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The year 1990 was not a pleasant one for AT&T. By 1993, however, AT&T had successfully devoured the computer company NCR in an unfriendly takeover, finally giving the pole-climbers a major piece of the digital action. AT&T managed to rid itself of ownership of the troublesome UNIX operating system, selling it to Novell, a netware company, which was itself preparing for a savage market dust-up with operating-system titan Microsoft. Furthermore, AT&T acquired McCaw Cellular in a gigantic merger, giving AT&T a potential wireless whip-hand over its former progeny, the RBOCs. The RBOCs themselves were now AT&T's clearest potential rivals, as the Chinese firewalls between regulated monopoly and frenzied digital entrepreneurism began to melt and collapse headlong. AT&T, mocked by industry analysts in 1990, was reaping awestruck praise by commentators in 1993. AT&T had managed to avoid any more major software crashes in its switching stations. AT&T's newfound reputation as "the nimble giant" was all the sweeter, since AT&T's traditional rival giant in the world of multinational computing, IBM, was almost prostrate by 1993. IBM's vision of the commercial computer-network of the future, "Prodigy," had managed to spend $900 million without a whole heck of a lot to show for it, while AT&T, by contrast, was boldly speculating on the possibilities of personal communicators and hedging its bets with investments in handwritten interfaces. In 1990 AT&T had looked bad; but in 1993 AT&T looked like the future.

At least, AT&T's *advertising* looked like the future. Similar public attention was riveted on the massive $22 billion megamerger between RBOC Bell Atlantic and cable-TV giant Tele-Communications Inc. Nynex was buying into cable company Viacom International. BellSouth was buying stock in Prime Management, Southwestern Bell acquiring a cable company in Washington DC, and so forth. By stark contrast, the Internet, a noncommercial entity which officially did not even exist, had no advertising budget at all. And yet, almost below the level of governmental and corporate awareness, the Internet was stealthily devouring everything in its path, growing at a rate that defied comprehension. Kids who might have been eager computer-intruders a mere five years earlier were now surfing the Internet, where their natural urge to explore led them into cyberspace landscapes of such mindboggling vastness that the very idea of hacking passwords seemed rather a waste of time.

By 1993, there had not been a solid, knock 'em down, panic-striking, teenage-hacker computer-intrusion scandal in many long months. There had, of course, been some striking and well-publicized acts of illicit computer access, but they had been committed by adult white-collar industry insiders in clear pursuit of personal or commercial advantage. The kids, by contrast, all seemed to be on IRC, Internet Relay Chat.

Or, perhaps, frolicking out in the endless glass-roots network of personal bulletin board systems. In 1993, there were an estimated 60,000 boards in America; the population of boards had fully doubled since Operation Sundevil in 1990. The hobby was transmuting fitfully into a genuine industry. The board community were no longer obscure hobbyists; many were still hobbyists and proud of it, but board sysops and advanced board users had become a far more cohesive and politically aware community, no longer allowing themselves to be obscure.

The specter of cyberspace in the late 1980s, of outwitted authorities trembling in fear before teenage hacker whiz-kids, seemed downright antiquated by 1993. Law enforcement emphasis had changed, and the favorite electronic villain of 1993 was not the vandal child, but the victimizer of children, the digital child pornographer. "Operation Longarm," a child- pornography computer raid carried out by the previously little- known cyberspace rangers of the U.S. Customs Service, was almost the size of Operation Sundevil, but received very little notice by comparison.

The huge and well-organized "Operation Disco





If any law enforcement event truly deserved full-scale press coverage (while somehow managing to escape it), it was the amazing saga of New York State Police Senior Investigator Don Delaney Versus the Orchard Street Finger- Hackers. This story probably represents the real future of professional telecommunications crime in America. The finger- hackers sold, and still sell, stolen long-distance phone service to a captive clientele of illegal aliens in New York City. This clientele is desperate to call home, yet as a group, illegal aliens have few legal means of obtaining standard phone service, since their very presence in the United States is against the law. The finger-hackers of Orchard Street were very unusual "hackers," with an astonishing lack of any kind of genuine technological knowledge. And yet these New York call-sell thieves showed a street-level ingenuity appalling in its single- minded sense of larceny.

There was no dissident-hacker rhetoric about freedom- of-information among the finger-hackers. Most of them came out of the cocaine-dealing fraternity, and they retailed stolen calls with the same street-crime techniques of lookouts and bagholders that a crack gang would employ. This was down- and-dirty, urban, ethnic, organized crime, carried out by crime families every day, for cash on the barrelhead, in the harsh world of the streets. The finger-hackers dominated certain payphones in certain strikingly unsavory neighborhoods. They provided a service no one else would give to a clientele with little to lose.

With such a vast supply of electronic crime at hand, Don Delaney rocketed from a background in homicide to teaching telecom crime at FLETC in less than three years. Few can rival Delaney's hands-on, street-level experience in phone fraud. Anyone in 1993 who still believes telecommunications crime to be something rare and arcane should have a few words with Mr Delaney. Don Delaney has also written two fine essays, on telecom fraud and computer crime, in Joseph Grau's *Criminal and Civil Investigations Handbook* (McGraw Hill 1993).

*Phrack* was still publishing in 1993, now under the able editorship of Erik Bloodaxe. Bloodaxe made a determined attempt to get law enforcement and corporate security to pay real money for their electronic copies of *Phrack,* but, as usual, these stalwart defenders of intellectual property preferred to pirate the magazine. Bloodaxe has still not gotten back any of his property from the seizure raids of March 1, 1990. Neither has the Mentor, who is still the managing editor of Steve Jackson Games.

Nor has Robert Izenberg, who has suspended his court struggle to get his machinery back. Mr Izenberg has calculated that his $20,000 of equipment seized in 1990 is, in 1993, worth $4,000 at most. The missing software, also gone out his door, was long ago replaced. He might, he says, sue for the sake of principle, but he feels that the people who seized his machinery have already been discredited, and won't be doing any more seizures. And even if his machinery were returned -- and in good repair, which is doubtful -- it will be essentially worthless by 1995. Robert Izenberg no longer works for IBM, but has a job programming for a major telecommunications company in Austin.