June 17, 2026

EP 062 Who Created Polybius? | Corporate Manipulation & Cultural Conditioning Exposed

EP 062 Who Created Polybius? | Corporate Manipulation & Cultural Conditioning Exposed
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Hidden history isn't just what's deleted—it's what our collective imagination *creates* to explain institutional control. Polybius, the arcade game that never existed, became an urban legend because it perfectly symbolizes corporate manipulation culture and forbidden ideas about who shapes our reality. Today, we investigate why we needed to believe in Polybius, what that reveals about narrative control, and how institutions exploit our hunger for forbidden truth. https://SomeUnapprovedThinking.com Sponsor - https://DarkHorseEntrepreneur.com
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Beneath the headlines, behind
the timelines, there is a

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story no one wants you to find.

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Welcome to some unapproved thinking, where
forgotten truths, buried patterns, and

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invisible systems rise to the surface.

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You weren't crazy.

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You were just early.

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Let's begin.

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Polybius, a game I mentioned in
passing in the previous episode

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about the Cabbage Patch, uh, spies.

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But in nineteen eighty-one, Polybius
appeared in Portland, Oregon, a video

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game that was never supposed to exist.

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No manufacturer, no serial
number, no official record,

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and within weeks, it vanished.

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Most people think Polybius is a myth, an
internet legend born in twenty oh three

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when someone posted about it on a forum.

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But that's exactly what
you're supposed to think.

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The real story starts thirty years
earlier in a classified division of

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the Department of Defense that was
experimenting with something far more

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dangerous than any arcade machine
This is Some Unapproved Thinking.

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Now back to the show.

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You need to understand the
Cold War context first.

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By the late 1970s, the CIA was
deeply invested in behavioral

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modification through technology.

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MKUltra had officially ended in the
mid-'70s, or so we were told, but the

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infrastructure didn't just disappear.

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Nope, uh, it evolved.

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The program had been run by a
chemist named Sidney Gottlieb,

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the CIA's poisoner-in-chief, who
operated with virtually no oversight.

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Before MKUltra, there was Project
Artichoke, and before that, Bluebird.

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The infrastructure for mind control
research existed for years before anyone

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thought to put it in an arcade cabinet.

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When the Church Committee exposed
MKUltra in 1975, CIA Director

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Richard Helms had already ordered
most of the files destroyed.

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What survived was accidental.

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What happened next was compartmentalized
so thoroughly that most of the people

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who worked on it never knew the full
scope of what they were building.

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They knew their piece, nothing more.

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That's how you keep a
secret for four decades.

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One of MKUltra's known victims was Frank
Olson, a government scientist who died

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under mysterious circumstances after being
dosed with LSD without his knowledge.

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The government called it suicide.

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Decades later, his family is
still fighting for the truth.

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Olson's case is a reminder that
these programs didn't just study

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people, they consumed them.

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In 1978, a classified research facility
operating under the Defense Advanced

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Research Projects Agency, DARPA,
began a project codenamed Mindframe.

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The objective was psychological
weaponization through interactive media.

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Video games were emerging.

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Arcade cabinets were spreading.

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Nobody was studying their
long-term neurological effects.

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Nobody was asking if they could
be engineered to produce specific

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psychological states in players.

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No one was asking except
for the government.

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Yeah.

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They were asking, and they had
the budget to find those answers.

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The team assembled for Mindframe included
behavioral psychologists from Stanford,

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neuroscientists who had previously
worked on MKUltra follow-up programs,

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and crucially, a thirty-two-year-old
programmer named David Theobald, who had

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been contracted by the NSA since 1976.

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Theobald had access to processing
power that wouldn't be commercially

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available for another decade or so.

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He had access to classified
psychological profiles.

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He had access to something else:
the exact specifications of how

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human visual perception could be
manipulated through flickering light

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patterns and specific color sequences.

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By 1980, the prototype was functional.

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They called it Polybius, a
reference to the lost histories

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that only the victor gets to write.

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The supposed developer name
printed on the cabinet?

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Sinneslöschen, German for sense deletion.

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If you wanted to hide a psychological
weapon in plain sight, that's exactly

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the kind of detail you'd include.

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The cabinet was built to specifications
that seem mundane on the surface.

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A standard arcade shell, typical
arcade controls, but inside,

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there were modifications.

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The monitor was calibrated to frequencies
that commercial manufacturers never used.

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The color palette was limited
deliberately to combinations that had

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been identified in classified neuroscience
studies as producing measurable

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changes in temporal lobe activity.

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The game itself wasn't designed to be fun.

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It was designed to be addictive in a
specific way, triggering compulsive

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replay in subjects and leaving them
susceptible to suggestion during a narrow

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seventy-two-hour window after gameplay.

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Here's where it gets darker.

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The game's pattern sequences were
randomized, but the randomization

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followed an algorithm that embedded
trigger sequences, visual patterns

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that corresponded to sequences
used in audio interrogation

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protocols from the previous decade.

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If you played long enough, your brain
was essentially being primed by the same

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stimulus architecture that had been used
in black site interrogation facilities.

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Not torture, something
more, uh, sophisticated.

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Effectively voluntary participation
in your own neurological conditioning.

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In late 1980, DARPA
authorized field testing.

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They needed a city that was far
enough from Washington to avoid

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direct oversight but with enough
FBI presence to monitor results.

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Portland fit the profile.

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A test cabinet was shipped to a small
arcade on Southwest Alder Street,

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disguised as a standard commercial unit.

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Some researchers have pointed out
that Portland arcades around this

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same period had already documented
medical incidents tied to Tempest,

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a real commercially released game
that was causing seizures in players.

