Underground eXperts United

Master Index Current Directory Index Go to SkepticTank Go to Human Rights activist Keith Henson Go to Scientology cult

Skeptic Tank!

### ### ### ### ### #### ### ### ### #### ### ### ##### ### ### ### ### ### ### ### ### ### ##### ### ### ########## ### ### ########## ### ### ### ### Underground eXperts United Presents... ####### ## ## ####### # # #### ## ## ####### ## ## ## ## ##### ## ## ## ## ## #### ## ## #### # # ## ####### ####### ## ## ## ## ##### ## ## ## ## ## ## ####### ####### # # ###### ## ####### [ Technophilia ] [ By Ikonoklast ] ____________________________________________________________________ ____________________________________________________________________ Kind of a special release, you might say. This is uXu file 148 - "Technophilia" by Ikonoklast. There won't be an index this time (it will be properly added to the list in the next release), instead, we have written some comments about Technophilia below, just to get you started. :) _Huge_ thanks to Ikonoklast for letting us publish his fantastic book through uXu! Here we go - -------------------------------------------------------------------- The GNN - The least you could say about Technophilia is that it is a massive piece of work. Still, it is incredible readable and interesting, not only for those who feel disorientated in a world with weird expressions like cyberpunks, hackers, phreakers etc. Even those who feel that they are very well informed about the situation will most probably find something new to explore in this book. The computer underground is not something that will end up as a brief hobby for a few individuals, until it fades away into nothing. We are catching the train to the future, rapidly ahead of the common people on planet Earth. This book gives a hint of what is actually happening when people turn on their computers and uses their knowledge to achieve goals that most people do not even dream about. The promotion of decentralization, the mistrust of authority and the information that desperately wants to be free. What Ikonoklast has written is not something that will be out of date in a couple of years. It is a history book of our time. Read Technophilia - and realize that you are a part of the history. The Chief - What you now have received is something really special. Both for uXu and the e-zine community. Technophilia were to be printed and released as a book, but due to (probably) lack of knowledge and interest from the publishing company, who argued that it would be outdated pretty fast and therefor not worth to publish, this never happened. What I thought when I heard this wasn't "Oh yeah, now _we_ can publish it" as I suspect some people might think. No, I thought that "every piece of non-fiction published will undoubtedly be outdated some day, so what makes Technophilia different? How come they won't publish this one?" We all know that the computer industry, research and development moves somewhat fast these days, and in some ways perhaps a bit _too_ fast, but that doesn't mean people stop writing manuals, reports and software does it? No, you just upgrade, or write another one. This is such a thing. And it is needed. Wherever we're headed, I feel the progress, the ways we have taken, must be documented, and what better way than to write, sort of, a history book about it now and then? I'm sure there will be several books like this one, maybe they already exist. They're _all_ needed if we're going to get a grip on what has happened, and what's about to come. After all, this _is_ the information age, isn't it? Phearless - I must admit that I was somewhat impressed the first time I was browsing through the quite big amount of information gathered in Technophilia. Ikonoklast has made an excellent job, and it would be a shame to keep it away from the e-public. It was easy to decide, whether we should release this through uXu or not. It's a masterpiece, and a useful compilation of a wide area of interesting topics. Enjoy! ----------------------------------------------------------------------------- Technophilia by Ikonoklast original artwork by Snow Man Welcome to the Internet version of Technophilia. Originally, this text was supposed to be an entire book, complete with photos, illustrations, and artwork. Also, there was much more original writing in the previous version than in this one. It *would* have been published around this time, but the publishers felt that Technophilia would have a short shelf life (or they would have to publish an update), so they decided to can it. But, thanks to the benevolent uXu, Technophilia has a chance to live on! This text is very similar to the original except that I cut out a lot of the writing and decided to sell that to magazines. Obviously, there is no artwork in the Internet version either. (But if you are interested in seeing it, or buying cool cyberpunk t-shirts, contact Snow Man at cl258@cleveland.freenet.edu). Technophilia is divided into sections, each one focusing on focusing on a subculture or phenomenon devoted in some way to the advancement of technology, love of computers, or an acute sense of neophilia. I hope you enjoy reading Technophilia, and get some use out of it. If so, my time has not been wasted! Please feel free to contact me at dk768@cleveland.freenet.edu if you have any comments or questions...... Special Thanks to: The Chief and uXu Danse Macabre Kelly Green and Alpha Odysseys Wired Magazine Paco Xander Nathan Elizabeth Donnelly Jon Lebkowsky Graham Mann Kevin Gunn Len Peralta and anyone else who sent me stuff for review......!!! Ikonoklast ---------------------------------------------------------------- Technophilia table of contents I. Intro II. Computer Underground III. Cyberpunk part 1 (cyberpunk definition) IV. Cyberpunk part 2 (list of magazines, catalogs, etc) V. Cyberpunk part 3 (list of mind machines, smart drugs,e tc) VI. Cyberpunk part 4 (list of books) VII. Cyberart (music, visuals) VIII. Cyberpunk literature IX. Raves X. Technology (virtual reality, AI, etc) ---------------------------------------------------------------- The Computer Underground ------------------------------ Structure of the CU ------------------- Pirates ------- Software pirates are the most common of the denizens of the computer underground. Almost everyone who has a computer has, at one time or another copied a program for his own use. But that alone does not make one a pirate. Pirates copy software as a hobby, even software they do not need or will ever use. Just the thrill of owning it is good enough for the pirate. Pirates tend to be secretive and most pirate boards can be accessed by invitation only. Pirate BBSes often have giveaway names, like Pirate's Cove or Treasure Chest. Most require high speed modems 14.4K+ for the fast transfer of warez (software). There are also "wannabe" pirates, the warez kidz. They call up pirate and non-pirate bbses asking for software, but they never upload any. In the upper levels of pirate-dom exists the "crackers" (not to be confused with evil hackers). Software crackers break the protection scheme of software and then distribute them to the lower pirates. Pirating software is in danger of becoming obsolete with new protection schemes such as hardware plugs that connect to the serial ports and companies beginning to ship products on CD-ROMs. Hackers Once, being a hacker meant you were a professional at getting a computer to do something amazing: whether it is to perform a specific task or gain access to it. Nowadays, a hacker is considered to be one of two things. The first version, the one newspapers, television, and magazines want you to think, is a criminal who wants to destroy or steal computer data. The other version is anyone who disregards artificial boundaries, explores systems, and believes that information should be free. Hackers hate artificial boundaries placed for the purpose to deter exploration. They have a yearning for arcane and forbidden knowledge. This is distinctly different from a criminal - call them what you will - crackers, dark side hackers : the ones that hack for money, revenge, or personal gain. Although this is the description the media prefers, these types are very, very rare in the computer underground. Phreaks ------- Phreaks can be considered the oldest members of the computer underground: they've been around in one form or another since the 1960's. Phreaks don't see themselves as swindlers or defrauders - they fancy themselves "explorers." The phreak's area of expertise is the phone system. Hidden within the vast cables, switching offices, and satellites of the telephone companies are hundreds of thousands of untapped secrets: loops, call-backs, codes, private branch exchanges, etc. The phone company offers a huge area to explore - and virtually none of it tangible. Phreakdom has had one major setback since it began: as the phone company's switching systems became more modern and computerized (such as the #5 Electronic Switching Station), the distinction between phreaks and hackers blurred. Many phreaks who knew nothing about computers had to start learning them. And, it was easier to get caught by the phone company, who now had the power to monitor their lines. A watered-down phreak is known as a codez kid. They are wannabe phreaks or criminals who trade in free long-distance access codes. Phreaks are a dying breed. Many are frightened by the growing complexity of the phone system and the high risks of being caught. Virus Writers ------------- Virus writers are the smallest strata of the computer underground and some of the most technically proficient. Usually, they are also the most malevolent: some of their products are purposefully destructive. This is truly sad because their abilities could be used for studying artificial life viruses. Rodents/weasels/l0zers ---------------------- The scum of the computer underground. These are usually teenage kids who recently received a computer with a modem and want to do all sorts of illegal, harmful stuff. Some of them eventually grow up, but most remain a detriment to the entire CU community. Techniques of the Computer Underground -------------------------------------- Boxing ------ Boxing is a technique used mainly by phreaks that employs an electronic device (most are shaped like a box) that reproduces special tones recognizable by phone equipment. By using these tones, the phreak can operate phone equipment from a remote site like an operator. Boxing was once very popular among college students who could call home for free. * red - this box produces the same tones that a coin makes when dropped into a payphone. By playing the tones into the mouthpiece, the phreak tricks the phone into thinking that coins are being deposited. Voila! Free long distance! * black - black boxes are named so because of the first one found. When a black box is attached to a telephone line, it provides toll-free calling placed to that line. It appears to the phone company that no one ever picks up the phone, thus never initiating billing the call. * blue - Blue boxes are able to replicate the exact frequencies the phone company used for their long distance billing equipment and standard touch-tone keys (including some keys that aren't on a standard phone). This feature made them popular with those who wished to make free calls or explore the phone system free of charge. Blue boxes used to be the most widely used of all boxes, but nowadays are among the most uncommon. * purple - when attached to a phone line, the purple box makes all calls made out from that location seem to be local calls. * rainbow - named so because it combines almost all the functions of other boxes, plus is usable worldwide. The rainbow box is the phreaks dream come true. Once legendary, a kit for building a rainbow box is now available from Hack-Tic magazine (for a cool $250). * beige - the beige box is a telephone lineman's handset with alligator clips that allows for tapping into the phone and listening in. Password grabbing (and cracking) -------------------------------- Any technique used to steal a password from an authorized user. Popular tactics include: * writing or running a program that emulates a legitimate login screen. After the target types in his password, he get a typical "user authorization failure" message. The program stores the login name and the password. Having done this, the program terminates itself and dumps the user to the real login screen. * Running a program that guesses common passwords, or matches encrypted password data to a dictionary of common passwords. * Guessing personal information based on the knowledge of that person. * Looking over the shoulder (!). Social engineering ------------------ By sounding authoritative or knowledgeable, or by intimidating a target, a hacker can convince many people he should be privy to guarded information. Likewise, being pleasant and helpful can result in passwords, phone-numbers, or a quick escape from the hands of authority. After all, a chain is only as strong as it's weakest link. Reading telecom and computer manuals is one way to increase social engineering skills - if you can talk like a technician, you can fool a lot of people. trashing - also known as "dumpster diving," trashing is the fine art of sifting through the garbage of targeted installations (like a Bell Office, department store, business) to find manuals, notes, memos and documents. Private BBSes ------------- Private BBSes are just like a regular BBS, except that users must be invited or undergo an intense process of scrutiny from a voting council. Almost all discussion on these boards is focused on underground activities. Phone codes, credit card numbers, electronic hacker magazines and "philes," plus pirated software can be found on some private boards. To gain entrance into a private BBS, an applicant usually must fill out a questionnaire filled with technical terms (to see if he or she "knows his stuff"), plus provide a brief history of previous activities, hacks, etc. The applicants are judged for their suitability by the sysop and sometimes a board of electors. Private BBSes tend to be clique-ish and suspicious of applicants. They are inclined to believe in the heuristic - "Every third member of the computer underground is probably a fed or an informant." Scanning -------- In the computer underground, scanning can mean two things: * Having a modem "war dial" a certain range of numbers sequentially (such as 221-0000 to 221-9999) to find modem dial-ups or long distance access code numbers. * Listening to certain frequencies on an ordinary police scanner to learn information. Listening to cellular or cordless phone frequencies, for instance, often leads to interesting information. Underground publications ------------------------ Underground publications include philes and zines. Philes are often brief pieces explaining tenets of phreaking, hacking, schematics for building boxes, bomb recipes, or revenge tactics. Philes tend to be written by anarchists or people with extreme anti-social habits. Underground zines are usually nothing more than a number of philes published under one banner, but are a bit more technical and practical. Most zines contain bust information or news of crackdowns. Handles ------- No one in the underground likes to use his real name, so they adopt a pseudonym, or handle. Handles seem to fall into categories: Science Fiction/Fantasy (like Atreides, Black Knight, Gandalf), Technical (C.H.Mainframe, Doc Digital), Anti-Social (The Vandal, Trouble), and Comical (DrunkFux, Whiz Bang). Heavy metal music and occult themes are also popular inspirations for handles. Its considered tacky to steal a handle, especially a well known one, or to have multiple handles at the same time. People with the same handles often are referred to by their area code (Executioner 212 and Executioner 312). Credit card fraud ----------------- Stealing credit card numbers for the purpose of charging desired merchandise, most likely delivered to a maildrop. Credit card vandals get numbers from a variety of places - carbons from department store trash, from underground BBSes, from listening in on phone lines, or outright stealing the cards. Credit card fraud was once popular among the computer underground, but is now avoided and looked down on. Users who post credit card numbers on bulletin boards are usually kicked off the BBS, since sysops run the risk of getting arrested. Fed --- derogatory term that is used by hackers to describe anyone who is either a federal agent (SS or FBI), police office, or a security professional. Often it can mean anyone who is outspokenly against hackers. "Fed Boards" or sting boards are BBSes disguised as private boards, but in reality are set up to catch or monitor hackers. Trends ------ as technology changes and advances forward, hacking, pirating, and phreaking will follow. The blue boxes and simple diskcopy will fall by the wayside as security methods "catch up." Hacking, too, will catch up with some certain technologies. Here's some topics that are currently hot: * mag strip hacking - everyone has a few cards with these ferromagnetic strips on them - ATM cards, credit cards, and photo IDs. It is possible to rig a machine that can read and decode (and possibly write) the hidden messages encoded on them. If the US Government is ever stupid enough to issue "smart cards," knowledge of this field will come in handy. * portable hacking - it hasn't been safe to hack from one's home for quite awhile, and the cost (and size) of laptops with internal modems make hacking on the road an appealing alternative to many. * digital signatures - personalized digital imprinting (fingerprints, voice, and handwriting recognition) is becoming popular in certain levels of the government and large corporations. It is only a matter of time before this form of ID descends to the masses. * cryptography - cryptography is the process of encoding e- mail messages or files that can only be opened up by someone who has the "key." Some crypto programs that are widely available today are so advanced they are nearly unbreakable. This makes the government unhappy, because they want to be able to read anything they wish (in the interest of national security, of course). The government has proposed a uniform crypto program where they would hold a universal "key." If this ever is the situation, God forbid, rest assure that hackers will try to get a key as well. * answering machine hacking - almost everyone has an answering machine these days. And guess what? Most can be accessed remotely with a certain combination punched into the telephone keypad. You can listen to messages, or on some models, record a new message. It is possible to program an ordinary Radio Shack tone dialer to try every two digit combination. * hardware pirating - the software companies have decided that diskcopying has gotten out of hand. Past protection schemes have proved to be ineffective. Now there is a hardware protection craze that the software companies are picking up on: instead of writing protection schemes into the software, the software is shipped with special devices that fit into serial ports. The software cannot run unless it has one of the special devices. Computer Underground Magazines ------------------------------------ Iron Feather Journal POB 1905 Boulder CO 80306-1905 Iron Feather Journal is filled with bizarre graphics and tons of techno-thug info. IFJ was started back in the days of Commodore 64 hacking, but now covers the world of Internet and other electronic things. Lists of FTP sites, Usenet groups, and tech schematics (including how to build your own pirate television station), are interspersed with rambling writings and clippings from old computer catalogs. The High Tech Contact area is of great value: it has listings of free catalogs, free newsletters, and listings of BBSes. Each issue is $2.50-3.00. The editor, Stevyn, also runs a scion of IFJ: Phunshit Catalog, which sells old issues of IFJ, hacking and cyberpunk books and magazines, a clippings from Usenet groups. 2600 POB 752 Middle Island NY 11953 Absolutely the best hard copy hacker magazine. Articles range from phone company switching system programming to cellular hacking to defeating Simplex locks. Editor Emmanuel Goldstein is one of those rare editors that uses the freedom of the press to the utmost: always a step ahead of those that would like to see him jailed. 2600 also offers a video of Dutch hackers breaking into a military computer. Excerpts of this video were shown on "journalist" Geraldo Rivera's sensationalist TV show. The video is $10.00. 2600 operates a voice BBS (0700-751-2600 0.15/minute) which is open from 11 PM to 7 AM every day. 2600 holds meetings in many major US cities every first Friday of the month. See the current issue for listings. Subscriptions (four issues) are $21.00 (US and Canada); $30.00 (foreign). TAP POB 20264 Louisville KY 40250-0264 TAP, or the Technical Assistance Program, has been in (erratic) publication since 1973. It was originally titled Youth International Party Line (YIPL) after it's founders Yippie Abbie Hoffman and phone phreak Al Bell. TAP published articles on scams, concentrating particularly on phone fraud. TAP stopped publishing for a while when then-publisher Thomas Edison's house was set on fire and computer stolen. TAP was then resurrected several times before it came to rest with Predat0r in 1990. Each issue is $2.00, but send a letter before any money - issues have come out erratically. Intertek 13 Daffodil Lane San Carlos CA 94070 The journal of Technology and Society. Past issues have included articles on virtual communities (MUDs, IRC and such), Internet culture, and hacking. Subscriptions are $14.00 four issues. Hack-Tic PB 22953, 1100 DL Amsterdam Netherlands Hack-Tic is the Dutch equivalent of 2600 Magazine. Mostly written in Dutch, HT contains articles on phone phreaking and hacking in Europe (in the Netherlands it isn't a crime. Yet.). Hack-Tic also sells the Demon Dialer rainbow box kit for $250. They also sponsor the Galactic Hacker's Party, a worldwide gathering of phreaks, cyberpunks, and hackers. Each issue of Hack-Tic is $2.50. Chaos Computer Club Schwenckestrasse 85 W-2000 Hamburg 20 Germany The CCC is one of the most notorious hacker gangs in the world, and claim responsibility for all sorts of break-ins into the US Government's computer systems. One of their supposed members was the villain in Cliff Stoll's The Cuckoo's Egg. They sell their secrets in Die Hacker Bibel Volumes 1, 2, and 3, and Das Chaos Computer Buch, plus other software programs. Catalog is free, but it is written in German, so good luck. Associating with these folks will probably land you on a government watch list. Chaos Computer Club has two Internet archives: ftp.eff.org pub/cud/ccc ftp.titania.mathematik.uni-ulm.de /info/CCC Forbidden Knowledge c/o Darren Smith Box 770813 Lakewood OH 44107 Title says it all. Scams, frauds, and technical information. $18.00 for a year's subscription. LOD Communications 603 W.13 #1A-278 Austin TX 78701 lodcom@mindvox.phantom.com Sells the archives of "golden age of hacking" message boards - boards like OSUNY, Plovernet, 8BBS, Black Ice Private, and the Phoenix Project. Write for prices; available in Mac/IBM/Amiga formats. Cyberpunk System POB 771072 Wichita KS 67277-1072 Some of the users of this board decided it would be funny to go out to their local AT&T facility and fly the Jolly Roger from the flag pole, hinting at the true nature of AT&T. They sell poster of their deed (11"X17") for $7.00 and t- shirts for $20.00. They also sell full size pirate flags for $20.00. There is a $3.00 postage and handling charge per item. Electronic Zines/Publications/Newsletters ----------------------------------------------- Activist Times, Inc gzero@tronsbox.xei.com PO Box 2501 Bloomfield NJ 07003 Hacking, political viewpoints, anarchy, news. ATI is a lot smaller than most CU zines, but worth subscribing to. Phrack listserv@stormking.com Phrack is the undisputed king of the electronic hacker magazines. Each huge issue (some are over 720K!) has detailed technical information on selected computer systems or phone equipment, a question and answer letters section, and articles on freedom and privacy in cyberspace. Phrack also has the Pro-Phile -an in-depth look at some of the most notorious hackers, and Phrack World News, a collection of newsclippings dealing with the computer underground. Phrack is just to good to pass up - get it while it (and the editor and writers!) is still free. Phantasy iirg@world.std.com Phantasy is the journal of the International Information Retrieval Guild, a hacking group with a few pirate ties. Similar to Phrack in content, but smaller. Digital Free Press dfp-req%underg@uunet.uu.net Irregularly published underground magazine. Informatik inform@doc.cc.utexas.edu Another superb hacker magazine. Informatik is very similar to Phrack, but with different information. Telecom Digest telecom-request@eecs.nwu.edu Daily digest covering all facets of the telecommunications industry, including breaking news and future plans of telecom companies. Highly recommended, but volume can be high - sometimes the digest generates two to three issues a day. Security Digest security-request@aim.rutgers.edu All topics of computer security are discussed on this list. Telecom Privacy Digest telecom-priv-request@pica.army.mil Digest devoted to privacy issues involving telecommunications (particularly CallerID, and similar services). Ethics-L listserv@marist.edu Ethics-L is a forum for the ethical use of computers, especially in an open environment such as a university. Computer Underground Digest tk0jut2@niu.bitnet The Computer Underground Digest, or CuD as it is called by its readers, is a weekly electronic news journal. It's beginnings stem back to early 1990, when Telecom Digest was inundated with posts about the recent Knight Lightning and Terminus indictments. Jim Thomas, a professor of sociology and criminology at Northern Illinois University, and Gordon Meyer, author of "The Social Organization of the Computer Underground," collected the excess posts and published them under the banner of CuD. The goal of CuD, according to its founders, is to provide a forum for discussion and debate of the computer telecommunications culture, with special emphasis on alternative groups that exist outside the conventional computer network community. CuD publishes: * Reasoned and thoughtful debates about economic, ethical, legal, and other issues related to the computer underground. * Verbatim printed newspaper or magazine articles containing relevant stories. * Public domain legal documents including affidavits, indictments, and court records that pertain to the computer underground. * General discussion of news, problems, and other issues that contributors feel should be aired. * Unpublished academic pieces or research results. * Book reviews that address the social implications of computer technology * Announcements for meetings, conferences, etc. (from the Computer Underground Digest FAQ). EFFector Online effnews-request@eff.org EFF news and recent trials, information, and such. Virus-L Digest kruw@cert.sei.cmu.edu Recent virus reports, analyzation of source code, critiques of anti-virus software. Risks Forum risks-request@csl.sri.com Funded by SRI (see below), Risks Forum discusses all aspects of public access and open-system computing. Worldview/Der Weltanschauung dfox@wixer.cactus.org News, tips and stories of the computer underground, telecom, and other information systems. United Phreakers' Inc. ftp.eff.org /pub/cud/upi Mostly a phreaker's rag, with info on PBXs, telecom services, telecom lingo, underground newsline, and bust news. ccapuc@caticsuf.csufresno.edu CuD ripoff with different information. Includes CPSR releases. Usenet ------ alt.hackers Not crackers, but people who like to do unconventional things with their computers. The real hackers. alt.hackers.malicious People who like to destroy other people's information. comp.society.cu-digest Usenet distribution point for Computer Underground Digest. misc.security All sorts of security topics: computers, electronic locks, locksmithing, and so forth. comp.org.eff.talk Discussion of EFF and projects. alt.comp.acad-freedom Discussion of freedom of academic computing. alt.dcom.telecom