
than rejected, the idea.
234 / Epilogue

   Based on this information, the judge’s response made sense: this
was a known hacker talking about retaliating against those who
arrested and prosecuted him. (And, for all the judge knew, there
might also be retaliation against the person who sentenced him.) But
Lamprecht was not only banned from the Internet — he was also pro-
hibited from serving as a “computer programmer, troubleshooter, or
installer,” the three jobs that he held before his arrest. This was in
spite of the fact that his former employer offered to hire him back
following his release. So why might a judge make such a decision?
After the sentence and the conditions of his supervised release were
announced, Chris was given an opportunity to respond. His remarks
were short: “I mean, computers are my life.” To this the judge re-
sponded, “I understand that. And that’s why I put these conditions
in, if you want to know the truth.”
   It is a long way from selling stolen goods to being banned from
the Internet and your profession of choice. The move, as the judge’s
comments reveal, seems to be purely punitive. Punishment, however,
is not the goal of supervised release. The goal of supervised release is
to reintegrate the convict into society and make him or her a produc-
tive member of that society. Banning someone from the area where
they are most likely to be productive seems counterintuitive at best.
It also promises to make it very difficult for Chris to finish his de-
gree in computer science at the University of Texas. Other hackers,
denied the opportunity to make a living at what they did best and
enjoyed the most, have often returned to hacking and occasionally
did so with raised stakes. It is almost as if courts are intentionally
working to turn hackers into what authorities fear most. Making it
more difficult for hackers to take on legitimate jobs and turn their
hobbies and obsessions into productive (even lucrative) careers is
a recipe for disaster. By prohibiting hackers from using computers
once released from prison, the judicial system is cutting off their only
means for “going straight.” In fact, most hackers who stay in the
scene after college usually end up working as programmers, security
consultants, or running their own systems.
   The case is particularly acute in Lamprecht’s situation. Chris is
already a talented programmer. In the early 1990s, he wrote a pro-
gram called ToneLoc, a phone dialing program that was modeled
                                                           Epilogue /   235

on the program Matthew Broderick uses in the movie WarGames
to find open modem lines in telephone exchanges. The program was
sophisticated enough to be embraced by both hackers and security
experts, many of whom Chris helped to install and test the program,
looking for security holes in their own systems. Later, two of these
security experts, both from government agencies, were prohibited
from testifying as character witness at Chris’s trial: one explicitly,
the other by being told he could not use government stationery to
write a letter on Chris’s behalf.
   Chris, since owning his first computer, has taught himself to pro-
gram in BASIC, Assembly, C, C++, and, since he has been in prison,
Java. If allowed to work with computers again, he estimates that
it will take him six months to get up to speed in Java to the point
where he will be able to begin developing software. After his re-
lease, he wants to finish his degree and get a job programming — his
true devotion. As things stand right now, none of those options is
   These circumstances raise serious issues that transcend the scope
of Lamprecht’s case in particular. In a recent decision, the Supreme
Court held that the Internet is the most democratic form of expres-
sion and deserves the highest degree of protection. It is, in essence,
the medium of free speech for the twenty-first century. To ban some-
one from the Internet, for an offense related neither to computers nor
to the Internet itself, is at best punitive and at worst unconstitutional.
   But, perhaps more important, Chris’s sentence reveals how deeply
embedded is the fear of hackers in the American judicial system.
In this case, Chris pleaded guilty to one thing and was sentenced
for something completely different and unrelated to his crime. In
short, Lamprecht was found guilty of stealing (in several forms) and
was (and should have been) punished for those crimes, but he was
sentenced for being a hacker. What we need to question is how easily
the figure of the hacker is transformed into a criminal, even when,
as a hacker, the person has done nothing demonstrably wrong.
   Most recently, Lamprecht got a rude awakening when he appeared
in court in 1999. Chris, who has been in prison since 1995, ap-
peared in court to argue that the government had breached its 1995
plea agreement, which led to Lamprecht’s initial sentencing. What he
236 / Epilogue

wasn’t prepared for was a government response to a second brief he
had filed, which challenges the conditions of his supervised release.
   As a result of his initial sentencing, Lamprecht will have as a con-
dition of his supervised release a restriction that prohibits him from
“utilizing any computer network,” including the Internet, effectively
making him the first person to be banned from the Internet.
   In a brief filed the day before the hearing, the prosecutors re-
sponded to Lamprecht’s motion to have those restrictions lessened,
a tactic that caught Lamprecht and his attorney, Robert Kuhn,
off-guard. “We were ambushed,” Lamprecht said. “We had no
notification and we were not ready to rebut their claims.”
   Since his incarceration, Michele Wood, Lamprecht’s mother, has
been maintaining a Web page that has provided information about
Lamprecht’s case and informed people about his “Internet ban.” This
Web page was at the center of the controversy around his 1999
court appearance. “They talked about me having a Web page like it
was a horrible thing,” Lamprecht said. Upon recommendation of his
attorney, Lamprecht has decided to have the Web page taken down.
“I guess the government has silenced me,” he said. “I didn’t think
that this is how the first amendment was supposed to work.”
   Prosecutors see things differently, in large part stemming from an
earlier incident where the underground hacker journal Phrack pub-
lished the name and social security number of an IRS agent who had
testified against Lamprecht. According to prosecutors, the agent suf-
fered numerous incidents of harassment, including having his credit
rating ruined. Lamprecht commented that “publishing his name in
Phrack was the wrong thing to do. I’m sorry I ever did it,” but
he doesn’t believe that it justifies an Internet ban. “If Phrack had
been mailed, would they have banned me from using the mail? Of
course not.” The incident has left federal judge Sam Sparks and U.S.
attorneys concerned about similar retaliations.
   Prosecutors accused Lamprecht of running his Web page from
prison, a claim he emphatically denies. The page, he says, was run
and maintained by his mother for the sole purpose of educating
people about his case. What is clear is that the Web page has gen-
erated media attention about Lamprecht’s Internet ban, prompting
several news stories and TV interviews with the jailed hacker.
                                                        Epilogue /   237

    Because of the last-minute nature of the government’s filing, Lam-
precht was not able to produce any witnesses on his behalf, nor was
he able to testify, citing threats from prosecutors that he would be
examined about alleged crimes not covered under his plea agreement
if he were to take the stand on his own behalf. Although the court
did not demand that Lamprecht remove his Web page, Lamprecht
felt pressured. “I finally decided to take the page down, so I might
be able to have a chance of using the Net when I get out next year.”
    Overall, Lamprecht’s concerns are practical. When he is released
from prison, he plans to continue his studies at the University of
Texas, where he was majoring in computer science. The Internet
ban, he fears, will make completing his degree next to impossible.
Lamprecht’s case continues, and, recently, he won back his right to
direct appeal, something he had given up as a condition of his initial
plea bargain. Regarding the Internet ban, Lamprecht said, “I’m still
going to fight like hell. I’ll just have to do it without a Web page.”
    The issues that Mitnick’s and Lamprecht’s cases raise are new
legal, social, and cultural matters that will need to be faced in the
coming years. Hacking is changing as fast as the technology that
accompanies it. The issues that remain, however, will always be ones
that focus primarily on human relationships and cultural attitudes
toward technology, change, and difference.
    By tracing out hacker culture, from its origins in the 1950s and
1960s through the various transformations it has taken in the 1980s
and 1990s, this work has illustrated the complex ways in which tech-
nology has played a pivotal role in the formulation of the hacker
underground and in the public, popular, and legal representation of
it. Marking such transformations not only provides a sense of where
hacker culture has come from but also comments on the role of
technology in mainstream culture and illustrates the ways in which
technology has been woven into the fabric of American society. Over
the next decade, we can expect to see changes in the roles that hack-
ers take on, the manner in which they negotiate their identity, and
the ways in which they inform culture about the role of technology
in the practice of everyday life.
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    1. For an example of the debate over the nature of the term “hacker,” see
Paul Taylor, Hackers: Crime in the Digital Sublime (London: Routledge, 1999),
    2. Andrew Ross, “Hacking Away at the Counterculture,” in Technoculture,
ed. Constance Penley and Andrew Ross (Minneapolis: University of Minnesota
Press, 1991), 121; Slavoj Zizek, “From Virtual Reality to the Virtualization of
Reality,” in Electronic Culture: Technology and Virtual Representation, ed. Tim-
othy Druckrey (New York: Aperture, 1996), 293; Allucquere Rosanne Stone,
The War of Desire and Technology at the Close of the Mechanical Age (Cam-
bridge, Mass.: MIT Press, 1996). For more extended accounts, see Sherry Turkle,
The Second Self: Computers and the Human Spirit (New York: Simon and
Schuster, 1984), especially chapter 6.
    3. William Gibson, Neuromancer (New York: Ace Books: 1983).
    4. Thomas M. Disch, The Dreams Our Stuff Is Made Of: How Science
Fiction Conquered the World (New York: Free Press, 1998), 220.
    5. Bruce Sterling, personal interview, May 14, 1998.
    6. A similar theme is explored in relation to skateboard culture and the
reconstruction of space in Michael Nevin Willard, “Seance, Tricknowlogy,
Skateboarding, and the Space of Youth,” in Generations of Youth: Youth Cul-
tures and History in Twentieth Century America, ed. Joe Austin and Michael
Nevin Willard (New York: NYU Press, 1998), 327– 46.
    7. E. Anthony Rotundo, “Boy Culture,” in The Children’s Culture Reader,
ed. Henry Jenkins (New York: NYU Press, 1998), 349.
    8. Scott Bukatman, Terminal Identity: The Virtual Subject in Postmodern
Science Fiction (Durham, N.C.: Duke University Press, 1993), 18.
    9. Rotundo, “Boy Culture,” 347– 48.
  10. Ibid., 349. For other discussions of boy culture, codes, and aggression,
see William Pollack, Real Boys: Rescuing Our Sons from the Myths of Boyhood
(New York: Random House, 1998); and Harvey Schwartz, “Reflections on a
Cold War Boyhood,” in Boyhood: Growing Up Male (Madison: University of
Wisconsin Press, 1993), 165–75.
  11. See, for example, discussions of the production of youth culture and
gendered identity in underground “zines” in Stephen Duncombe, “Let’s All Be
Alienated Together: Zines and the Making of an Underground Community,”
and Willard, “Seance,” both in Generations of Youth.
  12. See, for example, Turkle, The Second Self. Turkle’s discussion of hackers

