HOLY COW! The damned thing is full of stuff about bombs!

What are we to make of this?

First, it should be acknowledged that spreading knowledge about demolitions to teenagers is a highly and deliberately antisocial act. It is not, however, illegal.

Second, it should be recognized that most of these philes were in fact WRITTEN by teenagers. Most adult American males who can remember their teenage years will recognize that the notion of building a flamethrower in your garage is an incredibly neat-o idea. ACTUALLY, building a flamethrower in your garage, however, is fraught with discouraging difficulty. Stuffing gunpowder into a booby-trapped flashlight, so as to blow the arm off your high-school vice-principal, can be a thing of dark beauty to contemplate. Actually committing assault by explosives will earn you the sustained attention of the federal Bureau of Alcohol, Tobacco and Firearms.

Some people, however, will actually try these plans. A determinedly murderous American teenager can probably buy or steal a handgun far more easily than he can brew fake "napalm" in the kitchen sink. Nevertheless, if temptation is spread before people, a certain number will succumb, and a small minority will actually attempt these stunts. A large minority of that small minority will either fail or, quite likely, maim themselves, since these "philes" have not been checked for accuracy, are not the product of professional experience, and are often highly fanciful. But the gloating menace of these philes is not to be entirely dismissed.

Hackers may not be "serious" about bombing; if they were, we would hear far more about exploding flashlights, homemade bazookas, and gym teachers poisoned by chlorine and potassium. However, hackers are VERY serious about forbidden knowledge. They are possessed not merely by curiosity, but by a positive LUST TO KNOW. The desire to know what others don't is scarcely new. But the INTENSITY of this desire, as manifested by these young technophilic denizens of the Information Age, may in fact BE new, and may represent some basic shift in social values—a harbinger of what the world may come to, as society lays more and more value on the possession, assimilation and retailing of INFORMATION as a basic commodity of daily life.

There have always been young men with obsessive interests in these topics. Never before, however, have they been able to network so extensively and easily, and to propagandize their interests with impunity to random passers-by. High-school teachers will recognize that there's always one in a crowd, but when the one in a crowd escapes control by jumping into the phone-lines, and becomes a hundred such kids all together on a board, then trouble is brewing visibly. The urge of authority to DO SOMETHING, even something drastic, is hard to resist. And in 1990, authority did something. In fact authority did a great deal.

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The process by which boards create hackers goes something like this. A youngster becomes interested in computers—usually, computer games. He hears from friends that "bulletin boards" exist where games can be obtained for free. (Many computer games are "freeware," not copyrighted—invented simply for the love of it and given away to the public; some of these games are quite good.) He bugs his parents for a modem, or quite often, uses his parents' modem.

The world of boards suddenly opens up. Computer games can be quite expensive, real budget-breakers for a kid, but pirated games, stripped of copy protection, are cheap or free. They are also illegal, but it is very rare, almost unheard of, for a small-scale software pirate to be prosecuted. Once "cracked" of its copy protection, the program, being digital data, becomes infinitely reproducible. Even the instructions to the game, any manuals that accompany it, can be reproduced as text files, or photocopied from legitimate sets. Other users on boards can give many useful hints in game-playing tactics. And a youngster with an infinite supply of free computer games can certainly cut quite a swath among his modem-less friends.