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                         Underground eXperts United

                                 Presents...

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         [      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  What  Ikonoklast has written is not something that will be out of date in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company, who argued that it would be outdated pretty fast and therefor not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.

129.173.4.5
     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:  <left for San Francisco to attend the Third Conference
of Computers, Freedom and Privacy>

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 <artificial life software available for
free on the Net - John> 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 141.214.4.135.  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
communication 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
141.214.4.135  /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,
Telepresence Research, Anarchic Adjustment, and Eastern Bloc
records.
     With the increased data handling capabilities that the
"digitization" of mass media has enabled, there is an increasing
trend for information and data to be presented visually and where
possible interactively.  It is interesting to note that in the
English language the idiom "I see" denotes complete
understanding.  The "RAMification of information" has enabled
what is being labelled "multi-media" to emerge whereby separately
discrete media are being linked together via special interfacing.
Hyperdelic aims to go beyond  "multi-media" and hopes to be part
of the "Transmedia" revolution that has just begun, a revolution
where all media will appear to merge into one, the borders
between one and another will blur and where new modes of
communication will be conceived."
     Each Hyperdelic tape has a musical theme (house, industrial,
ambient, techno, etc.) and each is one hour long.  Tapes are $20
and include postage and handling if ordered in the US; all other
orders add $3.


Planet X Music
308 George Street
New Brunswick NJ
08901
908.249.0304
     Huge techno selection of imports and independent labels.
Free information.


Watts
516.596.1888
     Techno and house 12"s, MCs, CDs, and LPs. Large import
selection.  Wholesale orders only.  Call for information.


RaveVision
PO Box 73099
2131 Lawrence Ave E.
Scar., Ontario
M1R 5G5
Canada
     Carries those polarized glasses (the ones that give that
"rainbow effect" when you look at lights) that are so popular at
raves.  Write for prices - they're pretty inexpensive and they
have different ones to choose from.


Zochi Speaks
c/o Lord Nose!
PO Box 170473R
San Francisco CA
94117
     Full color booklet/poster on twelve kinds of psychedelics.
$24.00 plus postage.  Write for more information.



                      Rave Clothing and Fashion
                   -------------------------------

Cronan Artefact
11 Zoe Street
San Francisco CA
94107-1709
     Comfortable rave and regular clothing from the Walking Man.
Free information.


Ameba
1732 Haight Street
San Francisco CA
94117
1.800.BYAMEBA
     Hooded pull-over shirts, big t-shirts, jester hats, beanies,
and other rave clothes.  Ameba also sells acid house music tapes.
Free catalog.


Berkeley Designs
2615 Shasta Road
Berkeley CA
ZIP Code
     High quality full color fractal t-shirts and ties.  Free
Catalog.


                   Affordable High Technology
                --------------------------------


                        Virtual Reality
                    -----------------------

     In a Virtual Reality, a computer acts as a mediator between
flesh and an artificially created environment.
     To be true Virtual reality, a system must be three things.
     First, it must be totally immersive.  Usually, a computer
only offers a flat surface for display in the form of a CRT or a
LCD panel.  VR allows the display to be three dimensional and a
full 360 degrees of panorama, plus a display on top and below.
Sound and touch add to the total immersion effect.  This output
is given by a variety of devices, including head mounted
displays, stereoscopic lenses, tactile feedback devices, and
stereo headphones.
     Second, VR must be navigable - you must be able to explore
it.  This is done through input devices like eye position
trackers, Six dimensional mice, head movement trackers, and
glove-like pointing devices.
     Third, VR must be manipulative.  You must be able to
interact with the environment.  This can be done through devices
like a data glove (you can "pick up" things) and tactile feedback
(you can actually "feel" the surface of "objects").
     The benefits of VR are obvious.  Of course the entertainment
industry is scrambling to develop VR systems.  Many games
incorporate the second and third elements, but the first is still
too costly.  The medical and engineering fields are also
interested in  VR, and an architect will have the chance to "walk
through" his creation before it is even built.  Of course, VR has
military uses as well - pilots can steer warplanes that are miles
away and have no fear of putting their lives on the line.
Through virtual reality, wars can reach a level of video game
entertainment.
     Virtual Reality also offers an exciting possibility for
computer networks like the Internet.  Instead of sending
electronic mail or convening at certain chat sites (which are
presently all text only) people can meet "in person" and interact
with each other as if they were corporeal. But VR has a long way
to go before those days.
     Virtual Reality has become a fad and buzzword of the early
nineties. A lot of hype surrounds it now, but for VR to even be
considered a consumer reality, the costs of the equipment must go
down drastically.  The spearhead of the industry will probably be
home entertainment systems, like the Sega and Super Nintendo.

Cheap VR - It is possible to run a VR system on a souped up Mac
or 486+ or Unix Workstation right now, but the prices still run a
little high for equipment.  One alternative is to convert
hardware like the Mattel Powerglove or Sega VR equipment into
input devices and use one of the many public domain or shareware
VR programs as your developing kit.  The best sources for
information of this sort can be found in the magazine PCVR and
the sci.virtual-worlds newsgroup.



                          VR Companies
                       ------------------

     The VR industry is similar to all technology oriented
industries:  the tech is always changing, and the prices are
always dropping.  If you are interested in any of the below
products, write to the company for more information and prices.


