Archive for May, 2009

Dateline Nov. 4, 2002: TerraQuest Goes Live

Friday, May 1st, 2009

For $25, you can try your hand at an online adventure that just might net you $250,000.

MindQuest announces the final release of their new game.

The game, released today, has numerous opportunities to win cash There will be several $25,000 prizes and a grand prize of at least $250,000 (unless you live somewhere where the prizes are half (see the u>Official Rules for details).

The Press Release:

Henderson, NV November 4, 2002 MindQuest Entertainment, an online interactive entertainment company, today announced its flagship game, TerraQuest, a strategic online game that blends mystery, intrigue and the chance to win a substantial cash prize. Players from around the world in over 20 nations will compete to be the first to solve the mystery and reap the benefits.
>The TerraQuest game will offer an extremely rewarding intellectual challenge to people all over the world,” said Keith Griffin, founder and chief executive officer of MindQuest Entertainment. >Because TerraQuest depends on the mind instead of reflexes, it can be enjoyed by everyone with a basic computer literacy. This truly is the next generation of entertainment – it is what adults play when they grow up.”

TerraQuest Offers a New Type of Online Entertainment
TerraQuest is an interactive game that is a cross between a mystery and a scavenger hunt. It blends elements of reality entertainment with the Internet for a new paradigm in entertainment. As console games and online fantasy games have created a new and highly successful market in the last several years, TerraQuest brings to market a new type of online game that is based on skill and intellect, rather than reflexes.

TerraQuest Players Control Their Own Destiny
Using a Laboratory Assisted Research System (LARS), players are put in control of their own destiny. TerraQuest invites the player to step inside a variety of interactive media presentations. Using the LARS Console, players have the opportunity to navigate and view rooms panoramically, listen to audio clues, and submit clues to the Research Lab. At the lab, clues can be examined, magnified, fingerprinted and unlocked (such as a briefcase). Requested analysis will be sent back to players within 48 hours. Using a clue manager, players can keep track of all their detective work to submit their proposed answer at the end of a game period.

>The interactive LARS Console really puts the player in charge of their own destiny,” said Devin Pense, creative director for MindQuest Entertainment. >Players may choose to focus on a particular room or object that may or may not help them get closer to the final answer. The suspense of solving the mystery and winning a shot at the prize money is extraordinarily entertaining.”

TerraQuest Is Challenging, Intriguing and Most of All-Fun
TerraQuest will comprise six game periods, each lasting approximately one month. The object of the game is to obtain the number for a bank account that contains the grand prize - the first player to do so will win one-half of the money in the bank account. During the first five game periods, players will be seeking to discover the first part of the bank account
number and the identity of the person possessing a safe deposit box key. The first ten players to correctly identify that information will then compete against each other to be the first to locate, at a specific date, location, and time, the holder of the safe deposit box key, who will give that player the key. Inside the safe deposit box will be numbers comprising the second part of the bank account. The players will be able to follow the clues by using only their computers, their minds, and readily available research within the game.

TerraQuest Offers the Chance to Win a Substantial Cash Prize
The first finalist to locate the holder of the key will be deemed the winner. The winner will receive the key to the safe deposit box, which contains the second part of the bank account number. The winning player will receive fifty percent of the money in the bank account (the grand prize). Each of the other nine finalists will receive five percent of the money in the bank account. The first player who is not a finalist to locate the holder of the key will also receive five percent of the money in the bank account.

Pricing and Availability:

TerraQuest offers a great entertainment value. Players who register in the first month pay a $25.00 registration fee. As the game periods progress, the registration fee increases. For complete pricing information, please see the TerraQuest Fact Sheet at

MindQuests’ flagship product, TerraQuest is available today for download at

Rules and Eligibility:

To review the Official Rules and eligibility to play the game, please visit

About MindQuest Entertainment
Founded in January of 2002, MindQuest Entertainment, LLC is an online interactive entertainment company that writes and produces games that are based upon skill and intelligence, rather than reflexes. As the first company to offer an online interactive game with substantial cash prizes, MindQuest will offer compelling entertainment to adults from many countries around the world. MindQuest is a privately funded and privately held limited liability company, with headquarters in Henderson, Nevada. For more information about MindQuest and its flagship product, TerraQuest, please visit

Read the privacy policy carefully. You’re not just paying for the game with your credit card.

