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  • (suspenseful music)

  • - [Instructor] Welcome to Part 6 of your training.

  • Let's meet the device you'll be working with.

  • This is Polybius.

  • On the outside, it may look like an ordinary arcade cabinet.

  • But on the inside,

  • Polybius holds advanced surveillance systems,

  • perfect for tracking user behavior.

  • Careful! Users may experience some slight side effects.

  • The Polybius machine, the future of covert surveillance.

  • - [Narrator] Between the 1950s and 1970s,

  • the CIA was experimenting with alternative ways

  • to weaken the enemy.

  • The program was called Project MKUltra.

  • The CIA tested on unaware subjects,

  • using hypnosis and psychoactive drugs

  • in order to find the perfect interrogation method.

  • In 1976, the secret program was exposed to the public.

  • The revelation spurred countless conspiracy theories

  • that film producers were quick to pull from.

  • Movies like WarGames and The Last Starfighter

  • combined paranoia thrills and video game sensibilities.

  • But movies weren't the only things inspired by MKUltra.

  • Beyond the theater marquees,

  • one of the biggest video game urban legends was brewing.

  • And it all started with a mysterious arcade cabinet

  • that suddenly appeared in the quiet town of Portland.

  • (upbeat pop music)

  • This is Logan Bowden.

  • - I am Director of Operations here

  • at QuarterWorld Arcade in Portland Oregon.

  • - [Narrator] Logan loves urban legends.

  • - Oh, yeah, I love 'em.

  • - [Narrator] And he's kind of become a connoisseur

  • of the weird and wonderful myths from Portland's past.

  • - I've been gathering the local lore.

  • As Portland goes, you quickly learn a lot

  • about what Portland was and the folklore that surrounds it.

  • - [Narrator] Folklore like Polybius,

  • Portland's most infamous legend,

  • which he learned about while watching TV with a friend.

  • - We were watchingThe Simpsonsepisode

  • that has the Polybius in the background.

  • And he started laughing.

  • And I had no idea what he was talking about,

  • so he filled me in.

  • (suspenseful music)

  • The legend of Polybius, the short and skinny of it is,

  • around 1981, this arcade cabinet appeared in a few arcades

  • in the outskirts of Portland.

  • Now if you played this game,

  • it was said that you would have seizures,

  • fits of amnesia,

  • night terrors,

  • and also just a complete desire

  • to continue playing this game.

  • - [Narrator] So why would someone inadvertently

  • create a video game that had all these effects?

  • Perhaps, it was on purpose.

  • - Supposedly, every couple of weeks,

  • these strange men in black suits would show up.

  • And they wouldn't take any money out of the machines,

  • they would just open up the back,

  • supposedly, maybe, taking some readings of data,

  • perhaps a continuation of MKUltra.

  • And then, after about two months,

  • just as mysteriously as they appeared,

  • poof, disappeared, and they've never been seen since.

  • - [Narrator] And so a myth was born,

  • and with it came a legion of believers and skeptics

  • trying to decipher fact from fiction.

  • (rhythmic electronic music)

  • This is Brian Dunning.

  • He makes a living debunking outlandish stories

  • and has heard many tall tales.

  • So Brian, tell us why the story of Polybius

  • was a little different?

  • - It turned out, kind of much to my surprise,

  • that just about every piece of evidence supporting the story

  • was true.

  • First, two kids actually did get knocked out

  • playing video games in Portland, Oregon in 1981.

  • Second, 10 days after that,

  • the government actually was raiding arcades

  • and taking games out.

  • Third, we know the games were used by the government

  • for training.

  • And finally, there was a game called Poly-Play.

  • It was a case where this game was physically removed

  • from every arcade in which it existed.

  • - [Narrator] So it seems like

  • all the pieces of the puzzle exist,

  • leading to a confirmation of the legend, right Brian?

  • - Arcade culture is extensively documented.

  • They had trade magazines.

  • They had consumer magazines.

  • And in all of those issues, throughout the entire 1980s,

  • there is not a single mention anywhere

  • of a game called Polybius.

  • We know for a fact that it did not exist.

  • - [Narrator] But proprietors of the legend

  • weren't quite willing to let the myth die.

  • (dramatic organ music)

  • So they began to design

  • different elements of the game themselves.

  • School teacher and dedicated arcade builder,

  • Paul Santa Cruz, is working hard

  • on bringing the legend to life.

  • (dramatic organ music)

  • - [Paul] One day, it kinda popped in my head,

  • "You know what, I'm gonna make a Polybius."

  • - [Narrator] But how, exactly, do you make a Polybius?

  • Well in 2007, an underground community of gamers

  • actually developed a hypnotic video game

  • and marquee graphics inspired by the myth.

  • It's what they thought the game could actually look like.

  • Paul decided to take the work one step further

  • and build a fully-custom arcade cabinet.

  • - Everything was there that I needed.

  • The graphics were there.

  • The game was there.

  • So maybe the cabinet wanted to exist in real space and time.

  • I wanted people to see it

  • and stop and turn to their friends

  • and say, "Wait a minute, is that really it?"

  • I wanted it to be part of that mythos.

  • (rhythmic electronic music)

  • - [Narrator] So there you have it,

  • the story of how a video game legend

  • became an arcade reality.

  • - I don't think it matters at all

  • that the legend is true or false.

  • It's just a fun thing to follow.

  • - I had a lot of people tell me

  • the cabinet was cool

  • and didn't have any interest in playing it

  • because they weren't gamers.

  • But they loved the fact that this thing existed.

  • - If Polybius didn't exist, it does now,

  • minus the seizures and amnesia.

  • You're not gonna, like, be a sleeper cell, or are you?

  • (rhythmic music)

(suspenseful music)

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