CHAPTER 1 THE TECH MODEL RAILROAD CLUB

Hackers, Heroes of the Computer Revolution, by Steven Levy

(C)1984 by Steven Levy

Chapters 1 and 2 of

Hackers, Heroes of the Computer Revolution

by Steven Levy

Who's Who

The Wizards and their Machines

Bob Albrecht

Found of People's Computer Company who took visceral pleasure

in exposing youngsters to computers.

Altair 8800

The pioneering microcomputer that galvanized hardware hackers.

Building this kit made you learn hacking. Then you tried to

figure out what to DO with it.

Apple II ][

Steve Wozniak's friendly, flaky, good-looking computer,

wildly successful and the spark and soul of a thriving industry.

Atari 800

This home computer gave great graphics to game hackers like John Harris,

though the company that made it was loath to tell you how it worked.

Bob and Carolyn Box

World-record-holding gold prospectors turned software stars,

working for Sierra On-Line.

Doug Carlston

Corporate lawyer who chucked it all to form the Broderbund

software company.

Bob Davis

Left job in liquor store to become best-selling author

of Sierra On-Line computer game "Ulysses and the Golden Fleece."

Success was his downfall.

Peter Deutsch

Bad in sports, brilliant at math, Peter was still in short pants

when he stubled on the TX-0 at MIT--and hacked it

along with the masters.

Steve Dompier

Homebrew member who first made the Altair sing,

and later wrote the "Targe" game on the Sol

which entranced Tom Snyder.

John Draper

The notorious "Captain Crunch" who fearlessly explored

the phone systems, got jailed, hacked microprocessors.

Cigarettes made his violent.

Mark Duchaineau

The young Dungeonmaster who copy-protected On-Lines disks

at his whim.

Chris Esponosa

Fourteen-year-old follower of Steve Wozniak

and early Apple employee.

Lee Felsenstein

Former "military editor" of Berkeley Barb,

and hero of an imaginary science-fiction novel,

he designed computers with "junkyard" approach

and was central figure in Bay Area hardware

hacking in the seventies.

Ed Fredkin

Gentle founder of Information International,

thought himself world's greates programmer

until he met Stew Nelson. Father figure to hackers.

Gordon French

Silver-haired hardware hacker whose garage held not cars

but his homebrewed Chicken Hawk comptuer, then held the

first Homebrew Computer Club meeting.

Richard Garriott

Astronaut's son who, as Lord British,

created Ultima world on computer disks.

Bill Gates

Cocky wizard, Harvard dropout who wrote Altair BASIC,

and complained when hackers copied it.

Bill Gosper

Horwitz of computer keyboards, master math and LIFE hacker

at MIT AI lab, guru of the Hacker Ethic and student of

Chinese restaurant menus.

Richard Greenblatt

Single-minded, unkempt, prolific, and canonical MIT hacker

who went into night phase so often that he zorched

his academic career. The hacker's hacker.

John Harris

The young Atari 800 game hacker who became Sierra On-Line's

star programmer, but yearned for female companionship.

IBM-PC

IBM's entry into the personal computer market

which amazingly included a bit of the Hacker Ethic,

and took over. [H.E. as open architecture.]

IBM 704

IBM was The Enemy, and this was its machine,

the Hulking Giant computer in MIT's Building 26.

Later modified into the IBM 709, then the IBM 7090.

Batch-processed and intolerable.

Jerry Jewell

Vietnam vet turned programmer who founded Sirius Software.

Steven Jobs

Visionary, beaded, non-hacking youngster who took

Wozniak's Apple II ][, made a lot of deals,

and formed a company that would make a billion dollars.

Tom Knight

At sixteen, an MIT hacker who would name the

Incompatible Time-sharing System. Later a

Greenblatt nemesis over the LISP machine schism.

Alan Kotok

The chubby MIT student from Jersey who worked

under the rail layout at TMRC, learned the phone system

at Western Electric, and became a legendary TX-0 and PDP-1 hacker.

Effrem Lipkin

Hacker-activist from New York who loved machines

but hated their uses. Co-Founded Community Memory;

friend of Felsenstein.

LISP Machine

The ultimate hacker computer, invented mosly by Greenblatt

and subject of a bitter dispute at MIT.

"Uncle" John McCarthy

Absent-minded but brilliant MIT [later Stanford] professor

who helped pioneer computer chess, artificial intelligence, LISP.

Bob Marsh

Berkeley-ite and Homebrewer who shared garage with Felsenstein

and founded Processor Technology, which made the Sol computer.

Roger Melen

Homebrewer who co-founded Cromemco company to make

circuit boards for Altair. His "Dazzler" played LIFE

programs on his kitchen table.

Louis Merton

Pseudonym for the AI chess hacker whose tendency

to go catatonic brought the hacker community together.

Jude Milhon

Met Lee Felsenstein through a classified ad in the

Berkeley Barb, and became more than a friend--

a member of the Community Memory collective.

Marvin Minsky

Playful and brilliant MIT prof who headed the AI lave

and allowed the hackers to run free.

Fred Moore

Vagabond pacifist who hated money, loved technology,

and co-founded Homebrew Club.

Stewart Nelson

Buck-toothed, diminutive, but fiery AI lab hacker

who connected the PDP-1 comptuer to hack the phone system.

Later co-founded the Systems Concepts company.

Ted Nelson

Self-described "innovator" and noted curmudgeon

who self-published the influential Computer Lib book.

Russel Noftsker

Harried administrator of MIT AI lab in the late sixties;

later president of Symbolics company.

Adam Osborne

Bangkok-born publisher-turned-computer-manufacturer

who considered himself a philsopher. Founded Osborne

Computer Company to make "adequate" machines.

PDP-1

Digital Equipment's first minicomputer, and in 1961

an interactive godsend to the MIT hackers and a

slap in the face to IBM fascism.

PDP-6

Designed in part by Kotok, this mainframe computer

was cornerstone of AI lab, with its gorgeious instruction set

and sixteen sexy registers.

Tom Pittman

The religious Homebrew hacker who lost his wife

but kept the faith with his Tiny Basic.

Ed Roberts

Enigmatic founder of MITS company who shook the world

with his Altair computer. He wanted to help people

build mental pyramids.

Steve [Slug] Russell

McCarthy's "coolie," who hacked the Spacewar program,

first videogame, on the PDP-1. Never made a dime from it.

Peter Samson

MIT hacker, one of the first, who loved systems, trains,

TX-0, music, parliamentary procedure, pranks, and hacking.

Bob Saunders

Jolly, balding TMRC hacker who married early,

hacked till late at night eating "lemon gunkies,"

and mastered the "CBS Strategy on Spacewar.

Warren Schwader

Big blond hacker from rural Wisconsin who went from

the assembly line to software stardom but couldn't

reconcile the shift with his devotion to Jehovah's Witnesses.

David Silver

Left school at fourteen to be mascot of AI lab;

maker of illicit keys and builder of a tiny robot

that did the impossible.

