FOR IMMEDIATE RELEASE-EMERGENCYNET NEWS SVC.-11/08/92-1400CST

INVASION OF THE CYBERPUNKS


By Clark Staten

Chicago, IL - The modem lights blink as a screeching sound signifies that the two computers have established a connection. Like thousands of other "data calls" that are transmitted throughout the country each day, this call may be an innocuous transfer of some numbers from one company's spreadsheet to another. But, then again, it also may be the work of a member of the little known techno-underground . . . of a so-called "Cyberpunk".

Who or what is a "cyberpunk"? He is typically in his late teens or early 20's, extremely bright, is introverted, has owned or worked with computers for several years, and probably doesn't have much respect for what the counter-culture calls "the establishment". Many cyberpunks are the best and brightest of the computer hacker evolutionary chain. Most spend much their time "on-line" in the sightless and quiet "cyberspace world" of datastreams, modems, and computer software.

The terms "cyberspace" and "cyberpunk" evolved from the world of science fiction writers and stories. Early in the 1980's, a novel called "Neuromancer", written by William Gibson, helped to shape the image of a cyberpunk. Reportedly, he took many of his themes from "underground rock-and-rollers" of the punk-music scene and transferred the aggressiveness and seditiousness to the use of computer technology. The actual term "cyberpunk" was reportedly coined by a short story writer by the name of Bruce Bethke.

Many of today's cyberpunks were believed to be the better educated and more radical "hackers" of the early 80's. In the early days of "hacking", most practitioners did not intend to cause damage to the computer systems that they invaded. Early "hackers" were not generally considered malicious. In fact, to be termed a "hacker" was originally considered a compliment. In its earlier context, "hacker" meant someone who could fashion a workable way to generate effective computer code, often to solve difficult software problems.

Most hackers say that they were simply exploring other computers and trying to learn more about computers and programming. They point to the exaggerated costs of computer hardware, software, and programming tools in the early 1980's, and most say that they just wanted to "borrow" some information or programs. The challenge, they say, was simply to gain entrance into college, business, and government computers and learn something others didn't know.

As time went on, the challenges became fewer, information seemed more frightening, and some hackers began to develop a very definite attitude toward the government and multi- national corporations that they were invading. Some bored and talented hackers/programmers began to experiment with writing computer code that caused various kinds of real and imaginary malfunctions to occur, when executed. These now infamous codes have come to be known as a computer viruses. Scores of these crippling or even destructive viruses are written and unleashed on unsuspecting computer users every year.

Others went in other directions, and used more sophisticated methods of manipulating both the telephone systems and the user interfaces of computers all over the world. Various colors ( blue, black, etc.) of electronic boxes were built for the purposes of "phone phreaking" or breaking into regional phone networks and subverting them to provide for many hours of free phone calls for the cyberpunks to explore more distant computers. Various strategies were developed for dialing into and out of private companies to use their telephone accounts free and to disguise the routes of the actual connections that the cyberpunks used.

As the frequency of intrusion increased, and the more aggressive "punks" began to experiment with stealing corporate and military secrets, and planting evil "Logic Bombs", "Worms", and "Trojan Horses" to cause computers to self-destruct. Federal law enforcement agencies were called in to stop the trespasses. In 1990, the FBI and Secret Service undertook an operation called "SUNDEVIL". Raids were conducted on private BBS's (Bulletin Board Systems) that supported or even fostered the cyberpunk mystique and allowed the "punks" collectively to communicate and share information that would help others to break into new and different computer systems.

A similar investigation and raid was conducted in the Chicago, IL. area, in 1991. Evidence had been collected by federal officials that some segments of computer control code that were used in the 911 emergency telephone system by Southwestern and Illinois Bell had been compromised by Illinois cyberpunks. Confiscation of another BBS and a large amount of computer software was undertaken in the Illinois raid. Questions of illegal entry, possession of copyrighted material, and issues of proprietary license began to be heard in federal court. But, the arrests and seizures haven't seemed to disrupt or discourage the new breed of hackers.

October, 1992 brought the report of an arrest of a 23 year old Newark, NJ man, identified only as "Maverick" by press reports. "Maverick" reportedly was arrested in an investigation involving disruption of the 911 telephone service in the New York area. Two other arrests are expected soon of teenagers who may have also participated in the plot. "Maverick" reportedly has been described by unofficial sources as being a member of a cyberpunk group called the `Legion of Doom'. The "Legion" has been identified by various law enforcement agencies as a prime source of illegal information and activity.

Concurrently, Toronto, Canada police reportedly have arrested a fifteen (15) year old boy who is charged with misdirecting emergency medical service (EMS) crews and calling in false medical calls by home computer modem. More interesting, are the charges that the youth routed his calls through telephone exchanges in the United States to confuse telephone security tracking systems. According to Toronto police sources, they believe that the boy was also involved in a group of cyberpunks, who were using 911 telephone systems as a "prank". Toronto police say that this prank could potentially cost someone's life, if essential EMS crews were duped into responding to false calls, while someone actually needed medical care.

Not as ominous, but surely just as unlawful, was the recent (Nov., 1992) arrest of three (3) teenagers in Brooksville, FL. The high school honor students have been accused of making tens of thousands of dollars worth of long distance phone calls. Reportedly, the group had used a home computer to tap into the private company's private branch exchanges (PBXs) and Southeastern Bell telephone lines to correspond and exchange computer information across the country. According to press reports, a single company lost more than $35,000 worth of phone calls.

Some science and computer writers seem to show a certain commiseration with the cyberpunks, and even suggest that they could be a positive force for resisting "global oppression of the masses" by monitoring governments and multi-national corporations and dispensing `politically incorrect' secrets to the exposure of the media. Others report the vast capability of cyberpunks to cause the "electronic destruction" of computer systems used for national defense, banking, communications, nuclear power, transportation, and other vital services. At least one unidentified cyberpunk has been quoted by as saying that, "with current level of knowledge and the way computer networks are structured, we have the capability to shut down everything . . . not just locally...but globally".

Are cyberpunks a force for good or evil . . . or merely an extension of an emerging pop subculture that is using the advanced, available, technology to express a point of view? Fueled by movies such as THE TERMINATOR, ROBOCOP, and BLADERUNNER, cyberpunks seem a natural futuristic extension of the rebellion that is youth. The major question that is remaining is whether the cyberpunks will lead us to freedom of expression and understanding . . . or, possibly, to the destruction of the electronic society as we know it.

(c) EmergencyNet NEWS Service, 1992
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