VPL Research
3977 East Bayshore Rd.
Palo Alto CA
94303
     Jaron Lanier, the grandfather of virtual reality, started
this company and spurred on the still-young VR industry.  Since
then VPL Research hit the skids and all the patents went to a
French backer, Thomson CSF SA.  VPL is in the process of getting
back on its feet, which shouldn't be to hard since its products
are some of the most popular in the VR field.
     The Dataglove is an inexpensive data input device that runs
under Unix and can be used in many CAD/CAM programs, virtual
reality programs, and teleoperation.
     The EyePhone LX is a color LCD stereo display mounted on the
head of the user and is used for entering virtual environments.


Fake Space Labs
935 Hamilton Avenue
Menlo Park CA
94025
     The BOOM 2C (Binocular Omni-Orientation Monitor) is a CRT
based stereoscopic device which allows for real time control of
3D virtual environments and provides mechanical tracking which is
generally faster than magnetic trackers.


Ascension Technology Corp.
POB 527
Burlington VT
05402
     The Ascension Bird is a 6 dimensional tracking device, which
can operate in three coordinates at the same time.
     The Flock of Birds can track up to ten small receivers and
transmitters, which can be attached to a persons head, hands,
arms and legs.  This allows for input into artificial realities
or telerobotics.


Cyberware Laboratory Inc
8 Harris Court 3D
Monterey CA
93940
     Cyberware has developed a three dimensional, full color
digitizer that can scan the surface of any object and display its
image on a graphics workstation for changing and manipulation by
a CAD program.


Crystal River Engineering, Inc
12350 Wards Ferry Rd
Groveland CA
95321
     Crystal River Engineering produces the Convolvotron, a high-
speed digital audio signal processing system that delivers three
dimensional sound over headphones.  3D sound is when the sound
has the ability to change as the listener moves or positions his
head in different ways.


Virtual Research
1313 Socorro Ave
Sunnyvale CA
94089
     The Flight Helmet, a lightweight head mounted display with a
liquid crystal display.  The Flight Helmet has a wide field of
view, stereo headphones, and a built in head tracker.
     Video signals are based on the NTSC standard, so a wide
variety of images can be imported for use.


Ono-Sendai Corporation
332 3rd Ave
San Francisco CA
94118-2403
osendai@well.sf.ca.us
     Ono-Sendai is developing a portable, affordable, interactive
entertainment and video game system that employs virtual reality
technology.  As of now, they have nothing on the market, so write
or call for the latest developments.
     Since Ono-Sendai took it's name from a fictional computer
company from William Gibson's Neuromancer, many people (myself
included) thought the company was nothing more than a prank.
However, they have taken steps to establish their credibility.


LEEP Systems, Inc.
241 Crescent Street
Waltham MA
02154-3425
     The Cyberface 3 and Freedom Arm is very similar to Fake
Space Lab's BOOM, but with a LCD display, and is designed
specifically for non-stereo applications.  The Freedom Arm
supports the weight of the Cyberspace 3 and provides six degrees
of freedom.
     LEEP's Cyberface 2 is a stereoscopic head mounted display.


Straylight Corp
150 Mount Bethel Road
Warren NJ
07059
     PhotoVR is a virtual reality program which is used to create
and explore 3D virtual environments.  Users create designs on a
CAD or animation program then import the designs via PhotoVR and
manipulated.
     Surprisingly, PhotoVR's interactive speed is constant
regardless of the scene's complexity.


Simgraphics Engineering Corp
1137 Huntington Drive Suite A1
South Pasadena CA
91030
     Developed VR Workbench, a Unix based, object-oriented system
for developing virtual environments.  Features of the VR
Workbench include polygon to polygon collision detection (for
realitistic object interactions), device drivers for 6D mice,
network capabilities, fast rendering of objects, and ability to
import MIDI film.


Stereographics Corporation
2171-H East Francisco Blvd
San Rafael CA
94901
     Sells CrystalEyes, a full color LCD stereoscopic display
unit.


Polhemus
POB 560
Colchester VT
05446
     Polhemus manufactures FASTRAK, a six degree of freedom
tracking device that eliminates the usual lag associated with
tracking devices.


Gyration
POB 20065
San Jose CA
95160-0065
     GyroPoint, which is the first free space mouse that can be
used in any position or direction; the GyroPoint emulates the
Microsoft mouse, AppleMouse, and most popular workstation mice.
Very high resolution (1250 dpi) compared to conventional mice
(400 dpi); supports real time manipulation of 2D and 3D graphics
with full six degrees of freedom (three degrees simultaneously).


EXOS
24 Gill Street
Woburn MA
01801
     Dexterous HandMaster is an exoskeleton-like device that
monitors the positions of all the joints in wearer's fingers.
DHM aids in teleoperation, telerobotics, and control of CAD/CAM
and virtual reality.


Virtual Technologies
POB 5984
Stanford CA
94309
     The Cyberglove is a lightweight flexible glove with sensors
imbedded in it which repeatedly measure the movements of the
fingers.  The Cyberglove has a software-programmable switch and a
LED on the wristband to allow for input/output capabilities
within a developing kit.


ISCAN, Inc.
125 Cambridgepark Drive
POB 2076
Cambridge MA
02238
     ISCAN has developed some of the world's most sophisticated
eye-movement monitoring systems, including the Evil Eye targeting
machinery and the HeadHunter, an eye and head slaved pointing
system.


Logitech Inc
6505 Kaiser Drive
Fremont CA
94555
     Despite their somewhat tasteless ads in Mondo 2000 and
Wired, Logitech markets a superb 3D mouse.
     This mouse has five buttons and acts as an input device for
applications such as CAD/CAM and VR.  It also can work as a very
expensive standard mouse.
     The setup consists of a tripod with ultrasonic speakers at
each corner.  These speakers "talk" to three microphones located
on the mouse.  One of the five buttons is a "suspend" button,
which allows users to grasp a 3D object or to change the angle of
view.  The mouse is capable of operating in X,Y, and Z
coordinates.