Dan Sokol

Long-haired prankster who reveled in revealing technological

secrets at Homebrew Club. Helped "liberate" Alair BASIC

on paper tape.

Les Solomon

Editor of Popular Electroics, the puller of strings

who set the computer revolution into motion.

Marty Spergel

The Junk Man, the Homebrew member who supplied circuits

and cables and could make you a deal for anything.

Richard Stallman

The Last of the Hackers, who vowed to defend

the principles of Hackerism to the bitter end.

Remained at MIT until there was no one to eat

Chinese food with.

Jeff Stephenson

Thirty-year-old martial arts veteran and hacker

who was astounded that joining Sierra On-Line

meant enrolling in Summer Camp.

Jay Sullivan

MAddeningly clam wizard-level programmer at Informatics who

impressed Ken Williams by knowing the meaning of the word "any."

Dick Sunderland

Chalk-complexioned MBA who believed that firm managerial

bureaucracy was a worth goal, but as president of Sierra On-Line

found that hackers didn't think that way.

Gerry Sussman

Young MIT hacker branded "loser" because he smoked a pipe

and "munged" his programs; later became "winner" by algorithmic magic.

Margot Tommervik

With her husband Al, long-haired Margot parlayed her

game show winnings into a magazine that deified the Apple Computer.

Tom Swift Terminal

Lee Felsenstein's legendary, never-to-be-built computer terminal

which would give the user ultimate leave to get his hands on the world.

TX-0

Filled a small room, but in the late fifties this $3 million machine

was the world's first personal computer--for the community of

MIT hackers that formed around it.

Jim Warren

Portly purveyor of "techno-gossip" at Homebrew,

he was first editor of hippie-styled Dr. Dobbs Journal,

later started the lucrative Computer Faire.

Randy Wigginton

Fifteen-year-old member of Steve Wozniak's kiddie corps,

he help Woz trundle the Apple II to Homebrew.

Still in high school when he became Apple's first software employee.

Ken Williams

Arrogant and brilliant young programmer who saw the writing on the CRT

and started Sierra On-Line to make a killing and improve society

by selling games for the Apple computer.

Roberta Williams

Ken Williams' timid wife who rediscovered her own creativity

by writing "Mystery House," the first of her many bestselling

computer games.

Steven "Woz" Wozniak

Openhearted, technologically daring hardware hacker

from San Jose suburbs. Woz built the Apple Computer

for the pleasure of himself and friends.

PART ONE True Hackers

CAMBRIDGE: The Fifties and Sixties

CHAPTER 1 THE TECH MODEL RAILROAD CLUB

Just why Peter Samson was wandering around in Building 26 in the

middle of the night is a matter that he would find difficult to

explain. Some things are not spoken. If you were like the

people whom Peter Samson was coming to know and befriend in this,

his freshman year at the Massachusetts Institute of Technology in

the winter of 1958-59, no explanation would be required.

Wandering around the labyrinth of laboratories and storerooms,

searching for the secrets of telephone switching in machine

rooms, tracing paths of wires or relays in subterranean steam

tunnels . . . for some, it was common behavior, and there was

no need to justify the impulse, when confronted with a closed

door with an unbearably intriguing noise behind it, to open the

door uninvited. And then, if there was no one to physically bar

access to whatever was making that intriguing noise, to touch the

machine, start flicking switches and noting responses, and

eventually to loosen a screw, unhook a template, jiggle some

diodes and tweak a few connections. Peter Samson and his friends

had grown up with a specific relationship to the world, wherein

things had meaning only if you found out how they worked. And

how would you go about that if not by getting your hands on them?

It was in the basement of Building 26 that Samson and his friends

discovered the EAM room. Building 26 was a long glass-and-steel

structure, one of MIT's newer buildings, contrasting with the

venerable pillared structures that fronted the Institute on

Massachusetts Avenue. In the basement of this building void of

personality, the EAM room. Electronic Accounting Machinery. A

room that housed machines which ran like computers.

Not many people in 1959 had even seen a computer, let alone

touched one. Samson, a wiry, curly-haired redhead with a way of

extending his vowels so that it would seem he was racing through

lists of possible meanings of statements in mid-word, had viewed

computers on his visits to MIT from his hometown of Lowell,

Massachusetts, less than thirty miles from campus. This made him

a "Cambridge urchin," one of dozens of science-crazy high

schoolers in the region who were drawn, as if by gravitational

pull, to the Cambridge campus. He had even tried to rig up his

own computer with discarded parts of old pinball machines: they

were the best source of logic elements he could find.

LOGIC ELEMENTS: the term seems to encapsulate what drew Peter

Samson, son of a mill machinery repairman, to electronics. The

subject made sense. When you grow up with an insatiable

curiosity as to how things work, the delight you find upon

discovering something as elegant as circuit logic, where all

connections have to complete their loops, is profoundly

thrilling. Peter Samson, who early on appreciated the

mathematical simplicity of these things, could recall seeing a

television show on Boston's public TV channel, WGBH, which gave a

rudimentary introduction to programming a computer in its own

language. It fired his imagination: to Peter Samson, a computer

was surely like Aladdin's lamp--rub it, and it would do your

bidding. So he tried to learn more about the field, built

machines of his own, entered science project competitions and

contests, and went to the place that people of his ilk aspired

to: MIT. The repository of the very brightest of those weird

high school kids with owl-like glasses and underdeveloped

pectorals who dazzled math teachers and flunked PE, who dreamed

not of scoring on prom night, but of getting to the finals of the

General Electric Science Fair competition. MIT, where he would

wander the hallways at two o'clock in the morning, looking for

something interesting, and where he would indeed discover

something that would help draw him deeply into a new form of

creative process, and a new life-style, and would put him into

the forefront of a society envisioned only by a few

science-fiction writers of mild disrepute. He would discover a

computer that he could play with.

The EAM room which Samson had chanced on was loaded with large

keypunch machines the size of squat file cabinets. No one was

protecting them: the room was staffed only by day, when a select

group who had attained official clearance were privileged enough

to submit long manila cards to operators who would then use these

machines to punch holes in them according to what data the

privileged ones wanted entered on the cards. A hole in the card

would represent some instruction to the computer, telling it to

put a piece of data somewhere, or perform a function on a piece

of data, or move a piece of data from one place to another. An

entire stack of these cards made one computer program, a program

being a series of instructions which yield some expected result,

just as the instructions in a recipe, when precisely followed,

lead to a cake. Those cards would be taken to yet another

operator upstairs who would feed the cards into a "reader" that

would note where the holes were and dispatch this information to

the IBM 704 computer on the first floor of Building 26. The

Hulking Giant.

The IBM 704 cost several million dollars, took up an entire room,

needed constant attention from a cadre of professional machine

operators, and required special air-conditioning so that the

glowing vacuum tubes inside it would not heat up to

data-destroying temperatures. When the air-conditioning broke

down--a fairly common occurrences--a loud gong would sound, and

three engineers would spring from a nearby office to frantically

take covers off the machine so its innards wouldn't melt. All

these people in charge of punching cards, feeding them into

readers, and pressing buttons and switches on the machine were

what was commonly called a Priesthood, and those privileged

enough to submit data to those most holy priests were the

official acolytes. It was an almost ritualistic exchange.