Dateline Nov. 3, 2002: Terraquest demo and pricing announced

Friday, May 1st, 2009

MindQuest, Inc. has release pricing for their new online adventure, TerraQuest. The demo harkens back to the days of the first graphical adventure games with a few twists thrown in.

First and foremost, there be treasure. And we’re not talking about cheesy little gold coins. There will be six separate $25,000 prizes awarded along the way and a grand prize of at least $250,000 to one lucky winner.

The catch (there’s always a catch), is that to enter the game, you have to pay. The game is divided into six game periods. Depending on when you join, the price of entry escalates from $25 to $100 through the fifth game period. For the final game period, the price drops to $50 but you are ineligible for the grand prize. Furthermore, by joining, you agree allow your personal information to be shared as follows (and I quote):

Use of Information

We may use the information we collect from you for any of the following purposes: (1) to facilitate your participation in TerraQuest (2) to fulfill your requests for certain products and services; (3) to provide you with targeted offers based on your specific requests or your stated preference to receive certain categories of offers; (4) to send you information and promotional materials and offers from our company as well as from our subsidiaries, affiliates, marketing partners, advertisers, and other third parties, (5) to deliver targeted display advertisements and offers (by matching criteria provided by our advertisers with information collected from our visitors), (6) to enable our marketing partners, advertisers, and other third parties to communicate with individuals; (7) to contact visitors to our Web Sites or registered participants of TerraQuestâ„¢ when necessary; (8) to help address problems with our Web Sites or marketing services; (9) to administer our Web Sites; (10) to conduct internal reviews of our Web Sites (e.g., to determine the number of visitors to specific pages within the site), (11) to help us better understand visitors’ use of our Web Sites; and (12) to protect the security or integrity of our Web Sites.

Translated into plain english, anyone. And specifically, targeted marketing partners.

The game appears to be self contained within their LARS interface, so I don’t think it will qualify as a true ARG, but it looks to be a lot of fun and the element of substantial rewards might be enough to make a few people ante up and play along.

The official launch date has not been announced, but company insiders seem confident that the game should be live no later than mid-November.

Dateline Nov. 2, 2002: Real or Rant?

Friday, May 1st, 2009

The heading claims “Global Announcement” and goes on to say, “On this date an astounding discovery will be revealed to the world.”

So is it a game or just the wanton ramblings of a crackpot conspiracy theorist? It seems to me, that the story is improbable enough to be completely fictional…

and, therefore, quite possibly a game.

Two hints make me think it’s a game. First, there are oblique references to conspiracies that don’t normally go together. The statement “It has been suggested that prophecies by the ancient Seers and Soothsayers of the distant past, speak of what I have uncovered.” just doesn’t jive with someone with enough access to major search engines that they are knocking on your door moments after enter “certain combinations of search strings.”

Even if someone is that paranoid, it’s so unlikely to be true, that it must be fiction. Given that iit’s fiction, it would be done a lot more professionally if it came from a big commercial venture or movie studio.

Ergo, it’s likely a game. It’s likely to be homegrown. The PMs are giving themselves lots of time to develop it and have already garnered lots of buzz around the Internet.

I’m calling this one something to keep on the watchlist.

Dateline Nov. 1, 2002: EXCLUSIVE: Interview with Search4E PM, Alex Beck

Friday, May 1st, 2009

I had the privilege to spend some time online with Alex Beck. He is the man responsible for putting together search4e and took a little time to fill in some background and give us a peek behind the scenes.

Search4e is a non-linear, interactive story played online. It involves the search for Ed Sobian and is filled with intrigue, puzzles and potentially prizes. It started around April 2002 as a test and is officially going live this evening.