Telecommunications talk. Pretty technical. alt.dcom.isdn ISDN services and possibilities are the talk here. alt.radio.scanner Newsgroup for scanner enthusiasts. Unconventional/illegal frequencies are sometimes posted here. comp.risks Similar to Risks Forum. alt.society.ati The Usenet distribution point for Activist Times Incorporated. comp.security.misc Anti-piracy tactics, bugs and holes in software. FTP Sites --------- ftp.eff.org Does this site have everything or what? Contains state computer crime laws, Computer Underground Digest archives, tons of hacker magazines, EFF news and announcements, guides to the Internet, and a lot more. cert.sei.cmu.edu Archives of the computer emergency response team. Underground Writers ------------------------- Cult of the Dead Cow PO Box 53011 Lubbock TX 79453 The oldest underground writer's group still in existence and is masterminded by Swamp Ratte. Already has over 250 files in its archives ranging from short fiction, poetry, tips on evading the law, spreading chaos in school and work, pyrotechnics, and other pastimes of adolescent males. The cDc files are available from zero.cypher.com /pub. If you don't have an Internet access, Swamp Ratte sells all the files on one disk (specify DOS or Apple) for $3.00. He also sells cDc stickers: a dozen for $0.50 and a SASE. cDc is loosely affiliated with DrunkFux's Freeside Orbital Data Network (11504 Hughes Road #124, Houston TX, 77089). DfX is the promoter of HoHoCon, a Yuletide gathering of the world's eleet hackers. He sells videos and t-shirts of past HoHoCons, and has information about upcoming ones. Underground eXperts United PO Box 5 S-79023 Svardsjo Sweden An international underground writer's group headed by Sweden's premier writer/hacker The Chief. Fun files on homemade weapons, projects for the bored anarchist, how to shrink a head, and a list of Interpol's top ten most wanted. Not all uXu's files are fun and destruction, though - there is some good fiction, like The Chief's own Castle Chronicles. FTP site is lysator.liu.se. uXu is taking submissions; write to chief@lysator.liu.se for information/submissions. IIRG 862 Farmington Ave Suite 306 Bristol CT 06010 IIRG is responsible for Phantasy magazine and other hacking publications. Bulletin Boards --------------------- Demon Roach Underground 806.794.4862 DMR has been online since 1985, and is still one of the leading boards for CU activity. DMR is also the World Headquarters of the Cult of the Dead Cow. Login: Thrash. New User Password: Fear. The Underground Subway 604.590.1147 At the other end of this number is a BBS that is nothin more than an online game called Hacker. Hacker is a puzzle disguised as a computer network, where hidden clues pop up in posts, private mail, parallel boards, help files, and underground zines. The player must solve the puzzle by successfully "hacking" the system without getting caught. Firezone 203.931.0003 Storehouse of warez and electronic zines. Dark Shadows 203.628.9660 IIRG distribution site. The Vampire Connection 203.269.8813 Large computer underground crowd frequent this board. The Cyberspace Institute 512.469.0447 Cyberpunk System 316.794.3559 Temple of the Screaming Electron 510.935.5845 Gigantic archives of computer underground and hacking material. Blitzkrieg 502.499.8933 Home of TAP magazine. Ripco 312.528.5020 Computer Underground Books -------------------------------- The Hacker Crackdown by Bruce Sterling The Hacker Crackdown is cyberpunk author Bruce Sterling's first foray into non-fiction writing. Crackdown is an account of the government crackdown on the computer underground in the early 1990's. Includes a brief history of the telephone industry, events that led up to "Operation Sundevil," the Phrack/Bellsouth E911 fiasco, the trials that followed, and the formation of the Electronic Frontier Foundation. Highly recommended. Cyberpunk by Katie Hafner and John Markoff Three stories written by news reporters about computer hackers. The first story is about Kevin Mitnick and friends' exploits. The authors' dislike of Mitnick is obvious, describing in detail Mitnick's character flaws, and makes personal digs at him whenever possible. The next story is about Pengo, the German hacker who offered to sell his (and his friends') talents to the Russians. Finally, the last chapter tells the story of Robert T. Morris, author of the Internet Worm. Although somewhat biased, Cyberpunk!, like The Cuckoo's Egg, is a must-read for those interested in hackers. The Official Phreaker's Manual This is the Bible of Phreakdom; includes terms and techniques (most outdated by now, but it gets the methods and possibilities across quite well). There's a bit of history thrown in - it contains the 1971 Esquire article about Capn Crunch and his blue boxes. This manual brings back a lot of nostalgia, but I wouldn't use the tactics inside. Available free on ftp.eff.org /pub/cud/misc. Hackers by Stephen Levy Hackers is the story of the true hackers - the geniuses responsible for the personal computer revolution. The beginning of Hackers is about the first generation - students at MIT who formed a loose alliance and wrote amazingly clever programs on the facility's mainframes and minicomputers. The first generation were the ones that introduced the extremely anti-bureaucratic "Hacker Ethic" - the idea that computer should always be accessible, that artificial boundaries (including locked doors and closed buildings) should be overcome, and that "authority" should be mistrusted. The second part is devoted to the second generation. These people were responsible for the birth of the personal computer, including Jobs and Wozniak, the Altair, and the Homebrew Computer Club. The second wave of hackers established the Do It Yourself attitude, and for the most part began the Computer Revolution. The last part of the book is about the third generation of hackers. These were the software writers and programming geniuses, and the WarGames-era dark side hackers. The third generation was responsible for turning the PC from a hobbyist's toy to a household appliance. The Anarchist's Guide to the BBS by Keith Wade Describes in detail modems, protocols, and everything you need to start up your own anarchy BBS. Explains terms and techniques, excellent for beginners to the modem world. The Hacker's Dictionary by Guy Steel, Jr Terms and words used by programmers and true hackers. Media and security "experts" will be disappointed in this book, but those who find computers and computer history will find it entertaining. The Cuckoo's Egg by Cliff Stoll Cliff Stoll, an astrophysicist turned computer manager at Lawrence Berkeley Lab, narrates the true story of how he traced a 75 cent accounting error to a hacker who was breaking into the LBL system. The situation escalates as the hacker travels through the Internet, breaking into sensitive American computers and stealing military and R&D information to sell to the Russian. Stoll tracks the hacker through Berkeley's system, computer networks throughout the country, and the globe-spanning, tangled web of the phone networks. This is one of the best books of high tech espionage, and a decent primer on Internet jargon. Highly recommended. Computer Viruses: A High Tech Disease by Ralf Burger Contains information on how viruses work and how they reproduce themselves. Spectacular Computer Crimes by Buck Bloombecker Mr. Bloombecker is the director for the National Center for Computer Crime Data, so you already know what he thinks about hackers. Spectacular Computer Crimes is a somewhat slanted collection of true stories on hackers, thieves, and assorted techno-troublemakers. Approaching Zero by Paul Mungo and Bryan Clough Yet another book on hackers by a journalist. Narrative chronicles of the computer underground. Includes the deeds and antics of several legendary hackers, including Cap'n Crunch, Captain Zap, Fry Guy, Pengo, and virus writer Dark Avenger. A good if somewhat basic overview of the alternative computer culture. Little Black Book of Computer Viruses American Eagle Publications, Inc POB 41401 Tucson AZ 85717 Source code and description of popular viruses. For volume two, the author held a virus-writing contest, which was the subject of much controversy on the Internet. American Eagle also publishes Computer Virus Developments Quarterly ($95 for a subscription). Telephone Books --------------------- Introduction to Telephones and Telephone Systems by Michael Noll Very basic book on telephony; good for the beginner who wants to learn a few things about the telephone network. Industry Basics: An Introduction to the History, Structure, and Technology of the Telecommunications Industry by The North American Telecommunications Association Large book covering all facets and details of the telephone industry. Catalogs and Sources -------------------------- Telecom Library Catalog 12 West 21 Street New York NY 10010 1-800-LIBRARY Basically a telecom book club. Great source for inexpensive technical manuals and telecom primers. Free catalog. Telephone International POB 3589 Crossville TN 38557-3589 Telephone International is a marketplace for telecom equipment in a newspaper-like format. Buy your own switching equipment, fiber optics and PBXes! Great classified section too, with announcements of upcoming events, baby Bell office surplus sales, and conventions. Subscriptions are $24.00 (US), $40 (Canada and Mexico). Teleworld Telecommunicatieshops Kinkerstraat 66-68-70 1052 D2 Amsterdam Netherlands Free catalog of telecom equipment, including some that you can't buy in the United States. AEC Equipment POB 3609 Crossville TN 38557-3609 Huge telephone equipment catalog. If you know what you are looking for, you might find something useful. The Onion Press 6910 W.Brown Deer Rd Suite 194 Milwaukee WI 53223 Sells hardcopies of the Legion of Doom Technical Journals, Phrack, and Computer Underground Digest and back issues of TAP (the whole set for $50). Phrack vol.1 (issues 1-9) - $20.00; Vol.2 (#10-24) - $50; Vol.3 (25-36) - $50; LOD Tech Journals - $20 for all four. Contact them for full list and prices. I don't know if this guy knows that the above stuff (with the exception of TAP) is all for FREE on the Internet, or that what he is doing may be a lawsuit waiting to happen. But if you haven't an Internet account and you want some good reading, this may be the place to go. Renegade Graphix POB 963 Kalamazoo MI 49005 Super scary, blasphemous, and vulgar t-shirts and hats. They also design t-shirts for computer underground groups. Shirts are $10.00, and $7.00. Sweet Pea Communications POB 912 Topanga CA 90290 Sweet Pea publishes the complete video library of the Computer, Freedom and Privacy congresses. CFP I includes topics such as: * The Constitution in the Information Age * Trends in Computers and Networks * Network environments of the future * Law enforcement and civil liberties * Electronic speech, press, and assembly * Access to government information The CFP II conference includes topics such as: * Private collection of personal information * Genetic data banks * Government control of cryptography * Employer surveillance * Sale of government information * Bruce Sterling: Speaking for the Unspeakable CFP I (15 tapes) is $480, CFP II (12 tapes) is $385. Both sets together are $695, and highlights from both (1 tape) is $89.95. Write for information on more recent CFPs. Bellcore 1-800-521-CORE Order Bellcore's free document catalog, a huge publication of extremely confusing documents written by Bellcore, the Phone Company's research lab. Installments to the catalog arrive frequently. Incidentally, the 911 document that was the center of the Craig Neidorf case, which was claimed by the phone company to be worth $79,000 can be purchased from the catalog (it was available way before the trial even began). It's thirteen bucks. Go figure. Consumertronics 2011 Crescent Dr. PO Drawer 537 Alamogordo NM 88310 Books and plans on phreaking, hacking, cable descrambling, defeating security, viruses, guerilla radio, and energy theft. Sells more than books, too, including voice disguisers, long range eavesdroppers, viruses on disk, and blue, red, and purple boxes. They even have the Automated Tempest Module, an ATM theft device (as seen in Terminator 2) for $995. This $2.00 catalog is a must for any high tech pirate. Teleconnect 1265 Industrial Highway Southampton PA 18966 A tell-all publication of the telecom industry. Teleconnect reviews products and services, and they have a reputation as being truthful, which hasn't earned them many friends in the telcos. 18 issues is $21.30 and includes a t-shirt (displaying a Russian coin phone) and a huge telecom dictionary. The "Feds" ---------------- Someone has to watch the networks and computer systems in case of trouble. Until lately, the responsibility of insuring safety on systems was up to the provider of the system - the government would have nothing to do with it. That is until computers became so prevalent (especially in large financial institutions, military installations, and national databanks) that it was necessary to have some sort of policing. The brunt of this police work seems to have fallen on the Secret Service, perhaps because of their ties with the Federal Reserve. In any case, security people, whether corporate, private, or government, are generally nice folks. It's their job, and we should all feel somewhat indebted to them for keeping the networks and systems trouble free. Unfortunately, some can be overzealous and zero in on mischievous teenagers rather than real criminals. Others break the fine line between a breach of privacy and "national interest." Such was the case of the Steve Jackson Games raid. Federal Investigations and Computer Security Professionals ---------------------------------------------------------------- Software Security International 2020 Pennsylvania Ave NW Suite 772 Washington DC 20006-1846 SSI is a group that advocates the elimination of software pirating. Get them to spend money on you - write for more free information. Computer Security Institute 600 Harrison Street San Francisco CA 94107 The Computer Security Institute was established in 1974, making it the oldest international organization for computer security professionals. The CSI has some heavy-hitting members, including AT&T, Bellcore, Sony, Exxon, and other global mega-corps. Every member receives the monthly newsletter, Computer Security Alert, which is filled with reports, tips, warnings, and industry developments. Other benefits to members include CSI member's hotline, an account on the CSI bbs, and discounts on computer security books. Annual membership is quite inexpensive: $127 a year ($167 outside US). SRI International 333 Ravenswood Ave Menlo Park CA 94025 A non-profit corporation that performs research and consulting services to private industry and governments the world over. SRI is known worldwide for its expertise in computer and information security. SRI heads the International Information Integrity Institute (I4) which promotes information security as a management responsibility. As a member of I4, you receive the I4 newsletter, excerpts of Risks forum (which SRI operates), forum proceedings, an index into SRI Computer Abuse file, plus an Administrator's Guide and on-line services. American Society for Industrial Security 1655 North Fort Meyer Dr. Suite 1200 Arlington VA 22209-3198 ASIS is the world's largest organization of security professionals. ASIS members are specialists who direct and formulate security programs for banks, classified aerospace facilities, communications networks, and domestic and foreign government. ASIS members are experts at thwarting terrorism, industrial espionage, counterfeiting, computer crime, white collar fraud, and combating the pirating of classified documents and software. Members receive a monthly magazine, Security Management, and a bi-monthly newsletter, ASIS Dynamics. I'm sure by belonging to this organization you can learn lots of tricks.... Write for more information. McAfee Associates 3350 Scott Blvd Building 14 Santa Clara 95054-3107 The leading developers of anti-virus software and products, McAfee employs a global network of virus researchers that scour the underground for the latest trends and developments in harmful computer viruses. McAfee sells a variety of excellent, efficient products, including: Viruscan, which can detect 99.6% of viruses on a DOS based computer, including stealth viruses and ones hidden in compressed files. Viruscan will overwrite and delete any infected files and generate reports of its findings. Additionally, VScan can save system information in a hidden file that can be used to restore files and areas hit by the virus. Clean is a virus removal program that disinfects a system from all common viruses and their strains with 98% accuracy. VShield is a TSR virus protection program that can check a program for a virus before the program is even loaded. McAfee also maintains a Virus Emergency Response Center and a BBS (408.988.4004) where the latest versions of their programs can be downloaded. Computer Professionals for Social Responsibility POB 717 Palo Alto CA 94301 cpsr@csli.stanford.edu CPSR, which was founded in 1981, is a group of technical experts who direct public attention to critical choices in computer policy making. They advocate responsible use of computers and do not fall prey to the anti-technology/anti-computer sentiments like other organizations. Each project undertaken by CPSR are based on these five principles: - "We foster and support public discussion of and public responsibility for decisions involving the use of computers in systems critical to society. - We work to dispel popular myths about the infallibility of technological systems - We challenge the assumption that technology alone can solve political and social problems. - We critically examine social and technical issues within the computer profession, nationally and internationally. - We encourage the use of computer technology to improve the quality of life." (CPSR Brochure, widely available on the Net). CPSR presently has 21 chapters in the US. CPSR also holds conferences, the most important one being the , where civil liberties within the electronic world are a hot topic. Members of CPSR receive a quarterly newsletter, discounts on books and videos, and discounts to CPSR events. Membership is $75 for regular membership; $20 for student and low income. Computer Law Association 8303 Arlington Bkvd Suite 210 Fairfax VA 22031 Organization formed for the study of laws pertaining to computers, electronic privacy, and computer oriented laws. Federal Computer Investigations Committee c/o US Secret Service Fraud Div. Room 942 1800 G St, NW Washington DC 20223 This is the Secret Service, the nice folks responsible for the Steve Jackson Games fiasco, the recent 2600 meeting breakups, and other hacker crackdowns. How computer security became the concern for the agency who is supposed to guard the President is anyone's guess. If you decide to write to the SS about computer crime or hackers, they might be hesitant to reveal anything at first. Be persistent, send some Freedom of Information requests, whatever. Who knows? They may budge. But then again, don't blame me if you get a nocturnal visit from the SS. Electronic Frontier Foundation 666 Pennsylvania Ave SE Suite 203 Washington DC 20003 202.544.9237 eff@eff.org "The Electronic Frontier Foundation was founded in July, 1990, to assure freedom of expression in digital media, with a particular emphasis on applying the principles embodied in the Constitution and the Bill of Rights to computer-based communication. From the beginning, EFF was determined to become an organized voice for the burgeoning community of nationally and internationally networked computer users. We perform the multiple roles of guardian, advocate, and innovator, to serve and protect the public interest in the information age. We have defended civil liberties in court. We have shaped the policy debate on emerging communications infrastructure and regulation. We have increased awareness both on the Net and among those law enforcement officials, policy makers, and corporations whose insufficient understanding of the digital environment threatened the freedom of Cyberspace. Yet there is still much to be done." (From General Information about the EFF). The EFF was founded in part by Mitch Kapor, inventor of the Lotus spreadsheet package. The EFF's most famous case was the Phrack/E911/Knight Lightening case, which they won. Membership to the EFF is $20.00 for students and low-income and $40.00 for regular membership. Security E-lists ---------------------- Computer Emergency Response Team Watchdog team that reports computer viruses, worms, and problems on the Internet. Their archive site is cert.org. Documents can be found in the /pub directory. Security Books -------------------- Computer Viruses, Worms, Data Diddlers, Killer Programs, and Other Threats to Your System by John McAfee One of the best books on viruses and other trouble programs by one of the authorities of the field. The book covers the history of viruses, how they work, descriptions of the most popular ones, and the risks of viruses falling into the wrong hands. Recommended. International Handbook on Computer Crime by Ulbrich Sieber An in-depth look at type of crime that can easily cross international borders, which makes extradition for criminals difficult. Examines computer crimes and laws throughout the world, and the problems of conflicting laws. Computer Crime by Geoffrey H. Wold and Robert F. Shriver Written for financial institutions, this book contains computer crime statistics, profiles of typical computer criminals, techniques employed by criminals, and checklists of security measures for system administrators. Technocrimes by August Bequai Discusses the vulnerability of an information rich United States, a history of computer crime, electronic chip and software theft gangs, organized crime's use of computers, intrusions of financial systems, and the high-tech police movement. Cyberpunk --------------- The term "cyberpunk" was coined in 1980 by a science fiction writer, Bruce Bethke. He used it as the title of a story he had written about a suburban hacker gang. Later, the term was used to describe a particular style of science fiction writing, specifically the works of John Shirley, Bruce Sterling, and William Gibson. Also in the early 1980's, a flurry of science fiction movies hit the screen: Tron, Wargames, The Road Warrior, and Blade Runner. These films, like the stories of the cyberpunk authors, weren't just fanciful visions of the future, ala Star Wars or Star Trek. These works had a basis in reality - they were more or less magnifications of what was already happening around us. The early 1980's was also the first major onslaught of the home computer industry. Computing power increased and prices dropped. Commercials suggested that children would get a "head start" if they had their own computers. As a result, thousands of people bought computers for their children. Many of these computer users, who were mainly suburban white males, incidentally, owned modems and communicated on bulletin boards. Influenced by WarGames and other films, some of the modemers joined mischievous computer gangs - echoing Bethke's original intent for cyberpunk. As computer crime became more prevalent, the media couldn't pass up a perfect term like cyberpunk. It conjured up images of high-tech bandits, computer street gangs, or nerds gone bad - this made good news. So the hacker community was the next group to be labeled "cyberpunk." As the hacker counterculture matured, they combined their technological abilities, anti-establishment feelings, and their newfound sense of identity and created a entirely new subculture - the "cyberpunks." The cyberpunks communicated on BBSes and the Internet, and were fueled on by the early issues of Mondo 2000 and bOING bOING. Through a medley of media stunts, a rampant fear of the computer underground, and a popularization of new technologies, the media has recently brought the cyberpunks into the limelight. Gareth Branwyn (author of the Beyond Cyberpunk! hypercard stack) posted the following description of cyberpunks to the WELL: A) The future has imploded into the present. There was no nuclear Armageddon. There's too much real estate to lose. The new battlefield is peoples' minds. B) The megacorps are the new governments. C) The U.S. is a big bully with lackluster economic power. D) The world is splintering into a trillion subcultures and designer cults with their own languages, codes, and lifestyles. E) Computer generated info-domains are the next frontiers. F) There is better living through chemistry. G) Small groups or individual "console cowboys" can wield tremendous power over governments, corporations, etc. H) The coalescence of a computer "culture" is expressed in self- aware computer music, art, virtual communities, and a hacker/street tech subculture. The computer nerd image is passe, and people are not ashamed anymore about the role the computer has in this subculture. The computer is a cool tool, a friend, important human augmentation. I) We're becoming cyborgs. Our tech is getting smaller, closer to us, and it will soon merge with us. J) Some attitudes that seem to be related: - Information wants to be free - Access to computers and anything which may teach you something about how the world works should be unlimited and total. - Always yield to the hands-on imperative. - Mistrust authority. - Promote decentralization. - Do it yourself. - Fight the power. - Feed the noise back into the system. - Surf the edges. (MONDO 2000: A User's Guide to the New Edge, p.64-5) Cyberpunk: From Subculture to Mainstream by McKenzie Wark ---------------------------------- A hip new lingo has infiltrated the mass media. "Cyberspace," "hypermedia," and "virtual reality" have become the techno buzz words of the 90's. After years of indifference and suspicion, the idea that technology can be fun, exciting, and sexy has surfaced again. Two ideas in particular are now doing the rounds. One is that computers are not just for pencil-head types in lab coats and grey- suited accountants. Technology can be a tool for the imagination, opening up new terrains of images, sounds, experiences, and concepts. The second idea has less to do with computers than with communications. By linking up all the of the computing power languishing on desks and in basements, whole new forms of interaction are possible - a communications revolution to take beyond the television age. The first of these two ideas orbits somewhere around the term virtual reality. The second is a vague nebula of possibilities sighted off the cyberspace cluster. Both have been around for a long time, but have recrystallized in the public's imagination. "Hypermedia" is the next phase in marketing this dream to the public. The movie Lawnmower Man has cashed in on the trend, pulping the whole lot together with some silly old Stephen King haunted house cliches. The really interesting stuff on both these current trends can be found a little off the mainstream. Take a hyperspace bypass back through the cyberpunk subculture of the 80's, and you will find the creative source and force behind the present multimedia marketing push. Cyberpunk is a cute name for a rather motley collection of people who thought and wrote and made art about technology over the last decade. Some of them were harmless. Some of them were mad, bad, and dangerous to know. Like many other prophetic art avant- gardes in the past, they saw the future both more clearly and more crazily than their contemporaries. Like the romantic poets and the decadent artists of the 19th century; like the surrealists, futurists, and constructivists of the early 20th century, they wanted to change life. So they imagined how it could be different, not only from the present, but from how the future was officially imagined to be. Cyberpunk gathered momentum in 1984 with the publication of the first of William Gibson's novels, called Neuromancer. Gibson has since published four novels and a collection of stories. There are half a dozen of cyberpunk readers on the market, and now other writers like Bruce Sterling and Pat Cadigan have emerged. There is even