ACOLYTE: Oh machine, would you accept my offer of information so

you may run my program and perhaps give me a computation?

PRIEST (on behalf of the machine): We will try. We promise

nothing.

As a general rule, even these most privileged of acolytes were

not allowed direct access to the machine itself, and they would

not be able to see for hours, sometimes for days, the results of

the machine's ingestion of their "batch" of cards.

This was something Samson knew, and of course it frustrated the

hell out of Samson, who wanted to get at the damn machine. For

this was what life was all about.

What Samson did not know, and was delighted to discover, was that

the EAM room also had a particular keypunch machine called the

407. Not only could it punch cards, but it could also read

cards, sort them, and print them on listings. No one seemed to

be guarding these machines, which were computers, sort of. Of

course, using them would be no picnic: one needed to actually

wire up what was called a plug board, a two-inch-by-two-inch

plastic square with a mass of holes in it. If you put hundreds

of wires through the holes in a certain order, you would get

something that looked like a rat's nest but would fit into this

electromechanical machine and alter its personality. It could do

what you wanted it to do.

So, without any authorization whatsoever, that is what Peter

Samson set out to do, along with a few friends of his from an MIT

organization with a special interest in model railroading. It

was a casual, unthinking step into a science-fiction future, but

that was typical of the way that an odd subculture was pulling

itself up by its bootstraps and growing to underground

prominence--to become a culture that would be the impolite,

unsanctioned soul of computerdom. It was among the first

computer hacker escapades of the Tech Model Railroad Club, or

TMRC.

* * *

Peter Samson had been a member of the Tech Model Railroad Club

since his first week at MIT in the fall of 1958. The first event

that entering MIT freshmen attended was a traditional welcoming

lecture, the same one that had been given for as long as anyone

at MIT could remember. LOOK AT THE PERSON TO YOUR LEFT . . .

LOOK AT THE PERSON TO YOUR RIGHT . . . ONE OF YOU THREE WILL NOT

GRADUATE FROM THE INSTITUTE. The intended effect of the speech

was to create that horrid feeling in the back of the collective

freshman throat that signaled unprecedented dread. All their

lives, these freshmen had been almost exempt from academic

pressure. The exemption had been earned by virtue of brilliance.

Now each of them had a person to the right and a person to the

left who was just as smart. Maybe even smarter.

But to certain students this was no challenge at all. To these

youngsters, classmates were perceived in a sort of friendly haze:

maybe they would be of assistance in the consuming quest to find

out how things worked, and then to master them. There were

enough obstacles to learning already--why bother with stupid

things like brown-nosing teachers and striving for grades? To

students like Peter Samson, the quest meant more than the degree.

Sometime after the lecture came Freshman Midway. All the campus

organizations--special-interest groups, fraternities, and such--

set up booths in a large gymnasium to try to recruit new members.

The group that snagged Peter was the Tech Model Railroad Club.

Its members, bright-eyed and crew-cutted upperclassmen who spoke

with the spasmodic cadences of people who want words out of the

way in a hurry, boasted a spectacular display of HO gauge trains

they had in a permanent clubroom in Building 20. Peter Samson

had long been fascinated by trains, especially subways. So he

went along on the walking tour to the building, a shingle-clad

temporary structure built during World War II. The hallways were

cavernous, and even though the clubroom was on the second floor

it had the dank, dimly lit feel of a basement.

The clubroom was dominated by the huge train layout. It just

about filled the room, and if you stood in the little control

area called "the notch" you could see a little town, a little

industrial area, a tiny working trolley line, a papier-mache

mountain, and of course a lot of trains and tracks. The trains

were meticulously crafted to resemble their full-scale

counterparts, and they chugged along the twists and turns of

track with picture-book perfection.

And then Peter Samson looked underneath the chest-high boards

which held the layout. It took his breath away. Underneath this

layout was a more massive matrix of wires and relays,and crossbar

switches than Peter Samson had ever dreamed existed. There were

neat regimental lines of switches, and achingly regular rows of

dull bronze relays, and a long, rambling tangle of red, blue, and

yellow wires--twisting and twirling like a rainbow-colored

explosion of Einstein's hair. It was an incredibly complicated

system, and Peter Samson vowed to find out how it worked.

The Tech Model Railroad Club awarded its members a key to the

clubroom after they logged forty hours of work on the layout.

Freshman Midway had been on a Friday. By Monday, Peter Samson

had his key.

* * *

There were two factions of TMRC. Some members loved the idea of

spending their time building and painting replicas of certain

trains with historical and emotional value, or creating realistic

scenery for the layout. This was the knife-and-paintbrush

contingent, and it subscribed to railroad magazines and booked

the club for trips on aging train lines. The other faction

centered on the Signals and Power Subcommittee of the club, and

it cared far more about what went on under the layout. This was

The System, which worked something like a collaboration between

Rube Goldberg and Wernher von Braun, and it was constantly being

improved, revamped, perfected, and sometimes "gronked"--in club

jargon, screwed up. S&P people were obsessed with the way The

System worked, its increasing complexities, how any change you

made would affect other parts, and how you could put those

relationships between the parts to optimal use.

Many of the parts for The System had been donated by the Western

Electric College Gift Plan, directly from the phone company. The

club's faculty advisor was also in charge of the campus phone

system, and had seen to it that sophisticated phone equipment was

available for the model railroaders. Using that equipment as a

starting point, the Railroaders had devised a scheme which

enabled several people to control trains at once, even if the

trains were at different parts of the same track. Using dials

appropriated from telephones, the TMRC "engineers" could specify

which block of track they wanted control of, and run a train from

there. This was done by using several types of phone company

relays, including crossbar executors and step switches which let

you actually hear the power being transferred from one block to

another by an other-worldly chunka-chunka-chunka sound.

It was the S&P group who devised this fiendishly ingenious

scheme, and it was the S&P group who harbored the kind of

restless curiosity which led them to root around campus buildings

in search of ways to get their hands on computers. They were

lifelong disciples of a Hands-On Imperative. Head of S&P was an

upperclassman named Bob Saunders, with ruddy, bulbous features,

an infectious laugh, and a talent for switch gear. As a child in

Chicago, he had built a high-frequency transformer for a high

school project; it was his six-foot-high version of a Tesla coil,

something devised by an engineer in the 1800s which was supposed

to send out furious waves of electrical power. Saunders said his

coil project managed to blow out television reception for blocks

around. Another person who gravitated to S&P was Alan Kotok, a

plump, chinless, thick-spectacled New Jerseyite in Samson's

class. Kotok's family could recall him, at age three, prying a

plug out of a wall with a screwdriver and causing a hissing

shower of sparks to erupt. When he was six, he was building and

wiring lamps. In high school he had once gone on a tour of the

Mobil Research Lab in nearby Haddonfield, and saw his first

computer--the exhilaration of that experience helped him decide

to enter MIT. In his freshman year, he earned a reputation as

one of TMRC's most capable S&P people.