Sense8
1001 Bridgeway #477
Sausalito CA
94965
     Developed World Tool Kit, a program of over 230 functions in
C that enables a developer to build 3D graphical and vr
environments.
     World Tool Kit features a high-speed renderer that
incorporates the latest flight simulator technology to provide
superior real-time graphic performance, texture mapping, and
device drivers for many sensor devices.
     WTK includes all the hardware and software to turn an
ordinary 486 or Pentium into a vr workstation.


TiNi Alloy Company
1621 Neptune Drive
San Leandro CA
94577
     TiNi Alloy manufactures very inexpensive tactile feedback
devices.  By using tactile feedback, a computer can communicate
useful information directly to the operator's hands and
fingertips.  It can make objects "appear" to be present by the
sense of touch.


Autodesk
Dept 06-549
2320 Marinship Way
Sausalito CA
94965
     Autodesk is well-known for their CAD programs, and they have
stepped into the VR industry with the Cyberspace Developer's Kit.
     CDK is an object oriented programming library (C++).
Features include the importation of 3D images created in CAD
programs, simulation of real-world physical properties, lots of
device drivers, and a MIDI interface.
     CDK requires DOS 3.1+, a C++ compiler, 486 computer, 8MB
RAM, VGA display, mouse, and a hard disk.


Spectrum Dynamics, Inc.
3336 Richmond, Suite 226
Houston TX
77098
     Publishes the Virtual World Builder, a catalog of the lowest
priced virtual reality software and hardware available.  At
$20.00 a catalog (refundable after first purchase) it is
recommended to only the most serious VR experimenters.
     Spectrum Dynamics has formed the CyberSociety, an
international society dedicated to homebrew and low-end virtual
reality developers.
     Members of the CyberSociety receive discounted VR tools,
extended warranties,  free catalogs, and a newsletter.  One year
membership is $250.


Artificial Realities
55 Edith
Vernon CT
06066
     Custom designed artificial realities from one of the
pioneers of virtual reality, Myron Krueger.


Reflection Technology
     Private Eye is a mechanism that employs a LED linear array
and looks like a small television that straps to the head.  The
LED array presents itself in a floating screen a few feet in
front of
the user.
     Video graphics cards can also be added to augment its
capabilities.


BattleTech
Virtual World Entertainments
1026 W. Van Buren
Chicago IL
60607
     Virtual reality arcade-style.  Players take control of a
BattleMech, a huge robot that can explore and fight other
BattleMechs in a terrain that encompasses over 100's of "square
miles."
     BattleTech is located in Chicago and Tokyo, with many more
being planned.



                        Virtual Reality Journals
                     ------------------------------

CyberEdge Journal
#1 Gate Six Rd, Suite G
Sausalito CA
94965
     The leading computer-human interface/interaction magazine.
Includes articles and news on the virtual reality industry,
profiles special interest groups, and reviews books.
     Six issues are $29 (students); $75 otherwise.  Foreign
subscriptions are $15 extra.


VR News
POB 2515
London N4 4JW
UK
     Profiles developers, trends, and new products.  Good feature
articles.  No advertisements.
     Ten issues for $175.00 or L 95.


Meckler
11 Ferry Lane West
Westport CT
06889-5808
     Meckler publishes a few journals that are of interest:
Virtual Reality Review
     VRR is a journal devoted to vr, artificial reality, and
cyberpace.  Reviews hardware and software, interviews vr
professionals and researchers, and facilitates discussion of the
social and philosophical aspects of cyberspace.
     $35 for one year subscription.
Virtual Reality Report
     Written in newsletter format, contains expert information,
reviews of conferences and publications, and the most current
industry news.
     Published monthly at $97.00 a year.
HD World Review
     Covers the fast-changing industry of high definition
television.  Includes reviews of products and standards and the
latest news of developments.
     One year subscription is $35.00



Virtual Reality News
38640 Oakbrook Road
Farmington Hills, MI
48331
     Small newsletter contains news on the VR market, corporate
profiles, applications, and product and book reviews.
     Six issues a year for $110.00


PCVR
1706 Sherman Hill Rd #A
Laramie WY
82070
     The magazine for IBM PC owners.  This is probably the best
magazine for homebrew VR enthusiasts.
     Contains reviews of inexpensive products, plans, schematics,
and codes for projects.
     Six issues at $26.00 (US and Canada; $38 foreign).


The Video Journal of Virtual Reality
2330 Williams Street
Palo Alto CA
94306
     Video tapes of Senate hearings on VR, VR and cyberspace
conference highlights, video interviews of noted VR developers.
Each tape is $35.  Write for current list of available titles and
topics.


Presence: Teleoperators and Virtual Environments
MIT Press
55 Hayward Street
Cambridge MA
02142
     Quarterly multidisciplanary scientific journal for
teleoperations and virtual reality.
     Individual subscriptions are $50.00; students $40.00.
Canadian and foreign add $14.00.



                        Virtual Reality Groups
                     ----------------------------

ART + COM
Hardenbergplatz 2
1000 Berlin 12
Germany
     Established in 1988, ART+COM is a research and development
center funded with the support of the Berlin Senate's Science and
Research Dept.
     The object of the ART+COM project is to provide professional
production equipment for art designers, musicians, technicians,
and computer professionals for the development of new and
creative applications of computer technology.
     ART+COM has constructed a virtual city with computers plus
has plans for building broadband networks and interactive
information systems within towns.  ART+COM are also developing
medical and scientific visualization projects, and multimedia
communications.