240 / Notes to Chapter 1

(primarily old-school hackers) focuses on notions of control and mastery as
characteristic of the hacker personality.
  13. Of particular note is the manner in which literary theory has been used
to better understand and account for the postmodern nature of technology. For
example, see Mark Poster, “Theorizing Virtual Reality: Baudrillard and Der-
rida,” in Cyberspace Textuality: Computer Technology and Literary Theory,
ed. Marie-Laure Ryan (Bloomington: Indiana University Press, 1999); Poster,
The Mode of Information: Poststructuralism and Social Context (Chicago: Uni-
versity of Chicago Press, 1990); N. Katherine Hayles, Chaos Bound: Orderly
Disorder in Contemporary Literature (Ithaca, N.Y.: Cornell University Press,
1990); Hayles, “Virtual Bodies and Flickering Signifiers,” in Electronic Cul-
ture: Technology and Virtual Representation, ed. Timothy Druckrey (New York:
Aperture, 1996); Hayles, “Text out of Context: Situating Postmodernism within
an Information Society,” Discourse 9 (1987): 24–36; Janet Murray, Hamlet
on the Holodeck: The Future of Narrative in Cyberspace (Cambridge, Mass.:
MIT Press, 1997); Anne Balsamo, Technologies of the Gendered Body: Read-
ing Cyborg Women (Durham, N.C.: Duke University Press, 1996). For extended
discussion of postmodernity and fiction, see Steven Shaviro, Doom Patrols (New
York: Serpent’s Tail, 1997); and Brian McHale, Postmodern Fiction (New York:
Methuen, 1987).
  14. For an extended reflection on technology and postmodernity, see Steven
Shaviro’s “Theoretical Fiction,” in Doom Patrols. Shaviro discusses the manner
in which technology needs to be understood as a kind of postmodern fiction.
  15. This idea is developed at length by Nicholas Negroponte in Being Digital
(New York: Knopf, 1985).
  16. François Lyotard, The Postmodern Condition, trans. Geoff Bennington
and Brian Massumi (Minneapolis: University of Minnesota Press, 1984). For an
additional examination of the relationship between critical theory and technol-
ogy, see George Landow, Hypertext: The Convergence of Contemporary Critical
Theory and Technology (Baltimore: Johns Hopkins University Press, 1992).
  17. For more extensive discussions of the manner in which self and identity
are impacted by technology, see Sherry Turkle, Life on the Screen: Identity in
the Age of the Internet (New York: Simon and Schuster, 1995); and Jay David
Bolter and Richard Grusin’s discussion of the impact of remediation on notions
of self in Remediation: Understanding New Media (Cambridge, Mass.: MIT
Press, 1999).
  18. Michel Foucault, “Two Lectures,” in Power/Knowledge (New York:
Pantheon, 1977), 81.
  19. Ibid., 81–82.
  20. Ibid., 83.

1. Hacking Culture
    1. See Scott Bukatman, “Gibson’s Typewriter,” South Atlantic Quarterly
(fall 1993): 627.
    2. Paul Mungo and Bryan Clough, Approaching Zero: The Extraordinary
                                                   Notes to Chapter 1 /   241

World of Hackers, Phreakers, Virus Writers, and Keyboard Criminals (New
York: Random House, 1992), xvii, xviii.
    3. Joe Chidley, “Cracking the Net,” Maclean’s Magazine (May 22, 1995):
    4. Amy Harmon, “Computer World Expects Devil of a Time with Satan
Program,” Los Angeles Times, March 1, 1995.
    5. “Raising Hell on the Internet,” Oakland Tribune and San Jose Mercury
News, March 1, 1995.
    6. SAGE (System Administrators Guild) Advisory, “What’s All This about
SATAN?” n.d.; available at http://www.vsenix.org/sage.
    7. A similar argument is made by Arnold Pacey regarding the techni-
cal, organizational, and cultural aspects of technology; see his Cultures of
Technology (Cambridge, Mass.: MIT Press, 1985).
    8. Steven Levy, Hackers: Heroes of the Computer Revolution (New York:
Anchor/Doubleday Press, 1984), 27–33.
    9. Ibid., 91.
  10. Steve Mizrach (aka Seeker1), “Old Hackers, New Hackers: What’s the
Difference?”; electronic publication available at http://www.eff.org.
  11. Levy, Hackers, 27.
  12. Ibid., 159.
  13. For an extensive examination of the relationship between technologi-
cal and military industrialization, see Manuel de Landa, War in the Age of
Intelligent Machines (Cambridge, Mass.: Zone Books, 1992).
  14. Levy, Hackers, 143.
  15. Ibid., 27.
  16. Bruce Sterling, The Hacker Crackdown (New York: Bantam, 1992), 43.
  17. Ibid.
  18. Katie Hafner and John Markoff, Cyberpunk: Outlaws and Hackers on
the Computer Frontier (New York: Simon and Schuster, 1991), 20.
  19. Levy, Hackers, 123.
  20. The original article was titled “Secrets of the Black Box,” by Ron
Rosenbaum. It appeared in a 1971 issue of Esquire. It is reprinted in Rosen-
baum’s Rebirth of the Salesman: Tales of the Song and Dance 70’s (New York:
Doubleday, 1979).
  21. Levy, Hackers, 242.
  22. Ibid., 266.
  23. Philip K. Dick, Ubik (New York: Vintage, 1969), 3.
  24. William Gibson, Neuromancer (New York: Ace Books, 1984).
  25. Ibid., 43.
  26. Derrida makes much of this point in his Given Time I: Counterfeit
Money, trans. Peggy Kamuf (Chicago: University of Chicago Press, 1992). See
particularly his discussion of the relationship between the notions of oikos
(home) and nomos (law) in the construction of economy (oikonomia) (p. 6).
These notions are explored through the thematics of “the gift” and of “time”
in the remainder of that work.
  27. Anarchy and AoC, “Declaration of Digital Independence.”
  28. Ibid.
242 / Notes to Chapter 1

   29. Paul Virilio, The Art of the Motor, trans. Julie Rose (Minneapolis:
University of Minnesota Press, 1995), 3.
   30. Anarchy and AoC, “Declaration of Digital Independence.”
   31. For an extensive discussion of technology and Cold War politics, see Paul
Edwards, The Closed World: Computers and the Politics of Discourse in Cold
War America (Cambridge, Mass.: MIT Press, 1996), 325–27.
   32. Sterling, Hacker Crackdown, 84–85.
   33. Taran King, “Phrack Pro-Phile XXVIII,” Phrack 3, no. 28, file 2
(February 1, 1986).
   34. Crimson Death, “Phrack Pro-Phile XXXIII,” Phrack 3, no. 33, file 2
(February 1, 1986).
   35. The story of these West German hackers is chronicled by Hafner and
Markoff in Cyberpunk, 139–250. The influence of WarGames is detailed on p.
   36. The entire Robert Morris story is documented in ibid., 253–341. On.
p. 302, Hafner and Markoff document the problems with the worm’s propaga-
   37. Ibid., 261.
   38. See, for example, the entire issue of Communications of the ACM 32,
no. 6 (June 1989), which is devoted to an analysis of Morris’s worm pro-
gram, and Eugene H. Spafford, “The Internet Worm Program: An Analysis,”
Computer Communication Review 19, no. 1 (January 1989): 17–57.
   39. Hafner and Markoff, Cyberpunk, 321.
   40. Mizrach, “Old Hackers.”
   41. John Perry Barlow, “Crime and Puzzlement” (1990), electronic publica-
tion posted to The Well.
   42. Ibid., 1.
   43. Clifford Stoll, The Cuckoo’s Egg: Tracking a Spy through the Maze of
Computer Espionage (New York: Pocket Books, 1989), 354.
   44. Mizrach, “Old Hackers,” 1.
   45. Ibid., 2.
   46. Barlow, “Crime and Puzzlement,” 5.
   47. Jim Thomas, “Hollywood Hacker or Media Hype?” Computer Under-
ground Digest 3, no. 3.09 (March 19, 1991).
   48. Barlow, “Crime and Puzzlement,” 5.
   49. This reference to the 1961 Rose Bowl between Washington and Min-
nesota is cited as a prototypical hack for the 1960s hacker both in Levy, Hackers,
and in Hafner and Markoff, Cyberpunk, 11.
   50. Hafner and Markoff, Cyberpunk, 336.
   51. Virilio, Art of the Motor, 52–53, 33.
   52. Levy, Hackers, 224.
   53. Quoted in ibid., 224–25.
   54. Ibid., 225.
   55. Ibid., 342.
   56. This theme was developed by Jacques Derrida in his public lecture series
at the University of California, Irvine, in 1997, under the title “Hospitality/
                                                        Notes to Chapter 2 /   243

  57. N. Derek Arnold, UNIX Security: A Practical Tutorial (New York:
McGraw Hill, 1993), 196.
  58. Olaf Kirch, Linux Network Administrator’s Guide (Seattle: Specialized
Systems Consultants, 1994), 268.

2. Hacking as the Performance of Technology
    1. E. Anthony Rotundo, “Boy Culture,” in The Children’s Culture Reader,
ed. Henry Jenkins (New York: NYU Press, 1998), 351.
    2. My argument is similar to arguments developed by Turkle in her dis-
cussion of opaque and transparent technologies as well as Bolter and Grusin’s
discussion of transparent immediacy. The primary difference with my argument
is the focus on the relational spaces opened up by such transformations, rather
than the effects of the technology as an interface for individual users. See Sherry
Turkle, Life on the Screen: Identity in the Age of the Internet (New York: Simon
and Schuster, 1995); and Jay David Bolter and Richard Grusin, Remediation:
Understanding New Media (Cambridge, Mass.: MIT Press, 1999).
    3. Paul Edwards contextualizes the film in his book The Closed World:
Computers and the Politics of Discourse in Cold War America (Cambridge,
Mass.: MIT Press, 1996), 325–27.
    4. Interestingly, “cyberspace” is a term that emerged from cyberpunk lit-
erature in the early 1980s and was popularized by John Perry Barlow (one of
the inventors of The Well). Bruce Sterling attributes the popularization of Gib-
son’s terminology to Barlow’s usage of it, claiming that it was the term, “as
Barlow employed it, [that] struck a useful chord, and this concept of cyber-
space was picked up by Time, Scientific American, computer police, hackers,
and even constitutional scholars” (Bruce Sterling, The Hacker Crackdown: Law
and Disorder on the Electronic Frontier [New York: Bantam, 1992], 236).
    5. Gareth Branwyn, “Hackers: Heroes or Villains?” introduction to Dennis
Fiery (aka The Knightmare), Secrets of a Superhacker (Port Townsend, Wash.:
Loompanics, 1994), 1.
    6. Ibid.
    7. For an analysis of the question of identity and cyberpunk literature, see
Scott Bukatman, Terminal Identities: The Virtual Subject in Postmodern Science
Fiction (Durham, N.C.: Duke University Press, 1993).
    8. Joe Chidley, “Cracking the Net,” Maclean’s Magazine (May 22, 1995):
    9. Witness, in particular, the continuing effort to define hacker codes of
ethics. As Fiery notes, “Many hackers and non-hackers have given their ver-
sions of the ‘Hacker’s Ethic.’ The versions are all pretty much the same. What’s
different is the degree to which the ethic is followed” (Fiery, Secrets of a Su-
perhacker, 161). What such “codes” point to is precisely a set of technological
questions: How will I use these tools? What is a useful, productive, or good
end? Almost always, such codes articulate a set of intentions that include some
permutation on the idea of “doing no harm.”
   10. Martin Heidegger, “The Question concerning Technology,” in Basic
244 / Notes to Chapter 2