The S&P people were the ones who spent Saturdays going to Eli

Heffron's junkyard in Somerville scrounging for parts, who would

spend hours on their backs resting on little rolling chairs they

called "bunkies" to get underneath tight spots in the switching

system, who would work through the night making the wholly

unauthorized connection between the TMRC phone and the East

Campus. Technology was their playground.

The core members hung out at the club for hours; constantly

improving The System, arguing about what could be done next,

developing a jargon of their own that seemed incomprehensible to

outsiders who might chance on these teen-aged fanatics, with

their checked short-sleeve shirts, pencils in their pockets,

chino pants, and, always, a bottle of Coca-Cola by their side.

(TMRC purchased its own Coke machine for the then forbidding sum

of $165; at a tariff of five cents a bottle, the outlay was

replaced in three months; to facilitate sales, Saunders built a

change machine for Coke buyers that was still in use a decade

later.) When a piece of equipment wasn't working, it was

"losing"; when a piece of equipment was ruined, it was "munged"

(Mash Until No Good); the two desks in the corner of the room

were not called the office, but the "orifice"; one who insisted

on studying for courses was a "tool"; garbage was called "cruft";

and a project undertaken or a product built not solely to fulfill

some constructive goal, but with some wild pleasure taken in mere

involvement, was called a "hack."

This latter term may have been suggested by ancient MIT lingo--

the word "hack" had long been used to describe the elaborate

college pranks that MIT students would regularly devise, such as

covering the dome that overlooked the campus with reflecting

foil. But as the TMRC people used the word, there was serious

respect implied. While someone might call a clever connection

between relays a "mere hack," it would be understood that, to

qualify as a hack, the feat must be imbued with innovation,

style, and technical virtuosity. Even though one might

self-deprecatingly say he was "hacking away at The System" (much

as an axe-wielder hacks at logs), the artistry with which one

hacked was recognized to be considerable.

The most productive people working on Signals and Power called

themselves "hackers" with great pride. Within the confines of

the clubroom in Building 20, and of the "Tool Room" (where some

study and many techno bull sessions took place), they had

unilaterally endowed themselves with the heroic attributes of

Icelandic legend. This is how Peter Samson saw himself and his

friends in a Sandburg-esque poem in the club newsletter:

Switch Thrower for the World,

Fuze Tester, Maker of Routes,

Player with the Railroads and the System's Advance Chopper;

Grungy, hairy, sprawling,

Machine of the Point-Function Line-o-lite:

They tell me you are wicked and I believe them; for I have seen

your painted light bulbs under the lucite luring

the system coolies . . .

Under the tower, dust all over the place, hacking with bifur-

cated springs . . .

Hacking even as an ignorant freshman acts who has never lost

occupancy and has dropped out

Hacking the M-Boards, for under its locks are the switches, and

under its control the advance around the layout,

Hacking!

Hacking the grungy, hairy, sprawling hacks of youth; uncabled,

frying diodes, proud to be Switch-thrower, Fuze-

tester, Maker of Routes, Player with Railroads,

and Advance Chopper to the System.

Whenever they could, Samson and the others would slip off to the

EAM room with their plug boards, trying to use the machine to

keep track of the switches underneath the layout. Just as

important, they were seeing what the electromechanical counter

could do, taking it to its limit.

That spring of 1959, a new course was offered at MIT. It was the

first course in programming a computer that freshmen could take.

The teacher was a distant man with a wild shock of hair and an

equally unruly beard--John McCarthy. A master mathematician,

McCarthy was a classically absent-minded professor; stories

abounded about his habit of suddenly answering a question hours,

sometimes even days after it was first posed to him. He would

approach you in the hallway, and with no salutation would begin

speaking in his robotically precise diction, as if the pause in

conversation had been only a fraction of a second, and not a

week. Most likely, his belated response would be brilliant.

McCarthy was one of a very few people working in an entirely new

form of scientific inquiry with computers. The volatile and

controversial nature of his field of study was obvious from the

very arrogance of the name that McCarthy had bestowed upon it:

Artificial Intelligence. This man actually thought that

computers could be SMART. Even at such a science-intensive place

as MIT, most people considered the thought ridiculous: they

considered computers to be useful, if somewhat absurdly

expensive, tools for number-crunching huge calculations and for

devising missile defense systems (as MIT's largest computer, the

Whirlwind, had done for the early-warning SAGE system), but

scoffed at the thought that computers themselves could actually

be a scientific field of study, Computer Science did not

officially exist at MIT in the late fifties, and McCarthy and his

fellow computer specialists worked in the Electrical Engineering

Department, which offered the course, No. 641, that Kotok,

Samson, and a few other TRMC members took that spring.

McCarthy had started a mammoth program on the IBM 704--the

Hulking Giant--that would give it the extraordinary ability to

play chess. To critics of the budding field of Artificial

Intelligence, this was just one example of the boneheaded

optimism of people like John McCarthy. But McCarthy had a

certain vision of what computers could do, and playing chess was

only the beginning.

All fascinating stuff, but not the vision that was driving Kotok

and Samson and the others. They wanted to learn how to WORK the

damn machines, and while this new programming language called

LISP that McCarthy was talking about in 641 was interesting, it

was not nearly as interesting as the act of programming, or that

fantastic moment when you got your printout back from the

Priesthood--word from the source itself!--and could then spend

hours poring over the results of the program, what had gone wrong

with it, how it could be improved. The TMRC hackers were

devising ways to get into closer contact with the IBM 704, which

soon was upgraded to a newer model called the 709. By hanging

out at the computation center in the wee hours of the morning,

and by getting to know the Priesthood, and by bowing and scraping

the requisite number of times, people like Kotok were eventually

allowed to push a few buttons on the machine, and watch the

lights as it worked.

There were secrets to those IBM machines that had been

painstakingly learned by some of the older people at MIT with

access to the 704 and friends among the Priesthood. Amazingly, a

few of these programmers, grad students working with McCarthy,

had even written a program that utilized one of the rows of tiny

lights: the lights would be lit in such an order that it looked

like a little ball was being passed from right to left: if an

operator hit a switch at just the right time, the motion of the

lights could be reversed--Computer Ping-Pong! This obviously was

the kind of thing that you'd show off to impress your peers, who

would then take a look at the actual program you had written and

see how it was done.

To top the program, someone else might try to do the same thing

with fewer instructions--a worthy endeavor, since there was so

little room in the small "memory" of the computers of those days

that not many instructions could fit into them, John McCarthy had

once noticed how his graduate students who loitered around the

704 would work over their computer programs to get the most out

of the fewest instructions, and get the program compressed so

that fewer cards would need to be fed to the machine. Shaving

off an instruction or two was almost an obsession with them.