a remarkable "overground" cyberpunk magazine called Mondo 2000, as well as a host of tiny desktop published fanzines. Cyberpunk has gone beyond a subculture and is now a full blown marketing category. Gibson was an odd sort of person to launch an avant garde cultural movement. He wrote pretty pulpy science fiction novels. He was a small-town, white-suburban kind of guy. Yet he was able to crystallize something that was in the air. He took bleak, "no- future" landscape of punk rock and post-apocalyptic movies like Blade Runner and Mad Max, and imagined a way to escape from the street-level violence these films referred to. The way out was cyberspace. In Gibson's world, cyberspace is a consensual hallucination created within the dense matrix of computer networks. Gibson imagines a world where people can directly jack their nervous systems into the net, vastly increasing the intimacy of the connection between mind and matrix. Cyberspace is the world created by the intersection of every "jacked-in" consciousness, every database and installation, every form of interconnected information circuit, in short, human or inhuman. This mythology of cyberspace is interesting for two reasons. Firstly, it provides an alternative to the boredom of suburbia without having to deal with the danger of the inner-city living. Every subculture needs a fantasy place to run away from suburban life, be it the rural fantasy of the hippies or the urban fantasy of the punk. Cyberspace is a fantasy destination for white, middle class suburbanites who realize that rural life is even more boring than the suburbs and the cities are becoming far too dangerous, The other interesting thing about cyberspace is the way it recreates the idea of a community. Every subculture needs an image of an outsider's community to cling to, to run to. For the cyberpunk, this community doesn't actually have a place. It is not a nightclub in New York. It is not a street in London. It can be accessed everywhere by modem. Of course, the bulletin boards and e-mail systems are a poor imitation of the fully wired-up world of cyberspace, but it's the nearest thing on earth. Cyberpunk subculture is the first subculture which doesn't have a particular place of congregation - it's a suburban phenomenon made possible by the networks. There are now hundreds of bulletin boards around the world which have a cyberpunk style, where young cyberpunks discuss the latest hardware and software. In a sense, subcultures are always a product of the media technology of the age. The classic subcultures of the 60's and 70's, from the mods to the punks, were a combination of the electric world of rock and roll with a style and a place and an ethos and a certain amount of drug abuse. The mods grew out of the 50's austerity in Britain. They were the first generation of young people to enter mass white-collar employment and acquire a disposable income at a young age. So they spent it on clothes and music and motor scooters and weekend trips to the seaside. They were a mobile community, growing up on television and rock and roll. The first great pop music TV show, Ready, Steady, Go!, spread mod style from one end of Britain to the other instantly, a fashion transformation that without television would have taken months or years. The punk movements of the late 70's were where the youth subcultures launched by the mods finally crash landed. Punk was a subculture based on the boredom of unemployment, not the tedium of white collar work. It lacked the excitement and innocence of the mods, who were absolute beginners in the art of living in a consumerist, media saturated world. Punk was a subculture created by young people in the late 70's who grew up on the media and its promises of a good life, and were bored with all that. It had let them down: "career opportunities, the ones that never knock" as a song from the time put it. The punks took the media technology of the time - the music, the fashion, the radio and video - and trashed it. Cyberpunk grew out of this negative subcultural style, but turned it back to a positive celebration. Where the mods had been fascinated by consumerism and the mass media, cyberpunk is fascinated with the media technologies which were hitting the mass market in the 80's. Desktop publishing, computer music, and now desktop video are technologies taken up with enthusiasm by cyberpunks in the place of rock and roll. Computer networking is its alternative to the mods' pop TV or the punks' pirate radio. Just as subcultures from mod to punk were the testing ground for new styles of music and fashion, the cyberpunk crowd are the testing ground for new fashions in desk-top technology. The rapid evolution from video games to virtual reality has been helped along by the hard core of enthusiasts eager to try out each generation of simulated experience. The multimedia convergence of the publishing industry, the computer industry, and the recording industry has a spot right at its center called cyberpunk, where these new product experiments find a critical but playful market. Where punk was a product of unemployment and the English art school, cyberpunk is a product of the huge array of the technical and scientific universities created in the US to service the military industrial complex. Your typical cyberpunk is white, middle class, suburban, and technically skilled. They are a new generation of white collar worker, resisting the yoke of work and suburban life for awhile. They don't drop out, they jack in. They are a fabulous example of how each generation, growing up with a given level of media technology, has to discover the limits and potentials of that technology by experimenting with everyday life itself. Subcultures are an art form. They can have their delinquent edge, its true. Mods took too many amphetamines. Punks were a little prone to rioting. Cyberpunks sometimes have a romantic fascination with hacking into other people's computers. All this is a testing of limits, a pushing to the limit of the social norm. The enduring product of any subculture is a rapid innovation in popular style. Subcultures pioneer styles of life for the mainstream. In the case of cyberpunk, the networked world of cyberspace. the interactive world of multimedia, and the new sensoria of virtual reality will all owe a little to their willingness to be test pigs for these emergent technologies. There is also a tension in cyberpunk between the military industrial monster that produces technology and the sensibility of the technically skilled individual trained for the high tech machine. Like all subcultures, cyberpunk expresses a conflict. On the one side is the libertarian idea that technology can be a way of wresting a little domain of freedom for people from the necessity to work and live under the constraints of today. On the other is the fact that the technologies of virtual reality, multimedia, cyberspace would never have existed in the first place had the Pentagon not funded them as tools of war. The pilots who bombed Baghdad flew in virtual reality. Even the peaceful applications of these technologies can be subordinated to commercial imperatives abhorrent to the free thinking cyberpunk. There is a contradiction between the spirit of free enquiry and experiment and the need to keep corporate secrets and make a buck. Cyberpunk is a reflection of this contradiction - on the one hand, it is a drop-out culture dedicated to pursuing the dream of freedom through appropriate technology. On the other it is a ready market for new gadgets and a training ground for hip new entrepreneurs with hi-tech toys to market. Cyberpunk may be over a subculture. It was reabsorbed into the mainstream like every other subculture before it. Yet it signals a fundamental change in the way subcultures can form and oppose themselves to the mainstream. In effect, cyberpunk was the realization that the new generation of media tools are also excellent resources for changing life, if only on the margins, and if only for a short while. Like all the other avant-gardes and subcultures before it, it has added something special to the repertoire of postmodern life. Cyberpunk Fashion ----------------------- Corp-Wear In a cyberpunk world, the governors of Reality are the mega- corporations. They are not specialized like most of today's companies; they have a hand in everything. Take a look at Sony for example. Here is a company that has business in both the electronic and the entertainment market. Mega-corps like Sony have laid the groundwork to eventually envelop the fashion world. Clothing and accessories that have nothing in common with the company will be emblazoned with their logos - and all in the name of fashion. Remember the Coca-Cola clothing line a few years back? Beat 'em to the punch by writing to some of the below companies. Tell them how much you love their products. Ask them for t-shirts, hats, stickers, folders, whatever. Some companies have premiums if you send them proofs of purchase, too. Since most people never do this, they often have a lot of surplus. They'd love to get rid of some of this stuff! And once you get some cool items, bootleg them and give (sell?) them to your friends. Here are some good places to start: Aiwa America, Inc 85 Oxford Drive Moonachie NJ 07074 AT&T 6200 E. Broad Street Whitehall OH 43213 Maxell Corp of America 2208 Rt.208 Fairlawn NJ 07410 Sony Corp of America Sony Drive Park Ridge NJ 07656 Toshiba America 82 Totowa Rd Wayne NJ 07470 TDK Corp of America 1600 Feehanville Dr Mt.Prospect IL 60065 NEC America 1401 Estes Ave Elk Grove IL 60007 Hitachi Home Elex America 401 W Artesia Compton CA 90220 Check out the U.S. Electronics Industry Directory (available in most libraries) for more addresses. Cybernetic Jewelry ------------------------ Vernon Reed 5902 Haydens Cove Austin TX 78730 512.345.6499 Vernon Reed makes cybernetic jewelry and wearable microsystems. Each piece contains a CMOS running programs to generate moving patterns and animation on an LCD panel. The Spring 1992 issue of FAD magazine was dedicated to cyber-style. FAD PO Box 420 656 San Francisco CA 94142 Wearable Computers ------------------------ NEC 280 Park Ave, 21 East New York NY 10017 NEC is in the process of developing a line of wearable computers, each designed for different tasks or lifestyles. The TLC PC, which was designed with medical professionals in mind, is a hands-off computer that includes an 8 mm camera, a CD- ROM medical encyclopedia linked to a small microphone (so the CD can match up a patient's condition to the symptoms contained in the database), a satellite communications link which can transmit the video and patient data to the hospital while the patient is en route. The Wearable Data Terminal is equipped with an optical scanner on the forearm, which is connected to a CD-ROM worn around the neck. The LCD screen in the neckpiece is in easy view of the user. This computer was designed for inventory checking, etc. The Lapbody Computer hangs from the shoulder like a purse, but swings out and rests in front of the chest when needed. The Porto-Office combines a keyboard, handwriting pad, cellular speakerphone and headphones, plus a camera and a fax. NEC is also developing a wearable video camera (the WearCam), a breathing info-monitor, and a "Hands-Off" wrist telephone. While the wristphone is available now, the wearable computers will be available commercially in late 1994. Cyberpunk 'Zines ---------------------- Mondo 2000 PO Box 10171 Berkeley CA 94709-5171 The ancestor of the Berkeley magazine High Frontiers and its counterpart newsletter Reality Hackers, Mondo 2000 is the journal of the cyberpunk layman. Produced on a MacIntosh and printed on glossy color pages, Mondo 2000 is certainly entertaining to flip through. The best and most practical articles are the Street Tech columns, where instructions for homebrew electronic gizmos and contacts for tech equipment can be found. Fill Mondo 2000's pockets with $24.95 to receive five issues. Single copies are $5.95 and can be found at most any bookstore (even corp giant Waldenbooks carries Mondo). Mondo recently published a book of reprinted articles from old issues, titled Mondo 2000: The User's Guide to the New Edge. The Guide is encyclopedic in nature, and has entries on everything "New Edge" - from aphrodisiacs to hackers, house music and media pranks. ($20.00 from HarperCollins). Mondo has conference rooms on both the Well and Mindvox (bulletin board systems). bOING bOING 11288 Ventura Blvd.#818 Studio City CA 91604 Similar to Mondo, but in black and white and better articles. Self-titled "The World's Greatest Neurozine," and it pretty much is just that. The writing is consistently good, and articles like Gareth Branwyn's (the author of the Beyond Cyberpunk! Hypercard Stack) "Going Gaga" are extraordinarily well-written and informative. bOING bOING is somewhat of a humor mag - regular contributor Paco Xander Nathan describes it as, "Mad Magazine meets Mad Max). A recent issue lampooned Mondo 2000's layout and writing style. bOING bOING fills its pages with bizarre comix, extensive zine, music, and catalog reviews. bb is easily worth the $3.95 cover price, and $14.00 for a subscription is a steal. WIRED 544 Second Street San Francisco CA 94107 The personalities who Mondo and bb were writing about decided to get together and start their own magazine. WIRED rivals Mondo in production - full color pages and a lot of goofy-looking "creative imaging" photographs (All those light-colored fuzzy photos hurt my eyes!) The contributing staff reads like a cyberpunk role call: Stewart Brand (Whole Earth Review), John Markoff (author of Cyberpunk), Bruce Sterling, and Nicholas Negroponte (MIT Media Lab). Rest assured the articles' content is substantial. There is a cool section called "Fetish" that showcases the latest high-tech gadgets, and a relatively new section dedicated to finding the best Internet sources. Although new on the scene, WIRED is definitely going to be a contender, just because of the established contributors and its financial backing. But it just seems to be a bit too mainstream and polished (most ads came from affluent companies like Seagate, Apple, and AT&T) to have that "real cyberpunk" feel to it. Excellent for any techno-fetishist, though. 4.95 for an issue, 19.95 for six. The Hardcore PO Box 1893 London N98 JT36 UK The editor of The Hardcore describes the magazine as: 1) Fascinated by technology 2) Ceaselessly contextualising ideas 3) Obsessive information addicts 4) Habitually chronic 5) Culturally diverse 6) Politically incorrect 7) Nexus of post-industrial ennui, cyberpunk, tech-angst In the past, The Hardcore has covered: the death of cyberpunk, chaos science/majick, SF feminism, comics, techno-erotic film, and pyro-memetic fiction (?!?). Future issues will deal with: the death of virtual reality, artificial life, cyberbooks, and artificial religion. Single issues are L2.00 or $4.00. Subscriptions are L8.00/$16 (surface) or L10.00/$20.00 (air). Black Ice PO Box 1069 Brighton BN2 4YT UK Another c-p zine from the UK. According to the front page, Black Ice will regularly feature virtual reality, future television, smart drugs, innovative computer technology, multimedia, arcades and video games, Japanese culture, alternative science and technology, street tech, hackers and crackers. The first issue has articles on Japanese junk food, an interview with Stelarc, an interview with the director of the British-based W. Industries (the VR-entertainment corp), and Hi-Res Media. This zine is amazing! L3.95 for a single issue, L19.95 year (4 issues). This is really worth it! FLUX c/o Robert Derek 200 Market Street #a-21 Lowell MA 01852 The Future Was Now. Or so says the cover of this small, desktop-published zine. FLUX focuses on the central theme of continuing change. The latest installment includes articles on desktop terrorism (which is the relative ease of counterfeiting using laser printers, scanners, and drawing programs) and "The Great Work" by John Perry Barlow. Future issues will have articles on building your own flotation tank and a guide to Internet resources. One issue is $4.00 and a four issue subscription is $15.00. Future Sex Lisa Palac, Editor 1095 Market Street San Francisco CA 94103 What's next???? This is true cyberpunk - the blending of exalted high technology with sleaze. From their editorial statement: "Dangerously intelligent, fearlessly creative and shamelessly sexy, Future Sex magazine reflects the evolution of eroticism in the 90s. Created by men and women, Future Sex slices up the predictable and heads for the sexual frontier. Future Sex spotlights the fusion of sex and technology. We're the only erotic magazine that explores how high technology is changing the way we think about sex. Future Sex also investigates the sexual side of every subject from telepresence to pop culture. Feature writings by established futurologists, savvy libertines, cynical satirists, and counterculture critics are presented with candor and insight. Future Sex delivers provocative interviews, erotic fiction, comix, reviews, and of course, cutting-edge erotic photography. Future Sex merges challenging content with ultra form. Wrapped up with hypermodern design, Future Sex will stimulate all your senses. The vision of Future Sex is dedicated to the completely synaesthetic experience of sensual and cerebral stimulation. This is the future of sex." You too can see the future of sex for $18 a year (four issues). Total 48 Formby Drive Glasgow G23 5QN Scotland Total is an audio/visual journal for art, music, and provocative information. "Total: bringing together artists, film makers, musicians, and writers from around the world and providing an international, interactive forum for ideas and information that are a genuine alternative to the dogmatic constraints of conformity. Each addition will focus on a central theme and within that theme a framework of integral topics new and archive: graphics, interviews, photographs, propaganda, tracts, writings, and more."(from the Total promotional sheet). Volume 2: the "body" issue includes a CD with contributions by Master Slave Relationship, Controlled Bleeding, Techno Animal, Zoviet France, and others. Text and visual contributions come from Robert Anton Wilson, Mark Pauline, Antero Alli, Stelarc interviewed by Stuart McGlinn, the Douglass-Truth Institute, among others. Nice. Highly recommended. Write for current prices. Sector 9737 c/o Tim Mayer PO Box 782213 Wichita KS 67278 "A cybernetic publication for a technocratic age." Sector 9737 mostly reviews science fiction books, plus articles on street tech. Issue two tells you how to build a pirate radio station, and issue four has a good neural net resource list. A bit small for the $5.00 an issue. Talking Raven: The Journal of Imaginative Trouble PO Box 45758 Seattle WA 98145 Not really a c-p zine, but listed here because it touches on attitudes similar to cyberpunk. Each issue is carried by a theme which the editor, Antero Alli (the brilliant author of Angel Tech and other books), feels "mirrors a critical current or socio- political atmosphere but through the sieve of imagination." The entire Summer Solstice 1992 issue is devoted entirely to the debunking of cyberpunk. A dollar or so will do for an issue. Reproduced here is a cyberpunk rant from that issue: Cyberpunk Thing It seems to be a truism that the real things in life are beyond me. The stunning people I see on the way down the street are precisely the people I will never meet; the brilliant conversations are the ones I will never have. So it is with cyberpunk. I would like to think of myself as an anarchist and I have a computer - so this stuff should appeal to me. But the whole thing alienates me. I think William Gibson is tedious and I got bored a half an hour into Blade Runner. I miss the point. So you can create "virtual reality" on your computer. So what? Huge amounts of memory are used drawing pretty things on the screen. Neat. But does it change the world? I don't think so - the world just gets worse. I think cyberpunk is the latest attempt by American hipsters to escape the squalid intellectual climate that surrounds them. This is not a bad goal. When leading "intellectuals" worry about the nuclear capability of Iraq or the ethical problems of Yuppie couples adopting kids (while most of the world starves or is shot at) there is need for escape. Similar escapist mentality has united all of American counterculture since World War II. The Beats sought escape on the road while taking benzedrine, the hippies in acid and happy thoughts, the punks in cocaine and fast music - now the cyberpunks inside of their computers. But there is a catch. You can't really get inside your computer. Playing interactive sex games is not the same as the real thing. Nobody really improves their life by hacking, and making a few phone calls on somebody else's account is not the same as a revolution. And not that many people have computers anyway. Not nearly as many to fulfill the anarchist dream of paralyzing authority. Street-wise ghetto kids aren't into computers. Real "punks" don't spend their money on software - they spend it on cigarettes and hardcore shows. I suspect that most of these "cyberpunks" are privileged white professionals who think Brian Eno is dangerous music. The thing is, I agree with these people. I think they raise interesting points. The flow of information through hi-tech machines is fascinating. And I wish I could fuck up the pigs through ny computer. I wish that psychedelic drugs actually did something beyond making me happy for a day or two. I wish I could leave this ugly-piece-of-shit world and live inside my computer. But I can't, and that is the tragedy of cyberpunk - it doesn't exist. The technology isn't that useful. If anything, all these computer chips shrink personal freedom, not expand it. The most surprising thing about computers is how little they have changed anything. For all the progress they have made in the past decade and despite the fact that they are ubiquitous - they haven't changed anything at all. Offices may have computers now, but they do the same thing. Secretaries, cops, and thousands of other workers punch into computers everyday, but they still do the same job. A memo is still a memo, no matter if it has been written on a typewriter or a computer. The institutions have remained unchanged. Work may be faster or easier, but it is still work. Unlike the automobile, which changed the landscape, or telephones that linked the world: computers only do old things. If history is the study of change, then computers are ahistorical - like the fancy and useless gizmos made by French artisans before the Revolution. (Karl Myers, Talking Raven Summer Solstice 1992, ParaTheatrical Research). Blue Blood 3 Calabar Court Gaithersburg MD 20877 Blue Blood is a gothic magazine specializing in topics of S&M, bondage gear, vampires, erotic fiction, etc. Oftentimes has articles on the cyberpunk lifestyle, smart drugs, and industrial music. Interesting personals section... $3.95 a copy. Whole Earth Review 27 Gate Road Sausalito CA 94965 Stewart Brand introduced the Whole Earth Catalog nearly 25 years ago - it was to be a publication that would serve as a register and directory for people who were starting back-to-nature communes. This published quarterly was a repository for the information that schools never taught - like farming and educating children. Eventually, the magazines gave way to a series of books. In 1984, the Whole Earth Software Catalog was published, and the magazine CoEvolutionary Quarterly became known as the Whole Earth Review. WER is one of the only environmental magazines that is pro- technology. It often has articles on virtual reality, cyberspace, and artificial life. Plus, it always has reviews of books, software, and other information technologies. WER sponsored Cyberthon and created an internetworked bulletin board called the Whole Earth 'Lectronic Link. A four issue subscription to Whole Earth Review is $20.00; single copies are $6.75. PHAGE 4290 South Mobile Circle Apt D Aurora CO 80013 Andy Hawks, the creator of the Future Culture electronic discussion group (see "Cyberpunk E-lists" below.), and Paul Leonard of Cult of the Dead Cow publish this paper zine. "Focusing on the Edges of Culture, examining the Fringes of Reason and the Reasons of Fringe, the Here and Now and Soon-to-Be, via unstructured Tones that Ebb and Flow from In-Form Information to Formless Rants of Altered States. PHAGE is divided into these sections: Genesys: Notes from the editor, letters from those that grep/grok {the Infinite Edge}. nuMEMES: Soundbytes of the world Unite and Take over. Blurbs pertaining to interesting news and products, quotes, technology, factoids, etc. Modern: Cultural commentary - realizing, focusing, and morphing the postmodern world. Rants, essays, theses, observations, predictions, analysis, streams and rivers of Consciousness. -Sub: The depths of the underground subcultures. E+: The Virtual World. News, notes, notables and quotables, communications, teknologies. Inner View: Interviews with those who surf, ride, make, and break the Edges of Culture. Streamz: Fiction to the Edge: Transreal, Hyperreal, Slipstream, Cyberpunk, Post-Cyberpunk, etc. Media: Reviewing, analyzing, and commentary regarding popular and underground media: books, magazines, zines, e-zines, e-books, hypertext, music, film, video, television, software, etc. Mobius: One last informational Fix, closing words, Late- crashing news, etc." $3.50 an issue. Extropy: The Journal of Transhumanist Thought PO Box 57306 Los Angeles CA 90057-0306 The journal of the Extropy Institute (see below). Feature articles concentrate on extropian ideals : life extension, space migration, intelligence increasing technologies, neural-computer integration. Famed roboticist Hans Moravec, author of Mind Children, is a regular contributor. Its sister publication, Exponent, contains book, film, and software reviews in a newsletter format. Although it lacks the glitz present in other magazines, the articles in Extropy are meaningful and extremely well-written. Subscriptions are $9.00 for a two issue subscription. Exponent is free to members of the Extropy Institute. Trajectories Permanent Press PO Box 700305 San Jose CA 95170 The Robert Anton Wilson information magazine. For those who are excited about developing the future rather than dreading its imminence. Regular topics include space exploration, artificial intelligence, longevity, the Conspiracy, and quantum psychology. Annual subscriptions are $20.00. Virus 23 Box 46 Red Deer, Alberta T4N 5E7 Canada Virus 23 is the Canadian fringe magnet. Filled with some really bizarre stuff: magick, cyberpunk, and chaotic realities. It seems to be heavily influenced by the Temple ov Psychick Youth and the writings of Aleister Crowley. Issue #pi (Fall 1990) has some entertaining ToPY manifestoes. This is another must-have - just for its sheer weirdness. $7.00 for a single issue. Parts of Virus 23 can be scammed from the alt.cyberpunk ftp site at u.washington.edu in the directory /public/alt.cyberpunk. CONTROL 703 Penbrooke Rd, SE Calgary Alberta T2A 3T3 Canada "Subversive subculture and transmogrification through technology; these are the vectors of Control. Articles include, but not limited to : interviews with prominent and obscure industrial/techno/noise artists, discussions of alternative (especially cybersomatic) lifestyles and the adjuncts thereof, short fiction and poetry, plus interviews with authors, thinkers, and whoever else might have something interesting to say. Control also incorporates reviews of music and fiction, plus artwork and bizarre comics. Control is the joint effort of a group of Canadians who are intensely interested in the progress of technology and the accompanying transformational possibilities for both society and the individual. The magazine aims to be a proselytic tool for the missionaries of change, offering insight into the volcanic substrata of culture, the underlying magmatic ferment upon which slide and topple the continents of established thought." An issue of Control is $3.00. Factsheet 5 PO Box 170094 San Francisco CA 94117 The trading post for the bizarre. Formerly managed by that king of zines, Mike Gunderloy, for years, until he abdicated his