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That context mattered.

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If a new cabinet produced strange
neurological effects, there was

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already a cover story available.

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Three separate intelligence contractors
were assigned to monitor player behavior,

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baseline their psychological profiles
before and after play sessions, and

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document any behavioral changes.

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They posed as arcade staff.

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Nobody noticed anything unusual because
there was nothing unusual to see, just

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another cabinet in another arcade.

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But here’s what the researchers
discovered, documented in

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reports that remain classified.

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Players developed an immediate,
almost obsessive drive to replay.

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They reported vivid, intrusive imagery
in the hours following gameplay,

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and in that seventy-two-hour window,
exactly seventy-two hours, consistent

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across ninety-four percent of test
subjects, they demonstrated measurably

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increased compliance in follow-up
social experiments, increased trust

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in authority, increased acceptance
of negative information about peers,

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increased compartmentalization
of memory, the ability to hold

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contradictory beliefs simultaneously
without psychological distress It

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worked better than they expected.

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Too well.

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And then something went, hmm, wrong.

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One of the test subjects, a 19-year-old
named Marcus Wheeling, didn't experience

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the normal neurological response.

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Instead of increased compliance,
he developed acute dissociative

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episodes, and I mean, severe episodes.

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Within 48 hours of his first
play session, he was catatonic.

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By day five, he had no memory
of his own name, his family,

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or even his previous address.

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He was hospitalized, diagnosed with acute
schizophrenia, and within eight months, he

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died by suicide in a psychiatric facility.

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His death certificate listed the
cause as untreated mental illness.

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No mention of the arcade, and
no mention of the cabinet.

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It echoed Frank Olson's case in
ways that nobody in the program

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wanted to acknowledge out loud.

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That's when the project was pulled.

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Not shut down, pulled.

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The cabinet disappeared from the
arcade on September 14th, 1981.

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The field team was reassigned.

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The facility was closed, and, uh, the
research was buried and, uh, buried deep.

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But one thing couldn't
be contained: the legend.

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Employees talk.

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Contractors talk.

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By 1982, rumors about a haunted arcade
cabinet were already circulating

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among Portland's tech underground.

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Yeah, about a cabinet that
drove people, mm, insane.

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A cabinet that the
government had been testing.

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By the time the Internet existed, the
story had transformed into folklore.

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Polybius, the mysterious arcade
game, was lost to history.

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Now, here's the trap.

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Because it became a meme, because
it transformed into an Internet

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legend, and the actual truth
became retroactively unbelievable.

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If you say Polybius was a real government
experiment today, you're filed in

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the same category as people who claim
the, the moon landing was faked.

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The mythology obscured the history.

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That was the whole point.

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Accidental or not, that was the result.

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Allen Dulles, the CIA director who
originally authorized MKUltra, understood

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this principle before any of it started.

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The best way to hide a program is
to make the idea of it seem absurd.

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But the technology didn't disappear.

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The research didn't stop.

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It was just compartmentalized further.

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Some of it was abandoned.

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The direct neuroscientific
approach proved too difficult to

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control, far too unpredictable.

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But the psychological
principle remained sound.

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You can engineer media to produce
specific behavioral outcomes.

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You can design interactive experiences
that leave people more vulnerable to

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suggestion, more compliant, and far
more fractured in their thinking.

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More alone, even when they're together,
scrolling, clicking, and refreshing.

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Seem familiar?

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The programmers who worked on Mindframe
went into commercial game design.

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At least three of them founded
companies that became significant

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players in the industry.

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One worked on early versions of what
became social media architecture,

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specifically the feedback loops
and variable reward systems that

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keep you checking your phone.

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Another developed biometric
profiling for advertising companies.

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A third disappeared from
public record in 1987.

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Last known location, Moscow.

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Last confirmed employment, classified.

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What about the cabinet itself?

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There are accounts of sightings.

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A cabinet matching Polybius' exact
specifications appeared in a private

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collector's warehouse in Seattle in 1995.

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Another in a game
archive in Japan in 2004.

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One was allegedly purchased by a venture
capitalist in Silicon Valley in 2013.

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These could be coincidences.

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These could be urban legend accumulation,
or these could be controlled field tests

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running continuously decades after the
initial authorization, just smaller, just

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quieter, and just far less documented.

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What they learned from Polybius
is still being applied.

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Every infinite scroll, every algorithmic
feed, every variable reward schedule,

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these aren't accidents of design.

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They're applications of behavioral
science that was developed and

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tested in classified programs
that you were never told existed.

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Sidney Gottlieb's methodology
didn't die with MKUltra.

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It just got scaled.

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The cabinet was the prototype.

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Everything that came after
was the scaled deployment.

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And here's the final moral trap.

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You can't unlearn this.

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Nope.

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Sorry.

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You can't unknow that the systems you're
using were potentially engineered by

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people who understood how to manipulate
your psychology at a neurological level.

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You can't go back to thinking that
technology is neutral, but you also

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can't prove it, not conclusively anyway.

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The classified records won't
be declassified for another

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twenty years, if they ever are.

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You're left in a state of informed
uncertainty, knowing enough to be

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paranoid, but not enough to be certain.

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That's the real design.

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The question isn't
whether Polybius was real.

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The question is, what have you
already been playing all this time?

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This has been Some Unapproved Thinking.

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Tracy out.

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If this story didn't sit
right with you, good.

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You're not here to be comforted.

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You're here to see what others overlook.

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Thanks for exploring
some unapproved thinking.

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Learn more at someunapprovedthinking.com.

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New episodes drop weekly.

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Subscribe, share, and keep questioning
because the pattern's still playing

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out, and next time, we're going deeper