McCarthy compared these students to ski bums. They got the same

kind of primal thrill from "maximizing code" as fanatic skiers

got from swooshing frantically down a hill. So the practice of

taking a computer program and trying to cut off instructions

without affecting the outcome came to be called "program

bumming," and you would often hear people mumbling things like

"Maybe I can bum a few instructions out and get the octal

correction card loader down to three cards instead of four."

McCarthy in 1959 was turning his interest from chess to a new way

of talking to the computer, the whole new "language" called LISP.

Alan Kotok and his friends were more than eager to take over the

chess project. Working on the batch-processed IBM, they embarked

on the gargantuan project of teaching the 704, and later the 709,

and even after that its replacement the 7090, how to play the

game of kings. Eventually Kotok's group became the largest users

of computer time in the entire MIT computation center.

Still, working with the IBM machine was frustrating. There was

nothing worse than the long wait between the time you handed in

your cards and the time your results were handed back to you. If

you had misplaced as much as one letter in one instruction, the

program would crash, and you would have to start the whole

process over again. It went hand in hand with the stifling

proliferation of goddamn RULES that permeated the atmosphere of

the computation center. Most of the rules were designed to keep

crazy young computer fans like Samson and Kotok and Saunders

physically distant from the machine itself. The most rigid rule

of all was that no one should be able to actually touch or tamper

with the machine itself. This, of course, was what those Signals

and Power people were dying to do more than anything else in the

world, and the restrictions drove them mad.

One priest--a low-level sub-priest, really--on the late-night

shift was particularly nasty in enforcing this rule, so Samson

devised a suitable revenge. While poking around at Eli's

electronic junk shop one day, he chanced upon an electrical board

precisely like the kind of board holding the clunky vacuum tubes

which resided inside the IBM. One night, sometime before 4 A.M.,

this particular sub-priest stepped out for a minute; when he

returned, Samson told him that the machine wasn't working, but

they'd found the trouble--and held up the totally smashed module

from the old 704 he'd gotten at Eli's.

The sub-priest could hardly get the words out. "W-where did you

get that?"

Samson, who had wide green eyes that could easily look maniacal,

slowly pointed to an open place on the machine rack where, of

course, no board had ever been, but the space still looked sadly

bare. The sub-priest gasped. He made faces that indicated his

bowels were about to give out. He whimpered exhortations to the

deity. Visions, no doubt, of a million-dollar deduction from his

paycheck began flashing before him. Only after his supervisor, a

high priest with some understanding of the mentality of these

young wiseguys from the Model Railroad Club, came and explained

the situation did he calm down.

He was not the last administrator to feel the wrath of a hacker

thwarted in the quest for access.

* * *

One day a former TMRC member who was now on the MIT faculty paid

a visit to the clubroom. His name was Jack Dennis. When he had

been an undergraduate in the early 1950s, he had worked furiously

underneath the layout. Dennis lately had been working a computer

which MIT had just received from Lincoln Lab, a military

development laboratory affiliated with the Institute. The

computer was called the TX-0, and it was one of the first

transistor-run computers in the world. Lincoln Lab had used it

specifically to test a giant computer called the TX-2, which had

a memory so complex that only with this specially built little

brother could its ills be capably diagnosed. Now that its

original job was over, the three-million-dollar TX-0 had been

shipped over to the Institute on "long-term loan," and apparently

no one at Lincoln Lab had marked a calendar with a return date.

Dennis asked the S&P people at TMRC whether they would like to

see it.

Hey you nuns! Would you like to meet the Pope?

The TX-0 was in Building 26, in the second-floor Radio Laboratory

of Electronics (RLE), directly above the first-floor Computation

Center which housed the hulking IBM 704. The RLE lab resembled

the control room of an antique spaceship. The TX-0, or Tixo, as

it was sometimes called, was for its time a midget machine, since

it was one of the first computers to use finger-size transistors

instead of hand-size vacuum tubes. Still, it took up much of the

room, along with its fifteen tons of supporting air-conditioning

equipment. The TX-O's workings were mounted on several tall,

thin chassis, like rugged metal bookshelves, with tangled wires

and neat little rows of tiny, bottle-like containers in which the

transistors were inserted. Another rack had a solid metal front

speckled with grim-looking gauges. Facing the racks was an

L-shaped console, the control panel of this H. G. Wells

spaceship, with a blue countertop for your elbows and papers. On

the short arm of the L stood a Flexowriter, which resembled a

typewriter converted for tank warfare, its bottom anchored in a

military gray housing. Above the top were the control panels,

boxlike protrusions painted an institutional yellow. On the

sides of the boxes which faced the user were a few gauges,

several lines of quarter-inch blinking lights, a matrix of steel

toggle switches the size of large grains of rice, and, best of

all, an actual cathode ray tube display, round and smoke-gray.

The TMRC people were awed. THIS MACHINE DID NOT USE CARDS. The

user would first punch in a program onto a long, thin paper tape

with a Flexowriter (there were a few extra Flexowriters in an

adjoining room), then sit at the console, feed in the program by

running the tape through a reader, and be able to sit there while

the program ran. If something went wrong with the program, you

knew immediately, and you could diagnose the problem by using

some of the switches, or checking out which of the lights were

blinking or lit. The computer even had an audio output: while

the program ran, a speaker underneath the console would make a

sort of music, like a poorly tuned electric organ whose notes

would vibrate with a fuzzy, ethereal din. The chords on this

"organ" would change, depending on what data the machine was

reading at any given microsecond; after you were familiar with

the tones, you could actually HEAR what part of your program the

computer was working on. You would have to discern this, though,

over the clacking of the Flexowriter, which could make you think

you were in the middle of a machine-gun battle. Even more

amazing was that, because of these "interactive" capabilities,

and also because users seemed to be allowed blocks of time to use

the TX-0 all by themselves, you could even modify a program WHILE

SITTING AT THE COMPUTER. A miracle!

There was no way in hell that Kotok, Saunders, Samson, and the

others were going to be kept away from that machine.

Fortunately, there didn't seem to be the kind of bureaucracy

surrounding the TX-0 that there was around the IBM 704. No cadre

of officious priests. The technician in charge was a canny

white-haired Scotsman named John McKenzie. While he made sure

that graduate students and those working on funded projects--

Officially Sanctioned Users--maintained access to the machine,

McKenzie tolerated the crew of TMRC madmen who began to hang out

in the RLE lab, where the TX-0 stood.

Samson, Kotok, Saunders, and a freshman named Bob Wagner soon

figured out that the best time of all to hang out in Building 26

was at night, when no person in his right mind would have signed

up for an hour-long session on the piece of paper posted every

Friday beside the air conditioner in the RLE lab. The TX-0 as a

rule was kept running twenty-four hours a day--computers back

then were too expensive for their time to be wasted by leaving

them idle through the night, and besides, it was a hairy

procedure to get the thing up and running once it was turned off.

So the TMRC hackers, who soon were referring to themselves as

TX-0 hackers, changed their life-style to accommodate the

computer. They laid claim to what blocks of time they could, and

would "vulture time" with nocturnal visits to the lab on the off

chance that someone who was scheduled for a 3 A.M. session might

not show up.

