Hackers, Heroes of the Computer Revolution | Page 7

Steven Levy
campus phone system, and had seen to it that sophisticated phone equipment was available for the model railroaders. Using that equipment as a starting point, the Railroaders had devised a scheme which enabled several people to control trains at once, even if the trains were at different parts of the same track. Using dials appropriated from telephones, the TMRC "engineers" could specify which block of track they wanted control of, and run a train from there. This was done by using several types of phone company relays, including crossbar executors and step switches which let you actually hear the power being transferred from one block to another by an other-worldly chunka-chunka-chunka sound.
It was the S&P group who devised this fiendishly ingenious scheme, and it was the S&P group who harbored the kind of restless curiosity which led them to root around campus buildings in search of ways to get their hands on computers. They were lifelong disciples of a Hands-On Imperative. Head of S&P was an upperclassman named Bob Saunders, with ruddy, bulbous features, an infectious laugh, and a talent for switch gear. As a child in Chicago, he had built a high-frequency transformer for a high school project; it was his six-foot-high version of a Tesla coil, something devised by an engineer in the 1800s which was supposed to send out furious waves of electrical power. Saunders said his coil project managed to blow out television reception for blocks around. Another person who gravitated to S&P was Alan Kotok, a plump, chinless, thick-spectacled New Jerseyite in Samson's class. Kotok's family could recall him, at age three, prying a plug out of a wall with a screwdriver and causing a hissing shower of sparks to erupt. When he was six, he was building and wiring lamps. In high school he had once gone on a tour of the Mobil Research Lab in nearby Haddonfield, and saw his first computer--the exhilaration of that experience helped him decide to enter MIT. In his freshman year, he earned a reputation as one of TMRC's most capable S&P people.
The S&P people were the ones who spent Saturdays going to Eli Heffron's junkyard in Somerville scrounging for parts, who would spend hours on their backs resting on little rolling chairs they called "bunkies" to get underneath tight spots in the switching system, who would work through the night making the wholly unauthorized connection between the TMRC phone and the East Campus. Technology was their playground.
The core members hung out at the club for hours; constantly improving The System, arguing about what could be done next, developing a jargon of their own that seemed incomprehensible to outsiders who might chance on these teen-aged fanatics, with their checked short-sleeve shirts, pencils in their pockets, chino pants, and, always, a bottle of Coca-Cola by their side. (TMRC purchased its own Coke machine for the then forbidding sum of $165; at a tariff of five cents a bottle, the outlay was replaced in three months; to facilitate sales, Saunders built a change machine for Coke buyers that was still in use a decade later.) When a piece of equipment wasn't working, it was "losing"; when a piece of equipment was ruined, it was "munged" (Mash Until No Good); the two desks in the corner of the room were not called the office, but the "orifice"; one who insisted on studying for courses was a "tool"; garbage was called "cruft"; and a project undertaken or a product built not solely to fulfill some constructive goal, but with some wild pleasure taken in mere involvement, was called a "hack."
This latter term may have been suggested by ancient MIT lingo-- the word "hack" had long been used to describe the elaborate college pranks that MIT students would regularly devise, such as covering the dome that overlooked the campus with reflecting foil. But as the TMRC people used the word, there was serious respect implied. While someone might call a clever connection between relays a "mere hack," it would be understood that, to qualify as a hack, the feat must be imbued with innovation, style, and technical virtuosity. Even though one might self-deprecatingly say he was "hacking away at The System" (much as an axe-wielder hacks at logs), the artistry with which one hacked was recognized to be considerable.
The most productive people working on Signals and Power called themselves "hackers" with great pride. Within the confines of the clubroom in Building 20, and of the "Tool Room" (where some study and many techno bull sessions took place), they had unilaterally endowed themselves with the heroic attributes of Icelandic legend. This is how Peter Samson saw himself and his friends in a Sandburg-esque poem in the club newsletter:
Switch Thrower for the World, Fuze Tester, Maker of Routes, Player with the Railroads and the System's
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