Writings, ed. David Farrell Krell, trans. William Lovitt (New York: Harper and
Row, 1977), 287.
   11. Steven Levy, Hackers: Heroes of the Computer Revolution (New York:
Anchor Press/Doubleday, 1984).
   12. Both of these groups are chronicled in Sterling’s Hacker Crackdown.
   13. For example, the underground computer magazine Phrack has served the
roles of both disseminating technical information about hacking and comment-
ing on the culture that defines the hacker community. As Chris Goggans (aka
Erik Bloodaxe), a former editor of Phrack, states: “[Phrack] has always tried to
paint a picture of the social aspects of the computer underground rather than
focus entirely on the technical issues. So in a way it adds a lot of color to what
is going on” (“Interview with Chris Goggans at Pumpcon, 1993,” Gray Areas
3, no. 2 [fall 1994]: 27).
   14. In the past decade, there has been a proliferation of books chronicling
the exploits of in/famous hackers such as Robert Morris, Kevin Mitnick, Kevin
Poulsen, Pengo, and groups such as the Masters of Deception and the Legion
of Doom. These accounts have almost exclusively been journalistic in style,
documenting the “downfall” of “computer criminals.”
   15. The notion of the “elite” class of hackers is borrowed, again, from
William Gibson’s Neuromancer (New York: Ace Books, 1984).
   16. Heidegger, “Question,” 287.
   17. Walter Benjamin, “The Task of the Translator,” trans. Harry Zohn, in
Illuminations, ed. Hannah Arendt (New York: Schocken Books, 1969), 70.
   18. Ibid., 75.
   19. I refer to Plato’s analysis of Lysias’s speech in Phaedrus, which, initially
presented in writing, becomes the object of Socrates’ critique. Writing, Plato
argues, “when it is ill-treated and unfairly abused always needs its parent to
come to its help, being unable to defend or help itself” (275e). Hence, Socrates’
critique of Lysias enacts the defenselessness of writing itself.
   20. Michel Foucault, “What Is an Author?” in The Foucault Reader, ed. Paul
Rabinow (New York: Pantheon Books, 1984), 105, 114, 113.
   21. Ibid., 119.
   22. Sterling, Hacker Crackdown, 45.
   23. “Interview with Chris Goggans at Pumpcon, 1993,” 32.
   24. Foucault, “What Is an Author,” 116.
   25. The Hacker’s Jargon Dictionary is a long-standing text file that has
continually been expanded and updated over the years to provide a standard
reference for terms that are important to computer and underground culture
but are not included in standard dictionaries or references. A published version
is available under the title The New Hacker’s Dictionary (Cambridge, Mass.:
MIT Press, 1993).
   26. As Fiery describes it, “Social engineering is the act of talking to a system
user, pretending that you are also a legal user of the system, and in the course of
the conversation, manipulating the discussion so that the user reveals passwords
or other good stuff” (Fiery, Secrets of a Superhacker, 24).
   27. Ibid., 19.
   28. Ibid., 50.
                                                        Notes to Chapter 3 /   245

   29. Ibid.
   30. Ibid., 54.
   31. Ibid.
   32. Robert Cringely, Accidental Empires: How the Boys of Silicon Valley
Make Their Millions, Battle Foreign Competition, and Still Can’t Get a Date
(New York: Harper Business, 1996), 61.
   33. Ibid., 62.
   34. For an extensive discussion of the nature of ubiquitous computing, see
Jay David Bolter and Richard Grusin, Remediation: Understanding New Media
(Cambridge, Mass.: MIT Press, 1999), 213–19.
   35. Most systems have implemented a security system called “shadowing,”
which hides the encrypted portion of the password file, making the “passwd”
file worthless to the hacker. Such a system significantly improved UNIX system
   36. Fiery, Secrets of a Superhacker, 40.
   37. Ibid., 48
   38. Donna Haraway, “Interview with Donna Haraway,” in Technoculture,
ed. Andrew Ross and Constance Penley (Minneapolis: University of Minnesota
Press, 1991), 6.
   39. Haraway’s notion of cyborg identity has been taken up and widely dis-
cussed from a number of vantage points. See, for example, Chris Hables Gray
et al., The Cyborg Handbook (New York: Routledge, 1996). My intention is
not to argue that hackers are or are not in fact cyborgs, but instead to situate
the notion of a hybrid/deconstructive identity position within the discourse of
technology and culture.
   40. The Mentor, “The Conscience of a Hacker,” Phrack 1, no. 7, file 3
(1985). Originally published in Phrack in 1985, the essay has taken on a life of
its own. In most cases, it is still attributed to The Mentor, but the title is often
changed to “The Hacker Manifesto” or, in one case, “Mentor’s Last Words.”

3. Hacking in the 1990s
    1. Arjun Appadurai, Modernity at Large: Cultural Dimensions of Global-
ization (Minneapolis: University of Minnesota Press, 1996), 34.
    2. Linus Torvalds, comp.os.minix, August 1991; reprinted in The Official
Red Hat Linux Installation Guide 5.1 (Research Triangle Park, N.C.: Red Hat
Software, 1998), xvii.
    3. Ibid.
    4. Ibid.
    5. Microsoft Windows User’s Guide (Redmond, Wash.: Microsoft Corpo-
ration, 1990), ix.
    6. Microsoft Windows Operating System Version 3.1 User’s Guide (Red-
mond, Wash.: Microsoft Corporation, 1993), xiii.
    7. Ibid.
    8. Introducing Microsoft Windows 95 (Redmond, Wash.: Microsoft Cor-
poration, 1995), v.
246 / Notes to Chapter 4

    9. I borrow these terms from Sherry Turkle, Life on the Screen: Identity in
the Age of the Internet (New York: Simon and Schuster, 1995).
  10. “Phrack Pro-Phile III Featuring: User Groups and Clubs,” Phrack 1,
no. 6, file 2 (June 10, 1986).
  11. “Phrack Pro-Phile IV,” Phrack 1, no. 7, file 2 (June 28, 1986).
  12. “PWN SummerCon ’87 Quicknotes” Phrack 1, no. 14, file 1 of 9
(July 28, 1987).
  13. Deth Vegetable, interview, August 12, 1998.
  14. Oxblood Ruffin, interview, October 1, 1997.
  15. Ibid.
  16. Blondie Wong, director of the Hong Kong Blondes, interview, in Oxblood
Ruffin, “The Longer March,” cDc (online journal), file 356 (June 15, 1998).
  17. Microsoft market bulletin, “Microsoft’s Response to the Cult of the Dead
Cow’s ‘Back Orifice’ Tool,” August 4, 1998.
  18. Deth Vegetable, interview, August 12, 1998.
  19. Ibid.
  20. Ibid.
  21. Ibid.
  22. Microsoft security bulletin (MS98–010), “Information on the ‘Back
Orifice’ Program,” August 12, 1998.
  23. Ibid.
  24. Ibid.
  25. Cult of the Dead Cow, “Morality Alert,” August 10, 1998.
  26. Wong, in Oxblood Ruffin, “The Longer March.”
  27. Ibid.
  28. Ibid.
  29. Ibid.
  30. Microsoft Corporation, “Response to Security Issues Raised by the
L0phtcrack Tool,” April 18, 1997.
  31. Microsoft Corporation, “Clarification on the L0phtcrack 2.0 Tool,”
February 14, 1998.
  32. L0phtCrack 2.0 manual.
  33. “Mass High Tech Article on AIP ‘Hacker’ Talk,” letter to Mass High
Tech, posted on http://www.L0pht.com/mht-rebuttal.html.

4. Representing Hacker Culture
   1. Bruce Sterling, The Hacker Crackdown: Law and Disorder on the
Electronic Frontier (New York: Bantam, 1992), 44– 45.
   2. Ibid., 65.
   3. 2600: The Hacker Quarterly 15, no. 1 (spring 1998): 23.
   4. Sterling, Hacker Crackdown, 85.
   5. Ibid., 86.
   6. BellSouth’s E911 document, cited in ibid., 120.
   7. Sterling, Hacker Crackdown, 112– 42, 240–72; and Paul Mungo and
Bryan Clough, Approaching Zero: The Extraordinary Underworld of Hackers,
                                                       Notes to Chapter 5 /   247

Phreakers, Virus Writers, and Keyboard Criminals (New York: Random House,
    8. Mungo and Clough, Approaching Zero, 211.
    9. Sterling, Hacker Crackdown, 124.
   10. Ibid.
   11. Ibid., 126.
   12. John Perry Barlow, “Crime and Puzzlement” (1990), electronic publica-
tion posted to The Well.
   13. Mungo and Clough, Approaching Zero, 220.
   14. These costs are documented in Sterling’s account in Hacker Crackdown,
246– 47.
   15. Phrack copyright, 1996.
   16. “Interview with Chris Goggans at Pumpcon, 1993,” Gray Areas (fall
1994): 27–50.
   17. For extensive discussions of issues of privacy and copyright, see Philip E.
Agre and Marc Rotenberg, Technology and Privacy: The New Landscape (Cam-
bridge, Mass.: MIT Press, 1998) and Whitfield Diffie and Susan Landau, Privacy
on the Line (Cambridge, Mass.: MIT Press, 1998).
   18. Phrack registration file.
   19. “Interview with Chris Goggans,” 28.
   20. Ibid.
   21. Ibid.
   22. “Phrack Pro-Phile II (Broadway Hacker),” Phrack 2, no. 5, file 1.
   23. “Phrack Pro-Phile XXII (Karl Marx),” Phrack 2, no. 22, file 2.
   24. “Phrack Pro-Phile XXVIII (Eric Bloodaxe),” Phrack 3, no. 28, file 2.
   25. Ibid.
   26. “Phrack Pro-Phile XXIII (The Mentor),” Phrack 2, no. 23, file 2.
   27. “Phrack Pro-Phile XXII (Karl Marx).”
   28. Michel Foucault, “What Is an Author?” in The Foucault Reader, ed. Paul
Rabinow (New York: Pantheon Books, 1984) 115–16.
   29. Ibid., 121.
   30. Ibid., 123.
   31. Phrack 1, no. 3, file 10.
   32. Phrack 4, no. 40, file 12.
   33. Phrack 10, no. 56, file 4.

5. (Not) Hackers
   1. Dick Hebdige, Subcultures: The Meaning of Style (New York: Routledge,
1979), 3, 87.
   2. Ibid., 92.
   3. Sherry Turkle, Life on the Screen: Identity in the Age of the Internet (New
York: Simon and Schuster, 1995), 57.
   4. Ibid., 52.
   5. Jay David Bolter and Richard Grusin, Remediation: Understanding New
Media (Cambridge, Mass.: MIT Press, 1999), 5.
   6. Hebdige, Subcultures, 95.
248 / Notes to Chapter 6

   7. Ibid.
   8. See, for example, Bruce Sterling, The Hacker Crackdown: Law and
Disorder on the Electronic Frontier (New York: Bantam, 1992).
   9. Hebdige, Subcultures, 103– 4.
  10. T. Hawkes, Structuralism and Semiotics (London: Methuen, 1977); cited
in Hebdige, Subcultures, 103.
  11. Hebdige, Subcultures, 107, 92–94.
  12. Ibid., 97.
  13. Ibid., 95–7.
  14. Hackers Web site, http://www.mgm.com/hackers.