"Oh!" Samson would say delightedly, a minute or so after someone

failed to show up at the time designated in the logbook. "Make

sure it doesn't go to waste!"

It never seemed to, because the hackers were there almost all the

time. If they weren't in the RLE lab waiting for an opening to

occur, they were in the classroom next to the TMRC clubroom, the

Tool Room, playing a "hangman"-style word game that Samson had

devised called "Come Next Door," waiting for a call from someone

who was near the TX-0, monitoring it to see if someone had not

shown up for a session. The hackers recruited a network of

informers to give advance notice of potential openings at the

computer--if a research project was not ready with its program in

time, or a professor was sick, the word would be passed to TMRC

and the hackers would appear at the TX-0, breathless and ready to

jam into the space behind the console.

Though Jack Dennis was theoretically in charge of the operation,

Dennis was teaching courses at the time, and preferred to spend

the rest of his time actually writing code for the machine.

Dennis played the role of benevolent godfather to the hackers:

he would give them a brief hands-on introduction to the machine,

point them in certain directions, be amused at their wild

programming ventures. He had little taste for administration,

though, and was just as happy to let John McKenzie run things.

McKenzie early on recognized that the interactive nature of the

TX-0 was inspiring a new form of computer programming, and the

hackers were its pioneers. So he did not lay down too many

edicts.

The atmosphere was loose enough in 1959 to accommodate the

strays--science-mad people whose curiosity burned like a hunger,

who like Peter Samson would be exploring the uncharted maze of

laboratories at MIT. The noise of the air-conditioning, the

audio output, and the drill-hammer Flexowriter would lure these

wanderers, who'd poke their heads into the lab like kittens

peering into baskets of yarn.

One of those wanderers was an outsider named Peter Deutsch. Even

before discovering the TX-0, Deutsch had developed a fascination

for computers. It began one day when he picked up a manual that

someone had discarded, a manual for an obscure form of computer

language for doing calculations. Something about the orderliness

of the computer instructions appealed to him: he would later

describe the feeling as the same kind of eerily transcendent

recognition that an artist experiences when he discovers the

medium that is absolutely right for him. THIS IS WHERE I BELONG.

Deutsch tried writing a small program, and, signing up for time

under the name of one of the priests, ran it on a computer.

Within weeks, he had attained a striking proficiency in

programming. He was only twelve years old.

He was a shy kid, strong in math and unsure of most everything

else. He was uncomfortably overweight, deficient in sports, but

an intellectual star performer. His father was a professor at

MIT, and Peter used that as his entree to explore the labs.

It was inevitable that he would be drawn to the TX-0. He first

wandered into the small "Kluge Room" (a "kluge" is a piece of

inelegantly constructed equipment that seems to defy logic by

working properly), where three off-line Flexowriters were

available for punching programs onto paper tape which would later

be fed into the TX-0. Someone was busy punching in a tape.

Peter watched for a while, then began bombarding the poor soul

with questions about that weird-looking little computer in the

next room. Then Peter went up to the TX-0 itself, examined it

closely, noting how it differed from other computers: it was

smaller, had a CRT display, and other neat toys. He decided

right then to act as if he had a perfect right to be there. He

got hold of a manual and soon was startling people by spouting

actual make-sense computer talk, and eventually was allowed to

sign up for night and weekend sessions, and to write his own

programs.

McKenzie worried that someone might accuse him of running some

sort of summer camp, with this short-pants little kid, barely

tall enough to stick his head over the TX-O's console, staring at

the code that an Officially Sanctioned User, perhaps some

self-important graduate student, would be hammering into the

Flexowriter, and saying in his squeaky, preadolescent voice

something like "Your problem is that this credit is wrong over

here . . . you need this other instruction over there," and the

self-important grad student would go crazy--WHO IS THIS LITTLE

WORM?--and start screaming at him to go out and play somewhere.

Invariably, though, Peter Deutsch's comments would turn out to be

correct. Deutsch would also brazenly announce that he was going

to write better programs than the ones currently available, and

he would go and do it.

Samson, Kotok, and the other hackers accepted Peter Deutsch: by

virtue of his computer knowledge he was worthy of equal

treatment. Deutsch was not such a favorite with the Officially

Sanctioned Users, especially when he sat behind them ready to

spring into action when they made a mistake on the Flexowriter.

These Officially Sanctioned Users appeared at the TX-0 with the

regularity of commuters. The programs they ran were statistical

analyses, cross correlations, simulations of an interior of the

nucleus of a cell. Applications. That was fine for Users, but

it was sort of a waste in the minds of the hackers. What hackers

had in mind was getting behind the console of the TX-0 much in

the same way as getting in behind the throttle of a plane, Or, as

Peter Samson, a classical music fan, put it, computing with the

TX-0 was like playing a musical instrument: an absurdly

expensive musical instrument upon which you could improvise,

compose, and, like the beatniks in Harvard Square a mile away,

wail like a banshee with total creative abandon.

One thing that enabled them to do this was the programming system

devised by Jack Dennis and another professor, Tom Stockman. When

the TX-0 arrived at MIT, it had been stripped down since its days

at Lincoln Lab: the memory had been reduced considerably, to

4,096 "words" of eighteen bits each. (A "bit" is a BInary digiT,

either a one or zero. These binary numbers are the only thing

computers understand. A series of binary numbers is called a

"word.") And the TX-0 had almost no software. So Jack Dennis,

even before he introduced the TMRC people to the TX-0, had been

writing "systems programs"--the software to help users utilize

the machine.

The first thing Dennis worked on was an assembler. This was

something that translated assembly language--which used three-

letter symbolic abbreviations that represented instructions to

the machine--into machine language, which consisted of the binary

numbers 0 and 1. The TX-0 had a rather limited assembly

language: since its design allowed only two bits of each

eighteen-bit word to be used for instructions to the computer,

only four instructions could be used (each possible two-bit

variation--00, 0 1, 10, and 11--represented an instruction).

Everything the computer did could be broken down to the execution

of one of those four instructions: it took one instruction to

add two numbers, but a series of perhaps twenty instructions to

multiply two numbers. Staring at a long list of computer

commands written as binary numbers--for example, 10011001100001--

could make you into a babbling mental case in a matter of

minutes. But the same command in assembly language might look

like this: ADD Y. After loading the computer with the assembler

that Dennis wrote, you could write programs in this simpler

symbolic form, and wait smugly while the computer did the

translation into binary for you, Then you'd feed that binary

"object" code back into the computer. The value of this was

incalculable: it enabled programmers to write in something that

LOOKED like code, rather than an endless, dizzying series of ones

and zeros.

The other program that Dennis worked on with Stockman was

something even newer--a debugger. The TX-0 came with a debugging

program called UT-3, which enabled you to talk to the computer

while it was running by typing commands directly into the

Flexowriter, But it had terrible problems-for one thing, it only

accepted typed-in code that used the octal numeric system.