throne in 1991. Numerous attempts at restoring FF all failed, but now this one seems to have taken hold. Faithful to the old format, they still will review just about anything you send in. Publications, catalogs, books, tracts, and tapes suited for every interest or fetish can be located here. $3-4.00 a copy; free for a trade. Published erratically. US Militia c/o Atlan Formularies PO Box 95 Alpena AR 72611 US Militia is operated by Mr. Kurt Saxon, the remarkable author of The Poor Man's James Bond series. These books contain detailed plans for cheap explosives, homemade guns, and DIY munitions. For awhile, Mr.Saxon was convinced that the Russkies were on the verge of a hostile US takeover, ala Red Dawn. In one of his Poor Man's James Bond videos, he concocts a deadly poison in which you can fill a squirt gun and shoot it at your Russian captors. Excellent. US Militia is basically a scaled down version of his books. Useful to any cyberpunk - just in case the mega-corps do take over! Technology 2008 PO Box 15264 Augusta GA 30906 Technology 2008 is a newsletter dedicated to electronic surveillance. Each issue has schematics and plans for inexpensive homebrew projects and experiments. $20 for a 12 issue subscription. Back issues are $1.50 each (issue #1, 1992 has schematics and an article on how the phone system works...) Synergy c/o Viral Communications POB 7951 Ann Arbor MI 48107 Viral Communications is an independent, non-profit music label/underground press dedicated to experimental and exploratory works and sound. According to Synergy editor Steev Hise, "the main thrust of Synergy and VirComm in general is exploring new forms of artistic expression, especially collaboratory expression, in our modern technological society. What happened when the microphone, the Xerox machine, the tape recorder, the sampler and image scanner, even the printing press, fell into the hand of creative and free- thinking artist type people? And, perhaps, even more importantly, what happened and happens in general to people and society when these kinds of devices were/are used to record what they do? How does someone's expression or art change when they know it is being recorded in some way?" VirComm's journal, Synergy, incorporates this viewpoint in print. In it are appropriated illustrations and scanned photographs. Original poetry, reviews, and essays are also included. Entertaining and worthwhile. Each issue is $2.00. Kagenna: The Ecology and Culture Frontier POB 15438 Vlaeburg, Cape Town 8018 South Africa This South African magazine is mostly for the environmental crowd, but occasionally has articles on cyberpunk, computers and other fringe elements. Issue #7 has a good number of articles on cyberculture. Each issue is R4.50. Information Society Taylor and Francis Ltd 4 John Street London WC1N 2ET Excellent scholarly journal examines the impact of computers, technology, and the information business's impact on our society. Always has good articles; recommended. Published quarterly for $43.00 (UK L25.00). Cyberpunk E-lists ----------------------- Anarchy List anarchy-list-request@cwi.nl Although based in the Netherlands, most of the subscribers seem to be in North America. Discusses philosophical, theoretical, and practical anarchy. Extropian List extropians-request@gnu.mit.edu exi-essay-request@gnu.mit.edu Addresses all areas of Extropian interest (see "Extropy Institute" below). Public encryption (encoding e-mail and other private transmissions), digital currency, cognitive enhancement, cryonics, and the future of intelligence are all common topics. Excellent source of information, but extremely high traffic - be forewarned! The Extropian essay list has less traffic and is mostly long essays on the Extropian philosophy. Xtropy-L xtropy-l@ubvm.bitnet Extropian list on Bitnet. Covers similar topics as the Extropian list, but lower volume. Factsheet Five Electric jerod25@well.sf.ca.us Similar to its paper-based big brother, but not as comprehensive. Still, it's free and it covers some zines the paper version doesn't. Practical Anarchy Online cardell@lysator.liu.se or Practical Anarchy c/o Mikael Cardell Gustav Adolfsgaten 3 S-582 20 Linkoping Sweden Mikael Cardell's how-to guide for anarchy. Includes extensive electronic contacts and lists, and pragmatic guides to bring anarchy to your area. Scream Baby bladex@wixer.cactus.org Electronic magazine widely available on the Internet, Editors Blade X and Jagwire X pack essays on cyberspace and cyberculture with reviews for zines and music. Scream Baby is the miniature version of Blade X's Scream 'N Meme, another e-zine. The October 12, 1992 issue has an interesting interview with Andy Hawks (from Future Culture). Punk List punk-list-request@cpac.washington.edu The electronic list for punk rockers. All aspects of punk life are appropriate here - music, fashion, philosophies. Future Culture listserv@uafsysb.uark.edu This list is one good reason to get Internet access. In early 1992, Andy Hawks published a small, but informative FAQ (Frequently Asked Questions file) on all facets of cyberculture. The FAQ was so popular with net.people that an entire group sprang up around it. The FAQ has since grown ten times larger. Most everyone who is involved in the cyberpunk scene subscribes to Future Culture - you can't afford not to. The list acts as a clearinghouse and accumulator of all things cyberpunk, fringe, and "New Edge." Be forewarned, volume is sometimes very high when there is breaking news on the cyberpunk front lines. You can telnet to the hangout of the FC crowd: it's at purple-crayon.media.mit.edu 8888. FNORD-L listserv@ubvm.bitnet Discussion of the works and philosophies of Robert Anton Wilson, Timothy Leary, Antero Alli, and Dr. John Lilly. Leri-L leri-l@iscvax.uni.edu Topics include metaprogramming, higher consciousness, expanding technology, and the psychedelic experience. Known for its high traffic rate. Pirate Radio brewer@ace.enet.dec.com More pirate radio information can be found on this list. May go down soon, if it hasn't already. Check latest status on alt.radio.pirate. Cypherpunks cypherpunks-request@toad.com PGP Source - soda.berkeley.edu "Cypherpunks assume privacy is a good thing and wish there were more of it. Cypherpunks acknowledge that those who want privacy must create it for themselves and not expect governments, corporations, or other large, faceless organizations to grant them privacy out of beneficence. Cypherpunks know that people have been creating their own privacy for centuries with whispers, envelopes, closed doors, and couriers. Cypherpunks do not seek to prevent people from speaking about their experiences or their opinions. The most important means to the defense of privacy is encryption. To encrypt is to indicate the desire for privacy. But to encrypt with weak cryptography is to indicate not too much desire for privacy. Cypherpunks hope that all people desiring privacy will learn how best to defend it. Cypherpunks are therefore devoted to cryptography. Cypherpunks wish to learn about it, to teach it, to implement it, and to make more of it. Cypherpunks know that cryptographic protocols make social structures. Cypherpunks know how to attack a system and know how to defend it. Cypherpunks know how hard it is to make good cryptosystems. Cypherpunks love to practice. They love to play with public key cryptography. They love to play with anonymous and pseudonymous mail forwarding and delivery. They love to play with DC - nets. They love to play with secure communications of all kinds. Cypherpunks write code. They know that someone has to write code to defend privacy, and since it's their privacy, they're going to write it. Cypherpunks publish their code so that their fellow cypherpunks may practice and play with it. Cypherpunks realize that security is not built in a day and are patient with incremental progress. Cypherpunks don't care if you don't like the software they write. Cypherpunks know that software can't be destroyed. Cypherpunks know that a widely dispersed system can't be shut down. Cypherpunks will make the networks safe for privacy." Cypherpunk's archives are at soda.berkeley.edu (/pub/cypherpunks). Postmodern List/Digest listserv@ncsuvm.cc.ncsu.edu This scholarly journal delves into all aspects of our postmodernist life - from the media coverage of the Gulf War to television culture; including semantics, literature and performance art. The digest lists articles that are available via FTP and announces conferences and seminars. Subscription requests for disk and microfilm media can be directed to Postmodern Culture, Box 8105, NCSU, Raleigh, NC 27695. Holy Temple of Mass Consumption slack@ncsu.edu Subgenius style electronic digest. Subgenius List subgenius-request@mc.lcs.mit.edu Covers all topics of interest for Dobbs-heads. Sometimes has high volume of completely insane messages. Unless you get a kick out of Subgenius humor, steer clear of this one. Technomads technomads-request@bikelab.sun.com Technomad Steven K. Roberts started this list to help others who were interested in building their own mobile, high-tech installations. Topics include radio and mobile Internet connections, plus other small high tech gadgets for bikes, motorcycles, etc. Pirate Ship AUtopia autopia-request@wixer.cactus.org AUtopia is a combination of the words "utopia" and "autonomy." The idea behind AUtopia is to create a floating city (like a huge ship), operated by a high-tech, self-governing, self-sustaining society. The idea is to somehow acquire an ocean vessel, get the backing of a small, neutral foreign power, and declare complete autonomy from any state. Extensive communications links, including satellites, telephones, television (both broadcast and ship-wide), and Internet links would be fully implemented on AUtopia. Extensive research in the fields of virtual reality, nanotechnology, nootropics, and artificial life would be conducted. The whole sha-bang would be fueled by solar panels, wind power, and hydrogen fuel cells. Subscribe to the list (managed by Jagwire X) to find out the latest on AUtopia. ArachNet: E-Journal of Virtual Culture listserv@uottawa.bitnet ArachNet is a continuing scholarly discourse on virtual culture - computer mediated, human interaction/experience. This includes electronic mail, electronic conferences, and information distribution and retrieval. The journal is published monthly. Future Technologies future-tech-request@cs.umb.edu The future technologies list discusses all new ground-breaking technologies - plus some old one like virtual reality and nanotechnologies. Fringeware fringeware-request@wixer.cactus.org The Internet distribution site for Fringeware, Inc (see below). Catalog and product announcements, discussions on street- tech and code-writers. High Weirdness by E-mail FTP'able from ftp.u.washington.edu (/public/alt.cyberpunk) Influenced by Rev. Ivan Stang's magnus opus, High Weirdness by Mail. The Internet is home to many peculiar people, so there is going to be strange listgroups. HWBe-M ferrets out the most bizarre Internet groups out there. If it isn't in here, then it probably doesn't exist (yet!). BLINK listserv@merle.acns.nwu.edu All-electronic journal of the information age. BLINK is dedicated to discussing the changes and culture of cyberdelic society on and off the Net. Blink wants to present a straightforward look at the implications of technology use in our globally connected, info- sodden world. Come taste our mindcandy - essays, nonfiction articles, fiction, poetry, satire. Aleph aleph-request@pyramid.com A spinoff of Leri-L dedicated to the discussion of applied memetics, analysis of meme transmission and singularity. O.K. what are memes, you ask? Think of memes as a basic unit of information, like the DNA molecule (a gene) is a basic unit of encoded information. Memes can take many forms - an idea, a bit of writing, or a particular political stance. Like its cousin the gene (and also, chillingly, like a computer virus), it seeks to reproduce itself. A great book to read on memes and genes is Richard Dawkins' The Selfish Gene. Phn0rd phn0rd-request@student.umass.edu A group that practices cyberdiscordianism. What an original concept. Promotes the computer underground, chaos, and future- related subjects. Can also be reached at Box 11, 416 Student Union, UMass, Amherst MA 01003. Surfpunk surfpunk-request@versant.com An up and coming e-zine that describes itself as a "dangerous multinational hacker zine." Updates on the computer underground, pirate radio stations, cryptography, and obscure Internet sites are all topics that pop up frequently in Surfpunk. NetNews (Usenet) ---------------------- alt.cyberpunk Anything remotely cyberpunk is discussed here : literature, aesthetics, music, upcoming events, magazine announcements. alt.cyberpunk.movement More cyberpunk talk, but this tends to have lower traffic and is more focused on cyberpunk in the "real" world. alt.cyberpunk.tech Conversations focus on the realistic technical implications of cyberpunk. alt.cyberspace Bringing the concept of cyberspace to reality. alt.postmodern Postmodernist fiction, art, and aesthetics. alt.zines Announcements of new or upcoming zines, reviews, and commentary on zine subculture. alt.radio.pirate Set up your own radio station to deliver your manifestoes or play music that no other station would dare. This newsgroup is a good contact point for resources, equipment reviews, and assistance on radio pirating. alt.privacy Home of great FAQs, including ones on social security, anonymous services on the Internet, and cryptography. Alt.privacy has posts on government intervention of personal privacy, cryptography programs, and other pertaining matters. FTP Sites --------------- slopoke.mlb.semi.harris.com This site is mostly composed of Aleister Crowley stuff. Also has an interview with Robert Anton Wilson and a paper called Cybercraft, an interesting piece on the Leary eight-circuit brain theory. morose.cc.purdue.edu This site has Temple of Psychick Youth pieces. quartz.rutgers.edu A large selection of off-beat electronic magazines. Future Culture archives and Subgenius archives can also be found here. Large cyberpunk archives. ftp.rahul.net @man's excellent Future Culture archives are stored here. ftp.css.itd.umich.edu red.css.itd.umich.edu Filled with individual essays and periodicals on anarchism, cyberculture, and strangeness. cs.dal.ca Files on the computer underground, postmodern culture, nanotechnology, etc. ftp.u.washington.edu Big Usenet archives; including alt.cyberpunk, alt.drugs, alt.security, and others. Cyberpunk Bulletin Board Systems -------------------------------------- The Turning Point 512.219.7828 512.219.7848 Large fuzzy logic library. 70+ Usenet groups, FidoNet Echoes, Internet e-mail access. Also has a "cyber-mall" for small businesses, organizations, and groups to exchange information with each other. This way, groups get the benefits of a BBS without the hassle of running one themselves. Rent for businesses is pretty cheap - around 15-25 dollars a month (depending on size of group). The Dark Side of the Moon 408.245.SPAM Authors of Waffle BBS software. The Cyberden 415.472.5527 San Rafael CA board. Internet e-mail access. Home of Indescribable Creations, a company that composes music for films, videos, video games, produces and records bands (including the goth industrial band Xorcist), and desktop publishing. The Cyberspace Institute 512.469.0447 Jagwire X, the founder of Autopia, runs the Cyberspace Institute. The Grid 203.661.1279 The Illuminati BBS 512.447.4449 Steve Jackson Games' Bulletin board. The same one that was raided by the Secret Service. Private Idaho 208.338.9227 & the Temple of the Screaming Electron 510.935.5845 Tronsbox 201.759.8450 Public access Unix system and home of Activist Times Inc. Liberty BBS 614.798.9537 "Techno-Anarchy. Neophilia. Economic Freedom. Cryptography. Anti-Statism. Personal Liberty. Laissez Faire. Privacy Protection. Libertarianism. No Taxes. No Bullshit. Dedicated to Freedom. Yours." Hotel Chelsea 206-432-6904 Runs Waffle. Topics include rave announcements and info, drugs, and high tech shennanigans. Seattle board. ISDN BBS contact Christopher J Ambler (cambler@nike.calpoly.edu) Cyberpunk Catalogs ------------------------ Loompanics Unlimited PO Box 1197 Port Townsend WA 98368 "The best book catalog in the world." Merchants of unusual and controversial books. How controversial? Well, the catalog is sectioned off into departments like: The Underground Economy, Conducting Investigations, Guerilla Warfare, Murder and Torture, Drugs, Heresy/Weird Ideas, Fake ID, and Reality Creation. The source for off the wall, frightening books. Scattered throughout the catalog are articles written by notable authors on a multitude of fringe-culture topics. Fast service and an unparalleled inventory, Loompanics is a must. $5.00 for a catalog. Re/Search Publications 70 Romolo St #B San Francisco CA 94133 Matchless iconoclastic books. Each volume is a veritable encyclopedia on a particular underground topic. #6/7 is titled Industrial Culture Handbook. Includes interviews with Monte Cazazza, Z'ev, Throbbing Gristle, SPK, and Non. Filled with eerie, disturbing photos, the Industrial Culture Handbook is definitely not for the weak-stomached! Superb! $17.95. #8/9 is the J.G. Ballard issue. Fiction, non-fiction, and interviews with one of the most profound and frightening of modern authors. $18.00 #11, my favorite, is all about Pranks! Pranksters like Timothy Leary, Monte Cazazza, John Waters, and Jerry Casale (from Devo) are some of the contributers in this issue. A sincere, in- depth look at pranks that contest behavioral standards and challenge conventional reality patterns. Re/Search also sells great t-shirts of William Burroughs packing a shotgun and of Survival Research Laboratories. Regular subscribers to RE/Search ($40.00) get the next three publications. Free catalog. Flatland PO Box 2420 Fort Bragg CA 95437-2420 Flatland is a mail-order newsstand for hard-to-find subversive and off-the-wall magazines, books, and pamphlets. All the magazines and books in Flatland are extensively reviewed and explained, so you aren't throwing caution to the wind when you order from them. Flatland's selection is the best of the small press. Free catalog. Eden Press 11623 Slater "E" PO Box 8410 Fountain Valley CA 92728 Similar to Loompanics, but more oriented towards money-making opportunities (i.e., scams), and personal privacy. Free catalog. Sound Photosynthesis PO Box 2111 Mill Valley CA 94942-2111 Catalog of unusual video and audio tapes with sections on computers, futurism, mind expansion, mind machines, music, psychedelics, science fiction, and science today. Sizable selection of high quality tapes, with updates to the catalog arriving four times a year. Tapes especially of interest: Cyberthon with Jaron Lanier, Terence McKenna, Timothy Leary, Erich Gullichson, and others. Five audio tapes are $45.00; three video tapes are $105.00. Project Xanadu: The World Library with Ted Nelson. $9.00 Cryonics, Life Extension, Cloning, and Other Realities by Paul Seagall. $9.00 MegaBrain NeuroTek Talk with Michael Hutchison $9.00 How to Tell Your Friends from the Apes by Robert Anton Wilson. Two tapes for $18.00. Full Disclosure PO Box 903 Libertyville IL 60048 Newspaper style publication catering to the "privacy" crowd. Find out what Big Brother knows about you, the methods he uses, and how to defeat them. Provides in-depth information on all types of electrical surveillance (including computer security and data protection). Mail surveillance, dumpster diving (trashing), and fax interception are all common topics in Full Disclosure. Also publishes a free catalog of surveillance books and privacy services (including a voice-mail service). Sells the complete tape sets of both Conferences on Computers, Freedom and Privacy. $18.00 for a twelve issue subscription. FringeWare, Inc 2507 Roehampton Austin TX 78745-6964 From the FringeWare Mission Statement: "FringeWare, Inc (FWI) is a commercial enterprise dedicated to Community Development around a Fringe Marketplace....'Welcome to Neotribalism in the Global Village, bucko!!!' We focus on publications and events, and we also sell a few products along the way, by engaging in the following business activities: - Publishing printed and electronic periodicals, including FringeWare Review and Unshaved Truths. - Moderating an Internet mailing list for information from/about the cultural and technological fringes and providing an automated list server for FWI archives. - Operating a retail outlet and a mail order service, selling mainstream software, gizmos, DIY supplies, wearable subversive memes, etc. Our current retail outlet is Europa Books, 2406 Guadalupe, Austin TX. Our mail order address is PO Box 49921, Austin TX 78765-9921 (phone: 512.477.1366). We've learned that people can survive quite nicely without huge corporations, huge governments, and huge dogmas pushing their lives. So here's the FringeWare alternative: Start your own corporation. Trade with other like-minded people throughout the Global Village. Encourage innovation and promote entrepreneurship. Promote fair, cooperative business practices. Emphasize products that facilitate creativity, health, and play. Explore consciousness alternatives. Build a community through advanced, available technologies, e.g., computer networks. Respect and consider the natural environment by promoting sustainable resource use. Have fun, be weird, and make what it takes to survive." Below is an interview conducted over the Internet with the founders of FringeWare, Inc., Paco Xander Nathan and Jon Lebkowsky: FringeWare, Inc. Interrogated ----------------------------------- John: You started the FringeWare list on the Net awhile back. How did you come up with the idea? Were there any collaborators? PXN: Yeh, it was in November of 1992. I'd been working in government and large megacorps for several years as a programmer: IBM, AT&T Baal Labs, Motorola, NASA, etc. Did some fun, interesting work, but was getting burned out on the corp game. Then I sued Motorola on their drug-testing policy and got into a major battle, with the US Labor Department on my side. So I left to join a biotech start-up in 1990 and that went for awhile, but I was getting the itch to leave ANY employer. Meanwhile, I'd started writing for bOING-bOING, Mondo 2000, and other "New Edge" magazines - where I'd met Jon Lebkowsky. He also had a zine called Unshaved Truths that I started helping with. Jon seemed like he was ready to jump outta his government job, too! Writing wasn't going to pay the bills, but my wife and I (since divorced) had written some software called "Menstat" that helps women track and estimate fertility cycles, using neural net models licensed from the biotech firm I was working at. We tried to sell our wares but could see it was going to be a hard battle to break into distribution channels without "selling the farm." So we picked up rights to sell software from some other independent developers, and tried to handle some retailing of our own. Jon and I had been reviewing "fringe" items in the zines - like Beyond Cyberpunk! and IBVA - and we'd seen how a lot of good titles just didn't fit with mainstream distributors. So we said: "Great, pull it all together and sell products from the fringe!" At about the same time, we needed to blast out some info via e-mail. Jon and I both work closely with EFF-Austin, helping plan and publicize events. Steven Levy was coming to speak at University of Texas at Austin, and EFF-Austin was going to host a book signing party at the local New Edge bookstore, Europa Books. So we organized a mailing list to publicize the "gig" and afterwards cut a deal to put in a "lease department" in Europa Books to sell our "fringe wares." People liked the idea, we incorporated, passed out flyers at EFF-Austin events, at HoHo Con (hacker's conference held in Houston) and got the word out via bOING-bOING, Mondo 2000, and the WELL that we were in business. We've been so swamped ever since that we don't know which part of the fractal is the singularity, if you catch my drift. We're trying now to define the company, as well as cut enough profit to employ ourselves, and it all seems to be working. We maintain strong ties with Europa Books and bOING-bOING and go in together on events. We've also pulled in Unshaved Truths under the FWI business. I think our focus will stay true to its origins: non-mainstream products, publications and promotion. We do some consulting too, on electronic publications, games, etc. So the e-mail list is a semi-public info service. It's freely available on the Internet and there's about 300 people on it, but many of the addresses are actually gatewayed into local newsgroups and BBSes, plus many people use the file-server without subscribing, so there's probably 500-1000 participating in the FringeWare info service. JonL: Paco was marketing his software, Menstat, through Sudona, and he told me one day that he was going to take on other software packages to sell. Wheels turned...we slipped into a verbal jam that led to the FringeWare concept. It fit perfectly into our other gigs...as writers, and as members of the cyberspace community (or of several cyberspace communities). The mailing list was the core of the plan. We wanted to bring garage tech and cyber culture crowds together to share ideas and to perhaps build a community. And with FringeWare, Inc., we would provide a market interface for those who were developing wares but had no idea how to reach the public with them. John: Wow! I had no idea you designed Menstat, Paco! It's good to see a list on the Internet that is devoted to street-tech. Some of the products FringeWare sells are pretty obscure, so it's convenient to have a one-stop shopping catalog. One of my favorite products FWI sells is the Day Dreamer. Such a useful tool for a great price! Do either of you have a favorite product(s)? JonL: My favorite is probably "Beyond Cyberpunk," the hypercard stack from the Computer Lab. I reviewed it for Mondo 2000, which means I spent a day before deadline studying it intensely. It's a great overview of the pomo/sf scene, and it's fun to use. I had to view it on somebody else's Mac; my machine is a PC. We've had a great time with the Innerquest machine, which uses patterned flashing lights and rhythmic sounds to enhance meditation. We've taken it to parties and let folks sample it...amazing how well it shuts out the cacophony and lets you zero in... Of course, Paco's Menstat is quite a program. I reviewed it, too, before we joined forces with FringeWare...but the review wasn't printed - something about a man reviewing software specifically for women. Y' know, gender stuff. What I appreciated about it, though, was not so much what it would do specifically, track menstrual cycle, but the way that it would allow the user to get that body/machine interaction...a cyborg effect of sorts. Not at all in an intrusive way, as in the cyberpunk meme of body alterations and implants, but as a soft support for body consciousness. And it allows you to build your own medical history for reference, so that a doctor can compare unusual events to her own biorhythmic cycles; rather than to the kind of textbook cases they're inclined to use - because that is usually all they've got. PXN: Yep, Day Dreamer and Beyond Cyberpunk! are my favorites, but I'd have to cite Robert Carr's "Smurfs in Hell" series as our "most fringeful" vendor - maybe a bit severe for some (religious) consumers, but definitely has my vote. Robert did MacJesus and Mormonoids from the Deep, etc, and is the latest Mondo 2000 (issue #8). As for "one-stop shopping," I'd really like to move in to more DIY supplies, like 6.5 MHz crystals and X-10 smart home controllers - things people can use to build weird gizmos. But so far we've had to start out crawling before we could walk, learning how to do the fringe retail before we got into supplies, which are a tougher market. By the way, on Menstat - there's been an article in the latest Whole Earth Review about it but not too favorable. Susie Bright did a really glowing review for Future Sex, however. Even so, neither piece mentioned Suzanne Nathan, who really did a lot of the design, i.e., she was the woman who designed this software for other women to use, but the