The Vivid Group
317 Adelaide St. West #302
Toronto Ontario
M5V 1P9
     The Vivid Group developed the Mandala VR system, which
allows a user to step inside a television.
     The Mandala software runs on an Amiga and allows users to
create an interactive environment that can be "entered" through a
video camera.
     Scenes for the interactive world can be made from any Amiga
painting program, then imported to the Mandala software.  Sounds
and music can also be imported via a MIDI adapter and
synthesizer.
     Possibilities for Mandala include interactive billboards and
virtual telephones.
     The Vivid Group not only sells the Mandala software, but it
also produces virtual environments for customers, complete with
pre-created backgrounds, sounds and music.


VRASP
Virtual Reality Alliance of Students and Professionals
POB 4139
Highland Park NJ
08904
     Network of amateur and professional vr enthusiasts.


The Presidio Group
364 West Lane Ave
Suite 225
Columbus OH
43201
     Specializes in virtual reality applications, most custom-
built.  Write for more information.


Computer Science House
25 Andrews Memorial Drive
Rochester NY
14623
716.475.2400
cshouse@nick.csh.rit.edu


     The Computer Science House is formally a part of the
Rochester Institute of Technology's special interest housing
program, but is involved in a variety of computer science
projects, including building sophisticated virtual worlds and
cyberspace related projects.  RIT's CS House is world-famous for
their Coke machine that is hooked up to the Internet - anyone the
world over can cause a can of soda to be dispensed.



                Virtual Reality Electronic Sources
             ----------------------------------------
virtu-l
     Mirror (contains the same information) of
sci.virtual.worlds.  Mostly for BITNET addresses who can't access
Usenet.


sci.virtual-worlds
     Usenet group dedicated to everything virtual reality
oriented.  Posts include tech-talk, announcements for conferences
and publications, product information, philosophical pieces,
essays on the social and economic implications, and discussion of
cheap VR.


sci.virtual-worlds.apps
     Applications of VR in today's world.


alt.cyberspace
     Discussion of shared virtual environments, networked VR, and
visual representations of information.


powerglove list
listserv@boxer.nas.nasa.gov
     Information on the Mattel Powerglove as an input device for
low-end VR environments.



                            FTP sites
                         ---------------

     These sites contain information on VR, demo programs,
freeware, device drivers, and files of general vr interest.


sunee.uwaterloo.ca pub/vr

karazm.math.uh.edu

ftp.apple.com

sunsite.unc.edu

wuarchive.wustl.edu

milton.u.washington.edu
     Lots of VR stuff, including VEOS, a VR environment for Unix
systems.  For VEOS software interests, contact veos-
support@hitl.washington.edu.



                   Cheap Virtual Reality Software
                ------------------------------------
REND386
     A DOS based, low-cost virtual reality software.  Mailing
list is: rend386-request@suneewaterloo.edu.


Vistapro by Virtual Reality Labs
     Vistapro generates sophisticated full color landscapes, then
allows you to animate and navigate them in full 3D view.  With
over 250 colors and fast polygon generation, this program can
produce breathtaking effects.  It would look especially nice when
viewed through stereo glasses.  $70 from Media Magic.



                       Virtual Reality Books
                    ---------------------------

Cyberspace: First Steps by Michael Benedikt
     Collection of essays on the advancement of virtual reality,
and the possibilities of creating networked vr.


Virtual Reality by Howard Rheingold
     Howard Rheingold of Whole Earth fame has written this great
book on the history and progress of vr.  It includes early
attempts at vr (even mentioning filmmaker John Waters' attempt at
"Smellovision"), military R&D, and the very real threat of the
Japanese taking over yet another American innovation.


Virtual Reality Playhouse by Nicholas Lavroff
     Very low cost vr: this book comes with a diskette of vr
programs and a pair of 3D glasses.  The book itself is mostly
instructions on how to use the programs.  Includes useful
appendix of virtual reality companies.


Virtual Reality Marketplace by Meckler
       Updated annually, the VR Marketplace is absolutely the the
best source for virtual reality merchandise.


Other Books on Virtual Reality:

Virtual Reality: Adventures in Cyberspace by Francis Hamit and
Wes Thomas

Silicon Mirage: The Art and Science of Virtual Reality by Steve
Aukstakainis and David Blatner

Virtual Reality: Through the New Looking Glass by Ken Pimental
and Kevin Teixeira

Virtual Worlds: A Journey into Hype and Hyperreality by Benjamin
Woolley

Artificial Reality by Myron Krueger

Artificial Reality II by Myron Krueger

The Metaphysics of Virtual Reality by Michael Heim

Virtual Reality: A Selected Bibliography by Hilary McLellan

Virtual Worlds: Real Challanges by 1991 Conference on Virtual
Reality

Beyond the Vision: The Technology, Research and Business of
Virtual Reality by Conference on Virtual Reality, Artificial
Reality, and
Cyberspace


                        Artificial Intelligence
                     -----------------------------

     Artificial Intelligence is the science of programming
computers to "think."  AI has been one of the most challenging
fields of computer programming, due to the immense difficulty in
trying to replicate human thought patterns.
     The following is a list of low cost sources for homebrew AI
programmers and enthusiasts.