"Octal" is a base-eight number system (as opposed to binary,

which is base two, and Arabic--ours-which is base ten), and it is

a difficult system to use. So Dennis and Stockman decided to

write something better than UT-3 which would enable users to use

the symbolic, easier-to-work-with assembly language. This came

to be called FLIT, and it allowed users to actually find program

bugs during a session, fix them, and keep the program running.

(Dennis would explain that "FLIT" stood for FLexowriter

Interrogation Tape, but clearly the name's real origin was the

insect spray with that brand name.) FLIT was a quantum leap

forward, since it liberated programmers to actually do original

composing on the machine--just like musicians composing on their

musical instruments. With the use of the debugger, which took up

one third of the 4,096 words of the TX-O's memory, hackers were

free to create a new, more daring style of programming.

And what did these hacker programs DO? Well, sometimes, it

didn't matter much at all what they did. Peter Samson hacked the

night away on a program that would instantly convert Arabic

numbers to Roman numerals, and Jack Dennis, after admiring the

skill with which Samson had accomplished this feat, said, "My

God, why would anyone want to do such a thing?" But Dennis knew

why. There was ample justification in the feeling of power and

accomplishment Samson got when he fed in the paper tape,

monitored the lights and switches, and saw what were once plain

old blackboard Arabic numbers coming back as the numerals the

Romans had hacked with.

In fact it was Jack Dennis who suggested to Samson that there

were considerable uses for the TX-O's ability to send noise to

the audio speaker. While there were no built-in controls for

pitch, amplitude, or tone character, there was a way to control

the speaker--sounds would be emitted depending on the state of

the fourteenth bit in the eighteen-bit words the TX-0 had in its

accumulator in a given microsecond. The sound was on or off

depending on whether bit fourteen was a one or zero. So Samson

set about writing programs that varied the binary numbers in that

slot in different ways to produce different pitches.

At that time, only a few people in the country had been

experimenting with using a computer to output any kind of music,

and the methods they had been using required massive computations

before the machine would so much as utter a note, Samson, who

reacted with impatience to those who warned he was attempting the

impossible, wanted a computer playing music right away. So he

learned to control that one bit in the accumulator so adeptly

that he could command it with the authority of Charlie Parker on

the saxophone. In a later version of this music compiler, Samson

rigged it so that if you made an error in your programming

syntax, the Flexowriter would switch to a red ribbon and print

"To err is human to forgive divine."

When outsiders heard the melodies of Johann Sebastian Bach in a

single-voice, monophonic square wave, no harmony, they were

universally unfazed. Big deal! Three million dollars for this

giant hunk of machinery, and why shouldn't it do at least as much

as a five-dollar toy piano? It was no use to explain to these

outsiders that Peter Samson had virtually bypassed the process by

which music had been made for eons. Music had always been made

by directly creating vibrations that were sound. What happened

in Samson's program was that a load of numbers, bits of

information fed into a computer, comprised a code in which the

music resided. You could spend hours staring at the code, and

not be able to divine where the music was. It only became music

while millions of blindingly brief exchanges of data were taking

place in the accumulator sitting in one of the metal, wire, and

silicon racks that comprised the TX-0. Samson had asked the

computer, which had no apparent knowledge of how to use a voice,

to lift itself in song--and the TX-0 had complied.

So it was that a computer program was not only metaphorically a

musical composition--it was LITERALLY a musical composition! It

looked like--and was--the same kind of program which yielded

complex arithmetical computations and statistical analyses.

These digits that Samson had jammed into the computer were a

universal language which could produce ANYTHING--a Bach fugue or

an anti-aircraft system.

Samson did not say any of this to the outsiders who were

unimpressed by his feat. Nor did the hackers themselves discuss

this--it is not even clear that they analyzed the phenomenon in

such cosmic terms. Peter Samson did it, and his colleagues

appreciated it, because it was obviously a neat hack. That was

justification enough.

* * *

To hackers like Bob Saunders--balding, plump, and merry disciple

of the TX-0, president of TMRC's S&P group, student of systems--

it was a perfect existence. Saunders had grown up in the suburbs

of Chicago, and for as long as he could remember the workings of

electricity and telephone circuitry had fascinated him. Before

beginning MIT, Saunders had landed a dream summer job, working

for the phone company installing central office equipment, He

would spend eight blissful hours with soldering iron and pliers

in hand, working in the bowels of various systems, an idyll

broken by lunch hours spent in deep study of phone company

manuals. It was the phone company equipment underneath the TMRC

layout that had convinced Saunders to become active in the Model

Railroad Club.

Saunders, being an upperclassman, had come to the TX-0 later in

his college career than Kotok and Samson: he had used the

breathing space to actually lay the foundation for a social life,

which included courtship of and eventual marriage to Marge

French, who had done some non-hacking computer work for a

research project. Still, the TX-0 was the center of his college

career, and he shared the common hacker experience of seeing his

grades suffer from missed classes. It didn't bother him much,

because he knew that his real education was occurring in Room 240

of Building 26, behind the Tixo console. Years later he would

describe himself and the others as "an elite group. Other people

were off studying, spending their days up on four-floor buildings

making obnoxious vapors or off in the physics lab throwing

particles at things or whatever it is they do. And we were

simply not paying attention to what other folks were doing

because we had no interest in it. They were studying what they

were studying and we were studying what we were studying. And

the fact that much of it was not on the officially approved

curriculum was by and large immaterial."

The hackers came out at night. It was the only way to take full

advantage of the crucial "off-hours" of the TX-0. During the

day, Saunders would usually manage to make an appearance in a

class or two. Then some time spent performing "basic

maintenance"--things like eating and going to the bathroom. He

might see Marge for a while. But eventually he would filter over

to Building 26. He would go over some of the programs of the

night before, printed on the nine-and-a-half-inch-wide paper that

the Flexowriter used. He would annotate and modify the listing

to update the code to whatever he considered the next stage of

operation. Maybe then he would move over to the Model Railroad

Club, and he'd swap his program with someone, checking

simultaneously for good ideas and potential bugs. Then back to

Building 26, to the Kluge Room next to the TX-0, to find an

off-line Flexowriter on which to update his code. All the while

he'd be checking to see if someone had canceled a one-hour

session on the machine; his own session was scheduled at

something like two or three in the morning. He'd wait in the

Kluge Room, or play some bridge back at the Railroad Club, until

the time came.

Sitting at the console, facing the metal racks that held the

computer's transistors, each transistor representing a location

that either held or did not hold a bit of memory, Saunders would

set up the Flexowriter, which would greet him with the word

"WALRUS." This was something Samson had hacked, in honor of

Lewis Carroll's poem with the line "The time has come, the Walrus

said . . ." Saunders might chuckle at that as he went into the

drawer for the paper tape which held the assembler program and

fed that into the tape reader. Now the computer would be ready

to assemble his program, so he'd take the Flexowriter tape he'd

been working on and send that into the computer. He'd watch the

lights go on as the computer switched his code from "source" (the

symbolic assembly language) to "object" code (binary), which the

computer would punch out into another paper tape. Since that

tape was in the object code that the TX-0 understood, he'd feed

it in, hoping that the program would run magnificently.