6. Technology and Punishment
    1. Katie Hafner and John Markoff, Cyberpunk: Outlaws and Hackers on
the Computer Frontier (New York: Simon and Schuster, 1991), 9.
    2. Mitchell Kapor, “A Little Perspective, Please,” Forbes Magazine (June 21,
    3. United States v. Edward Cummings, no. 95–320, June 8, 1995.
    4. Hafner and Markoff, Cyberpunk, 11.
    5. Michel Foucault, Discipline and Punish: The Birth of the Prison, trans.
Alan Sheridan (New York: Vintage, 1977).
    6. Ibid.
    7. Ibid.
    8. Friedrich Nietzsche, On the Genealogy of Morals, trans. Walter Kaufman
(New York: Viking, 1969), 2.12, 3.
    9. Ibid., 2.3.
  10. Ibid.
  11. “Interview with Chris Goggans at Pumpcon, 1993,” Gray Areas (fall
1994): 37.
  12. See, for example, Title 18, United States Code, Section 1029(b)(2).
  13. It also refers to items that allow the hacker to hide his or her identity, a
point that will be taken up below in the discussion of panopticism.
  14. This problem is also at the heart of the origins of and debate over the
implementation of cryptographic systems. Cryptography can be read, in this
context, as a way to negotiate these questions of identity in a more sophisticated
and complex manner.
  15. Michel Foucault, The History of Sexuality, vol. 1, trans. Robert Hurley
(New York: Pantheon, 1978), 34.
  16. “Interview with Chris Goggans.”
  17. On the term “cyberspace,” see n. 4 for chap. 2, above.
  18. William Gibson, Neuromancer (New York: Ace Books, 1984), 6.
  19. While there are documented cases of hackers engaging in serious com-
puter crime, more often, the efforts of law enforcement are aimed at cracking
down on fairly innocuous behavior. For an instance of the former, see Clifford
Stoll, The Cuckoo’s Egg: Tracking a Spy through the Maze of Computer Espi-
onage (New York: Pocket Books, 1989). For an analysis of the latter, see Bruce
                                                      Notes to Chapter 6 /   249

Sterling, The Hacker Crackdown: Law and Disorder on the Electronic Frontier
(New York: Bantam, 1992).
  20. Hafner and Markoff, Cyberpunk, 342, 343.
  21. Letter from Marc J. Stein, U.S. probation officer, to Kevin Lee Poulsen,
May 22, 1996. Poulsen’s saga continued after his release.
  22. Kevin Poulsen, “Many Happy Returns” (http://www.kevinpoulsen.com).
  23. John Markoff, “Cyberspace’s Most Wanted: Hacker Eludes FBI Pursuit,”
New York Times, July 4, 1994.
  24. Hafner and Markoff, Cyberpunk, 26.
  25. See Markoff, “Cyberspace’s Most Wanted.”
  26. Ibid.
  27. Joshua Quittner, Time, February 27, 1994.
  28. Hafner and Markoff, Cyberpunk, 343, 344.
  29. On this point, particularly, see Jacques Derrida’s essay “Plato’s Phar-
macy,” in Dissemination, trans. Barbara Johnson (Chicago: University of
Chicago Press, 1983).
  30. Mike Godwin, in Douglas Fine, “Why Is Kevin Lee Poulsen Really in
Jail?” Posting to The Well, 1995.
  31. John Markoff, interview, January 19, 1995.
  32. U.S. Marshals Service, NCIC entry number NIC/W721460021.
  33. John Markoff, “A Most-Wanted Cyberthief Is Caught in His Own Web,”
New York Times, 15 February, 1995.
  34. For a detailed account of Mitnick’s deeds and misdeeds, see Hafner and
Markoff, Cyberpunk, 13–138. Hafner and Markoff chronicle Mitnick’s life as
a “dark-side hacker,” which has been considered by some (in particular Em-
manuel Goldstein and Lewis DePayne) to be a misnomer. Advocates for Mitnick
are quick to note that Mitnick’s hacks, while occasionally malicious, were never
intended to cause harm to the victims or produce any financial gain for Mitnick.
  35. John Markoff, “A Most-Wanted Cyberthief.”
  36. Ibid.
  37. Ibid.
  38. Jonathan Littman, The Fugitive Game: Online with Kevin Mitnick (New
York: Little Brown, 1997).
  39. Tsutomu Shimomura and John Markoff, Takedown: The Pursuit and
Capture of Kevin Mitnick, America’s Most Wanted Computer Outlaw — by the
Man Who Did It (New York: Hyperion, 1996), 308.
  40. Ibid., 309.
  41. Ibid., 310.
  42. Charles Platt, Anarchy Online: Net Crime (New York: Blacksheep Books,
  43. As LOD members are quick to point out, LOD was originally a group of
phone phreaks. As phone phreaking evolved and began to involve computers,
the group formed a “hacker” splinter group, who called themselves LOD/H, or
Legion of Doom/Hackers, to distinguish themselves from the original phone-
phreaking group.
  44. E. Anthony Rotundo, “Boy Culture,” in The Children’s Culture Reader,
ed. Henry Jenkins (New York: NYU Press, 1998), 349.
250 / Notes to Epilogue

  45. Ibid.
  46. Lex Luthor, “The History of LOD/H,” LOD/H Technical Journal 4, file
6 (May 1990).
  47. “Interview with Chris Goggans,” 34.
  48. Luthor, “The History of LOD/H,” 2.
  49. “Interview with Chris Goggans,” 34.
  50. “Phrack Pro-Phile,” Phrack 1, no. 6, file 2 (June 10, 1986).
  51. “Interview with Chris Goggans," 35.
  52. Michelle Slatalla and Joshua Quittner, Masters of Deception: The Gang
That Ruled Cyberspace (New York: Harperperennial Library, 1996), inside
book jacket.
  53. Ibid., 139.
  54. Ibid., 139, 142; emphasis added.
  55. K. K. Campbell, “Bloodaxe Comes Out Swinging: Phrack editor Chris
Goggans on Masters of Deception,” Eye Weekly: Toronto’s Arts Newspaper
(September 7, 1995).
  56. Chris Goggans, “The Real Master of Deception?” Wired 3.04 (April
  57. Cited in Slatalla and Quittner, Masters of Deception, 206.
  58. Ibid.
  59. Northern California indictment (http://www.kevinpoulsen.com).
  60. Kevin Poulsen, letter to Manuel L. Real, February 9, 1995.
  61. Ibid.
  62. Ibid.
  63. See Douglas Fine, “Why Is Kevin Lee Poulsen Really in Jail?” Posting to
The Well, 1995.
  64. Northern California Indictment.
  65. Jonathan Littman, The Watchman: The Twisted Life and Crimes of Serial
Hacker Kevin Poulsen (New York: Little Brown, 1997).
  66. Ibid., 244.
  67. Ibid., 246.
  68. Sigmund Freud, Introductory Lectures on Psychoanalysis (New York:
W. W. Norton, 1966), 494–95.
  69. Ibid., 214.

   1. These reports are based entirely on conversations with the principal
parties involved over a period of four years, including Kevin Mitnick, Ron
Austin, Don Randolph, Greg Vinson, David Schindler, Richard Sherman, Chris
Lamprecht, Michele Wood, Evian S. Sim, Robert Pitman, Kevin Poulsen, and
Emmanuel Goldstein.

Abene, Mark (Phiber Optik), 33, 35, 36,         Authorship, 60, 135–36
      60, 197, 208                                establishment of, 59, 61
Acid Burn. See Libby, Kate                      AUTOCAD, 146
Acid Phreak, 33, 36, 208
Addiction, 175, 190 –96                         Back Office, 97, 99
Adult authority, 48, 211, 212                   Back Orifice, 52, 89
Advanced Research Project Agency                  Microsoft hacking and, 94 –104
      (ARPA), 14, 16, 86                        Barlow, John Perry, 33, 35, 125, 243n4
Agent Steal. See Peterson, Justin Tanner        BASIC, 17, 19, 39, 146, 235
Al Bell, 16, 60                                 Bassett, Angela (The Net), 31
Allen, Paul, 19, 39                             BBSes. See Bulletin board systems
Altair, 17–19, 38–39, 64, 145, 146              BellSouth, 124 –25, 126
Altair BASIC, 17, 19, 39, 146                     See also E911 document
Amiga 1000s, 133                                Bell Systems Tech Journals, 134
Amp jobs, 52                                    Benjamin, Walter: on translations, 57
Antihero, 52, 55                                Bernie S. See Cummings, Ed
Anxiety, 212, 216 –19                           Bill From RNOC, 92
   about technology, ix, xii, 25, 45, 48, 51,   Bit Master, 92
      179 –80, 193, 217–18                      Black boxes, 30, 65, 85, 147
Appadurai, Arjun: on technoscapes, 82           Bletchley Park, 13
Apple, 17–19, 34, 82                            Blottoland, 91
   proprietary hardware and, 101                Blue Archer, 91
Apple II, 17, 64, 133                           Blue boxes, 18, 134
Applications hackers, 44                        Body
Approaching Zero (Mungo and Clough),              criminality and, 190
       5, 123                                     data/machinery and, 162
ARPA. See Advanced Research Project               identity and, 187
      Agency                                      memory and, 182–87
ASCII characters, 56, 69                          secret and, 188, 190
Asimov, Isaac, 11, 20, 32                         space and, 189
Assembly, 235                                     technology and, 160, 185–86
AT&T, 35, 89, 136                                 threats to, 218
   failure for, 36 –37, 123, 124                Bolter, Jay David, 147, 243n2
Atari 400s, 133                                 Books, computer technology, 49 –50
attrition.org, 139 – 40                         Boy culture, 75–76, 158, 161, 206, 239n10
Austin, Ron, 227, 250n1                           hacking as, x, xvi–xvii
Authority, xiv, xvi, xvii                         LOD and, 207, 210, 212
   ceding, 65                                     transformation of, 80
   institutional, 75–76                           underground and, 210
   male, xiii, 64                               Boy war, 200, 206
   resistance to, xi, 10, 74, 142– 43           Branwyn, Gareth, 53
   voice of, 63 – 64, 74, 75                    Break-in Artist, 195

252 / Index

Bricolage, 145, 149 –50                     Code, 13, 38–39, 84, 198, 243n9
  commodification of, 148                      breaking, 13, 155
  revaluation of, 146 – 47                    bumming, 144, 146
Broderick, Matthew (WarGames), 24, 27,        eliminating, 14
     118, 235                                 sharing, 15, 115
Brunner, Jon, 20, 29, 53                    Codec, havoc by, 158
“Brute force” attacks, 68–71                Colossus, development of, 13
Buffer overflow, 105, 106                    Colossus: The Forbin Project (movie), 50
Bugs, 86, 89, 97, 99, 105, 106, 110         Commercial exploitation, creativ-
  finding, 28, 44                                 ity/originality of, 148
  responding to, 87, 88                     Commodification, 19, 22–23, 40, 150,
  trading, 188                                   153
Bugtraq, 45                                   hackers and, 151, 154, 156, 165
Bukatman, Scott, xiv                          incorporation and, 154 –55
Bulletin board systems (BBSes), 91, 92,       secrecy and, 38–39
     117–18, 121, 133, 134, 137, 139        Commodity incorporation, 153 –56, 157
  hacker culture and, 70, 118               Commodore 64s, 133
  hacking, 152                              Communication, 50, 218
  Internet and, 118                           access to, 11, 33
  LOD/H, 90                                   BBS and, 118
  Phrack and, 120                             networked, 156
Bulletins, 44, 88, 98                         securing, 15
Bullock, Sandra (The Net), xv, 31             technology and, 83, 160, 183
                                            Communications Decency Act, 228
C (language), 130, 235                      comp.os.minix, 83
California Department of Motor Vehicles,    Compu-Phreak, 60, 91
     198                                    Computer crime, 175, 180, 191, 200 –201,
Capital, labor/politics and, 82                  224, 225
Captain Crunch. See Draper, John              defined, 178, 194
Catch 22, 91                                  hackers and, 248n19
cDc. See Cult of the Dead Cow               Computer culture, 65, 143, 152, 170
Cellular phones, hacking/cloning, 67, 81,     commodified, 166
     168, 198                                 hacks and, 144
Cellular Telephone Industry, 167              ideology of, 82
Cellular tracking equipment, 199              incorporation of, 94
Central nervous system (CNS), 40            Computer Emergency Response Team
Cereal Killer (Hackers), 167                     (CERT), 86
CERT. See Computer Emergency Response       Computer industry, xxiii, 7
     Team                                     hackers and, xxiv, xxv, 146
Cheap Shades, 92                              underground and, 170 –71
Cheshire Catalyst, 60                       Computer interfaces, simplification of,
Chidley, Joe, 7                                  153 –54
Clashmaster, The, 121                       Computer jacks, 52
Clinton, Bill, 222                          Computer revolution, xxii, 6, 11, 34
Clothes, hacker, 161– 63                    Computers, xiii, 16, 38, 42
Clough, Bryan, 5, 6, 123                      access to, 10, 65– 66
  on E911 document, 124, 125                  discovery of, 76
CNN.com, Pentagon hacks and, 45               incorporation of, 153
CNS. See Central nervous system               language of, 42
                                                                        Index /   253