women reviewing it haven't even bothered to talk with her about that yet. I dunno. Not as many people using the software as there were encouraging us to develop it! But maybe that will change with Newton, wearable computers, etc. John: I'll be sure to mention Suzanne Nathan in Technophilia!! I'm positive that a lot of conceptions about computers will change as they get smaller. I can definitely see a not-so-far- future where it will be just as unusual to see someone with a wearable computer as seeing someone with a watch or clothes... JonL: PXN: Yeh, like with portable phones. I bet concert promoters will be one of the first groups other than the SS to use 'em! John: Yeah, I've also heard that Beyond Cyberpunk! is superb. I have the demo disk for it, but I had the same problem Jon had - I don't have a Mac! I wish the Computer Lab would come out with a PC version of it. Is the Smurfs in Hell only for the Mac, too? PXN: Yup. These days I develop for both Mac and Windows. Apple really pulled a market coup by packaging the MacIntosh Toolbox in ROM+ 68K instruction traps and by bundling Hypercard. >From what I understand, both efforts were largely the genius of Bill Atkinson, over a period of years and several Apple corp administrations and against all prevailing business acumen. Bottom line is that programmers had this incredible playground for building games and muchomedia wares that would run on anyone's Mac without licensing extra code. DOS and Windows STILL don't have that kind of capability without a license. I worked with the Computer Lab to help evaluate a DOS port, but it seems like nothing will compare with what customers expect in terms of performance/cost after a MacIntosh or Amiga. Bunch of greedy bastards in the DOS software biz arena! Smurfs in Hell titles are largely based off an adventure game creation package on the Mac called "World Builder" that's several years old! As much as I value the ubiquity of the Microsoft market, I'd challenge anybody to touch that kinda claim on "useful, reliable" software. Asymetrix's Toolbook is the only thing I've seen that comes close to Hypercard, but it's glacially slow and their licensing policy obviates most small development projects - if you wanna stay legal:). The best route I've seen lately on DOS is to co-opt those slide-presentation packages that have been on DOS systems for about seven years - at least they combine text, graphics, sequencing, and some hooks for sound. We just started carrying a cool piece of erotic online "literature" called Sexotica by Dragon's Eye productions and I believe that's the way they are doing low-cost multimedia. I'll have to check.... John: Also, that would be great if you sold those DIY supplies. Maybe even sell certain "kits" for set prices or something. PXN: We've put together an outline for "gift baskets" along various memes - like a "hack" basket that has a 2600 shirt, some Jolt cola, and other useful items for social engineering :). Kinda cheesey idea, but... John: I think that would be pretty funny... As members of the "cyberculture" community, do you see the recent cyberpunk "boom" just a fad? PXN: Well, lots-o people have been living the meme for years, so the mainstream-recognition of it will be telling. Like in another example, I talked with an English friend of mine about her background in the rave scene there and now in the US. The mainstream recognition of raving in London led to a boom that drew such huge numbers (and sleazy promoters) that the whole scene collapsed. But then it re-emerged as an underground phenomena again - even more vigorously. Cyberpunk is too future-focused to be real/tangible for many people and seems generally threatening to many. Like there's a lot of machismo among the real hacker/cracker crowd and fadish newcomers wouldn't be supported among them, IMHO. So the current boom seems short-lived. It's just too dark and esoteric to have a mass appeal. I mean, you can still stage dive and sport your Doc Martins after several beers, but it gets tough to be "marginal" or hack or whatever that way. Merging your head with a computer just doesn't translate well to couch potato pursuits, so I don't see the mass appeal other than through stereotypes and maybe somebody's idea of clothing. Hopefully, the cyberpunk scene will re-emerge from it's fad as well as raving. However, I do think that a lot of the cyber/computer meme will spread into entertainment, like that's already happening at mainstream concerts and dance clubs - even other than raves. That's where the trend will take hold, for my money's worth. But people will get used to having the computers being part of the ambience, and the trend will fade into mechanics. On another side, I find it interesting that when I talk with people who've gone to college, say late twenties or earlier, then e-mail addresses are almost a given and often preferred over voice comm. That's a BIG shift that goes subversively beyond fads - people want the computer link to reach other people now. That's my hot button - I hate full duplex... John: I sort of equate the interest in cyberpunk today with the interest of hacking after WarGames. After that film, the hacker population grew exponentially. Luckily, most of the "k00l d00dz" fell by the wayside to grab the next trend. But the hacker community DID benefit from this exposure to the mainstream. A lot of hackers were directly or indirectly influenced by that film, even though they may hate to admit it! Plus, cyberpunk is too much centered on change to be a fad. At the very heart of the cyberpunk movement, there is that unwillingness to conform to the mainstream, and an inherent ability to adapt and embrace new reality-maps and new technology. PXN: Yeh, the publicity makes for cheaper, more readily available wall art - good for inspiration :). We've tried at bOING-bOING, under the direction of Mark Frauenfelder and Carla Sinclair, to develop a sense of "humor cum neophilia." I've called it "Mad Magazine meets Mad Max." Somehow, people generally translate that into "cyberpunk" and we've really tried not to be a strictly cyberpunk zine. Maybe as fads ebb and flow, people will get more comfortable with terms that dance around the cyborg and "homo mutatis" themes and then develop "finer granularity" in the common language/concept. The absolute most important subset of the "cyberpunk" genre, IMHO, are the Cypherpunks - the crypto-anarchy movement coming out of Berkeley. It's weird, starting small, but heady and potentially mushrooming like a recycle of the Berkeley Free Speech Movement three decades ago. Much of the first issue of FringeWare Review is dedicated to a tutorial on the basis for cypherpunks and how that enables the fringe marketplace/community in a global village. Ie. "pop encryption," Internet remailers, digital cash banks (already online!) - those are quickly forming the new Underground - and light years beyond the auto-dialers and blue boxes of WarGames! And it's great, they're also light years ahead in terms of "positive" social impact, e.g., liberalizing privacy. John: Yeah, the cypherpunk movement is also very active in Britain... I agree with you that the cypherpunk movement is truly a huge step forward in social-technology evolution. It's definitely hard on the governments, since the encryption techniques are so advanced that can't be broken even by the NSA. It gives the underground community true autonomy. Digital online banking futhers this autonomy by decentralizing the money system. Unfortunately, corporate take-overs of this technology are probably inevitable - most likely 5-10 years. Do you see the commercialization of the Internet as inescapable? If so, do you see the companies being progressive, like FringeWare, or do you see the same companies that rule the "real" world trying to stake their claim on the information networks? PXN: I think the issue is Multiplicity. Whereas currently in business, much of the confluence gets channeled through some rather strict gatekeepers - if I want to do biz, then I need a DBA or incorporation, a commercial bank account, mucho tax form, etc. The banks, credit bureaus, tax agencies, etc., are watching and recording every step, and I'm liable for criminal charges if there's any intentional attempt to keep my biz private. Other people and agencies determine my business identity. Some of them, like banks, are greedy bastards to which I'd rather not have to fuck with at all. That's why so many small businesses run on a cash basis, because otherwise they end up paying $50.00 a month for "commercial bank services," ie., that don't pay interest, $100.00 a month CPA charges, $1000.00 a month commercial office rent so that the bank believes you aren't a fraud/scam, and all kinds of extras to the point that you'd be better off either working for a big corp and/or dealing contraband. A central tenet of the cyberpunk aims is that Identity is defined by what you know. A private key defines an identity. I can have many private identities and transact with people who also have multiple identities. There's just really no way possible for a "corporate takeover" to restrict my access to my own identity (ies). And as for the banking, that's already online and as long as some kind of market forces lure fringe characters into commerce, I don't see how the centralization meme can interfere, practically. Not until a whole new branch of mathematics gets devised to defeat populist encryption, and even then the "numbers" (traffic volume) would likely defeat any "central authority." I'm not saying that's utopia. Resources are scarce. Humans are wired to fight for scarce resources. I see physical world violence ahead over more and more of the natural resources. But John Q. Banker won't have a whole lot of say over my livelihood just because I didn't wear a suit to meet with him about my commercial account, because digital banking will become public domain software - that's what people don't understand yet. Computer systems integrators (like IBM) didn't understand why public domain/low cost spreadsheet software spelled their doom, until several years after the fact. That's where cypherpunks are perched right now. As for the commercialization of the Internet - well, I think NSFNet stinks. Any large operation like that will look good in terms of performance, but smaller, more competitive ventures would be better in the long run. I'm grateful that the U.S. Government was interested to experiment with Internet, but I don't want it to continue funding and continue dictating appropriate use, even though most lawyers in the field think the AUP isn't tight enough to hold in court. I guess I am just a hard-line economic conservative when it comes down to it.... Eastern Europe and much of the Third World have now "internetworked" via REALLY low end protocols - primarily FidoNet. Because that's all the US would allow to be imported!! So now they have a digital infrastructure that doesn't require massive federal expenditure and can be/is as commercial as anybody there pleases. I view Internet as a "bodiless" version of the international phone system. I don't care if it's commercial or not, just that I can make a call at a reasonable rate. That's how many people are implementing the Internet. I'm reaching you via a commercial Internet site that costs users five dollars a month. Better than cable TV :)! Sure, it's very commercial in the sense that AT&T and the federal government make MUCHO more calls than I ever do, but that doesn't stop me from making my living through the phone. Didn't stop Steve Jackson from winning a lawsuit against the federal government on Friday (March 12, 1993) either. I think the best example is how a relatively small group of activists used the phone system in China during Tienneman Square to subvert their "local crack down" via phone/fax/e-mail. I Also enjoy (as a former IBM employee) the manner in which almost every US-based CEO has earnestly turned down the option to run IBM!! That's an argument for multiplicity if I've ever seen one. It still takes major capital to focus long-term effort, so I don't see or want large firms to vanish. But they'll have to be relatively adaptive large firms (like Apple or Microsoft) that care more about boosting their own viability (ie, cutting losses, mutating as needed, saving their own skins via brain over brawn) than about maintaining status quo (like the silly firms that who forced us into Vietnam). I think a lot of firms on the Net will be smaller and even more progressive, too - like FringeWare. Or maybe other examples like AMiX, bOING- bOING, or even UPI for a medium-sized example. I think Tierra software would be a good analogy for the flux of organism size as new constants and possibilities are introduced into a "soup." To sum, the "corporate takeover" is pretty much on the way out so long as the cypherpunk agenda pursues its goals. Corporations (and I own the half of one) are just "identities" which the government preserves. The corps pay major kickbacks, i.e., "return on investment," to the government to help maintain their physical identity. Governments are based on violence, if necessary, to preserve their order. Corps endorse governments to use force when needed and underwrite official violent operations, for the sake of self-preservation. It's a pretty high-end means of preserving identity, in the physical world, which is what corps were created for. Now, we can create identity in cyberspace, capable of transacting commerce like corps in the physical space, but not requiring all those goddamn bullets and suits to defend it. Read: lower overhead to sustain life, ergo trendline moves to smaller total system size. IMHO, the grand US/British experiment in government has been to spawn virtual lifeforms, i.e., corporations. Now we see potential for more efficient virtual lifeforms to grow in significance. Like when the proto-rodents scurried underfoot to avoid the death knell of starving dinosaurs, perhaps. Seriously, Tyrannosaurus Rex could tear the flesh, but not the genome, outta those proto-rodents :). That's how I view the inevitable commercialization of the Internet. There won't be many monster lizards left to terrorize, but quite a few Sabre Tooths and Wooly Mammoths, nonetheless! Media Magic PO Box 507 Nicasio CA 94946 The most complete catalog of books, videos, software, tapes, and magazines about computer art and aesthetics. Virtual reality, artificial life, fractals, cyberpunk, computer graphics, and computer animation are just some of the sections in this beautifully illustrated catalog. Has the largest selection of computer animation videos to be found anywhere. Free catalog. Brainiac PO Box 1151 Canal Street Station New York NY 10013-1151 Cyberpunk and counterculture books and merchandise. Books By Phone Box 522 Berkeley CA 94701 More controversial and subversive books can be found in this catalog. Divided into sections like cyberpunk, drug literature, marijuana, gardening (what kind of gardening do you think?), psychoactives, and shamans. Free catalog. Books can be ordered over phone. Paladin Press PO Box 1307 Boulder CO 80306 Warning, Will Robinson! Paladin Press caters to all true red-blooded males. Heavy- duty sections on explosives, weapons, terrorism, and survivalism. My favorites include Deal the First Deadly Blow, Kill Without Joy, and Bloody Iron (knife-fighting). Paladin Press also has sections on action careers and paintball sports. Free catalog. Sherwood Communications Associates LTD 1310 Industrial Highway Southhampton PA 18966 Free catalog of surviellance and phone equipment. Cyberpunk: The First Program of the Next Century PO Box 12 Massapequa NY 11762 This 1990 Intercon Productions video highlights virtual reality, industrial and electronic music, hacking, and interviews with William Gibson, Timothy Leary, and Michael Synergy. $49.95 a tape. Cyberpunk Groups ---------------------- Global Jungle/Intuitive Magick Company 11901 Swearingen Box 76 Austin TX 78758 Creators of avant-garde guerilla video and music art. Today, video is the way thoughts and ideas are expressed,and Global Jungle's videos reflect the dire world of the cyberpunks and the unfortunate realities of media overload. Dementia - The Video (one hour of music and video cut-up). $20.00. Video Hallucination, the Essential Guide for Entering Millenia (guide of cyberpunk culture). $10.00. Also sells Global Jungle T-shirts. $10.00 Technocracy, Inc. Savannah OH 44874 Technocracy, Inc. was founded in 1918 when a group of scientists, researchers, and economists formed an organization headed by Howard Scott. In 1920, the group assumed the name Technical Alliance. In 1933, the group incorporated and became known as Technocracy, Inc. Technocracy is not really a government, but a plan for living based on the distribution of wealth and abundance to all citizens. Technocrats believe that all citizens should work less and receive more, and let the work be done by technology. To the Technocrat, making a living by working is ridiculous - all work can and should be done by machines. Technocracy, Inc. information briefs are $8.00 (plus postage for the eleven pound package!) for a thousand sheets. Technocracy, Inc. hasn't seemed to update the information on these sheets since the early 1960's (the graphs only go up to the 50's!)! The Technocracy Digest is $10.00 for four issues. Church of the Subgenius PO Box 140306 Dallas TX 75214 The Church of the Subgenius the world's greatest clearly fake religion. Followers "relax in the safety of their own delusions." The central figure in Subgenius mythology is J.R. "Bob" Dobbs, a salesman without peer that will save humanity from the alien Xist invasion in 1995 - if you have sent a dollar to the Church. Otherwise, he may still save you, or at least sell you at a very high price! Church Father Rev. Ivan Stang's rants are extremely popular at raves. Most major cities have a college station that air his "Hour of Slack" broadcasts. Call up your local college radio station to find out... Free brochure of available stickers, pamphlets, books, t- shirts and other Subgenius debris. Douglass Truth Institute PO Box 733 Portland OR 97207 Subgenius-like lil' books and postcards. These postcards are the greatest - like the Virtual2Realizer, Psycator, Strange Attractor, and Intensi-plicator. Order the Douglass-Truth Story booklet ($2.00) to get the whole story on this odd organization. All six DTI postcards are $3.00. DTI also sells t-shirts and a personalized Institute diploma for $10.00. Free catalog. The Standby Program PO Box 184 Prince St Station New York NY 10012 The Standby Program is a collective of amateur TV and video aficionados who would like the return to the day of the early TV innovators. Their journal, Felix, (named after Felix the Cat, the first transmitted television image) is a collection of video producers, inventors, artists, and critics. $6.00 an issue. Underworld Industries PO Box 4060 Ann Arbor MI 48106-4060 Underworld Industries is a world-wide information network that encourage free-thinking and creativity. UWI offers a chance to reach out to others with similar interests who may be able to provide assistance. It is a low-pressure avant-garde collective. Each UWI "chapter" is called a "node," and carries on with its own business, but can help other nodes with similar interests by providing information, resources, and contacts. Present nodes include Ann Arbor, Michigan; Grahamstown, South Africa; Toronto; Chicago; Cleveland; Omaha, Nebraska; and Windsor, Ontario. UWI's primary node is the peerless Jon Van Oast, who publishes two zines, The Lunatic Fringe (high technology), and The Scene (comic). Jon is also involved in "experimental" high tech arts like computer video and animation. UWI002 (Grahamstown) is heavily into the local comix and music scene. UWI004 (Chicago) is presently working on a cyberpunk zine. UWI005 (Cleveland) is writing Technophilia. UWI006 (Omaha) publishes SOUND News and Art, a popular magazine available hardcopy and on the Internet. UWI007 (Windsor, Ontario) is into visual arts. UWI008 (Columbus OH), the Evolution Control Committee, is working on projects with electronics, desktop publishing, audio sampling, and computer networking. Maintains large libary of unusual records and tapes for sampling. Underworld Industries' FTP site is UWI Rules, rosters, project lists, and e-zines can be found there. The current UWI001 project is UWI's Guide to the "Real World". This is an online database (accessible via e-mail on the Internet) of interesting and unusual places in a given city. Let's say you were going on a trip to Cleveland. You send a message to the database specifying "Cleveland" and it will mail you a file of all the weird places to visit in the city (addresses, phone numbers, directions and comments included). The database can both be accessed and built onto via e-mail. A help file can be found at the UWI FTP site. Extropian Institute PO Box 57306 Los Angeles CA 90057-0306 The Extropy Institute are for those who want a better future through technology and personal advancement. Extropians are reality-based, not some starry-eyed, "flying jet car" futurists. Their philosophy goes beyond humanism to the transhuman and even the posthuman level. Reproduced here are the Extropian Principles written by the director of ExI, Max More: The Extropian Principles V.2.0 1. Boundless Expansion - Seeking more intelligence, wisdom, and personal power, an unlimited lifespan, and removal of natural, social, biological, and psychological limits to self-actualization and self - realization. Overcoming limits on our personal and social progress and possibilities. Expansion into the universe and infinite existence. Beginning as mindless matter, parts of nature developed in a slow evolutionary advance which produced progressively more powerful brains. Chemical reactions generated tropistic behavior, which was superseded by instinctual and Skinnerian stimulus- response behavior, and then by conscious learning and experimentation. With the advent of the conceptual consciousness of humankind, the rate of advancement sharply accelerated as intelligence, technology, and the scientific method could be applied to our condition. Extropians seek the continuation and fostering of this process, transcending biological and psychological limits as we proceed into posthumanity. In aspiring to transhumanity, and beyond to posthumanity, we reject natural and traditional limitations on our possibilities. We champion the rational use of science and technology to void limits on lifespan, intelligence, personal power, freedom, and experience. We are immortalists because we recognize the absurdity of accepting "natural" limits to our lives. For many the future will bring an exodus from Earth - the womb of human and transhuman intelligence - expanding the frontiers of humanity (and posthumanity) to include space habitats, other planets and this solar system, neighboring systems, and beyond. By the end of the 21st century, more people may be living off-planet than on Earth. Resource limits are not immutable. The market price system encourages conservation, substitution and innovation, preventing any need for a brake on growth and progress. Expansion into space will vastly expand the energy and resources for our civilization. Living extended transhuman lifespans will foster intelligent use of resources and environment. Extropians affirm a rational, market- mediated environmentalism aimed at maintaining and enhancing our biospheres (whether terrestrial or extra-terrestrial). We oppose apocalyptic environmentalism, which hallucinates catastrophes, issues a stream of doomsday predictions, and attempts to strangle our continued evolution. No mysteries are sacrosanct, no limits unquestionable; the unknown must yield to the intelligent mind. We seek to understand and to master reality up to and beyond any currently foreseen limits. 2. Self Transformation - A commitmant to continual moral, intellectual, and physical self-improvement, using reason and critical thinking, personal responsibility, and experimentation. Biological and neurological augmentation. We affirm reason, critical inquiry, intellectual independence, and intellectual honesty. We reject blind faith and passive, comfortable thinking that leads to dogmatism, religion, and conformity. A commitment to positive self-transformation requires us to critically analyze our current beliefs, behaviors, and strategies. Extropians therefore choose to place their self-value in continued development rather than "being right." We prefer analytical thought to fuzzy but comfortable delusion, empiricism to mysticism, and independent evaluation to conformity. Extropians affirm a philosophy of life but distance themselves from religious thinking because of its blind faith, debasement of human dignity, and systemized irrationality. Perpetual self-improvement - physical, intellectual, psychological, and ethical - requires us to continually re-examine our lives. Extropians seek to better themselves, yet without denying their current worth. The desire to improve should not be confused with the belief that one is lacking in current value. But valuing oneself in the present cannot mean self-satisfaction, since an intelligent and probing mind can always envisage a superior self in the future. Extropians are committed to expanding wisdom, fine- tuning understanding of rational behavior, and enhancing physical and intellectual capacities. Extropians are commitment and experimentalists. We are commitment because we track the latest research for more efficient means of achieving our goals. We are experimentalists because we are willing to explore and test the novel means of self- transformation that we uncover. In our quest for advancement to the transhuman stage, we rely on our own judgement, seek our own path, and reject both blind conformity and mindless rebellion. Extropians frequently diverge from the mainstream because they do not allow themselves to be chained by dogmas, whether religious, political, or social. Extropians choose their values and behavior reflectively, standing firm when required but responding flexibly to novel conditions. Personal responsibility and self-determination goes hand-in- hand with neophilic self-experimentation. Extropians take responsibility for the consequences of our choices, refusing to blame others for the risks involved in our free choices. Experimentation and self-transformation require risks; Extropians wish to be free to evaluate the risks and potential benefits for ourselves, applying our own judgement and wisdom, and assuming responsibility for the outcome. We neither wish others to force standards upon us through legal regulation, nor do we wish others to follow our path. Personal-responsibility and self-determination are incompatible with authoritarian centralized control, which stifles the free choices and spontaneous ordering of autonomous persons. External coercion, whether for the purported "good for the whole" or the paternalistic protection of the individual, is unacceptable to us. Compulsion breeds ignorance and weakens the connection between personal choice and personal outcome, thereby destroying personal responsibility. The proliferation of outrageous liability lawsuits, governmental safety regulations, and the rights-destroying drug war result from ignoring these facts of life. Extropians are rational individualists, living by their own judgement, making critical, informed, and free choices and accepting responsibility for those choices. As commitment, Extropians study advanced, emerging, and future technologies for their self-transformative potential in enhancing our abilities and freedom. We support biomedical research with the goal of understanding and controlling the aging process. We are interested in any plausible means of conquering death, including interim measures like biostasis/cryonics, and long-term possibilities such as migration out of biological bodies into superior vehicles ("uploading"). We practice and plan for biological and neurological augmentation through means such as effective cognitive enhancers or "smart drugs," computers and electronic networks, General Semantics and other guides to effective thinking, meditation and visualization techniques, accelerated learning strategies, and applied cognitive psychology, and soon neural - computer integration. We do not accept the limits imposed on us by our natural heritage, instead we apply the evolutionary gift of our rational, empirical intelligence in order to surpass human limits and enter the transhuman and posthuman stages of the future. 