There would most probably be a few fellow hackers kibitzing

behind him, laughing and joking and drinking Cokes and eating

some junk food they'd extracted from the machine downstairs.

Saunders preferred the lemon jelly wedges that the others called

"lemon gunkies." But at four in the morning, anything tasted

good. They would all watch as the program began to run, the

lights going on, the whine from the speaker humming in high or

low register depending on what was in Bit 14 in the accumulator,

and the first thing he'd see on the CRT display after the program

had been assembled and run was that the program had crashed. So

he'd reach into the drawer for the tape with the FLIT debugger

and feed THAT into the computer. The computer would then be a

debugging machine, and he'd send the program back in. Now he

could start trying to find out where things had gone wrong, and

maybe if he was lucky he'd find out, and change things by putting

in some commands by flicking some of the switches on the console

in precise order, or hammering in some code on the Flexowriter.

Once things got running--and it was always incredibly satisfying

when something worked, when he'd made that roomful of transistors

and wires and metal and electricity all meld together to create a

precise output that he'd devised--he'd try to add the next

advance to it. When the hour was over--someone already itching

to get on the machine after him--Saunders would be ready to spend

the next few hours figuring out what the heck had made the

program go belly-up.

The peak hour itself was tremendously intense, but during the

hours before, and even during the hours afterward, a hacker

attained a state of pure concentration. When you programmed a

computer, you had to be aware of where all the thousands of bits

of information were going from one instruction to the next, and

be able to predict--and exploit--the effect of all that movement.

When you had all that information glued to your cerebral being,

it was almost as if your own mind had merged into the environment

of the computer. Sometimes it took hours to build up to the

point where your thoughts could contain that total picture, and

when you did get to that point, it was such a shame to waste it

that you tried to sustain it by marathon bursts, alternatively

working on the computer or poring over the code that you wrote on

one of the off-line Flexowriters in the Kluge Room. You would

sustain that concentration by "wrapping around" to the next day.

Inevitably, that frame of mind spilled over to what random shards

of existence the hackers had outside of computing. The

knife-and-paintbrush contingent at TMRC were not pleased at all

by the infiltration of Tixo-mania into the club: they saw it as

a sort of Trojan horse for a switch in the club focus, from

railroading to computing. And if you attended one of the club

meetings held every Tuesday at five-fifteen, you could see the

concern: the hackers would exploit every possible thread of

parliamentary procedure to create a meeting as convoluted as the

programs they were hacking on the TX-0. Motions were made to

make motions to make motions, and objections ruled out of order

as if they were so many computer errors. A note in the minutes

of the meeting on November 24, 1959, suggests that "we frown on

certain members who would do the club a lot more good by doing

more S&P-ing and less reading Robert's Rules of Order." Samson

was one of the worst offenders, and at one point, an exasperated

TMRC member made a motion "to purchase a cork for Samson's oral

diarrhea."

Hacking parliamentary procedure was one thing, but the logical

mind-frame required for programming spilled over into more

commonplace activities. You could ask a hacker a question and

sense his mental accumulator processing bits until he came up

with a precise answer to the question you asked. Marge Saunders

would drive to the Safeway every Saturday morning in the

Volkswagen and upon her return ask her husband, "Would you like

to help me bring in the groceries?" Bob Saunders would reply,

"No." Stunned, Marge would drag in the groceries herself. After

the same thing occurred a few times, she exploded, hurling curses

at him and demanding to know why he said no to her question.

"That's a stupid question to ask," he said. "Of course I won't

LIKE to help you bring in the groceries. If you ask me if I'll

help you bring them in, that's another matter."

It was as if Marge had submitted a program into the TX-0, and the

program, as programs do when the syntax is improper, had crashed.

It was not until she debugged her question that Bob Saunders

would allow it to run successfully on his own mental computer.

CHAPTER 2

THE HACKER ETHIC

Something new was coalescing around the TX-0: a new way of life,

with a philosophy, an ethic, and a dream.

There was no one moment when it started to dawn on the TX-0

hackers that by devoting their technical abilities to computing

with a devotion rarely seen outside of monasteries they were the

vanguard of a daring symbiosis between man and machine. With a

fervor like that of young hot-rodders fixated on souping up

engines, they came to take their almost unique surroundings for

granted, Even as the elements of a culture were forming, as

legends began to accrue, as their mastery of programming started

to surpass any previous recorded levels of skill, the dozen or so

hackers were reluctant to acknowledge that their tiny society, on

intimate terms with the TX-0, had been slowly and implicitly

piecing together a body of concepts, beliefs, and mores.

The precepts of this revolutionary Hacker Ethic were not so much

debated and discussed as silently agreed upon. No manifestos

were issued. No missionaries tried to gather converts. The

computer did the converting, and those who seemed to follow the

Hacker Ethic most faithfully were people like Samson, Saunders,

and Kotok, whose lives before MIT seemed to be mere preludes to

that moment when they fulfilled themselves behind the console of

the TX-0. Later there would come hackers who took the implicit

Ethic even more seriously than the TX-0 hackers did, hackers like

the legendary Greenblatt or Gosper, though it would be some years

yet before the tenets of hackerism would be explicitly

delineated.

Still, even in the days of the TX-0, the planks of the platform

were in place. The Hacker Ethic:

ACCESS TO COMPUTERS--AND ANYTHING WHICH MIGHT TEACH YOU SOMETHING

ABOUT THE WAY THE WORLD WORKS--SHOULD BE UNLIMITED AND TOTAL.

ALWAYS YIELD TO THE HANDS-ON IMPERATIVE!

Hackers believe that essential lessons can be learned about the

systems--about the world--from taking things apart, seeing how

they work, and using this knowledge to create new and even more

interesting things. They resent any person, physical barrier, or

law that tries to keep them from doing this.

This is especially true when a hacker wants to fix something that

(from his point of view) is broken or needs improvement.

Imperfect systems infuriate hackers, whose primal instinct is to

debug them. This is one reason why hackers generally hate

driving cars--the system of randomly programmed red lights and

oddly laid out one-way streets causes delays which are so

goddamned UNNECESSARY that the impulse is to rearrange signs,

open up traffic-light control boxes . . .redesign the entire

system.

In a perfect hacker world, anyone pissed off enough to open up a

control box near a traffic light and take it apart to make it

work better should be perfectly welcome to make the attempt.

Rules which prevent you from taking matters like that into your

own hands are too ridiculous to even consider abiding by. This

attitude helped the Model Railroad Club start, on an extremely

informal basis, something called the Midnight Requisitioning

Committee. When TMRC needed a set of diodes, or some extra

relays, to build some new feature into The System, a few S&P

people would wait until dark and find their way into the places

where those things were kept. None of the hackers, who were as a

rule scrupulously honest in other matters, seemed to equate this

with "stealing." A willful blindness.

Hackers, Heroes of the Computer Revolution. Chapters 1 and 2 · 第 1 / 6 题