                   Artificial Intelligence Companies
                ---------------------------------------

NeuralWare
Penn Center West
Building IV
Pittsburgh PA
15276-9910
412.787.8222
     Offers software, tools and courses in neural networking.
Call for a free diskette describing NeuralWare's products and
training.  Also ask for the free booklet, Applications in Neural
Computing.


NeuroDynamX
POB 323
Boulder CO
80306-0323
     NeuroDynamX produces Dynamind, a powerful neural network
program.  Dynamind has a GUI interface, and can import Lotus,
Quattro, Excel, and Paradox files for analyzation and
manipulation.
     Dynamind's companion program, the Dynamind Developer,
contains a variety of tools (C routines), plus the ability to
link networks together.


FRED13
Robitron Software Research, Inc.
228 Hampton St.
Rockmart GA
30153
     FRED13 is a dialogue generator program, sort of like Eliza,
except that he can learn phrases indefinitely.  Instead of
looking for key words, like many AI programs, FRED searches for
statistically close matches to an input phrase.  Plus, FRED can
remember most a conversation, and he can use parts of it again
later in the conversation.
     The FRED13 demo has 12 000 phrase/response records, but it
can't learn any new phrases.  It's big enough to hold a
conversation, though.  Requires IBM PC with at least 7.1 megs on
the hard drive.  Write for details.
     The full learning version of FRED13  is available for DOS,
UNIX, XENIX, and AIX platforms.  Non-DOS platforms requires
DataFlex Full Development liscense; DOS version without source
code includes DataFlex runtime.
     Price $199.95 all platforms.



                     AI Magazines and Journals
                  -------------------------------

AI Expert
PO Box 51241
Boulder C)
80321-1241
     Articles on AI applications, techniques, programs, product
evaluations, neural nets, expert systems, fuzzy logic.  A great
magazine for homebrew and professional AI enthusiasts.
     12 issue subscription is $32.00


PC AI
3310 West Bell Road, Suite 119
Pheonix AZ
85023
     Nice, slick magazine for AI devotees.  Each issue has
programs, software and product reviews, tips, and full length
feature articles.
     Six issues for $21.95.


Pergamon Press
Headington Hill Hall
Oxford OX3 0BW
UK
     Publishes scholarly and expensive research journals such as:
Neural Networks
     Vision and image processing, speech and language
understanding, pattern recognition, sensory motor control and
robotics, associated learning and long-term memory.
     Six issues are $380.00.
Pattern Recognition
     Pattern recognition in AI systems.  12 issues for $845 (!!).
Robotics and Computer Integrated Manufacturing
     Control systems, artificial intelligence, sensors, and
signal processing.  Six issues for $470.
Expert Systems With Applications
     Expert systems design and applications.  4 issues for $155
(what a bargain).
     If you're interested in any of the above journals, I'd
suggest checking with a local university to see if they
subscribe.


Advanced Technology for Developers
High-Tech Communications
103 Buckskin Court
Sewickley PA
15143
     Monthly newsletter for developers working with neural nets,
expert systems, genetic algorithms, and fuzzy logic.
     12 issues for $198 (US and international); $189 extra for
source code of projects in the articles.



                               AI Books
                            --------------

The Society of Mind by Marvin Minsky
     Marvin Minsky, cofounder of the AI Lab at MIT, explores the
structure of human intellegence.  Minsky believes the mind is
made up of smaller agents that act together - hence a "society of
mind."


Mind Children by Hans Moravec
     Roboticist Hans Moravec persuasively argues, using the
technological pace of the past century, that within 40 years our
machines will achieve human equivalence.  After this benchmark
has been reached, their growth will continue while human
development stagnates.  Moravec asserts that this postbiological
world will not be frightening, but merely a natural step.


War in the Age of Intelligent Machines by Manuel DeLanda
     DeLanda explores the possibilities of artificial
intelligence being integrated into weapons systems.


AI: The Tumultuous History of the Search of Artificial
Intelligence by Daniel Crevier
     Chronicles the history of artificial intelligence, the
players, the programmers, the programs, the struggles, the
victories, and the shifts of one technique to another.  A very
good book for understanding the basics and history of AI.



                      AI Electronic Source
                   --------------------------

comp.ai
     Usenet hierarchy; separate groups include neural nets,
expert systems, philosophy, and programming languages.  Comp.ai
has a huge monthly FAQ that lists hundreds of artificial
intelligence sources, including FTP sites, books, magazines, and
AI programs.



                            FTP Sources
                         -----------------

     These sites all contain information and programs that
pertain to artificial intelligence.

ftp uunet.uu.net /ai

flash.bellcore.com /pub

gargoyle.uchicago.edu /pub

solaria.cc.gatech.edu /pub


Artificial Intelligence and Law
listserv@austin.onu.edu
     List dedicated to the legal implications of artificial
intelligence systems.  To subscribe, write to the listserv with
the sentence subscribe ail-l <Your Full Name> as the message
body.



                   Artificial Life and Robotics
                ----------------------------------

     Artificial life includes any man-made system that exhibits
certain properties that would constitute "life," such as autonomy
and reproduction/replication.  This would include (but not
limited to) robotics and computer programs that are able to
develop into new life forms through mutation or natural selection
(this classification would include certain computer viruses).



                      ALife Sources and Software
                   --------------------------------

Heathkit
Heath Company
Benton Harbor MI
49022
800.44H.EATH
     Electronics education courseware and hardware for individual
learning, plus sells circuitry, microprocessor manuals, and
project kits.  Kits include artificial intelligence, robotics,
and hardware diagnostics.  Free catalog.