3. Intelligent Technology - Applying science and technology to transcend "natural" limits imposed by our biological heritage and environment. Extropians do not denigrate technology, no matter how radically different from historical norms, as "unnatural." The term 'natural' is largely devoid of meaning. We might say that any technological means of altering the environment or the human body is unnatural since it changes the previously existing state of nature. But we can also say that applying our intelligence through technology is natural to humans, and so changing both outside nature and our own biological nature can be regarded as natural. Extropians affirm the necessity and desirability of science and technology. Practical means should be used to promote our goals of immortality, expanding intelligence, and greater physical abilities, rather than the wishful thinking, ignorant mysticism, and credulity, so common to the New Agers. Science and technology, as disciplined forms of intelligence, should be fostered, and we should seek to employ them in eradicating the limits to our Extropian visions. We do not share common cultural fears of technology, such as those embodied in the story of Frankenstein and the myth of the Tower of Babel. We favor careful and cautious development of powerful technologies, but refuse to stifle development on the basis of fear of the unknown. Extropians therefore oppose the anti-human "Back to the Pleistocene", anti-civilization rhetoric of the extreme environmentalists. Going backwards means death for billions and stagnation and oppression for the rest. Intelligent use of biotechnology, nanotechnology, space and other technologies, in conjunction with the market system, can remove resource constraints and discharge environmental pressures. We see technological development not as in end in itself, but as a means to the achievement and development of our values, ideals, and visions. We seek to employ science and technology to remove limits to growth, and to radically transform both the internal and external conditions of existence. We see the coming years and decades as being a time of enormous changes, changes which will vastly expand our opportunities, our freedom, and our abilities. Genetic engineering, interventive gerontology (life extension), space migration, smart drugs, more powerful computers and smarter programming, neural-computer interfaces, virtual reality, swift electronic communications, artificial intelligence, neural networks, artificial life, neuroscience, and nanotechnology will contribute to accelerating change. 4. Spontaneous Order - Promotion of decentralized, voluntaristic social coordination mechanisms. Fostering of tolerance, diversity, long-term planning, individual incentives and personal liberties. Spontaneous orders are self-generating, organic orders and differ from constructed, centrally directed orders. Both types of order have their place, but spontaneous orders are vital in our social interactions. Spontaneous orders have properties that make them especially conducive to Extropian goals and values and spontaneous ordering processes can be found at work in many fields. The evolution of complex biological forms is one example; others include the adjustment of ecosystems, artificial life demonstrations, memetics (the study of replicating information patterns), computational markets (agoric open systems), brain function and neurocomputation. The principle of spontaneous order is embodied in the free market system - a system that does not yet exist in pure form. The free market allows complex institutions to develop, encourage innovation, rewards individual initiative and reinforces personal responsibility, fosters diversity, and safeguards political freedom. Market economies ensure the technological and social progress essential to the Extropian philosophy. We reject the technocratic idea of central control by self-proclaimed experts. No group of experts can understand and control the endless complexity of an economy and society. Expert knowledge is best harnessed and transmitted through the superbly efficient mediation of the free market's price signals - signals that embody more information than any person or group could ever gather. Sustained progress and intelligent, rational decision-making requires the diverse sources of information and differing perspectives made possible by spontaneous orders. Central direction constrains exploration, diversity, freedom, and dissenting opinion. Respecting spontaneous order means supporting voluntaristic, autonomy maximizing institutions as opposed to rigidly hierarchical, authoritarian groupings with their bureaucratic structure, suppression of innovation and diversity, and smothering of individual incentives. Understanding spontaneous orders makes us highly suspicious of "authorities" where these are imposed on us, and skeptical of coercive leaders, unquestioning obedience, and unexamined traditions. Making effective use of a spontaneously ordering social system requires us to be tolerant and peaceful, allowing others to pursue their lives as they see fit, just as we expect to be left to follow our own paths. We can best achieve mutual progress by interacting cooperatively and benevolently toward all who do not threaten our lives, and by supporting diversity of opinion and behavior. Extropians are guided in their actions by studying the fields of strategy, decision theory and game theory. These make clear to us the benefits of cooperation and encourage the long-term thinking appropriate to persons seeking an unlimited lifespan. 5. Dynamic Optimism - Positive expectations to fuel dynamic action. Promotion of a positive, empowering attitude towards our individual future and that of all intelligent beings. Rejection both of blind faith and stagnant pessimism. We espouse a positive, dynamic, empowering attitude. To successfully pursue our values and live our lives we must reject gloom, defeatism, and the common cultural focus on negatives. Problems - technical, social, psychological, ecological - should be acknowledged but not allowed to dominate our thinking and our direction. We respond to gloom and nay-saying by exploration and promotion of new possibilities. Extropians hold to both short and long-term optimism: In the short term we can cultivate our lives and enhance ourselves; in the long term the positive potentials for intelligent beings are virtually limitless. We question limits that others take for granted, We look at the acceleration in scientific and technical knowledge, ascending standards of living, and social and moral evolution and project further advances. More researchers today than all past history strive to understand aging, control disease, upgrade computers, and develop biotechnology and nanotechnology. Technological and social evolution continue to accelerate, leading, some of us expect, to a Singularity - a future time when many of the rules of life will so radically diverge from those familiar to us, and progress will be so rapid, that we cannot now comprehend that time. Extropians will maintain the acceleration of progress and encourage it in beneficial directions. Adopting dynamic optimism means focusing on possibilities and opportunities, and being alert to solutions and potentialities. And it means refusing to whine about what cannot be avoided, learning from mistakes rather than dwelling on them in a victimizing, punishing manner. Dynamic optimism requires us to take the initiative, to jump up and to plough into our difficulties with an attitude that says we can achieve our goals, rather than to sit back and immerse ourselves in defeatist thinking. Dynamic optimism is not compatible with passive faith. Faith in a better future is confidence that an external force, whether God, State, or society, will solve our problems. Faith, or the Polyanna/Dr.Pangloss variety of optimism, breeds passivity by encouraging the belief that progress will be affected by others. Faith requires a determined belief in external forces and so encourages dogmatism and irrational rigidity of belief and behavior. Dynamic optimism fosters activity and intelligence, telling us that we are capable of improving life through our own efforts. Oppotunities and possibilities are everywhere, waiting for us to seize them and create new ones. To achieve our goals, we must believe in ourselves, work hard, and be open to revise our strategies. Where others see difficulties, we see challenges. Where others give up, we move forward. Where others say enough is enough, we say: Forward! Upward! Outward! We espouse personal, social, and technological evolution in ever higher forms. Extropians see too far and change too rapidly to feel future shock. Let us advance the way of evolutionary progress. Membership in the Extropy Institute is $30.00 US, $35 Canada and Mexico, and $40.00 overseas. Members receive Extropy, the newsletter Exponent, and information on upcoming events. Brain Machines -------------------- Sound and Light --------------- Flickering light has long been known to cause alterations in consciousness and induce trances. Older generations knew this: even primitive humans gazed into fires and some early physicists in classical times experimented with flickering sunlight. Sound, too, has often been thought of to hold "magical" powers. Primitive religions and the ancient mystery cults of the Hellenistic period both used rhythmic drum beating to induce states of consciousness. In this age, electronically produced sound and flickering LED lights take the place of fire and drum beats. Right before World War II, a startling discovery was made in the field of neuroscience. Scientists discovered that the electrical activity of the brain would take on the same rhythm of a flashing light. This process of assimilation became known as entrainment. Later studies found that certain flicker frequencies produced surprising beneficial effects, including increased standardized test scores, enhances memory, and greater oommunication between the two hemispheres of the brain. The addition of synthesized beat sounds were later added to enhance the overall effects. Brainwave Patterns Beta (13+ Hz) - the alert stage we are all familiar with - the "fight or flight" feeling. Higher beta frequencies increases headaches, and over the long term increases risks for heart attacks. Alpha (8-12 Hz) - still fully alert, but much more relaxed. Theta (4-7 Hz) - the dreamy state right before sleep; in theta stage subjects become more receptable to learning. Delta (1-3 Hz) - sleep. Light and sound machines usually consist of opaque glasses with built in flashing lights and a pair of headphones with synthesized synchronized beeping sounds. Ganzfeld -------- Basically, "ganzfeld" is a mind deprivation device that eliminates any ocular stimulation. The mind, as it turns out, works best when the eyes are presented with blank but brightly lit and unwavering field of color. Sensory Deprivation Tanks ------------------------- A saline-solution filled coffin-like chamber, in which someone lies in complete darkness. This is supposed to eliminate all external sights and sounds and create a womb-like environment. The mind machine industry is still by and large a do it yourself - hobbyists are experimenting with their brains. And unlike meditation, which requires hours of quiet and years of training, brain machines do the work for you! Is this stuff safe? What do our benevolent government agencies have to say about these devices? Well, they are completely safe. No danger can come from using any of the brain machines listed in this book, unless you are an epileptic and could have seizures from the flickering light. And as of yet, the FDA has no ruling on brain machines, except for a few that produce electrical charges. But if you are interested, buy them soon - you never know when the FDA Gestapo will storm in and take them away. Mind Machines ------------------- Day Dreamer (It's like tripping without the drugs! - Kelly Green, inventor and distributor) The Day Dreamer, alternately known as the KaleidoSky and the LSD Flight simulator, is the ultimate low-end brain toy. The brainchild of Colorado developer Kelly Green, the Day Dreamer is a purple plastic SCUBA-like mask that fits over the eyes and nose. The wearer looks at the sun and blows into a little hole located at the bottom of the mask, which causes an inner disk to rotate. This rotation generates, according to the pamphlet, "a flickering effect of the sun's full color spectrum on your closed eyelids." The result is a fascinating pattern panorama of colors, shapes, and patterns. This same effect is probably what Archimedes and his friends saw when they spun a wheel around and looked at the sun through closed eyes and induced trances and hypnosis. Since the Day Dreamer uses direct sunlight, it is the only brain machine/toy that uses a true FULL spectrum. Timothy Leary says, "The KaleidoSky is a wonderful binocular window into the Neuroverse." At only 14.95 a unit, the Day Dreamer is one of the best bargains in this book. It can be ordered from FringeWare or direct from Alpha Odysseys (PO Box 17997, Boulder CO 80308). Mastermind DLS -------------- One of the most sophisticated, flexible, and affordable mind machines on the market. The Mastermind DLS is the first light and sound machine that provides easy upgrading via software modules. Features of the DLS include 50 programs in five modes (sleep, relax, energy, learn, creativity/visualization), four different synthesized sounds, and manual control of light brightness and sound volume. Plus you can play audio tapes and let the music drive the visual display. Specially encoded cassettes and CDs that come with expansion modules can be uploaded to the Mastermind DLS and stored in non- volatile memory, which means you would never really have to buy another mind machine again. The Mastermind DLS is $295.95 and can be ordered from Tools for Exploration. Synergizer ---------- Synetic Systems' Synergizer turns the IBM PC into a professional level brain machine. GUI interface can create sessions of any desired length and complexity. Features include independent control of each ear and eye, pulse rate, shift rate via a timed "ramp," different sounds can sweep left and right, and has a multi-voiced sound synthesizer, and waveforms can be manipulated on-screen. Sessions can be saved on disk. The Synergizer's software is upgradeable, and future releases will include a Mastermind DLS programming interface. Synergizer comes with circuit board, software, glasses and headphones. Requires DOS 3.1+, 640K, hard disk, and mouse. The Synergizer costs $595.00 and can be purchased from Tools for Exploration or Synetic Systems. Alpha Stim CS ------------- The Alpha Stim CS has the distinction of being the only FDA- approved brain machine. Its used by health professionals and sports trainers to alleviate severe, chronic pain. The Alpha Stim CS sends electrical pulses to the desired area and the body responds to the signals with a deluge of endorphins to relieve the pain. Alpha Stim CS also has a "transcranial electrostimulation" mode. The electrodes are attached to the temples and the electrical charges are sent directly to the brain, which produces an "electronarcosis." This brings the user into a state of deep relaxation and heightened awareness. Unfortunately, the Alpha Stim CS is only available to licensed medical professionals or by prescription. Cost $750. The company that used to produce the Alpha Stim CS has recently merged with Tools for Exploration, so contact them for the latest information. Nustar II Instead of lights and sound used to entrain the brain, the Nustar II uses electrical pulses via electrodes attached to the brain. Sound scary? Don't worry, all the levels of intensity are way below the limits set up by the FDA. The console includes controls for adjusting frequency and intensity. Comes with a four electrode band with a velcro closure. Cost $399. Mind Mirror ----------- Called a "thought processing appliance" by its creator Timothy Leary, Mind Mirror helps the user reprogram his or her mind, which has been previously conditioned by genetic chance and external stimuli. Mind Mirror interacts with the brain in four areas: emotions, mental ability, social interaction, and bioenergy. Subprograms of Mind Mirror, disguised as games, deal with career, education, and love/home life. $19.95 from Fringeware. Calmpute -------- Calmpute is a combination software/biofeedback machine. Since the user is in direct contact with the computer, there is a literal mind-computer interface. Calmpute consists of a mouse-like device that attaches into the serial port on the back of the computer. This device has finger slots made of galvanic skin response material instead of regular mouse buttons. The mouse send the stress response to the computer which runs a variety of programs, including word association games, physical stress tests. There is even a racing game called Calmprix, in which your car goes faster the more relaxed you are - supposedly this teaches how to work well under pressure. Mindgear PR2 ------------ Standard light and sound machine fare - binaural beats, synchronized with light, independent frequencies for right and left eyes. Twenty five preset programs and enough ROM available for up to ten personal programs. Comes with control unit, headphones, and red light goggles. $349.00 from Tools for Exploration. The Shaman The least expensive but still adequate mind machine. Features include flashing lights synchronized with binaural beats, frequencies range from 1-20 Hz, programmable "ramp time", light intensity, and beat volume. $195.00 from Tools for Exploration. Stress Shield ------------- The Stress Shield is a visor that shuts out outside light completely, while the battery powered Shield produces a red, green, or yellow "void." By producing this undifferentiated visual field, the wearer becomes more introspective and calms down. The Stress Shield is the most economical and effective ganzfeld device on the market. $149 from Tools for Exploration. IBVA Psychic Labs, Inc. 280 Park Ave South, Suite 7G New York NY 10010 The IBVA is one of the strangest, most powerful, and most fascinating brain machines listed here. Basically, the IBVA (Interactive Brainwave Visual Analyzer) is a combination electroencephalograph (EEG) and biofeedback machine. The user straps on a headband and the brainwave data is transmitted to a Macintosh. The IBVA software reads these digtal signals and displays the information in either a 3D graph or a standard EEG display, both in real time. This allows for instantaneous recognition of brainwave transitions and activity. Brainwave data can be saved on disk, or exported to any electronically addressable device (including CD and laser disc players), or even be transmitted over networks or modems. The best function of the IBVA is that the brainwave activity can be applied to other functions and software, such as controlling graphics, sounds, QuickTime animations, MIDI devices (you can play music with your brain!). The applications of this device are virtually unlimited. IBVA Developer System costs $995. LR IBVA Developer System (which allows for simultaneous right and left halves of the brain, or two persons) costs $1995. You'll need a Mac running at least System 6.07 with 8 megs main memory, and an Apple MIDI Manager. Quicktime animations that can be controlled by IBVA are available from: BIGTWIN attn: Jim Suhre 34-19 32nd St, Suite 3 Long Island City NY 11106 718.937.1143 The best QT movie is called Escape From Metropolis, in which a polluted, ugly, urban scene is replaced with a beautiful, quiet nature scene as the mind becomes more relaxed. Cost: $50 plus tax. Brain Machine Catalogs ---------------------------- Tools for Exploration 4460 Redwood Highway Suite 2 San Rafael CA 94903 Big catalog of mind machines, flotation tanks, and self- help/hypnosis tapes. Tools for Exploration sells the more popular light and sound machines, plus the harder to find and downright strange ones as well. TFE also sells useful items like an computer screen ionizer. They sell a lot of weird things too, like bio-circuitry, Qi- Gong machines, and body-earth harmonizers (!?!). Yeah, I think I'd be much happier if I had one of those... Catalog is $5.00. Supplements arrive regularly. Zentech Box 138 Morgan Bay Road Surry ME 04684 More light and sound machines and biocircuitry. A little cheaper than most catalogs, and tends to only stock affordable products. Many of the machines in Zentech are within the $180-700 range. Free catalog. Mindware 1-800-447-0477 1803 Mission Street, Suite 414 Santa Cruz CA 95060 Catalog of self-improvement, educational, and personal productivity computer tools. Mindware sells all sorts of interesting software, including Timothy Leary's Mind Mirror. Seems to be moving to CD-ROM titles more as time goes on. Free catalog. MegaMind 10825 Cordova Albuquerque NM 87112 MegaMind is an Albuquerque, NM brain-spa that publishes a mail order catalog called "Highlights." Sells many major brain Machines including the Shaman, Mind Gear's InnervisionPE2, and Synchrostim 2000. Also sells tapes, books, Deprenyl, Deanol (DMAE), and gingko extract. Free catalog. MOE Dept 9 5044 Wilder Dr Soquel CA 95073 Brainwave readers, EEG analyzers, and biofeedback machines. Free catalog and price list. Thinking Allowed 2560 Ninth Street, Suite 123F Berkeley CA 94710 Video tapes of artificial intelligence, intelligent systems, computers and the mind, consciousness, and mind expansion. Tapes feature Marvin Minsky, Rudy Rucker, and Howard Rheingold among others. Free catalog. Brain Machine E-lists --------------------------- Mind-l mind-l-request@asylum.sf.ca.us Discussion on mind machines, smart drugs, and consciousness alteration/augmentation. Brain Machine and Mind Expansion Books -------------------------------------------- Would the Buddha Wear a Walkman? By Judith Hooper Excellent book on consciousness technology and quick tickets to spiritual "happiness." Chapters on brain machines, dream technology, superlearning, post-Freudian therapies, artificial realities, and Instant Nirvana. $16.95 from Megabrain by Michael Hutchison This is the book that made mind machines popular. Hutchison was the first to write about mind expansion via technology. Megabrain's popularity led Micheal Hutchison to start up a Megabrain company, which distributes various devices they approve of. Write for newsletter/catalog. Megabrain PO Box 2205 Sausalito CA 94965 Brain Machine/Mind Technology Groups ------------------------------------------ The Association For Consciousness Exploration 1643 Lee Road, Room 9 Cleveland Heights OH 44118 Semi-New Age group that organizes events such as the Starwood and Winterstar festivals, and the Psychedelicattesan. They also promote the use of brain machines, flotation tanks, and other forms of technological controlled brain manipulation. The ACE often sponsers lectures given by Timothy Leary, Robert Anton Wilson, Ivan Stang, and other cybernauts. Write for a free catalog of books and audio tapes of previous lectures. The Filmore Neurological Organization - Research Division Box 156 Amherst NY 14226 The F.N.O.R.D.'s research focuses mainly on exploring and expanding the limits of the human mind. F.N.O.R.D. conducts research in the fields of nootropics and other mind enhancing drugs and brain machines (light and sound machines, and electronic and magnetic brain manipulation devices). They also conduct research in "mystical" approaches to mind alteration, such as forms of magick, shamanism, and eastern arts. They are involved in exploring models of human psychology, including a recently prepared essay on Timothy Leary's 8 circuit model of the mind. The F.N.O.R.D. is also involved in educational efforts, including the publication and distribution of informational pamphlets on mind expansion, drug education, the cyberpunk revolution and so forth. Eventually, F.N.O.R.D. plans to include the use of more advanced media (i.e., hypertext and multimedia) to educate the public. Free information. Smart Drugs ----------------- "Smart Drugs" are drugs that have been found to have beneficial mind enhancing effects, such as delaying aging, enhancing brain metabolism, improving memory, concentration, and problem solving techniques. Smart drugs are also called nootropics (Greek: mind acting). You will notice that many of these drugs were created and tested for people with nerve degenerative diseases, but they have been found to work for anyone. Smart drugs are very popular among ravers and technophiles: these are the drugs that are necessary yo keep up with today's information society. Many smart drugs have a "bell-curve" dose response, that is - if you take too much of a drug, the opposite (bad memory, confusion) will happen. Smart drugs, for the most part, are virtually toxic free. Smart drugs became popular after a loophole in the 1988 FDA policy (intended for AIDS drugs), which allowed for non-FDA approved drugs to be imported to the US for a limited time. As a result, drug export houses grew and the smart drug industry was born. Recently, the FDA has clamped down with import alerts, claiming they were trying to stamp out the "snake-oil salesmen." Many import houses were forced to shut down or close up shop. No doubt the FDA will also try to clamp down on the dietary supplements and vitamins industry. So proceed with smart drugs at your own risk. NOTE: Do not use this book as medical advice. The following is presented for informational purposes only. Consult your doctor before you try ANY of the below substances. NOTE: All dosage information has been removed from the original manuscript! I do not feel like getting sued just because some idiot tries some of these or mixes them with other medications. Smart Drugs and Mind Nutrients ------------------------------------ Vitacel 3-7 Benefits - Also known as Gerovital or GH-3/7, Vitacel 3-7 is a mixture of procaine, benzoic acid, and potassium metabisulfate (a powerful antioxidant). Vitacel has been tested to increase energy, memory, and treat depression. Warnings - no known side effects. Gingko Biloba The gingko biloba is the oldest species of tree known, and it's leaves have been used by the Chinese as medicine for thousands of years. Benefits - has been shown to improve cerebral circulation, an attentive, alert mind, and increases the body's production of adenosine triphosphate (an energy molecule). Ginkgo also enhances the ability to metabolize glucose. Gingko has been shown to act as an anti-oxidant. Warnings and Side Effects - Ginkgo Biloba is safe, even in high quantities. DMAE (Dimethylaminoethyl) Benefits - DMAE increases physical energy, the ability to learn and remember, expands the life span of laboratory rats, and accelerates the synthesis of acetylcholine. DMAE produces a placid, moderate stimulant effect. Unlike coffee of amphetimines, this high won't cause insomnia or a quick letdown. Luckily, DMEA is regarded as a nutrition supplement, and can be easily purchased in the United States. Warnings - Overdose may cause insomnia and tenseness of muscles. Manic depressives should steer clear of DMAE - it may augment depression. Choline Benefits - Choline is changed into acetylcholine when inside the body. Acetylcholine is the neurotransmitter used in memory functions, and studies have shown that taking choline improves memory for some. Choline can be purchased in many health food stores, plus in a number of the catalogs below. Three forms of choline are common - choline chloride, choline bitartrate, and phosphatidyl choline. The best type to buy is phosphatidyl choline. PC repairs and maintains nerve and brain cells, aids in the metabolism of fat, and helps regulate cholesterol levels in the blood. Warnings - Manic depressives should avoid taking choline supplements. Choline bitartrate and choline chloride can cause diarrhea. Acetyl L-Carnitine Benefits - Effects are similar to choline compounds, due to similar molecular structure. Acetyl L-Carnitine also inhibits the formation