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rd for the "property" of these 1,500 people. Whatever "property" the users had been storing on AT&T's computer simply vanished completely. Boykin, who had himself reported the E911 problem, now found himself under a cloud of suspicion. In a weird private-security replay of the Secret Service seizures, Boykin's own home was visited by AT&T Security and his own machines were carried out the door. However, there were marked special features in the Boykin case. Boykin's disks and his personal computers were swiftly examined by his corporate employers and returned politely in just two days--(unlike Secret Service seizures, which commonly take months or years). Boykin was not charged with any crime or wrongdoing, and he kept his job with AT&T (though he did retire from AT&T in September 1991, at the age of 52). It's interesting to note that the US Secret Service somehow failed to seize Boykin's "Killer" node and carry AT&T's own computer out the door. Nor did they raid Boykin's home. They seemed perfectly willing to take the word of AT&T Security that AT&T's employee, and AT&T's "Killer" node, were free of hacker contraband and on the up-and-up. It's digital water-under-the-bridge at this point, as Killer's 3,200 megabytes of Texan electronic community were erased in 1990, and "Killer" itself was shipped out of the state. But the experiences of Andrews and Boykin, and the users of their systems, remained side issues. They did not begin to assume the social, political, and legal importance that gathered, slowly but inexorably, around the issue of the raid on Steve Jackson Games. # We must now turn our attention to Steve Jackson Games itself, and explain what SJG was, what it really did, and how it had managed to attract this particularly odd and virulent kind of trouble. The reader may recall that this is not the first but the second time that the company has appeared in this narrative; a Steve Jackson game called GURPS was a favorite pastime of Atlanta hacker Urvile, and Urvile's science-fictional gaming notes had been mixed up promiscuously with notes about his actual computer intrusions. First, Steve Jackson Games, Inc., was NOT a publisher of "computer games." SJG published "simulation games," parlor games that were played on paper, with pencils, and dice, and printed guidebooks full of rules and statistics tables. There were no computers involved in the games themselves. When you bought a Steve
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