The Robot Group
PO Box 164334
Austin TX
78716
     Austin, Texas based hobbyist group, and one of the most
active robotics groups in existence today.  The Robot Group often
participates in shows around the Texas area.  Write for
information on the group's newsletter, the Robot Group Pulse.


Robotics Society of America
36 Newell Street
San Francisco CA
94133
415.673.2376
     National hobby robotics organization.  Write for information
on joining and current newsletter subscription rates.


Robot Experimenter
PO Box 458
Peterborough NH
03458-0458
     Magazine of robotics projects, programs, features and news
of the robot building hobby.
     Twelve issues for $24.00.


World of Robots
55 Earle Street
Milford CT
06460
     Kits and supplies for homebrew robot builders.  Catalog is
$6.25, $5.00 is refundable with first purchase.


TIERRA
Virtual Life
POB 625
Newark DE
19715
ftp'able from tierra.slhs.udel.edu or life.slhs.udel.edu
in dir tierra.  $65; $20 for an update. Comes with source code
and
executables.
     Tierra was developed by Dr. Thomas Ray from the University
of Deleware.  Tierra's source code, which is written in C,
creates a virtual computer within your computer that comes
complete with an operating system.  The virtual computer's
executable files have the ability to evolve, and display signs of
"life."
     Mutations can occur either by recombining the lines of code,
or by random bit switching.  Then, natural selection takes over
as the different forms of code fight it out in a battle to win
CPU time for more self-replication.
     The operation system of Tierra provides three different
mutation rates to triple your fun and random disturbances to
throw wrenches into the works.
     Tierra keeps records of the births and deaths , and
maintains a genebank for successful "organisms."
     After you watch Tierra for a while, strange things will
start to happen as the organic soup evolves: host/parasite
relationships develop, evolutionary wars and peaces, mass
diversity, and unpredictable events that throw everything into a
mess.
     Knowledge of C and Assembler is a must for the operation of
Tierra.


SimLife by Maxis
     From  the same people who produced SimCity comes SimLife,
the most game-like of artificial life programs.  Like a mad
scientist, you design and create life forms and influence their
evolution.  Throw them into an environment of your design and
watch them survive and proliferate, or crash and burn.  You can
even manipulate your creations' genetic structure to mutate them
further.  SimLife has better graphics than the other A-life
programs, and doesn't require programming knowledge.
     $50.00 from Media Magic.  Also available in most computer
stores.


Simulated Evolution by Michael Palmiter, Ph.D.
     Simulated Evolution is a simulation of predator/prey
situations.  The setting is at the bottom of a lake where little
bugs swim around and eat the smaller bacteria.  Each bug's
demeanor is dictated by its genetic code - some are more
aggressive than others, some are "smarter," et cetera.  When a
bug reaches a certain level of "maturity," it is able to produce
offspring with different genetic structure than its parent.
Through genetics and luck only the fittest survive.
     $40 from Media Magic.


Cellular Automata Lab by Rudy Rucker and Autodesk
     CA Lab allows the user to create artificial life, simulate
physical and biological procedures (including ecological patterns
and chemical reactions).  Knowledge of C, Pascal, or BASIC is a
requirement.  CA Lab comes with a comprehensive manual that
serves as an introduction to cellular automata.
     $55 from Media Magic.


The Blind Watchmaker by Richard Dawkins
     This program is best used as a companion to the book of the
same name.  The user breeds different organisms, and The Blind
Watchmaker simulates the process in which very advanced forms of
life have arisen through the Darwinian concept of natural
selection.
     $16 from Media Magic.
Creating Artificial Life by Edward Rietman
     Author Edward Rietman examines different definitions of
life, and applies them to the realms of robotics, cellular
automata, and artificial intelligence.  Programs in BASIC and C
are provided to explore variations of artificial life - including
computer viruses and self-governing robots.
     $30 for book and disk from Media Magic.



                Alife Electronic Lists and Journals
             -----------------------------------------

Artificial Life
alife-request@cognet.ucla.edu
     General discussion for a variety of a-life topics.


Tierra Digest
tierra-request@life.slhs.udel.edu


comp.robotics
     Information for robot hobbyists. FAQ is available from
rtfm.mit.edu


cellular automata List
cellular-automata-request@think.com
     Forum for cellular automata and related projects.

Robot Board
listserv@oberon.com
     Information on robot electronics, with special emphasis on
controller boards.



                         Alife Books
                      -----------------

Artificial Life: The Quest for a New Creation by Steven Levy
     Steven Levy traces the still nascent science of alife from
its very beginnings with Von Neumann's Automata theory to the
hacker's game "Life" to robotics to computer viruses.  Not as
engrossing as Hackers, but still the best book on Alife yet.


In Our Own Image: Building an Artificial Person by Maureen
Caudill
     Caudill describes in meticulous detail the necessary hurdles
science must overcome to develop an artificial person, and how
far we are now in creating one.


Robotics by Marvin Minsky
     AI pioneer Minsky tracks the history of robots and
automatons, examines necessary functions of machinery to be
classified as robots, and the types of robots that exist now or
in the near future.


The Tomorrow Makers by Grant Fjermedal
     Grant Fjermedal travels to Carnegie Mellon University to
meet Hans Moravec and MIT to visit Marvin Minsky.  An in-depth
look of the future of robotics from machines that are programmed
for specialized tasks to machines that can think and act for
themselves.


Robotics: Introduction, Programming, and Projects
     Industrial and hobby robots, teleoperation, sensory devices,
AI, programming techniques.  A good primer to get involved into
the field of robotics.