of lipofuscin (fatty deposits which are related to decreased mental faculties in the elderly). Acetyl L-Carnitine has been tested to increase alertness and attention span in Alzheimer patients. Warnings - No studies have discovered any side effects. Centrophenoxine Benefits - Centrophenoxine removes lipofuscin deposits and repairs damaged synapses in the brian. Lipofuscin deposits are associated with aging and decreasing mental abilities. Centrophenoxine has also been shown to be an effective memory booster. Once in the body, centrophenoxine breaks down into DMAE and acts as a free radical scavenger. Warnings - Should not be used by people who have very high blood pressure or are excitable. Side effects to centrophenoxine are scarce, but include insomnia, hyperexcitability, and depression. To allay these affects, lower dosages are recommended. Deprenyl Benefits - Deprenyl was originally developed for treating Parkinson's disease, but has been found to aid in fighting other problems, too. Deprenyl increases the brain's level of dopamine, a neurotransmitter that cause heightened emotional states, aggression, and raises one's libido. For these reasons, some treat Deprenyl as an aphrodisiac. Warnings - can cause nausea in higher doses and death if taken with amphetamines. Hydergine Benefits - Hydergine is a type of ergot, a common rye fungus. When hydergine was being tested for other purposes in the late 1940's, many elderly subjects were reporting increased mental functions. Nowadays, hydergine is a very popular and inexpensive treatment for senility. It is the first drug to show strength against Alzheimer's disease. Hydregine prevents damage to brain cells from insufficient oxygen, increases brain cell metabolism, and causes dendrites (branches of a nerve cell that receive information). Hydergine even appears to repair damage to brain cells. Note - hydergine effectively synergizes with piracetam. If you plan on taking the two together, scale the dosage down on each. Warnings - large doses may cause nausea or headaches. Strangely enough, an overdose of hydergine may cause amnesiac effects. If this should occur, just 1 '% ' osage. Piracetam Piracetam started the new pharmaceutical category of nootropics (Gr. "acting on the mind"). Piracetam is similar in composition to the amino acid pyroglutamate. Benefits - Piracetam has been shown to enhance learning and memory. Piracetam promotes the flow of information between hemispheres of the brain. When these two side "talk" to each other, flashes of creativity (the eureka effect) often occur. Piracetam uses up large amounts of acetylcholine, so a choline supplement will probably help in maximizing the effects. Piracetam synergizes well with DMAE, centrophenoxine, and hydergine. Warnings - Negative effects are very uncommon, but can include insomnia, nausea, and headaches. The toxicity level of piracetam is unknown. Oxiracetam Benefits - Oxiracetam is an analog of piracetam. Oxiracetam's potency is greater than piracetam and is more effective in memory improvement, concentration and stimulating alertness. Warnings - Like piracetam, oxiracetam is very safe at all dosage levels. DHEA Benefits - Dehydroepiandrosterone is the most abundant steroid found in the body, and aids in fighting obesity, aging, and cancer. Studies have linked low DHEA levels in the body with nerve degeneration. Furthermore, DHEA guards brain cells from Alzheimer's and other degenerative diseases. Warnings - not much research identifies the side effects of long term use of DHEA. Fipexide Benefits - Fipexide improves short term memory and attention span. In addition to its cognitive enhancing effects, fipexide enhances the effects of dopamine (the neurotransmitter responsible for motivation and emotions), which can help lessen depression. Warnings - No known side effects in recent medical literature. Vasopressin Vasopressin is a hormone released by the pituitary gland and is used for imprinting new material into memory. Benefits - Vasopressin improves memory retention and recall, concentration, and attention. Certain drugs, such as LSD and cocaine, deplete the body's natural supply of vasopressin, so inhaling a spray of vasopressin can replenish the body. Also, since the release of vasopressin is impeded by alcohol and marijuana, a dose of bottled vasopressin will compensate. Warnings - Can produce the following side effects: runny or itching nose, abdominal cramps, increased bowel movements. Shouldn't be used by people with high blood pressure. NOTE: Vasopressin may be extremely difficult to obtain now -- it has been taken off the market in every country except for Spain. Vincamine Benefits - increases blood flow to the brain while enhancing the brain's use of oxygen. This can help in conditions such as vertigo, depression, hypertension, and mood changes, all which are often related to insufficient blood flow to the brain. Warning - Very rarely causes stomach cramps, which will disappear when usage is halted. Vinpocetine Benefits - Since vinpocetine and vincamine are both extracts of the periwinkle, they have similar functions. Aids cerebral functions by increasing blood flow to the brain, augmenting brain molecular energy, and fully utilizing glucose and oxygen. Vinpocetine is used in Europe to treat many illnesses related to poor cerebral circulation, including poor sight, poor hearing, headaches, and memory problems. Vinpocetine has even been tested to improve memory even on healthy subjects. Warnings - Vinpocetine is safer than vincamine, and it's side effects are rare. They include high blood pressure, dry mouth, and weakness. Vinpocetine has no toxicity. Phenytoin Benefits - Phenytoin is known best for its treatment of epilepsy. Phenytoin has been reported to increase several forms of cognition, in particular concentration. It has been shown to have a normalizing effect - persons who experience a lot of anxiety or fear are calmed down, while passive people become more assertive. Warnings - Sometimes causes a depletion of vitamin B-12 and a increased need for thyroid hormone. Propranolol Hydrochloride Benefits - Propranolol Hydrochloride blocks the receptor site for adrenaline in muscular tissues. When someone is afraid, they release large quantities of adrenaline into the bloodstream, causing increased heart rate, etc. Often, this is an undesired effect, particularly when the fear-inducing situation doesn't call for fighting or fleeing. By taking propranolol, you can think clearly when fear would normally prevent such. Warnings - Lowers blood pressure. Always take propranolol with food, or it will cause nausea. Never take propranolol before an athletic event or when adrenaline would be useful. Phenylalanine Phenylalanine is an amino acid that is converted to tyrosine once inside the body, and stimulate mental capabilities. It is a popular ingredient in smart drinks. Tyrosine Another amino acid, tyrosine is converted to dopamine, an aggression enhancer and aphrodisiac, when in the body. Vitamins -------------- Vitamin B-1 Benefits - Vitamin B-1 is an anti-oxidant, protecting the nerve cells from harmful oxidizing agents. Dosage - 50-1000 mg/day in 3 doses. All B vitamins are water soluble, so the body cannot store them. Vitamin B-3 Benefits - Niacin has been shown in tests to increase memory in healthy subjects by 10-40%. Dosage - 50-500 mg/day in 3 doses. At high levels, vitamin B- 3 can cause a "niacin rush," in which a flushing of the skin and tingling occurs. This rush is not harmful, and will disappear after continued use. Warnings - People with high blood pressure, diabetes and ulcers should only take niacin under a physician's supervision. Vitamin B-5 Benefits - B-5 enhances stamina and is a anti-oxidant. B-5 is crucial for the formation of steroid hormones, and is necessary for the conversion of acetylcholine from choline. Dosage - 250-1000 mg/day in 3 doses. Warnings - Large doses may cause diarrhea. This symptom will disappear after continued use. Vitamin B-6 Benefits - Crucial for the formation of many neurotransmitters; serontin, dopamine, and norepinephrine in particular. Dosage - 50-200 mg/day in 3 doses. Warnings - People using Dopa-L to treat Parkinson's disease should not take B-6. Dosages greater than 200 mg have been shown to cause peripheral neuropathy. Vitamin B-12 Benefits - B-12 activates the synthesis of RNA in nerve cells, treats depression, fatigue, and headaches. Dosage - 1 mg/day Warnings - excessive intake of B-12 may cause nosebleeds or dry mouth. Vitamin E Benefits - Vitamin E is a fat-soluble (so the body is able to store) anti-oxidant, which helps delay aging. Dosage - 100-1000 mg/day. Warnings - Vitamin E has no known toxicity. Vitamin C Benefits - Vitamin C is the chief antioxidant in the body. It is necessary for creating neurotransmiiters and nerve cell formation. Dosage - 2000-5000 mg/day in 3 doses. Warnings - Too much Vitamin C can produce diarrhea. Distributors ------------------ Here is a list of mail-order sources for smart drugs. While some of these are reliable now, it is only a matter of time before the FDA gets to them too. If you are serious about nootropics, I suggest subscribing to one of the smart drug magazines below. They The best way to get nootropics are in the Mexican farmicias. Here they are available without a subscription and you can import up to 3 months personal supply. They are also very inexpensive. Qwilleran PO Box 1210 Birmingham B10 9QA England Sells most nootropics and AIDS drugs not available in the US. When writing to Qwilleran, specify what products you are interested in. B.Mougios & Co. O.E. Pittakou 23 T.K. 54645 Thessaloniki Greece Very economical prices for a large range of nootropics. Write for price list. World Health Services PO Box 20 CH-2822 Courroux Switzerland More nootropics and other unapproved drugs. Big Ben Export Co. PO Box 146 Mill Hill London NW7 3DL England Reliable but pricy export house. Accepts major credit cards. Write for list and current prices. Longevity Plus U Dubu 27 147 00 Prague 4-Branik Czech Republic Specializes in longevity drugs and carries some nootropics. J. Channet, MD Postfach CH-891 Rifferswil Switzerland Supplies KH-3. Write for current prices. Masters Marketing Co. Ltd. Masters House No 1 Marlborough Hill Harrow Middx HA1 1TW England Send a want list to get their pricing. Pharmaceuticals International 416 West San Ysidro Blvd. Suite 37 San Ysidro CA 92073 1-800-365-3698 Sells piracetam and choline, plus many others. Baxamed Switzerland Medical Center Realpstrasse 83 CH-4054 Basel Switzerland Provides a wide range of nootropics, but is a bit expensive. Fountain Research PO Box 250 Lower Lake CA 95457 1-800-659-1915 Provides liquid Deprenyl. Discovery Experimental and Development, Inc. 29949 S.R. 54 West Wesley Chapel FL 33534 Provides liquid Deprenyl. InHome Health Services PO Box 3112 CH-2800 Delemont Switzerland Provides acetyl l-carnitine, hydergine, procaine, piracetam, propranolol, vincamine, and other foreign drugs. IHS has been hit hard with the FDA crackdown, but is under new management and has been able to deliver packages that were previously detained. Life Services Supplements 81 First Ave Atlantic Highlands NJ 07716 Sells the complete Durk Pearson and Sandy Shaw Designer Food Line, plus books and videos. Monthly catalogs (the Life Net News) showcase particular products and contain interviews with people who use the Designer Food Line. Free catalog. LSS often has 35% off sales. Nutritional Engineering, Ltd. PO Box 1320 Grand Cayman British West Indies Distributors of Dr. Ana Aslan's Vitacel (Gerovital) line of drugs and vitamins. Free literature. Nutrient Cafe Wholesale PO Box 170156 San Francisco CA 94117-0156 Excellent company that produces and distributes smart drinks. "Renew-You," is a neuroamino quick energy formula that contains tyrosine, d,l-phenylalanine, DMAE, pyroglutamate, and a host of anti-oxidants. $37.50 a bottle (83 servings). "Intellex," a mental performance formula, contains choline, pyroglutamate, tyrosine, taurine, gingko, DMAE, and high B-12. Intellex is $35.00 a bottle (83 servings). Nutrient Cafe is a major distributor for smart bars and raves, and is the cheapest supplier per serving. Source Naturals PO Box 2118 Santa Cruz CA 95063 Source Naturals sells natural formulas including Coenzyme Q10, bee pollen, and a slew of vitamins. Source Natural sells DMAE (350mg) and gingko biloba (ext. 60 mg) for decent prices. Free price list. Quotaz S.A. P7, 20-21 (Planken) D-6800 Mannheim 1 Germany Sells acetyl L-carnitine, lucidril, oxiracetam, hydergine, piracetam, and others. Locates other hard-to-find drugs upon request. Write for current catalog and prices. Smart Products 870 Market Street Suite 1262 San Francisco CA 94102 Another Durk and Sandy distributor with their own monthly catalog, the Intelliscope. The Intelliscope offers in-depth investigations of the latest D&S products, plus some bits and pieces on FDA shenanigans. Free catalog. Vitamin Research Products 35579 Hwy. 50 East Carson City NV 89701 Sells DMAE, ginkgo, choline, antioxidants, B vitamin complexes and other vitamin products. Free detailed catalog. Institute of Aging Control and Nutritional Medicine 360 San Miguel Dr Suite 208 Newport Beach CA 92660 Title says it all. Sells vitamins and books on life extension. Free information. Nutriguard Research PO Box 865 Encinitas CA 92023 Free catalog of nutrient supplements and vitamins. Twinlab 2120 Smithtown Ave Ronkonkoma NY 11779 Suppliers of vitamins, minerals, and other nutritional supplements. Free big catalog of every vitamin imaginable. Interlab BCM Box 5890 London WC1N 3XX England Provides many non-FDA approved drugs. Like InHome Health Services, Interlab was hit hard with the FDA crackdown. Present status is shaky, and they may not deliver to the US anymore. Write for the latest information. Uptime PO Box 90659 Santa Barbara CA 93190-0659 Sells Uptime (a pill of vitamin C, wheat germ, spirulina, microalgae, bee pollen, calcium, papaya, alfalfa, and cayenne pepper in a base of ginkgo biloba) and Downtime (a mixture of chamomile, Valerian root, black cohosh, lavender, and rosemary). A 60-caplet bottle of either is $11.95. Smart Drug Books and Newsletters -------------------------------------- Nootropic News PO Box 177M Camrillo CA 93011 Nootropic News is an indispensable newsletter for smart drug users. Nootropic News has reviews and synopses of medical literature, articles on the effects of synergy, and updates on the Federal Drug Administration crackdown on nootropics. Publishes a directory of active distributors. Subscriptions are $12.00 a year. Cognitive Enhancement Research Institute PO Box 4029 Menlo Park CA 94026 CERI's goal is to encourage education and research in the fields of nootropics and other "cognitive biotechnologies." CERI publishes a newsletter, Smart Drug News, ten times annually. SDN has editorials on government agencies and policies, the status of the FDA's crackdown, in-depth narratives on research, and a question and answer column. Subscriptions are $40.00 in the US and $49.00 overseas. Smart Drugs and Nutrients by Ward Dean and John Morgenthaler Smart Drugs and nutrients is possibly the best book on nootropics. Before you even think of experimenting with smart drugs, you should read this book. SD&N is filled with scientific data, case studies, descriptions of drugs, and detailed side effects and dosages. Dean and Morgenthaler have also written a second volume of the series, aptly titled Smart Drugs II. Mind Food and Smart Pills by Ross Pelton and Taffy Clark Pelton Similar to SD&N, but focuses more on vitamins and nutrients than drugs. Excellent source of natural intelligence increasing substances. Life Extension: A Practical Scientific Approach by Durk Pearson and Sandy Shaw Everything you need to know about natural life extension: includes information on oxidation, free radicals, vitamins and nutrients, exercises, and medical data. The companion to this volume, The Life Extension Companion, contains updated details on life extension. The Complete Guide to Anti-Aging Nutrients by Sheldon Saul Hendler, M.D. Easy to read book on anti-aging. Drugs Available Abroad Jerry L.Schlesser, Ed. Contains a thousand drugs not approved by the FDA but available in other countries. Includes dosage, precautions, effects, etc. How to Live Longer and Feel Better by Linus Pauling Dr. Linus Pauling, winner of two Nobel prizes for his work in biochemistry, discusses the benefits of Vitamin C (among other things) in this book. Orphan Drugs by Kenneth and Lois Anderson Reference guide of drugs not available in the US. Includes an index for the diseases and symptoms the drugs are used for. Cryonics -------- Cryonics is the process of deep freezing a dead person in the hopes that he or she may somehow be revived by the superior medical technology of the future. Obviously, cryonics has still not been proven to be successful, yet. ALCOR 12327 Dohert St. Riverside CA 92503 ALCOR is a company that maintains cryogenically frozen "patients" until their reanimation. Order the book, "Cryonics: Reaching for Tomorrow," which explains cryonics procedures, the status of cryonics, with legal and moral questions answered. If you want to be frozen, contact ALCOR for the latest prices. Cryonics magazine monthly, $25 (USA); $35 (Canada/Mexico), $40 (foreign). Cryonics Institute 24443 Roanoke Oak Park MI 48237 Another cryonics and suspension vendor. The Cryonics Institute publishes The Immortalist ($25/year US; $30 Canada and Mexico, $40 foreign), a monthly cryonics journal. Cyberpunk Art ------------------- As technology changes, so does the manner in which humans create art. The tools they use and the subjects they illustrate reflects the technological atmosphere of that time. Below are some artists who represent the digital age of technology. Some use computers and digital electronics in their creations, others merely illustrate the pervading atmosphere of computers, electronics, global media, and instant communications. Cyberpunk Music ---------------------- There is great debate to what constitutes "cyberpunk music." In truth, cyberpunks themselves listen to whatever they want: metal, rap, rock, jazz, classical, or techno. But there are certain types of music that embody the cyberpunk ethic: use of computers and electronics, a appreciation for the underground, and a "do it yourself" ethic. Some bands choose to show this in different ways: the militaristic overtones of Front 242, the pure, sterile electronics of Kraftwerk, or the overt cyberpunk aesthetics of Max M. Publications ------------------ Aktivitat IAC 108 Cummings Park Crescent Northfield Aberdeen AB2 7AR Scotland Magazine devoted to the best band that ever lived, Kraftwerk. Reviews of bootlegs, rare recordings, and information about the grandfathers of modern dance/industrial/house/rap music. Music from the Empty Quarter PO Box 87 Ilford, Essex IG1 3HJ United Kingdom Well-written magazine/catalog devoted to industrial, goth and electronic music. Huge selection of tapes and CDs, plus a lot of rarities. Recommended. Cybernoise Essential Publications Graham Needham 75 Lavernock Road Penarth, S.Glam CF6 2NY United Kingdom Industrial and cyberpunk music fanzine, mostly mainstream. Issue #2 contains the "Cyber Directory," which is a worldwide guide to electronic music artists, record labels, magazines, fan clubs, and mail-order companies. Each issue is L1.50 (UK), L2 (Europe), and L2.50 (rest of the world). Essential Publications also publishes Destination Jarre, a magazine dedicated to the phenomenal French composer, Jean Michel Jarre. Jarre is a true avant-garde musician - he broke ground in multimedia performances, electronic music compositions, and composed the first piece of music to be played in space. Technology Works POB 477 Placentia CA 92670-0477 Small but solid magazine featuring bands like Front 242, Einsturzende Neubauten, Clock DVA, and Nitzer Ebb. News, interviews, and reviews. Each issue is $1.50. For Crying Out Loud POB 64875 Los Angeles CA 90064-0875 Large format magazine of electronic beat music. Each issue includes interviews and a tape of featured bands, plus reviews of recordings and other zines. Recommended. Issues are $6.00. Futureshock Incision 2791 Jos St.Louis Windsor Ontario Canada N8T 2M7 Interviews and reviews of cyberindustrial bands. Good layout with machine-like layout. Each issue is $2.50. Crewzine Druzicova 2 82102 Bratislava Slovakia A magazine devoted to "Electronic Body Music," and cyber / industrial music. Reviews and interviews, mostly European acts, plus contacts. Well worth the $3.00 (US and Europe, $4.00 foreign). Comes in either English or Slovakian. Highly recommended. Industrial Nation 114 1/2 E. College Iowa City IA 52240 Thick gothic/industrial zine, weird artwork, interviews with mainstream bands, and extensive record reviews. Great contacts/personals section! $2.50 an issue. Softwatch c/o A.G.Burnham 70 Old Hinckley Road Nuneaton, Warwickshire CV10 0AB UK Softwatch is an amazing contact-resource databank whose issue two exceeded 250 pages, each filled with addresses, magazines, books, labels, and recordings. Update newsletters arrive frequently, and are pretty big and information-rich themselves. $3.50 for each supplement, and worth it. Don't just ask for the information, send this guy stuff for review. A project like this is indispensable, so help him out! Electronic Cottage c/o Hal McGee PO Box 140368 Gainesville FL 32614-0368 An in-depth journals of the home taper scene, cassette culture, and electronic and experimental music - the only music that hasn't be sullied or corrupted by mainstream record companies. The musicians profiled in EC are the ultimate in do-it- yourself, using jury-rigged electronic equipment to produce their music. Past issues have included interviews with the legendary Al Margolis, Chris Phinney, reviews of tapes, and instructions on how to make your own experimental music. Write for the current prices for this excellent magazine; back issues are $4-5. Keyboard PO Box 50404 Boulder CO 8032-0404 Mainstream magazine for keyboard, synthesizer, and drum machine users. Each issue of Keyboard has reviews of latest products and news of upcoming ones, plus interviews with popular keyboardists. Subscriptions are $27.95 for 12 issues. Since Keyboard is pretty mainstream, it can be found in most bookstores. Industrial Gear POB 747 Lansdowne PA 19050 Free dance, goth, and industrial music magazine. IG has a Philadelphia slant, but its reviews and interviews are worth reading. Electronic Lists and Publications --------------------------------------- Kraftwerk List kraftwerk-request@cs.uwp.edu Discussion of Kraftwerk music, concerts, rare recordings, history, and side-projects. This same site also has the Jean Michel Jarre list jarre-request@cs.uwp.edu. New Music List nm-list-request@beach.cis.ufl.edu Discussion of real industrial bands, not that crap like NIN. Reviews and discographies, plus concert information. NetJam netjam-request@xcf.berkeley.edu Provides the means for people to collaborate on musical composition by sending MIDI (Musical Instrument Digital Interface) files to and from collaborators, or archiving them for everyone's use. Also, NetJam has implemented a wide area MIDI network allowing for real time musical rendezvous. The NetJam ftp site is at xcf.berkeley.edu /misc/netjam. rec.music.synth Information on synthesizers and synth music. rec.music.industrial Usenet group devoted to so-called "industrial" music. The fare here is usually pretty light, with occasionally some worthwhile discussion. bit.listserv.emusic-l Bitnet list of all forms of electronic music and instruments. comp.music Computer generated music, MIDI material and news. Reviews and details of popular computer music programs. Catalogs -------------- Soleilmoon Recordings PO Box 83296 Portland OR 97283 Throbbing Gristle, Zoviet France, Sleep Chamber, plus other bizarre industrial groups. Also carries many recordings from DOV, Silent, and Sub Rosa labels. Free catalog. Danse Macabre Luitpoldplatz 18 8580 Bayreuth Germany Superb record label profiling top-notch European groups. Order the Placebo Effect "Galleries of Pain" CD - it features the most brutal, dark electronic dance music. The Danse Macabre Sampler is also of high quality. Write for catalog/price list. Highly recommended. Harsh Reality Music POB 241661 Memphis TN 38124-1661 Really obscure music - home taper and underground experimental/electronic music. Also carries t-shirts of some of the bands in their catalog. Great prices, free catalog. Axiom Records c/o Downtown Music Gallery 211 East 5th Street New York NY 10003 Digital recordings of international and experimental music. Free catalog. GPC Productions POB 1515 Allentown PA 18105-1515 Thick magazine with an accompanying tape. Hundreds of reviews of all sorts of underground experimental music, videos, and catalogs. The accompanying tape is always worthwhile - easily worth the price alone. GPC is now also a record label, so contact them for more information. Highly recommended. Nettwerk Productions 1250 W.6 Ave Vancouver BC V6H 1A5 Canada Skinny Puppy, Severed Heads, Sarah McLachlan, MOEV, Manufacture, mostly mainstream industrial; singles and CDs, even has postcards and posters. Write for price list. DOVentertainment 2 Bloor St. W., Suite 100-159 Toronto, Ontario M4W 3E2 Techno, weird, experimental, and industrial music; all cds (DOV stands for Death of Vinyl). Lots of compilations and Subgenius stuff. Free catalog. RRRecords 151 Paige Street Lowell MA 01852 Underground experimental music, mostly noise recordings. If you're looking for Das Synth Mischgewebe, Konstruktivits, or Gerogerigegege, get it here! Plus RRRecords sells "sampler" tapes with 20 or so bands each for a few bucks. Free catalog. Sound of Pig c/o Al Margolis POB 150022 Van Brunt Station Brooklyn NY 11215 Electronic music and home-taper king Al Margolis runs this top rate outfit. SOP carries tons of off-the-wall recordings from around the globe, most of which you won't find anywhere else. Great prices. Free catalog. Projekt POB 1591 Garden Grove CA 92642-1591 Gothic and industrial music distributor. Free catalog. Charnel House Productions POB 170277 San Francisco CA 94117-0277 Carries stuff like Crash Worship, Trance, and Japanese noise music. Good list of compilations. Free catalog. Realization Recordings 9452 Telephone Road #116 Ventura CA 93004 White-noise electronic landscape music. The "As Yet Untitled" compilation CD is of particularly good quality; includes groups Dimthingshine, Static Effect, PBK, and Illusion of Safety. The CD comes with contact information for each band. Price $8.00. Realization Recordings also sells tapes and CDs of other performances. Free information. Computers and Music 647 Mission Street San Francisco CA 94105 Combination catalog and magazine of music software, MIDI equipment and interfaces, and sequencers. Covers most home computer platforms: Atari, IBM, and Mac. Free catalog. Fluxus N.2 Via Bergamo, 27 20135 Milan Italy Fluxus buys, distributes, trades the following: weird, industrial, concrete, noise, computer, experimental, unorthodox music, videos, and printed matter. Artists are invited to send demo material as well. Their Katalog comes out every three months and costs 2 IRCs and a SAE. Science and the Arts POB 27555 Oakland CA 94602 A team of a genetic biologist and a musician collaborated in producing music that is mapped from a DNA molecule, using its code as a musical scale. So far they have produced three tapes, each is $10.50 plus $1.50 postage. Casio Corporation 15 Gardner Road Fairfield NJ 07006 215.575.7400 Keyboards and digital samplers. Free catalog. Roland Corporation 7200 Dominion Circle Los Angeles CA 90040 213.685.5141 Quality keyboards and synthesizers. Free catalog. Yamaha Music Corporation Digital Musical Instrument Division PO Box 6600 Buena Park CA 90622 714.522.9011 Keyboards and digital musical instruments. Free catalog. Visual and Performance Artists ------------------------------------ The OTIS project (The Operative Term is STIMULATE) sunsite.unc.edu /pub/multimedia/pictures/OTIS /projects/otis "OTIS is here for the purpose of distributing original artwork and photographs over the network for public perusal, scutiny, and distribution. Digital immortality. The basic idea behind "digital immortality" is that computer networks