We have about 120 players following the story already and it’s already proven itself to be a compelling story.

wb: Hi Alex!
wb: Thanks for taking the time to chat. I really appreciate it, especially on such an important day.
wb: Why don’t we start with some brief background information.
Can you give me a little background on who you are and how you became involved with the search for Ed Sobian?
Alex Beck:: Sure. Hold on.
Alex Beck:: I’m a former producer with a number of small ad agencies in Boston and NYC. I spent some time in London and Berlin. I’ve done a number of meetings and events and it was through this work that I came to know Steve [Massarsky] and Waldemar [Korzeniowsky] — and it was through them that I was introduced to search4e.
wb: What was it about Search4e that caught your interest?
Alex Beck:: I have a lot of friends involved in traditional forms of entertainment and there’s an aspect of it that feels like the same thing over and over. This felt entirely different and new. I mean a whole new form of entertainment that we were inventing as we go. It’s not that often in life that you can feel like you’re actually on the cutting edge… and there I was. So here I am. With lots of big plans for the future.
wb: How would you describe this new form of entertainment?
Alex Beck:: Highly interactive. In many ways, the players actually influence the direction of the story. It’s also a combination, and in some ways a culmination, of the capabilities of multiple media. The fact that this simply couldn’t have happened or taken off even two, three years ago is something I find very exciting: that this is uniquely native to and suited to the Web.
Alex Beck:: Let me add this. When I say “highly interactive,” I mean that if players show a lot of interest in a certain character or part of the story line, theyr’e bound to get it. We’re flexible and that feels right.
wb: That cutting edge is often called the “bleeding edge.” It’s tough treading new ground. What kind of things have you run into that were unexpected?
Alex Beck:: Yes, we’re all a bit scarred and battle weary, but the wounds are already healing nicely. We’re dealing with a melding of technology and information and content and navigation and it doesn’t always blend seamlessly, especially first time around. Things take longer than we’d like or expect. But we have a great team and we’re on target for launch tonight.
wb: If I understand correctly, Second State is a joint venture between BPictures and Bizincu. How does that all fit together?
Alex Beck:: Second State is not a joint venture. It’s a standalone and it’s a partnership between Steve and Waldemar. But you’re correct that these business entities fit into their past and to some extent present existences.
wb: Who’s brainchild was Second State and the Search4e? How did you identify the opportunity and get it all started?
Alex Beck:: It wasn’t me who identified the opportunity, although I was quick to jump on it when it was offered. It was originally Waldemar’s idea, and he and Steve have been working together to modify it and shape it into what you’ll be seeing tonight.
wb: The beta period has been running since April making Search4E the longest running venture of it’s kind (even though it hasn’t officially started). Is all the information and research that’s been done still important or are we starting with a clean slate?
Alex Beck:: Definitely don’t wipe the slate. Search4e is continuing and ongoing. The launch signals a reorganization of material and information as well as the introduction of new material that we’re pretty excited about.
Alex Beck:: For example, wait until you see the opening trailer.
wb: Cool. We’re all very excited about the launch as well.
wb: The press release mentioned a lot of exciting possibilities and a tie-in with Lycos. It seems this genre is pretty boundless. What kind of things can investigators expect to see?
Alex Beck:: There are lots of plans for other deals as well. With Lycos we’re waiting for word about doing a Jeremy Denauer chat next week. I think part of the newness of this effort and this form of entertainment is that people (i.e. big companies) are open to talking and the prospect of various kinds of partnership, but the specifics are not yet set in stone. We have an educational burden to show these companies that there’s really an audience for this kind of entertainment, and that people will be attracted to it.
Alex Beck:: In fact, that’s where players come in. Because on some level we count on you guys to get out there and preach the gospel.
wb: Who is Jeremy Denauer?
Alex Beck:: Who is Jeremy… hold on.
Alex Beck:: Check Collective Detective today or this evening. Jeremy is a former cop and FBI agent who’s been engaged by TCP to serve as lead investigator and add a measure of professionalism to the archiving of material around here.
wb: Are you also responsible for
wb: Everyone is anxious to have access to the notebook and other features.
Alex Beck:: To the extent of my own capabilities. I have certain responsibilities, but there’s a team. Everyone reports to me and I report to Steve and Waldemar. But this is an open-door operation, so it’s safe to say that everyone reports to everyone.
Alex Beck:: That’s great to hear — that people are anxious to see what’s new about the launch. We worked hard on the notebook and are anxious to get feedback.
wb: Can we expect all of the features on to be live with the official launch?
Alex Beck:: Well, as you know this is a dynamic project. It will always be a work in progress. So it’s not like we launch and that’s it. So you can expect many, but certainly not all of the features that we have planned for the coming months. What fun would it be if we gave you everything at once?
wb: Which features will be available tonight?
Alex Beck:: Certainly the notebook. The trailer. A new intro page. An option in terms of ways to navigate the site and acquire information. New boards. And more.
Alex Beck:: What did you take away from beta period that you think might be helpful for us to know?
wb: Are you familiar with other similar games like The Beast?
Alex Beck:: I am familiar but it’s the creatives who have to be and are much more familiar than I am. I’m more product manager than game designer, but from a personal point of view I’ve noted a see saw effect of early games trying to establish the right balance between story, game and interactivity. So far I don’t think any have hit it and I think we’rve addressed many of the problems and are moving in the right direction.
wb: To answer your question, the more real you can make the players, websites, and events, the more immersive the entire story becomes. You guys have done a great job expanding the characters for us. The players have to have a pretty clear understanding of what we mean when we talk about the curtain or it blows the suspension of disbelief that goes along with this type of adventure.
Alex Beck:: That’s great to hear. We’re working hard to ensure that this kind of verisimiltude continues.
wb: For those that are new to the search, what do you suggest they do to get up to speed?
Alex Beck:: I think getting up to speed is going to be a lot easier with the new user interface and Jeremy. We’re also all incredibly grateful to the players for the sites they’ve put together, like and and beth’s files. We’re also launching a board exclusively for newbies, and we hope that some of you will be there to guide them.
wb: We certainly will. I’m sure you guys are considering what’s next. Do you have any plans to use the Search4e story in any other media?
Alex Beck:: Definitely. Already working on film deals, for one.
wb: Are you going to wait to see how this plays out before you start on any other projects?
Alex Beck:: We’re certainly not opposed to concurrent — in fact, ideally there would be crossover elements. Oh — Steve just walked by and said to say hi to you and that I should get back to work because we’re launching tonight and the moments are clicking. One more question, if you like?
wb: One last question I promised I would ask, Have you ever met Ed Sobian? :D
Alex Beck:: =P~ Not that I’m aware of.
wb: Alex, thanks very much for your time. If you think of anything else you would like me to include, let me know and I’ll post it as a followup. I really appreciate everything all of you have done and we all look forward to a great experience!
Alex Beck:: Thanks so much, WB.