Robot Builders Guide
     Available from cherupakha.media.mit.edu in /pub/6270/docs;
or aeneas.mit.edu in /pub/ACS/6.270.  Or MIT Epistemology and
Learning; 20 Ames Street; E 15-809; Cambridge MA; 02139 for a
cost of $15.00.


Robotics World Directory
     Industrial and hobbyists suppliers are listed in this
worldwide directory.  Available for $49.95 from:


Communications Channels
6255 Barfield Road
Atlanta GA
30328
Other books on Alife:


Cellular Automata: Theory and Experiment ed.by Howard Gutowitz

Artificial Life I by Christopher Langton

Artificial Life II by Christopher Langton

This Cybernetic World by V.Lawrence Parsegian

How to Build a Conscious Machine by Leonard Angel

The Blind Watchmaker by Richard Dawkins

Inside the Robot Kingdom by Frederick Schodt



                         High Tech Gadgets
                      -----------------------

     Every technophile loves gadgets - the clever, small
electronic gizmos that are impressive if, in truth, somewhat
useless.  This love of gadgets perhaps stems from childhood
heroes - be it Dick Tracy, James Bond, or Maxwell Smart.  The
following is a list of
(mostly) free catalogs that offer discount or inexpensive
gadgets.


The DAT Store
2624 Wilshire Blvd
Santa Monica CA
90403
     Sells high-end audio equipment, including DAT, DCC, and
MiniDisc players, and other stuff that the music industry wants
to keep out of the United States.  Free catalog and price list.


The Spaceage Electronics Corp.
POB 15730
New Orleans LA
70175
1.800.624.65909
     Satellite television equipment.  Free catalog.


J & R Music World
59-50 Queens-Midtown Expressway
Maspeth NY
11378-9896
1.800.221.8180
     Video, telephones, magnetic media, synthesizers, computers,
portable audio equipment.  Free catalog.


DAK
8200 Remmet Ave
Canoga Park CA
91304
1.800.DAK.0800
     The old standby for cheap electronics.  DAK sells its stuff
cheap either because they buy it direct or the line has been
discontinued.  Each entry is written by DAK's founder and
president, Drew Andrew Kaplan.  After you get a few of these
catalogs, you'll be used to the weird names he gives to his
products - a remote control device becomes a "marriage Saver,"
and a paper shredder is called a "Snooper Stomper."  What do you
expect from a guy who calls his buyers "fellow DAKonians"???
Free catalog.


Amateur Electronic Supply
5710 W. Good Hope Road
Milwaukee WI
53223
1.800.558.0411
     Huge catalog of amateur radio equipment - receivers,
transmitters, scanners, and antennae.  They have it all.  Free
catalog.


Nuts and Volts Magazine
POB 1111
Placentia CA
92670
     A newspaper-like trading market for electronic parts,
components, home electronics, radio equipment, radar devices,
etc.
     Write for current prices.


Digi-Key Corp
PO Box 677
Thief River MN
56701
1.800.344.4539
     Cheap electronics components.


Sony Style
1.800.848.SONY
     Catalog/magazine of all the newest electronics from Sony.
Costs 4.95, but if your really nice to them they might send it to
you free.


Electronic Wholesalers
1160 Hamburg Tpk.
Wayne NJ
07470
201.696.6531
     Camcorders, audio equipment, video equipment, laser disk,
telephones, receivers; cheap prices.  Free catalog.


Japan Electronics
15138 Valley Blvd.
City of Industry CA
91744
818.369.5000
     Surplus and wholesale electronics parts and accessories.
Free catalog.


Comm-Pute, Inc.
1057 E.2100 South
Salt Lake City UT
84106
     Amateur radio, communications, computer interfacing, and
packet radio equipment.  Free catalog.


Kantronics
1202 E.23rd St.
Lawrence KS
66046
913.842.7745
     Professional radio equipment; antennae.  Good place for
pirate radio equipment.  Free catalog.


Telecom Inc
675 Great Rd, Rt.119
Littleton MA
01460
508.486.3400
     Telephone and radio equipment.  Free catalog.


The Electronic Goldmine
PO Box 5408
Scottsdale AZ
85261
602.451.7454
     Science kits and electronic supplies.  Free catalog.
Computability Consumer Electronics
PO Box 17882
Milwaukee WI
53217
800.558.0003
     Stereo and video components, televisions, computers, and fax
machines.  Free catalog.


Highvoltage
39 W.32nd St
New York NY
10001
     Video cameras, video tape players and equipment, stereos.
Free catalog.


SBH Enterprises
1678 53rd St
Brooklyn NY
11204
800.451.5851
     Audio, stereos, and radar detectors.  Free catalog.


Damark International
PO Box 29900
Minneapolis MN
55430
     Cheap merchandise, especially with electronics.  Free
catalog.


Fair Radio Sales Company Inc
PO Box 1105
Lima OH
45802
     Military surplus electronic equipment.  Free catalog.


ElectroWorks
Plaza 34, 100G Hwy.34
Matawan NJ
07747
800.662.8559
     Every imaginable home electronics.  Free catalog.


Factory Direct
131 W.35th St.
New York NY
10001
800.428.4567
     Consumer electronics at cheap prices.  Free catalog.


Vidicraft
SW Bancroft St
Portland OR
97201
503.223.4884
     Video players and camcorders, enhancers, converters, etc.
Free catalog.


Global Cable Network
1032 Irving St Ste. 109
San Francisco CA
94122
800.327.8544
     Cable television accessories and equipment.  Free catalog.