  metaphors of, 177, 193                      social understandings of, 182
  military, 27                                technology and, 219
  playing with, 145                         Criminal justice, 9, 185
  remediation of, 147– 48                   Criminals, xxi, 79, 81, 163
  user-friendly, 49, 50                       cyber, 195, 200, 206, 231
Computer underground, 94, 95, 211             master, 213
  changes for, 140                            noncorporeal, 175
  computer industry/media and, 170 –71      Cringely, Robert: on Apple, 64
  emergence of, 141                         Critical theory, technology and, 240n16
  politics and, 96                          Cryptography, 12, 30, 38–39, 248n14
  secrecy and, 130                          Cuckoo’s Egg, The (Stoll), xiii, 6
Computer Underground Digest. See CuD        CuD (Computer Underground Digest), 35
COMSEC, 208                                 Cult of the Dead Cow (cDc), xxv, 44
Condor. See Mitnick, Kevin D.                 Back Orifice and, 89, 97
“Conscience of a Hacker, The” (The            Hong Kong Blondes and, 96 –97
     Mentor), xxiv, 72, 245n40                Microsoft hacking and, 94 –104
Conservative Party, hacking, 228–29         Cultural codes, 150, 151
Constitutive, performative and, 186 –87     Cultural values, 74, 76
Control, xvi, 240n12
                                            Culture, 10
Control C, 92
                                              alienation from, 79
“Control Office Administration of En-
                                              hacker, xv, xx, xxi, xxvii, 3, 40
     hanced 911 Service.” See E911
                                              hacking and, xxiv, 37–38, 55, 56, 113
                                              media and, xviii
Conventions, 2, 82, 92–93, 119
                                              online, 142, 143
Copyright, 40, 123 –30, 247n17
                                              operation of, 179
  secrecy and, 128, 129
                                              sharing/disseminating, xvii, xxii, xxv
Corley, Evil (Emmanuel Goldstein), 60,
                                              social, xxvi, 41
     116, 119, 157, 249n34, 250n1
                                              technology and, xvii, xx, xxi, 9, 37, 40,
  on knowledge/freedom/power, 120
                                                  74, 75, 79
  on Markoff, 230 –31
Corporate culture, 34                         understanding, xxi, 55, 182
  hackers and, 154, 158, 164, 165           Cummings, Ed (Bernie S.): charges against,
COSMOS, 191                                       178
  photo of, 165                             Cyberbody, rethinking, 190 –96
Counterculture, 16, 166                     Cyberdyne Technologies, 51
C++, 235                                    Cybernetics, 32
Crackers, ix, 11                            Cyberpunk, xii, 11, 19 –23, 31, 167
Cracking, 68, 69                              dystopian, 22, 32
Crash Override. See Murphy, Dade              literature, xv, 20, 21–22, 190, 243nn4–7
“Creating Kevin: The Darkside Hacker        Cyberpunk (Hafner and Markoff), xiii,
     and the Southern California Media            47, 203
     (From Los Angeles to New York and      Cyberspace, xiii, 36, 166, 243n4
     Back Again),” 201                        characterizations of, 194 –95
Credit card fraud, 66, 67                     defined, xii, 5
“Crime and Puzzlement” (Barlow), 33           threat of, 219
Criminality, xxvi, 7, 51, 52, 79, 81          three hunts in, 196 –216
  body and, 190                             Cyberterrorism, 43
  hacker, xiii–xii, 31, 78, 94, 175, 176,   Cyberthrillers, 166 – 67
     178, 185                               Cyborgs, 71, 245n39
254 / Index

Dan The Operator, 92                         Doom Prophet, 92
Dark Dante. See Poulsen, Kevin Lee           DOS (Disk Operating System), 49, 84, 153
Darkside hacker, 56, 201, 202, 203, 206,     Dragging and dropping, 49
      249n34                                 Draper, John, 18
“ ‘Dark Side’ Hacker Seen as Electronic      Drives, password-protected, 100
      Terrorist” (Los Angeles Times), 202    Drugs
Dark Tangent. See Moss, Jeff                   power/nature of, 193, 194
Darth Vader, 202, 206                          technology and, 194
Data, 21, 55, 162, 226                       Dummies series, 50
Database management, 65                      Dumpster diving, 62
Data Line, 92                                Dystopia, xii, 20, 22, 23, 32, 104
Decentralization, 10, 32                     E911 document, xxvi, 123 –30, 131
“Declaration of Digital Independence”          contents of, 123
      (Internet), 22                           value of, 125–26
Decoding, 55                                 Eavesdropper, The, 123
Decomposition, 59, 60                        Eavesdropping devices, 224
Decryption, 68                               E-commerce, 66, 67
DEC VMS, 125, 198
                                             Edwards, Paul, 243n3
DefCon, 92, 93, 97, 168
                                             EFF (Electronic Frontier Foundation), 33,
Denial-of-service attacks, 139
Department of Defense, 13
                                             Ellison, Harlan, 20
   ARPA and, 14
                                             E-mail, xxiv, 65, 118, 141
   hackers and, 101
                                             Emmanuel Goldstein. See Corley, Evil
   secure communications for, 15
                                             Encryption, xxiii, 40, 97, 245n35
Department of Justice Web page, hacking,
                                               breaking routines of, xxv
                                               challenging, 225–26
DePayne, Lewis, 223, 249n34
                                               one-way, 68
Derivative hacks, 43 – 44, 45
                                               password, 67
   true hacks and, 43
Derrida, Jacques, 241n26, 242n56             End-users, 18, 64, 85, 89, 100 –101, 109,
Devious Xevious, Software Blue Box and,            145
      134                                      commodification of, 154
Dick, Philip K., 20                            culture of, 170
Dickens, Charles, 70                           experts and, 82, 153
“Digital Declaration of Independence”          hackers and, 66, 100, 151, 152
      (Internet), 23                           outsmarting, 71
Dijkstra, Edsger W.: Greenblatt and, 145       philosophy of, 65
Disch, Thomas M.: on pop despair, xii–xiii   Enigma Machine, 12–13
Discipline and Punish (Foucault), 181        Erik Bloodaxe. See Goggans, Chris
Discourse, 59, 190                           Espionage, xiii, 6
   cultural, 142, 151                        Esquire, on blue boxing, 18
   decomposition/recomposition of, 61        Ethic, 22
   hacker, xx, xxvi, 73, 188, 201, 216 –17     hacker, 21, 29, 34, 35, 51, 83, 101–2,
   incitement to, 188                              110
   juridical, 201                              old-school, xxii, 11, 120
   oppositional, 74, 75                      Ethos, 4, 122
   social, 77, 142                           Experts, 89
   technology, xx, 61                          commodification of, 154
Disk Jockey, The, 92                           end-users and, 82
                                                                        Index /   255

Falken, Joshua (WarGames), 25               Gary Seven, 60, 91
Falken, Stephen (WarGames), 24, 25, 27      Gates, Bill, 19, 93, 102, 146
Fantasy, 19 –20                               Altair and, 39
Farmer, Dan, 7                                BASIC and, 39
Fashion, hacker, 160 – 65                     hackers and, 17, 100
FBI, 166, 167                               GECOS field, 67, 69
   hacking of, 198, 214                     GenXers, 31
   investigation of, 213                    “Gibson,” hacking, 164 (photo)
   Mitnick and, 199, 203, 229               Gibson, William, xiii, 53, 55, 158, 243n4
   Peterson and, 185                          on Case, 190 –91
   Poulsen and, 214, 215                      on cyberspace, xii, 5, 52
   T-shirts, 187                              dystopia of, 20, 104
   wiretaps by, 214                         Gill, Richard, 157, 161, 177
Federal Correctional Institution,           Gin Fizz, 121
      Lamprecht at, 232                     Global Domination Update, 94
Fiery, Dennis (Knightmare), 69, 243n9       Globalization, 97, 110, 164, 169, 170
   on “brute force” attacks, 71             “Glossary Terminology for Enhanced 911
   on social engineering, 62, 244n26              Service.” See E911 document
Files, 89, 118, 119                         Godwin, Mike: on hackers/addiction, 194
Flaws, 7, 46, 86, 87, 88, 89, 99, 110       Goggans, Chris (Erik Bloodaxe), 26, 133,
FOD, 91                                           244n13
Foley, Agent, 189, 190
                                              boy culture and, 211
Forest Ranger, 92
                                              copyright and, 126 –27, 128, 129 –30
Foucault, Michel, xix, xxi, 58, 180, 188
                                              on federal agents, 185
   on author disappearance, 135
                                              on information, 130
   methodological premises of, 181–82
                                              on LOD, 208, 210
   on technology/punishment, 181–82
                                              Phrack and, 129, 244n13
411 directory assistance, 47, 197
                                              pirated software and, 134
Fox News, 35
                                              raid on, 189 –90
Freedom, 76
                                              on reps, 207
   secrecy and, 15, 33
                                              on 2600, 61
Freeh, Louis, 227
                                            Gotti, John, 212
“Free Kevin” movement, 221, 222, 223,
      231–32                                G-philes, 91, 208
Freud, Sigmund: on expectant anxiety, 217   Graphical user interface (gui), 84, 85, 99,
Fry Guy, 5                                        108
Fugitive Game: Online with Kevin            Greenblatt, Richard, 145, 148
      Mitnick, The (Littman), 200           Group/club memberships, 130
                                            Grusin, Richard, 147, 243n2
Games                                       GTE Corp, 199
 boy, 206                                   gui. See Graphical user interface
 hacker, 93
 knowledge, 61– 67                          H2K, 72, 119 –20
 language, 56 – 61                          Hacker community, 121, 122, 140, 163
 simulation, 147                             defining, 244n13
 video, 157, 218                             Mitnick and, 228
Gang war, 206, 208, 209 –10, 211, 212,       Phrack Pro-Philes and, 134 –35
    213                                     Hacker Crackdown, The (Sterling), 123,
Garbage files, 31, 62                            244n12, 247n14
256 / Index