Dateline Oct. 31, 2002: Chat Transcript with Alias Technical Consultant Rick Orci

Friday, May 1st, 2009

Rick Orci, technical consultand and writer for ABC’s hit show Alias joined about 65 or so fans to chat last night at There were some great spoilers about the show and a few hints dropped about the online game. Click the Read More link for transcripts related to the game and a link to the full transcript.

Abridged Chat Transcript: 10/30/02
Chat with Bob Orci, Alias Technical Consultant
Hosted At: The Alias Four
Note: Full transcript can be found here

[rmsilver7]: ok heres a pre-asked question:
[rmsilver7]: Do the highlighted letters (location names) have a purpose other than the visual affect?
[RickOrci]: Last year, they were an encryption key for the webpuzzle at the end of the year.
[RickOrci]: This year…
[RickOrci]: They may serve a purpose… and should PROBABLY be kept track of.
[RickOrci]: I’m sure Mandaking wrote them down already.
[RickOrci]: I recognize half the names in here.
[RickOrci]: Clearly I spend too much time online.

[Kerlo]: Hello! Thanks for taking the time to chat with us tonight! I was wondering if there will be any more plot lines with Ana Espionsa? I noticed that the actress has a lead role in another tv show. Also i just wanted to say that I really like the show and you can actually tell that alot of effort was put into the writing!
[RickOrci]: Hey Kerlo.
[RickOrci]: Thanks Kerlo!
[RickOrci]: We actually wanted to get Ana back… but sadly, she’s on firefly now. However, she may serve a role in an Alias video game we’re developing.
[RickOrci]: Hopefully we’ll get her back at some point.

[rmsilver7]: Ohh also, since Weiss is the one talking in the diolaouge does that mean he isnt killed off at all??
[rmsilver7]: this season?
[RickOrci]: I heard rumors that he’s recovering nicely and may be ready for duty soon.

[rmsilver7]: OK, heres another pre asked one: Is there a mythos behind the number 47 peculiar to alias which differs from the “star trek” lore?
[RickOrci]: The recurrance of the number 47 is purely a coincidence.
[RickOrci]: If you believe in coincidences.