Satman
715 W.Glen
Peoria IL
61614
800.472.8626
     Excellent satellite catalog; everything you need from dishes
to receivers.  Free catalog.


Xandi Electronics
Box 25647
Tempe AZ
85282
800.336.7389
     Satellite equipment, voice disguisers, radio transmitters,
bugs.  Catalog is $1 (refundable).


Vidiwall Corp.
30 Chapin Road
Pine Brook NJ
07058
     Video walls and such.  Like you could really afford one....
At least the information is free.



                          The Internet
                       ------------------

     The Internet offers the chance to travel around the world
through your computer.  It is the largest network of computers in
the world, and has connection in every continent and every
country. It grows daily and hundreds of businesses, libraries,
universities, and governments are plugged into it.
     Unfortunately, the Internet is not the easiest place to
explore, and suffers from a lack of set standards.  The best
place to get information on the Internet is through one of the
following books (Krol's Whole Internet being the best).



                 Internet Books and Publications
              -------------------------------------
The Matrix by John Quarterman
     History, protocols, and services of the world's major,
minor, and private computer networks.  The interdependency of
these networks is also discussed.


The Whole Internet User's Guide and Catalog by Ed Krol
     Krol has written the most useful book on the Internet - if
you are either a beginner or a veteran, this book is
indispensable.  Includes easy to follow instructions for ftp,
telnet, gopher, and archie, among other Internet resources.
     The back section of the book is devoted to the Whole
Internet Catalog, a guide net resources on everything from
aeronautics to zymurgy.  Highly recommended.


Other Books about the Internet:

The Internet Companion by Tracey LaQueye and Jeanne Ryer

Internet: Getting Started

Exploring the Internet by Carl Malamud

Crossing the Internet Threshold by Roy Tennant

Zen and the Art of the Internet by Brendan P. Kehoe


....and some publications:

Matrix News
Matrix Information and Directory Services, Inc.
1106 Clayton Lane
Suite 500 West
Austin TX
78723
     Newsletter about Bitnet, Internet, and Usenet.  Filled with
charts and maps, plus breaking news about the electronic
frontier.
$3.00 for a sample copy.


Internet Journal
11 Ferry Lane West
Westport CT
06889-5808
     Chronicles developments and trends on the Internet and
connected or related networks.


Boardwatch
5970 S Vivian Street
Littleton CO
80127
     Excellent magazine for Bulletin board enthusiasts,
communications fiends, and Internet cowboys.  Each month there
are listings of new boards, communications software and hardware
reviews, and information on network services.
     Subscriptions are $36.00 for 12 issues.

ora.com
O' Reilly and Associates
103 Morris Street, Suite A
Sebastopol CA
95472
     The house organ of O'Reilly and Associates, publishers of Ed
Krol's bestselling The Whole Internet, plus other Unix books.
This catalog/magazine is a slick production that has information
on the Internet and departments that include tips and techniques
for advanced and intermediate Unix users.  And its free!



                       InternetConnections
                    -------------------------

     Inexpensive ways to navigate the Internet.



Mindvox
212.988.5030
phantom.com
     Bulletin board system started by Lord Digital and Dead Lord
in 1992, Mindvox is the home of many cyberpunk/technophile
visionaries and authors.  Offers Internet mail and conference
rooms.  Call for current pricing.


Echo
97 Perry Street, Suite 13
New York NY
10014
212.255.3839
     ECHO (East Coast Hang Out) is similar to it's cousin the
WELL on the other coast, but lacks the WELL's Californian
ambience.  Based in Greenwich village, ECHO is New York to the
bone.  And what makes this board really stand out is that its
owner (Stacy Horn) and 40% of the users are women.
     ECHO offers special interest conferences and e-mail.
     Cost is $18.95 a month ($12.95 for students and elderly) for
thirty hours of online time; each additional hour is $1.


The WELL
27 Gate Five Road
Sausalito CA
94965
415.332.4335
well.sf.ca.us
     The original alternative BBS, the Whole Earth 'Lectronic
Link is frequented by all types of alternative personalities.
Many cyberpunk luminaries hang out on the WELL's conferences (if
they are not over on Mindvox).  Offers Internet mail and a wide
variety of conferences.  Write or call for current prices.


Portal Communications
10385 Cherry Tree Lane
Cupertino CA
95104
408.973.9111
     Basic Internet services.


Netcom Online Communications Services
4000 Moorpark Ave #209
San Jose CA
95117
408.554.8649
     FTP, Telnet, and mail services.  Write for more information.


Netsys Communication Services
netsys@netsys.com
     Newsfeeds, e-mail, Unix shell access.
     Private accounts with five megabytes of storage are $20.00;
commercial accounts with ten megabytes of storage are $40.00.


FidoNet
International FidoNet Association
PO Box 41142
St.Louis MO
63141
314.576.4067
     FidoNet really isn't part of the Internet, but it connects
to it in some places.  It's sort of like a large number of
bulletin boards all connected sharing and spreading data.
FidoNet is pretty low-tech and cumbersome, but it does the trick.
Incidentally, many bulletin boards in Eastern European countries
and former Soviet Union republics are primarily linked via
FidoNet.


Cleveland Freenet
216.368.3888
     Completely free Unix accounts, but you can't FTP (except by
mail) or Telnet.  Usenet groups, e-mail, local, national, and
international news, and special interest groups.  Large amount of
IRC (Internet Relay Chat) channels and MUDs (Multi-User Domains).

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