Hacker culture, xix–xxii, 3 – 4, 12, 18, 35,    stereotypes in, 165
      37, 41, 72, 109, 151, 155–56, 171         stills from, 162 (photo), 163 (photo),
  complexities/subtleties of, 9                     164 (photo)
  emergence of, xxiii, 17, 56, 148              Web page images of, 168 (photo)
  incorporation and, 153                       Hackers for Girlies, hacking by, 228
  narrative of, 136                            Hackers: Heroes of the Computer
  online presence for, 117                          Revolution (Levy), 10, 56
  reading, 117–20                              Hacker’s Jargon Dictionary, 61, 244n25
  secrets and, 38                              Hacker underground, x, xxvii, 92, 123,
  technology and, xxiii, 4, 40                      140
  threats to, 170                               boy culture and, 210
  tracing, xxvii, 237                           literature of, 115–16
  understanding, xxvi, 82, 92, 117, 149,        Microsoft and, 87
      157, 163, 171                             roots of, 15–16
Hacker groups, catalogued, 90 –91              Hacking, 36, 42– 46, 69, 188
Hacker Jeopardy, xxv, 93                        chronicles of, 216
“Hacker Manifesto, The” (The Mentor),           fascination with, 179
      xxiv, 71–80, 245n40                       fear of, 224
Hacker New Network, 140                         hackers and, 4, 10 –12, 187–88
Hackers                                         history of, xvi, xx, 12, 26, 59
  arrest of, 134 –35, 191, 211–12               holy grail of, 67–71
  chronicles of, 216                            information and, 37
  cultural function of, 71–72, 73, 157–58       narratives of, 81
  depersonalization of, 77–78                   public nature of, 81–82
  disappearance of, xvi, 135, 136               as question of technology, 53 –56
  elite, 71, 81, 86, 93, 117, 130               responses to, 9
  emergence of, 15–17, 90 –94, 115              significance of, 52
  grievances of, 77, 230                        as social/cultural phenomenon, 9
  hacking and, 4, 10 –12, 187–88                spread of, 46
  language of, 63                               technology and, xxi, 11, 37, 52, 52–53,
  metaphors of, 177                                 71, 179 –80
  real, 169 (photo)                             threat of, 179
  regulation of, 218–19                        Hacking contests, 159 – 60
  technology and, xxi, xxiii, xxiv, xxv–       Hacking the planet, 156, 169 –70
      xxvi, 11, 12, 73, 75, 78, 113,           Hacks, 113, 116
      155                                       high-profile, 81–82
  threat from, 32–33, 154, 212, 219             lame, 168
  understanding, ix–x, xxi, 3, 18, 36, 141,    Hafner, Katie, xiii, 29, 47
      165, 220                                  on hackers/magicians, 179
  vilification of, 148                           on Mitnick, 192, 202, 203, 249n34
  virtual, 182, 218–19                         Handles, 58, 130, 135
  white-hat/black-hat, 42                      Happy Hacker, The (Meinel), 228
Hackers (movie), xv, xxvi, 31, 51, 53, 104,    Haraway, Donna J.: on cyborgs, 71,
      141, 164, 169                                 245n39
  characters from, 163                         Hardware, 34, 101, 105, 143
  described, 156, 166, 167                     Harper’s, 36
  fashion in, 161– 63                          Harsh Realm (television show), xv
  hacking, 156 – 60                            Hathor, 95
  quote from, 177                              Hawkes, T.: on bricolage, 149 –50
                                                                         Index /   257

Hebdige, Dick, 154 –55                       Incorporation, 150, 156 – 60
  on cultural form, 148                        commodification and, 154 –55
  on incorporation, 143 – 44                   ideological, 143 – 44, 153 –56
  on subculture, 142                         Independence, 74, 76, 80
Heidegger, Martin, 55, 56, 57                Information, 38, 53, 91, 187, 195
Heller, Joseph, 125                            access to, 33, 62, 67, 89, 130
High-tech thrillers, 166 – 67                  commodification of, 22–23, 81
“History of LOD/H, The,” 207                   culture of, 33, 149
Hobbyists, 19, 39, 145, 146                    embezzlement of, 213
Hoffman, Abbie, 16                             free, 10, 13 –14, 17, 33, 120
HoHoCon, 92                                    hacking and, 37
Holes, xxiv, 8, 28, 43, 44, 85–86, 89, 235     ownership of, 126, 128
“Hollywood Hacker” (Fox News), 35              password, 108
Homebrew Computer Club, 19, 39, 100,           politics and, 96
     146                                       regulation of, 110
Hong Kong Blondes, xxv, 103, 246n16            repackaging of, 60 – 61, 177
  cDc and, 96 –97                              secrecy and, 38, 130, 131, 188
  hackers and, 104                             sharing, xxii, xxv, 19, 21, 90, 115, 122
  social change and, 97                      InfoWar (Schwartau), 93
HOPE (Hackers on Planet Earth), 92,          Intel, 101
     119 –20                                 Internet, xvii, xxii, 3, 22, 85, 100, 117,
HTML code, 230                                     142, 154, 232
Human relationship, 177–78, 182                accessing, 89
  hacker exploitation of, xxiii–xxiv           accounts, 67
  technology and, 9 –10, 48, 62, 183           banning from, xxvi, 234 –37
Human rights, 97, 102, 103                     culture, 19 –20
Hunted, hunter and, 175, 195–96, 200           growth of, 81, 89, 152, 188, 204
Hyperbole, hacker, 36                          older hackers and, 167
                                               shut down of, 27
IBM, 154                                       software on, xviii, 8
  corporate computer model, 34               Internet Relay Chat (IRC), 139, 152, 153
  MCI and, 136
  PCs, 153, 178                              Java, 235
  security features by, 155                  Jobs, Steven
Ideas, 14, 115                                 Apple II and, 17, 64
Identity, xviii, xix, xxvii, 171, 186, 191     blue boxing and, 18
  body and, 187                              Johnny Mnemonic (movie), xv, 53
  crime of, 201                              Jolie, Angelina (Hackers), 161
  cyberpunk literature and, 243n7            Jones, Jim, 168
  group, 89                                  Journals, electronic, 16, 94, 120 –21, 122
  hacker, xxi, 51, 113, 141, 169, 170        Juvenile delinquency, 32, 218
  hiding, 162, 248n13
  subcultural, 94, 141, 170                  Kafka, Franz, 125
  user, 68                                   Kapor, Mitchell: on computer crime, 178
  verification of, 66, 186, 187               Karl Marx, 133, 134
  virtual, 186, 201, 219                     Kemeny, John, 19
Imagination, hacker, 5, 19 –23, 37, 90,      Kerrang Khan, 91
     91                                      King, Randy (Taran King), 92, 118, 121
Implants, 52                                   Phrack and, 120
258 / Index

King Blotto, 91                           Lee, John: LOD and, 209 –10
Knight Lightning. See Neidorf, Craig      Leftist, The, 92
Knightmare. See Fiery, Dennis             Legion of Doom (LOD), xxvi, 36, 56, 72,
Knights of the Shadow, The, 210                 90, 91, 94, 124
Knowledge, xviii                            BBS, 91
  coded, xx, 63 – 64                        boy culture and, 207, 210, 212
  freedom/power and, 120                    disbandment of, 208
  games, 61– 67                             g-philes by, 208
  liberation of, 170                        MOD vs., 197, 205–12
  production/consumption of, 150            origins of, 249n43
Kuhn, Robert: Lamprecht and, 236            Phrack on, 208
Kurtz, Thomas, 19                           pursuit/capture of, 176
                                          Legion of Doom/Hackers (LOD/H),
L0pht, 44, 89, 104 –10                          90 –91, 249n43
  hackers and, 109 –10                    Legion Of Hackers, 91
  rewriting by, 108                       Levy, Steven, 17, 34, 56
L0phtCrack, 89, 104 –10                     on computer revolution, 14
Labor, politics/capital and, 82             on free exchange, 13 –14
Labour Party, hacking, 228–29               on hackers, 10 –11, 15
Lamers, 167                                 on moral code, 10
Lamprecht, Chris (Minor Threat), 176,     Lex Luthor, 60, 91, 92, 207, 210
     220, 250n1                             LOD/H and, 90
  banning of, xxvi, 233 –37               Libby, Kate (Acid Burn) (Hackers), 166,
  havoc by, 158                                 167
  movie by, 158–59, 162, 163 – 64, 165      hacking contest and, 159 – 60
  retaliation by, 233, 234                  photo of, 160
  sentence for, 232–37                      technology and, 161
  ToneLoc and, 234 –35                    Library of Congress, Phrack and, 129
  Web page of, 236, 237                   Lightman, David (WarGames), xxii, 24,
Language, 54, 146                               25, 26 –27, 30
  coded, 41                               Linux, xxiv, 82, 85, 94
  games, 56 – 61                            operating system by, 83 –84
  technology and, 40, 41, 57, 58            security and, 86
LANMAN, 106                               Li Peng, 102
Las Vegas, hacking in, 93                 Literature, underground, 115–16
Law                                       Littman, Jonathan
  hackers and, 113, 175, 185–86             Poulsen and, 214 –15
  human relations and, 182                  on Shimomura, 200
  technology and, 178–79, 181               on Unsolved Mysteries airing, 215–16
Law enforcement, 9, 157, 171, 177, 178,   Local area network (LAN), 87
     181–82, 187, 190                     LOD. See Legion of Doom
  hackers and, 138, 185, 188, 248n19      LOD/H. See Legion of Doom/Hackers
  hunting by, 200                         LOKI, 92
  secrecy and, 132                        Long-distance service, 18, 36 –37
  surveillance technology for, 216        Lord Nikon (Hackers), 167
  taunting, 179                           Los Angeles Metropolitan Detention
  virtual identity and, 219                     Center (MDC), Mitnick at, 205, 222,
“Laws of Robotics” (Asimov), 11                 225
                                                                      Index /   259

Los Angeles Times                             representation by, ix, xv, xxii, 58
  on Mitnick, 202                             underground and, 170 –71
  on SATAN, 7                               Mediascapes, 96
Lotus, 146                                  Megahee, Kim: on E911 document, 125
Lucifer 666, 92                             Meinel, Carolyn: hacker infighting and,
Lysias, 58, 244n19                               228
                                            Memory, 184
Mack, Jennifer (WarGames), 25                 body and, 182–87
Maclean’s Magazine, 7, 54, 55               Mentor, The, 72, 75, 245n40
Mainstream culture, xiii, xxiii, xxvi, 4,     on computers, 76
    144, 150 –51                              on hackers, 73, 77
 hackers and, xiv, xviii, 72                  on refuge, 78
 technology and, xxvii                      Metal Shop AE, 118, 120
Manhunts, 194, 197                          MGM Web page, xvi
“Manifesto for Cyborgs, A” (Haraway),         on Hackers, 166, 168– 69
    71                                      MIC. See Military-industrial complex
Marauder, The, 91                           Microbionics, 52
Marcos, Ferdinand, 213, 214                 Microsoft, 4, 146
Marcus, Kevin, 137                            Apple and, 82
Markoff, John, xiii, 29, 196                  Back Orifice and, 98–99
 on hackers/magicians, 179                    cDc and, 99
 on Mitnick, 192, 199, 200, 202, 203,         computer culture and, 101
    204, 229, 230, 231                        features of, 88, 89
 quote of, 47, 201                            growth/dominance of, 84, 93
Mass High Tech, on hackers/L0pht, 109         hackers and, 87, 94 –104, 109, 155
Mastering Word Perfect 7.0, 49                Internet and, 87
Master of Impact, 91                          on L0phtcrack, 107
Masters of Deception (MOD), xxvi, 33,         operating system by, 98
    36, 56, 90                                public relations problems for, 107–8
 formation of, 208                            security and, 88, 89, 99 –100
 LOD vs., 197, 205–12                         software by, 93 –94
 national security threats and, 217         Microsoft NT, Back Office and, 97
 pursuit/capture of, 176                    Military-industrial complex (MIC), 14,
 virtual violence of, 212                        15, 16, 18
Masters of Deception: The Gang That         Miller, Johnny Lee, 161
    Ruled Cyberspace (Slatalla and          Milton, John, 230
    Quittner), 209                          Minor Threat. See Lamprecht, Chris
Mastery, xvi, xvii, 240n12                  Miramax
Matrix, The (movie), xv                       Mitnick and, 202, 204, 221, 231
MCI Telecommunications, IBM and, 136          protestors at, 221 (photo)
MDC. See Los Angeles Metropolitan           mIRC, 153
    Detention Center                        MIT, lab at, 13, 16, 17
Meaning, cultural/technological, 75         Mitnick, Kevin D. (Condor), xiii, 6, 36,
Media, xxiii, 7, 23, 37, 45, 55, 96, 117         220, 233
 culture and, xviii                           addiction of, 191–92
 hackers and, 6, 33, 36, 73, 113, 197,        arrest of, 176, 191, 197–201, 203, 204,
    205, 222                                     223
 information management by, 22                bail hearing and, 205, 222–23, 231
 proliferation of, 35                         charges against, 196, 203, 225, 226 –27
260 / Index