are here to stay and that anything interesting you deposit on them will be around near-forever. The GIFs and JPGs of today will be the artifacts of a digital future. Perhaps they'll be put into a different format, perhaps only surviving on backup tapes....but they'll be there...and someone will dig them up. If that doesn't interest you...OTIS also offers a forum for critique and exhibition of your works...a virtual art gallery that never closes and exists in an information dimension where your submissions will hang as wallpaper on thousands of glowing monitors. Suddenly, life is breathed into your work...and by merit of its stimulus, it will travel the globe on pulses of light and electrons. Spectators are welcome also, feel free to browse the gallery and let the artists know what you think of their efforts. Keep your own copies of the images to look at when you've got the gumption....that's what they're here for." (Ed Stastny, OTIS director). The ftp sites also contain files on how to upload images. If you don't have access to the Internet, there is some OTIS material on the Underground Cafe (402.339.0179) and CyberDen (415.472.5527) Fractal Art alt.fractals.pictures Download these fractal pictures onto your PC. Stelarc Stelarc is an Australian performance artist who believes the human body has reached obsolescence. He maintains that we must improve it, and amplify its functions. His art shows usually have him amplifying his body - adding a third arm, heightening body signals, such as brain waves, blood flow, heart rate, and muscle stimulation. He does this through attaching an assortment of electronic equipment to his body, and plugging wires into his flesh. Black Ice magazine interviewed Stelarc in their premier issue. Stelarc has an audio recording out on Anckarstrom Recordings (Sweden). Virtual Object PO Box 1032 Darlinghurst NSW 2010 Australia Virtual Object is more or less an Australian version of Survival Research Laboratories, but puts less emphasis on the robotic destruction. Virtual Object aims more at cybernetically enhanced sculptures, junk sculpture, holography, and high-tech media stunts. Kodak Center for Creative Imaging Course catalog of "creative imaging," which is the "art" of messing around with photos using computers and other techniques. Flipping through the catalog reminds me a lot of Mondo 2000, and I wasn't surprised to see that Mr. Bart Nagel (photo editor of Mondo 2000) teaches a class. Let's hope creative imaging is a fad and not a trend. Free course catalog. Subterranean Blacklight Studios PO Box 9038 Akron OH 44305 SBS is a multimedia and video production group that specializes in guerilla television and appropriated video clips. Also performs light and video shows at raves. Write for more information. Survival Research Laboratories 1458-C San Bruno Ave San Francisco CA 94110 415.641.8065 SRL is a performance art group from San Francisco CA. It was started in the late 70's by Mark Pauline, who took the name from an ad he saw in an old issue of Soldier of Fortune magazine. SRL builds death robots - frightening machines that spew fire, have swinging blades, spiked wheels, and cannons - and then sets them loose in open parking lots. Some of these machines fight each other, some gang up on larger, bully-robots, others wander around aimlessly smashing whatever is in their way, and others threaten the crowd. These robot wars are an orgy of broken glass, leaking fuel, scraping metal, fiery explosions, and blood and gore from slaughtered animal carcasses. Survival Research Labs names each one of its spectacles with cheerful names like "Bitter Messages of Hopeless Grief" and "Careless Abuse of Premeditated Uncertainty." Lately, SRL has been getting more and more high-tech. They have acquired very advanced equipment from military and industrial sources (most likely as a result of government cutbacks in the military). One of the more interesting devices SRL uses at their shows is a machine that resonates at the exact frequency that the human body resonates, causing the crowd to shake uncontrollably. SRL sells videos and posters of their shows, plus a press book ($7). Write for a price list. also sold through Loompanics and Target Video 678 S. Van Ness San Francisco CA 94110 HR Giger H.R. Giger is most famous for designing the aliens in the Aliens movies. His works are marked by the characteristic of blending biological and organic subjects with mechanical features. The overall effect is cyberpunk with a macabre twist. Books by Giger are Necronomicon and Biomechanics. The HR Giger FAQ is available from ftp.u.washington.edu in the cyberpunk archives. alt.artcom Art and technology symbiosis. Discussion of OTIS, deconstructionist art, postmodernism, and hitech-art. Cyber Art Books Art Futura Each spring Art Futura is held in Barcelona, Spain. The conference highlights new forms of art, technology, and media. Each conference has an accompanying book that displays the highlights of the event. Cyberarts by Linda Jacobson Excellent book that covers all forms of computer assisted art including computer graphics, computer "painting" and art, virtual reality and interactive telepresence, computer music and MIDI. Fractals: The Patterns of Chaos by John Briggs Basic book on the nature and beauty of fractals. The MIDI Book by Steve De Furia Everything you need to know about MIDI (Musical Instrument Digital Interface), including techniques, interface electronics, sequencers, and MIDI applications. Synthesizer Basics by Brent Hurtig Taken from the pages of Keyboard magazine, Synthesizer Basic covers the history of synthesizers, MIDI, choosing and buying a synth, and setting up your own electronic recording studio. Computer Graphics ----------------------- Magazines ---------- Computer Graphics World One Technology Park Drive POB 987 Westford MA 01886 Absolutely the best computer graphics magazine. The photos and graphics are in full color, the product guides are first rate, and the articles are always timely and cutting-edge. CGW also has extensive resources lists for their feature articles. Twelve issues are $48 (US); $59 (Canada and Mexico); $69 (International). Verbum 2187-C San Elijo Ave Cardiff CA 92007 Verbum is a magazine dedicated to all forms of electronic design, multimedia, and the digital arts. Highly recommended. Four issues are $24 (US); $28 (Canada and Mexico); $45 (International). Verbum also publishes Verbum Interactive, a CD-ROM for Macs. VI is a gallery of animation and multimedia clips, demo programs, interactive columns and feature articles, and CD quality sound and music. $49.95 an issue (must have a SE/30 or Mac II). ACM Transactions on Graphics Association for Computing Machinery POB 12105 Church Street Station New York NY 10249 Published quarterly. Highly technical information on computer graphics. Computer Graphics Forum Journals Marketing Manager Blackwell Publishers Three Cambridge Center Cambridge MA 01242 An international magazine reporting research, new developments, and projects in the entire computer graphics field. Write for current subscription rates. Pixel: The Magazine of Scientific Visualization Pixel Communications, Inc 245 Henry Street., Suite 2-G Brooklyn NY 11201 Includes reviews of visualization products and experiments you can conduct on your own PC. $21 for USA and Canada; $51 international. Pixel Vision POB 1138 Madison Square Station New York NY 10159 Pixel Vision is a French/American magazine that covers the latest trends and techniques of the field. Subscription is $35 a year. Computer Artist POB 2649 Tulsa OK 74101-9632 800.331.4463 Quarterly publication has a computer graphics gallery. $19.95 a year (24.95 Canada & Mexico, 28.95 overseas). Computer Graphics Review Intertec Publishing Corporation 9221 Quivira Road Overland Park KS 66215 This monthly magazine is provided free to qualified people in the computer graphics industry. Send for an application. Leonardo Journal of the International Society for the Arts, Sciences and Technology Pergamon Press Inc. 395 Saw Mill River Road Elmsford NY 10523 NewMedia Hypermedia Communications, Inc 901 Mariner's Island Blvd., Suite 365 San Mateo CA 94404 Informative and timely multimedia magazine, covering everything from software to hardware reviews. Free to qualified professionals. $48 in the US, $82 in Canada and Mexico, $96 foreign. SIGGRAPH 212.869.7440 SIGGRAPH is the Association for Computing Machinery's special interest group for computer graphics. SIGGRAPH holds an annual conference and publishes a journal of computer graphics. Call for more information. Electronic Sources and Software There a lots of ray tracers, radiosity, and rendering programs available throughout the Internet. Check the computer graphics FAQ or telnet to Archie to locate some good ones. Comp.graphics usually posts announcements of new programs, too. Some sites for you to start out with: wuarchive.wustl.edu (/graphics/graphics) - you might want to download the CONTENTS file to see what is on here.... there's a lot! surya.waterloo.edu (/graphics) - ray tracers and such. lyapunov.ucsd.edu - repository for programs dealing with nonlinear dynamics, fractals, etc. New Tek's Video Toaster 215 SE 8th Street Topeka KS 66603 Very powerful Amiga graphics program. Toaster List listserv@karazm.math.uh.edu with a message body of "subscribe toaster-list" comp.graphics Anything that has to do with computer grapics gets posted here. The computer graphics FAQ available at pit-manager.mit.edu (pub/usenet/answers). There is a mail server at the site as well (mail-server@pit-manager.mit.edu. "help" in Subject field.) Computer Graphics Books ----------------------------- Computer Graphics: Principles and Practice by J.Foley, A. Van Dam, S. Feiner, and J.Hughes Computer Animation: Theory and Practice by N. Magnenat Thalmann and D.Thalmann Creating and Animating the Virtual World by Thalmann and Thalmann Desktop Computer Animation: A Handbook for Low-Cost Computer Animation by Gregory MacNicol Cyberpunk Films, Movies, Shows and Videos ----------------------------------------------- Blade Runner Blade Runner is the quintessential cyberpunk film, and perhaps the first visualization of a cyberpunk world, predating even Gibson's Neuromancer. Blade Runner is loosely based on Philip K. Dick's story, Do Androids Dream of Electric Sheep. The setting for the film is Los Angeles in the year 2019: gigantic skyscrapers and bright neon signs and billboards dwarf the inhabitants below. Life on the street is urban chaos - mixes of different races, predominantly non-white, pack the raining streets, all speaking a polyglot-street-tongue. The story involves a "blade runner," Deckard, to come out of retirement to hunt down renegade replicants. A replicant is an android manufactured by the Tyrell Corporation that possesses characteristics so human it is nearly impossible to tell the difference. Blade Runners are the "police" that hunt down and kill replicants that are out of control. Throughout the movie, the director (Ridley Scott) plays on the notion that the androids are really more "human" than the human blade runners. This seems to be a theme that Philip K Dick used often in his stories: the question of what constitutes humanity. But it is the scenes in Blade Runner, and not the plot, that make the movie the lush spectacle it is. There are two versions of Blade Runner: the one released to audiences in 1982 and the far superior directors cut, released in 1992. The book, Retrofitting Blade Runner , is a collection of critical essays about Blade Runner. The Blade Runner FAQ in ftp.u.washington.edu in the directory /public/alt.cyberpunk. Total Recall Another movie based on a story by Philip K Dick. In an attempt to escape his dull life, Arnold Schwarzenegger visits a company that implants "memories" of exciting, action-packed vacations. He chooses to be a secret agent in the Mars colony as his "vacation." Throughout the film, both Arnold and the audience are unsure if he really is a secret agent, or if the whole movie is an implant. THX 1138 George Lucas's first major film is set in the far future where humanity lives in subterranean cities. The cities are governed by computers, policed by robots, and are unsettling clean and sterile. Citizens are forced to take drugs that inhibit their passions, and are assigned alphanumeric codes instead of names. The action starts when one citizen, THX-1138, cuts back on his drug ration and falls in love with another citizen. Lawnmower Man A half-wit is mentally augmented with smart drugs, computers, and virtual reality until he reaches god-like mental powers. Slow pace, bizarre editing, and inane handling cripple this movie, but the special effects might warrant a rental. Terminator I and II Robots from a machine and computer controlled future travel time to assassinate the young leader of the human rebel movement. Absolutely stunning visual effects. Videodrome A sleaze-TV executive scans satellite channels and discovers a mysterious channel that broadcasts a torture program entitled Videodrome. The program broadcasts some sort of mind-control frequency causing its viewers to hallucinate and become more violent. The tv exec investigates and finds out a man, Brian O'Blivion is behind Videodrome. The problem is, no one has ever seen O'Blivion - he exists only on reels and reels of television footage. Naked Lunch David Cronenberg's film of the making of Naked Lunch, the novel. Peter Weller plays Burroughs perfectly - the suit and hat, and the detached, hollow look. Most of the movie has Burroughs traveling to and from the Interzone, where he meets a assortment of buglike creatures. Tetsuo, the Iron Man Japanese splatter/super-hero film about a man who dicovers one day that wires are growing out of his skin. He slowly becomes more and more consumed by wires and metal. Highly disturbing film. Akira Akira is a animated Japanese film set in post-nuclear war Neo- Tokyo. Roving gangs and factions fight in streets lined with megalithic skyscrapers, while the government experiments with a force of pure energy called Akira. Max Headroom Postmodern/cyberpunk TV show that is set "20 minutes in the Future." The world of Max Headroom is controlled by conglomerate TV stations and corporations. Some episodes, including the excellent pilot show, is available on video. Robocop I and II A near-future Detroit is rampant with crime, police are striking, and a mega-corporation wants to market robot policemen. Unfortunately for the mega-corp, their first Robocop has memories from his past life as a real cop and hunts down the villains that previously killed him. The less successful, but still darkly funny, Robocop II deals with high-powered drugs, child drug-dealers, and the subverting of governments by high-powered corporations. The Mind's Eye and Beyond the Mind's Eye Hour-long videos of the best computer animation. These videotapes can be bought from most videostores. Wargames The movie that simultaneously inspired a generation of hackers and made the public paranoid of computer intrusion. Wargames is the story of a ne'er-do-well high-school student who accidentally breaks into the US Defense computer, causing it to prepare for nuclear war. Mad Max Series The Mad Max series of films is the reversal of the typical cyberpunk scene of overcrowded urban landscapes - they are set in barren Australian deserts after some sort of apocalypse. Nomadic gangs of maruaders fight for gasoline and food, or attack primitive settlements. Mad Max is an ex-cop who aids the settlers against the car gangs. Raves ----------- Raves are all-night parties, open to anyone, but usually held in secret places. Directions to these locations are usually on a colorful flyer, which is often doubled as a ticket and "invitation." Like any youth-driven party, loud music is played, chemical substances are consumed, and participants dance wildly. Supposedly the combination of these elements promotes a sense of comradery among participants. Raves are considered to be the total subjective experience - everyone is being bombarded with sensory stimuli and somehow throughout the night they develop some sort of kinship. Raves also have the distinction of having the worst fashion among any musical trend, perhaps even disco. Music ----------- The music of choice at rave is usually techno, which is divided into several genres: classic electronic dance (like Kraftwerk, Depeche Mode), house (electronics with soul or rap vocals), acid house (a more liquidy version of house), ambient (new age-like, repetitive, calming), Tribal (electronic trance inducing music, like the drums of the prehistoric man), and hardcore techno (straight, fast driving beat, often without vocals). The DJ is the supreme master of the rave - it is he who selects and manipulates the music in a fashion that will sate the revelers. Visuals ------------- Rave visuals include computer graphics displayed on a large screen TV or videowall, strobe lights, lasers, videotape loops, and the actual ravers themselves. Ravers try to outdo each other in the outlandishness of their costumes, producing an overall tacky effect. Drugs ----------- To further distort their state of consciousness, a raver may take a rainbow of drugs, vitamins, and chemicals. Popular substances include smart drugs, Nitrous Oxide (taken from whipped cream cans), acid, ecstasy, and (somewhat mundane among these other chemicals) marijuana. Ecstasy - also known as methylenedimethoxymethamphetamine, MDMA, X, or XTC. Ecstasy was created in the 1910's but was not available until the early 1970's, when it became a popular drug with the hippy crowd. In 1985, it was declared illegal by the United States government. Ecstasy is noted for it's ability to amplify emotions, increase energy, and promote empathy and acceptance of other people. Ecstasy has many annoying side effects, such as increased heart rate, higher blood pressure, an increase in body temperature, and muscle tension. Also, Ecstasy bought on the street usually contains impurities - usually LSD, PCP, or heroin. The Usenet group alt.drugs has more information on Ecstasy (among other things...). Books: Ecstasy: The MDMA Story by Bruce Eisner Includes history and effects. PIKHAL: A Chemical Love Story by Alex and Ann Shulgin Novel about the use of psychedelics including Ecstasy. Rave Magazines -------------------- Project X 37 West 20th Street Suite #1007 New York City NY 10011 Well produced, full color New York rave zine with gossip columns (complete with people in those outrageous costumes), rave reviews, music reviews, and such. A cavalcade of freaks and transvestites, bedecked in ugly costumes and shod in horrible platform shoes. Project X is recommended if you are like techno music and rave culture. $3.00 an issue. Matrix Benier Koranache 600 River Place #6632 Detroit MI 48207-5026 email: semite@aol.com Detroit techno magazine that is expanding it's coverage. Write for further details and current prices. Under One Sky c/o Heather Lotruglio 2249 E. 21 St. Brooklyn NY 11229 Rave magazine that covers the entire techno underground with special emphasis on artist interviews. Also has articles on e-mail and the electronic global village. UOS includes techno charts from radio stations and DJs from around the world. Tech 17 #101-1265 Dogwood Cres. North Vancouver BC V7P 1H2 Canada Free techno music and rave magazine. Rave E-lists ------------------ Midwest Raves mw-raves-request@engin.umich.edu Announcements and reviews for local raves. Covers the Great Lakes and midwest area of the US. South East Raves listserv@auvm.bitnet Maintains calendar of upcoming events and listings of clubs that play techno music, and a list of alternative record stores. Archives at ftp.american.edu /listlogs/seraves. Pittsburgh-Cleveland Raves pb-cle-raves-request@telerama.pgh.pa.us Announces raves in the Cleveland, Akron, Columbus, and Pittsburgh area. San Francisco and Bay Area Raves sfraves-request@soda.berkeley.edu Covers raves in northern California and the Bay area. Most active of the reegional lists. Southern California Raves socal-raves-request@uscd.edu Covers the southern California/Los Angeles area. North East Raves ne-raves-request@silver.ics.mit.edu Covers New York, Philadelphia, Washington, Boston, and the north east states. Maryland Raves UMD-centric-cyberpun@wam.umd.edu Includes the mid-Atlantic region. Florida Raves steve@sunrise.cse.fau.edu Includes Florida and some south-east raves. BPM Request bpm-request@andrew.cmu.edu Electronic list aimed specifically at DJs. Discussion on rare recordings, mixing, turntables, and putting on a rave. KLF/Orb List klf-request@asylum.sf.ca.us Special interest mailing list for fans of the KLF or the Orb. alt.rave Usenet group on everything rave-oriented. FAQ list in soda.berkeley.edu /pub/raves. This site also has compilation reviews, rave poster images, information on ecstasy, and news articles. Assemblage rapotter@colby.edu E-mail rave culture magazine. Reviews of raves, critiques, and the social implications of rave culture. Highly recommended if you're into this stuff. XDZebra ftp'able from ftp.rahul.net /pub/atman/UTLCD_preview/xdz-reviews Techno CD reviews written by the Transdimensional Zebra. The latest reviews are posted on alt.rave, later to be archived. Rave Catalogs ------------------- Interphase Mail Order c/o Bjoern Einan Storgata 132 A 9008 Tromso Norway Norwegian Catalog. Rare and European stuff. Silent 540 Alabama Suite 315 San Francisco CA 94110 Great catalog of techno, industrial, and dance music, including many hard to find titles. Recently Silent has added a techno-only branch to it's catalog. Free catalog. Innovative Record Source 1729 N. Warren Milwaukee WI 53202 #414.225.9397 Rare, imported, and mainstream techno recordings. Write or call for a price list. Hyperdelic Video 737 Pine Street #5 San Francisco CA 98107 From their promo sheet: "Hyperdelic video is a San Francisco/Tokyo based "transmedia" company involved in the fields of video, computer graphics, live visual display system design, electronic music, performance art, fashion, and graphic design. Formed in 1988 in Tokyo, Japan by two Australian artists (Andrew Frith and David Richardson) Hyperdelic is recognized as one of the pioneers of "cyber-video" or "video- drug" as it is known in Japan. Their work has appeared on both American and Japanese cable, satellite, and national TV and they have collaborated on projects with many of the leading names in the music, art, and scientific communities including Psychic TV, Adrian Sherwood, The Shamen, 808 State, Moby, Derek May, EMF, Dee-lite, Pop Will Eat Itself, YMO, Altern-8, E-lustrious, Dr. Timothy Leary, NHK Enterprises,ˇTelepresence Research, Anarchic Adjustment, and Eastern Blocˇrecords.ˇ With the increased data handling capabilities that theˇ"digitization" of mass media has enabled, there is an increasingˇtrend for information and data to be presented visually and whereˇpossible interactively. It is interesting to note that in theˇEnglish language the idiom "I see" denotes completeˇunderstanding. The "RAMification of information" has enabledˇwhat is being labelled "multi-media" to emerge whereby separatelyˇdiscrete media are being linked together via special interfacing.ˇHyperdelic aims to go beyond "multi-media" and hopes to be partˇof the "Transmedia" revolution that has just begun, a revolutionˇwhere all media will appear to merge into one, the bordersˇbetween one and another will blur and where new modes ofˇcommunication will be conceived."ˇ Each Hyperdelic tape has a musical theme (house, industrial,ˇambient, techno, etc.) and each is one hour long. Tapes are $20ˇand include postage and handling if ordered in the US; all otherˇorders add $3.ˇˇˇPlanet X Musicˇ308 George StreetˇNew Brunswick NJˇ08901ˇ908.249.0304ˇ Huge techno selection of imports and independent labels.ˇFree information.ˇˇˇWattsˇ516.596.1888ˇ Techno and house 12"s, MCs, CDs, and LPs. Large importˇselection. Wholesale orders only. Call for information.ˇˇˇRaveVisionˇPO Box 73099ˇ2131 Lawrence Ave E.ˇScar., OntarioˇM1R 5G5ˇCanadaˇ Carries those polarized glasses (the ones that give thatˇ"rainbow effect" when you look at lights) that are so popular atˇraves. Write for prices - they're pretty inexpensive and theyˇhave different ones to choose from.ˇˇˇZochi Speaksˇc/o Lord Nose!ˇPO Box 170473RˇSan Francisco CAˇ94117ˇ Full color booklet/poster on twelve kinds of psychedelics.ˇ$24.00 plus postage. Write for more information.ˇˇˇˇ Rave Clothing and Fashionˇ -------------------------------ˇˇCronan Artefactˇ11 Zoe StreetˇSan Francisco CAˇ94107-1709ˇ Comfortable rave and regular clothing from the Walking Man.ˇFree information.ˇˇˇAmebaˇ1732 Haight StreetˇSan Francisco CAˇ94117ˇ1.800.BYAMEBAˇ Hooded pull-over shirts, big t-shirts, jester hats, beanies,ˇand other rave clothes. Ameba also sells acid house music tapes.ˇFree catalog.ˇˇˇBerkeley Designsˇ2615 Shasta RoadˇBerkeley CAˇZIP Codeˇ High quality full color fractal t-shirts and ties. FreeˇCatalog.ˇˇˇ Affordable High Technologyˇ --------------------------------ˇˇˇ Virtual Realityˇ -----------------------ˇˇ In a Virtual Reality, a computer acts as a mediator betweenˇflesh and an artificially created environment.ˇ To be true Virtual reality, a system must be three things.ˇ First, it must be totally immersive. Usually, a computerˇonly offers a flat surface for display in the form of a CRT or aˇLCD panel. VR allows the display to be three dimensional and aˇfull 360 degrees of panorama, plus a display on top and below.ˇSound and touch add to the total immersion effect. This outputˇis given by a variety of devices, including head mountedˇdisplays, stereoscopic lenses, tactile feedback devices, andˇstereo headphones.ˇ Second, VR must be navigable - you must be able to exploreˇit. This is done through input devices like eye positionˇtrackers, Six dimensional mice, head movement trackers, andˇglove-like pointing devices.ˇ Third, VR must be manipulative. You must be able toˇinteract with the environment. This can be done through devicesˇlike a data glove (you can "pick up" things) and tactile feedbackˇ(you can actually "feel" the surface of "objects").ˇ The benefits of VR are obvious. Of course the entertainmentˇindustry is scrambling to develop VR systems. Many gamesˇincorporate the second and third elements, but the first is stillˇtoo costly. The medical and engineering fields are alsoˇinterested in VR, and an architect will have the chance to "walkˇthrough" his creation before it is even built. Of course, VR hasˇmilitary uses as well - pilots can steer warplanes that are milesˇaway and have no fear of putting their lives on the line.ˇThrough virtual reality, wars can reach a level of video gameˇentertainment.ˇ Virtual Reality also offers an exciting possibility forˇcomputer networks like the Internet. Instead of sendingˇelectronic mail or convening at certain chat sites (which areˇpresently all text only) people can meet "in person" and interactˇwith each other as if they were corporeal. But VR has a long wayˇto go before those days.ˇ Virtual Reality has become a fad and buzzword of the earlyˇnineties. A lot of hype surrounds it now, but for VR to even beˇconsidered a consumer reality, the costs of the equipment must goˇdown drastically. The spearhead of the industry will probably beˇhome entertainment systems, like the Sega and Super Nintendo.ˇˇCheap VR - It is possible to run a VR system on a souped up Macˇor 486+ or Unix Workstation right now, but the prices still run aˇlittle high for equipment. One alternative is to convertˇhardware like the Mattel Powerglove or Sega VR equipment intoˇinput devices and use one of the many public domain or sharewareˇVR programs as your developing kit. The best sources forˇinformation of this sort can be found in the magazine PCVR andˇthe sci.virtual-worlds newsgroup.ˇˇˇˇ VR Companiesˇ ------------------ˇˇ The VR industry is similar to all technology orientedˇindustries: the tech is always changing, and the prices areˇalways dropping. If you are interested in any of the belowˇproducts, write to the company for more information and prices.ˇˇˇVPL Researchˇ3977 East Bayshore Rd.ˇPalo Alto CAˇ94303ˇ Jaron Lanier, the grandfather of virtual reality, startedˇthis company and spurred on the still-young VR industry. Sinceˇthen VPL Research hit the skids and all the patents went to aˇFrench backer, Thomson


E-Mail Fredric L. Rice / The Skeptic Tank