Mitnick, Kevin D. (Condor), continued      Netcom, 66, 67, 199, 200
 computer of, 223 –28                      Network Associates, hackers and, 154
 conviction of, xxvi–xvii, 191, 192–93,    Networks, 16, 87
    194, 227                                 technological, 97
 defense by, 223, 224, 225–26, 228           viruses and, 42
 hunt for, 197–205                         Neuromancer (Gibson), 5, 20 –21, 52,
 legacy of, 201–2, 203, 232, 237                190 –91
 media and, 202, 205, 222, 229             New-school hackers, x–xi, xii, xvii, 24,
 pretrial detainment of, 205, 220 –23,          31–32, 34, 167
    231                                      emergence of, xxii
 publicity/visibility for, 202–3, 221        old-school hackers and, xxii, 29
 social engineering/phreaking of, 198      “News II” (Knight Lightning), 136
 web site of, 231                          Newsletters, underground, 115–16
Mizrach, Steve                             New York Times, 138, 196
 on hackers, 31–32                           on Mitnick, 192, 199, 202, 203, 204,
 on Jobs/Wozniak, 34                            229
Mnemotechnics, 184                           Stoll and, xiii
MocroModen II, 133                         New York Times Web page, hacking, 222,
MOD. See Masters of Deception                   228–32
Morris, Bob, 28, 67– 68                    Nietzsche, Friedrich, 180, 184
Morris, Robert (son), xiii, xxii, xxiii,     on punishment/technology, 183
    23 –31, 36, 37                         1984 (Orwell), 60, 95
 worm and, 27–28, 29, 68, 86               Ninja NYC, 92, 121
Moss, Jeff (Dark Tangent): DefCon and,     NORAD (North American Air Defense
    93                                          command), 25, 30
Mudge                                      NSCA, 197
 buffer overflow and, 105
 code breaking by, 110                     Oakland Tribune, 7
 on L0pht, 109                             Office of Prisons, 205
Multinationalism, 12, 93, 158, 164, 169    “Off the Hook” (radio show), 120
Mungo, Paul, 5, 123                        Old-school hackers, x–xi, xxi–xxiii, 17,
 on E911 document, 124, 125                     24, 27, 32, 34, 81, 82–83, 104, 150
 on hackers, 6                               hobbyists and, 19
Murphy, Dade (Zero Cool, Crash               motto of, 11
    Override), 161, 162, 166, 167            new-school hackers and, xxii, 29
 hacking contest and, 159 – 60             One china, two policies doctrine, 97
 photo of, 160                             On the Genealogy of Morals (Nietzsche),
Muscle grafts, 52                               183
                                           “Open Letter to Hobbyists” (Gates), 39
National Computer Security Center          Open-source software movement, xi
     (National Security Agency), 28        Operating systems, 44, 82, 83 –89, 98, 104
Naturalization, 154, 155                     commands/codes and, 106
Neidorf, Craig (Knight Lightning), 92,       rewriting, 108
     121, 136                                UNIX-based, 105
 E911 document and, 123                      VMS, 125
 interrogation of, 124, 125                Organized crime, hackers and, 211, 212
 Phrack and, 120, 123, 124                 “Origins in Phreak/Hack BBSes,” 133
Net, The (movie), xv, 31, 51, 53           “Origins in the Phreak/Hack World,” 132
Netanyahu, Benjamin, 45                    Orwell, George, 60, 95
                                                                        Index /   261

Other, hackers and, 77–78                     Philes, 122
Overlord 313, 137                             Phone system, crashing, 59, 77–78, 117,
Ownership, xvi, 39                                  165 (photo)
Oxblood Ruffin                                 Phrack (journal), xxv–xxvi, 90, 91, 92,
  on applications hackers, 44                       113, 124
  on Hong Kong Blondes, 97                      BBS of, 122
  on politics/hacking, 96                       changes for, 138, 139 – 40
                                                computer underground and, 141
Pacific Bell, hacking, 213, 214                  copyright and, 126 –27, 128, 129 –30
Palm Pilot, 105, 109                            culture and, 121, 140
Panopticon, hacking, 187–90, 248n13             described, 116, 121, 139, 140, 244n13
Parental culture, 142– 43, 149, 171             E911 document and, 125
Party Line (newsletter), 16                     Goggans and, 126 –27, 129
Passwords, xi, 28, 41, 42, 61, 62, 63, 88,      “Hacker Manifesto” and, 72
     89, 98, 99, 105, 187                       information from, 119, 122, 130
  acceptable, 107                               Lamprecht and, 233, 236
  cracking, 68– 69, 70, 71, 155, 186            on LOD, 208
  encryption of, 67, 68, 69, 245n35             Mentor in, xxiv, 245n40
  files, 67, 68                                  Prophet in, 123
  guessable, 70 –71                             reading, xxvi, 120 –22
  secrets and, 69                               secrecy/technology and, 130
  trading, 188                                Phrack Pro-Philes, 92, 121, 140
  UNIX, 70                                      cultural functions of, 132–33
  Windows NT, 106 –7                            on Erik Bloodaxe, 26
Patents, 40                                     reading, 130 –36
PCs. See Personal computers                     sense of community and, 132, 134 –35
Penetration, metaphors of, 177                “Phrack World News,” 121, 122, 130,
Pengo, xiii, 244n14                                 136 – 40
Pentagon, hacking, 43, 44, 45, 46             “Phreak/Hack BBSes,” 132
Performative, constitutive and, 186 –87       Phreaking, 60, 116, 121, 198
Personal computers (PCs), 37, 81, 105,        Phreaks, 113, 167
     204, 217                                   phone, 18, 116
  evolution of, 39 – 40                       Phucked Agent 4, 91
  hacking and, 17, 86                         Pi (movie), xv
  introduction to, xi, 3, 18, 218             Pirate-80, 134
  mass marketing, 145                         Pivot of Evil, 95
  success of, 64                              Plague, The, 157, 160, 166
  ubiquity of, 42– 46                         Plato, 193, 244n19
  user-friendly, 64, 65                       Platt, Charles: on Mitnick, 202
  youth culture and, xvii                     Politics, 89, 97, 101, 102–3, 229
Peterson, Justin Tanner (Agent Steal), 185,     capital/labor and, 82
     187                                        globalized, 83
Pfaelzer, Marianne: Mitnick case and, 193,      hackers and, 82, 96, 104, 115, 116, 120
     205, 222–23, 224, 226                      information and, 96
Phaedrus (Plato), 57, 58, 244n19                technology and, 96
Phalken, Professor, 60                        Popular culture, 151, 171
Phantom Phreaker, 92                            hackers and, xi–xv, xx, 26, 113, 156,
Phear, provoking, xvi                               170
Phiber Optik. See Abene, Mark                   technology and, 4
262 / Index

Pornographic images, x, 152, 228           Representations, 96
POSIX, 83                                    codes/systems of, 149
Postmodernism, xviii                         hacker, xiii–xiv, xx, 5, 72–74, 90, 138,
  technology and, xvii–xix, 240nn12,            150 –51, 175, 194, 200, 205– 6,
     13                                         212–13, 219
“Post-punk” generation, 31                   media, 220
Poulsen, Kevin Lee (Dark Dante), xxvi,       popular culture, 220
     6, 36, 217, 233                       Reputation, 91, 207
  case of, 176, 212–16, 244n21             Resistance
                                             globalization of, 97
  hunting for, 197
                                             hacking as, 187–90
  as national security threat, 215
                                             primary/secondary strategy of, 149
  probation for, 191–92
                                             styles of, 153 –56, 170
  secrets and, 215
                                           Rhoades, Steve, 47
Pranks, xiii, 37, 47– 48, 197, 206, 231      on technology/human relationship, 48
Prince of Hackers, 195, 203                Riggs, Robert (The Prophet), 123, 125
Prisoner, The (Branwyn), 53                RISKS Digest, postings at, 45
Privacy, xxiii, 93, 110, 247n17            Ross, Andrew: on hacker underground, x
Programmers, ix, 14, 65, 144               Rossetto, Harriet, 192
Programming, 3, 14, 19, 145, 235           Rotundo, Anthony, xvi, 47, 158, 206
Programs, 43 – 44, 118                       on boy culture, x
  cracking, 69                             Rubin, Jerry, 16
Prophet, The. See Riggs, Robert
Protovision, 24, 30                        San Diego Supercomputer Center, 198
Pseudonyms, 130, 130 –31                   San Fernando Valley Daily News, Mitnick
Publicity, 202–3                                and, 202
PumpCon, 92                                San Jose Mercury News, 7
                                           SATAN (Security Administrator Tool for
                                                Analyzing Networks), 7, 8
  as political tactic, 182
                                           Schindler, David, 227, 250n1
  as social function, 181
                                           Schwader, Warren: hieroglyphics of, 40
  technology and, 175, 180 –85, 196 –97,
                                           Schwartau, Winn: Hacker Jeopardy and,
     220 –22
Pynchon, Thomas, 125                       Science fiction, 19 –23
                                           Scorpion, MOD and, 208
Quittner, Joshua                           Scott, LOD and, 210
 on gang war, 209 –10                      Script kiddies, 43, 167
 on hacker underground, 211                Scripts, 43 – 44, 46, 167
 on LOD, 210                               Secrecy, xxv, 14, 40, 116, 179, 215, 220
 on Mitnick, 192                             body and, 188, 190
                                             code sharing and, 15
                                             corporate, 81, 220
Radio call-in contests, fixing, 191           culture of, xi–xii, xvii, xxi, 3, 12, 31,
Randolph, Don, 205, 227, 250n1                  35, 52, 113, 122, 123 –30, 126, 180,
Reagan, Ronald, 95, 193                         188
Rebellion, xiv, 80, 158, 206                 genealogy of, 12–15
Red boxes, 178                               importance of, 13, 31, 33, 130
Redford, Robert (Sneakers), xv               institutions of, 128, 129
Reno, Janet: cyberterrorism and, 43          issues of, 3 – 4, 15, 188
                                                                           Index /    263

   language of, 49 –50                         SkyNet, 51
   need for, 39 – 40, 109, 126                 Slatalla, Michelle
   notion of, 13, 110, 179, 189                  on gang war, 209 –10
   ownership and, 39                             on hacker underground, 211
   producing, 38, 127                            on LOD, 210
   regulation of, 189                          Sneakers (movie), xv, 30, 51, 53
   technology and, 3, 30, 130, 131–32,         Social engineering, xxiii, 61– 67, 159,
      221                                            165–70, 198
   violating, 13, 19, 23, 110, 130, 131,       Socialist Review, Haraway in, 71
      133 –34, 140, 187, 217, 221, 225         Social life, hacker, xxiv–xxv
Secret Service, 161, 189 –90                   Social movements, 115, 120
Secrets of Windows 95, 50                      Social order, disruption of, 179, 180
Security, xi–xii, xxiii, 99 –100, 110, 127,    Socrates, 58, 244n19
      155, 212                                 Softley, Iain, 166
   as add-on application, 154                  Software, 9, 87
   enhancing, 44, 63, 86, 87, 109                copying, xviii, xxvii, 134
   flaws in, 7, 8, 28, 44, 46, 85–86, 88, 89,     developing, xvii, 143, 235
      235                                        free, 8, 11, 118
   hardware/software, 89                         hacking, 81, 105, 147, 225
   high-end, 62– 63                              Microsoft, 93 –94
                                                 proprietary, 34, 225
   network, 7, 86, 87
                                                 remote control, 98, 99
   obscurity and, 88, 108
                                               Software Blue Box, 134
   system, 61, 245n35
                                               Sokol, Dan, 39
   threats to, 44, 66, 68, 105, 216, 217
                                               Sol System, 20
   UNIX, 67
                                               Southwestern Bell circuit boards, theft/sale
Security Administrator Tool for Analyzing
                                                     of, 232
      Networks. See SATAN
                                               Sparks, Sam, 236
Security professionals, xxiii, 109, 139,
                                               Speech recognition, 14
      157, 158, 159
                                               Speed dialer, 178
   hackers and, 43, 87, 235
                                               Spinrad, Norman, 20
Serial hackers, 206
                                               Spot the Fed (game), xxv, 93
SETEC ASTRONOMY (Sneakers), 30                 Starr, Ken, 222, 228
SF-LOVERS, 20                                  Star Trek (movie), 60, 70, 202
Sheedy, Ally (War Games), 25                   Stereotypes, hacker, 81, 165
Sherman, Richard, 223, 250n1                   Sterling, Bruce, 243n4, 244n12
Shimomura, Tsutomu, 197, 231                     on anarchy of convenience, 116
   Markoff and, 230                              on computer bulletin boards, 118
   Mitnick and, 198, 199 –200, 201, 204,         on hacker underground, 15–16
      229, 227                                   on Phrack, 122
Shockwave Rider (Brunner), 29, 53, 139           on WarGames, 26
Shooting Shark, 26                               on youth culture, xiii
Silicon Valley, xi, xxii, xxiv, 24, 196        Stoll, Clifford, xiii, 6, 34
   boom in, 42                                 Stone, Sandy, x
   old school at, 17                           Style
Silver Spy (Sysop of Catch 22), 91               computer, 143, 144 – 48
Sim, Evian S., 250n1                             documentation of, 158
Sir Francis Drake, 92                            electronic, 149
6502 CPU, 167, 168                               hacker, 148–53, 160 – 61, 162
264 / Index

Style, continued                             Technology
  meaning of, 142, 156 – 60                    access to, xxii, 53, 115, 191, 193
  of resistance, 153 –56, 170                  challenge to, 218
  subcultural, 142, 148, 149, 150, 157         changes in, 67, 110
Subcultural style, 142, 148, 149               complexity of, x, 8
  cultural codes and, 150                      culture and, xvii, xx, xxi, 9, 37, 40, 74,
  transformation of, 157                          75, 79
Subculture, xxiii, xxv, 141, 148               demand for, 60 – 61, 66
  coding, 144                                  deployment of, 82, 216
  complex/varied, 6                            hackers and, xxi, xxiii, xxiv, xxv–xxvi,
  computer, ix–x, 166                             11, 12, 73, 75, 78, 113, 155
  fluidity of, 142                              hacking and, xxi, 11, 37, 52–53, 71,
  formation, xi, xii, 171                         179 –80
  hacker, xx, xxi, xxvi, 3, 113, 147, 149,     mastering/controlling, xvi, 48, 49 –51,
      151, 152, 153, 155                          54, 75, 188
  parent culture and, 143                      meaning of, 56, 63, 76, 79
Substitutions, 12, 56, 57                      memory as, 183 –84
SummerCon, 92                                  performance of, xx, 50, 77, 79
Sun, 101                                       question of, 57, 79
Superman I (movie), 207                        relationship to, 45, 48–50, 52, 55, 58,
Surveillance, 14, 93, 189, 214                    63, 69, 73, 75–78, 127, 175, 183,
  development/deployment of, 216                  196, 237
  mechanisms of, 219                           secrecy and, 3, 30, 130, 131–32, 221
Synthetic Slug, 92                             separation of, 177–78
SysOp, 152                                     social dimensions of, xxvi, 75, 182, 188,
Systems                                           193
  administrators, hackers and, 43              threat of, 58, 179, 217
  crashes, 6                                 Technophobia, 8, 32, 52, 53, 55, 180,
  resisting/interrupting, xii                     216, 217
  See also Operating systems                 Technoscapes, 82, 83, 96
                                             Telcos, 124
Takedown: The Pursuit and Capture            Telecommunications, 127, 178, 200 –201
     of Kevin Mitnick, America’s Most        Telenet, 133
     Wanted Computer Outlaw–by the           Terminals, photo of, 165
     Man Who Did It (Shimomura and           Terminator films, 51
     Markoff), 199 –200, 202, 204            Terminus, 60
TAP. See Technical Assistance Program        Terrorists, xxii, 43, 176, 177, 212, 231
Tapeworms, 29                                Tips and Tricks for Java 1.1, 50
Taran King. See King, Randy                  Tom Edison, 16, 60, 116
Technical, technology and, 6 –10, 61         ToneLoc, 234 –35
Technical Assistance Program (TAP), 16,      Torvalds, Linus, 83
     59, 120, 121, 122                       Tracking, xxvi, 194, 195, 198, 199, 201
  early literature of, 115–16                Trade relations, hacker intervention in,
Techno-fetishism, 157, 159                        102–3
Technological, xvi, 51, 53, 54, 63, 78,      Transformation, 58, 149, 161
     143                                     Translations, laws governing, 57
  hackers/hacking and, 55                    Transmitters, making, 224
  technology and, 61                         Transparent interfaces, 151
                                                                       Index /      265

Trashing, 62                                Unleashing HTML, 49
Trojan (UNIX patch), 167                    Unsolved Mysteries (television show),
TRON (movie), xiv                               219
TRS-80s, 133                                 Poulsen on, 197, 214, 215–16
True hacks, 44                              USA Today, on Mitnick, 202
  derivative hacks and, 43
“Truth about ’Back Orifice,’ The”            VAXstation II, 125
     (Microsoft), 98                        Venema, Wieste, 7
TRW, 33, 35                                 Video games, 157, 218
T-shirts, xxiv, xxv, 93                     Videosmith, The, 91
  FBI, 187                                  Violence
  Free Kevin, 228                             metaphors of, 175
Tuc, 92                                       virtual, 212
Turing, Alan: Enigma Machine and, 13        Virilio, Paul: on commodification, 22–23,
Turkle, Sherry, 243n2                             38–39
  on bricolage, 146 – 47                    Virtual, 181
  on Greenblatt/Dijkstra, 145                 anxiety and, 218
2600: The Hacker Quarterly, 90, 121,        Virtual/corporeal split, 201
     122, 157, 230 –31                      Virtual space, 175, 201, 212, 216, 218
  described, 116, 119 –20, 141              Viruses, 6, 7, 157, 177, 224
  forbidden knowledge from, 119               biological/computer, 41– 42
Tymnet, B. T.: proprietary structure of,      maliciousness of, 29
     127                                      networks and, 42
                                            Visibility, 148, 202–3
Überhackers, 197                            VISICALC, 146
Ubik (Dick), 20                             Voice
Ulrich, Skeet (Takedown), 204                 hacker, 74, 75
Unauthorized access devices, 187, 188,        institutional, 74 –75
     211                                    VR5 (television show), xv
Underground, xx, 6, 90, 157, 244n25         VT100, 37
  culture, 157
  documenting, 136 – 40                     Walker, Kent: Mitnick and, 197
  hacker culture and, 148                   Wannabes, 167
  reputations in, 207                       WarGames (movie), xv, xxii, xxiii, 23 –31,
  roots of, 15, 16                               45, 51, 53, 60, 118, 156, 164, 168,
  See also Computer underground; Hacker          170, 235
     underground                             hacker culture and, ix, 26
United Nations Commission on Human          WarGames Dialers, 118
     Rights, 102                            War Operations Planned Response. See
University of California computer system,        WOPR
     hacking, 6                             Web pages, xxiv, 72, 104, 141, 166
UNIX, xxiv, 44, 87, 167                      addresses, 46
  bugs in, 105, 106                          on hackers, 9
  clones, 85                                 hacking, 165– 66, 167, 228–29
  IRC and, 153                              Well, The, 198–99, 200
  machines, 29, 37, 67, 245n35              Wetware, 61
  security and, 86                          Wetwired, 52
  shell navigation, 130                     “Why Should The CU Care?,” 35–36
266 / Index

Windows, 82, 84 –85, 87, 98                 World Wide Web, 42, 166
  bugs/holes in, 89                         Worms, 23 –31, 68, 86
  file sharing features of, 88               Wozniak, Steven “Woz,” 17, 64, 101
  functions, 152                             blue boxing and, 18
  operating system of, 104                   PC and, 18
Windows 95, 85, 87, 88, 97, 98              Write, 85
  L0phtcrack 2.0 and, 108                   Writing, technology and, 57, 58, 61
  security features of, 99, 100             www.kevinmitnick.com, 231
Windows 98, 97, 98, 153
  security features of, 99, 100             Xerox, 29
Windows for Dummies, 50                     X-Files (television show), xv
Windows NT, 104
  L0phtcrack 2.0 and, 108                   YIP. See Youth International Party
  password system of, 106 –7                YIPL. See Youth International Party Line
  security and, 100                         Yippies, 16, 59, 116
Wing, MOD and, 208                          Youth culture, xi, xvi, 73, 103, 205,
winhack.c, 88                                    239n11
Winkler, Ira: on breaking into computers,     documentation of, 158
     46                                       hackers and, xiv, 141
Wired News, 45, 210                           interest in, xiii, xvii
Wiretapping, 198, 211, 213, 214               online, 141– 44
Wizard programs, 49                           subcultural identity and, 142
Wong, Blondie, 97, 246n16                     technology and, 72
  on human rights/trade policy, 102–3       Youth International Party (YIP), 16
  on intervention, 103                      Youth International Party Line (YIPL), 59
  on publicity, 103                         Youth rebellion, xiv, 80, 206
Wood, Michele, 236, 250n1
WOPR (War Operations Planned                Zero Cool. See Murphy, Dade
     Response), 24, 25, 27, 60              Zines, 239n11
Word Perfect for Dummies, 50                Zizek, Slavoj, x
Douglas Thomas is associate professor in the Annenberg School
for Communication at the University of Southern California, Los