[RickOrci]: Hey Manda!
[Mandaking2000]: Hi Rick My question is of course web puzzle related… Last year did the puzzle progress as you all had planned it or did we miss the boat on somethings… and also is the game this year going to be structured the whole time!!
[RickOrci]: Last year it was originally budgeted as merely a “web presence”, a few sites by Eric Scott. However,
[RickOrci]: by mid-season we’d run out of money… So Jesse Alexander and I pulled together all the free resources of the net and improvised a new chapter every few weeks.
[RickOrci]: It progressed very unexpectedly.
[RickOrci]: Especially when you guys started creating private forums

[AliasJunkie]: Now is start of new webgame?
[RickOrci]: We couldn’t track player progress… so we had to create aliases as players and ifiltrate them
[RickOrci]: I could go on forever about that… It was a blast.
[RickOrci]: conspiracychick was a way to shout out to last season’s best players.
[RickOrci]: And to notify them about their “sleeper status”…
[RickOrci]: More to come…

[Transcript by: Riika Magnus of Secret Life of Alias]
[Edited for by Bill Shaw]

© 2002 The Alias Four and their respected owners. All Rights Reserved. Absolutely no posting of this transcript without proper credit is allowed. Please email the web masters with any questions regarding this transcript. *Special Thanks to Wag of Team Alias for making this all happen, thank you Wag!!*

Dateline Oct. 30, 2002: Alias Operation KnockKnock Walk-through Available

Friday, May 1st, 2009

The Weissbot is ready to go with Codeword: Northridge and we have a detailed walk-through ready to go!

Help Agent Weiss find the IP Address for a monitoring site setup by rogue hacker JohnnyReb.

Dateline Oct. 30, 2002: Push, Nevada Ends

Friday, May 1st, 2009

The show is over, the money is about to be awarded, and Enoch has thrown in the towel. We had a good run and I’m sure the rumor mill will abound with stories, conjecture, and mystery. If we have learned nothing else, “Everyone has a secret in Push, Nevada.” Even the producers.

Now that Push is off the air to make room for a sweeps friendly lineup on ABC, it seems that LivePlanet is leaving the door open to redux the intriguing series.

It’s odd enough that the closing 30 seconds of the final episode had the main character, Derek Cecil, address the audience directly, but he strongly hinted that it wasn’t quite over.

In fact, the hacker site, which provided clarification of important clues during the show, reinforces this message by offering a free download of the 160 page book, The Push, Nevada Experiment and the following quote:

F&O: They are close, they are very close! I can’t believe the resources these people have. I never thought I would be even close to vulnerable with my connections and abilities. I don’t think I am going to make it. Please, please keep up the fight.

Use the book, the information I have given you, and whatever resources you can to keep fighting. Good Luck.

Enoch Out

It seems this chapter is over, but the story may not be. After all, the mystery of Push is, as Mary Sloman said, “like all the best secrets, not quick in the telling.”

The book does a fantastic job of wrapping up the story of Push. Although I initiallly enjoyed the show, I had much more appreciation for the story after reading the book and watching the episodes with my newfound understanding of the plot.

Within a day of the cancellation, it was already rumored that LivePlanet had begun making the rounds looking for another home for their fledgling concept. The audience garnered by Push, NV is easily sufficient for cable. Add that to the 10,000 plus registrations on the message group LivePlanet established on Yahoo and at least two other large groups communicating elsewhere and you have a substantial potential audience for a sequel or spin-off. The book and the on-air wrapup both leave the door open.

My only hope is that if Push, Nevada is reincarnated, LivePlanet realizes that dumbing down the puzzles was, well, dumb. The level of cooperation demonstrated by every player group I witnessed was phenomenal. The audience clearly deserves more and I, for one, hope they get it.

Dateline Oct. 28, 2002: Remember Atari’s Adventure?

Friday, May 1st, 2009

One of the original games of exploration, Atari’s Adventure is now available online as a Flash Program.

Adventure defined a genre as the first graphic adventure game. It set the expectations and guided the development of everything that came after from Zelda to UT2002.

This game was one of the first loaded with hidden passages and easter eggs (hidden commands or game elements that are cool but have nothing to do with the storyline).

You’ll find it here: The reproduction is 99% faithful although Pehnke did move a couple of items around.

Dateline Oct. 26, 2002: Operation Roundup Walk-through Available

Friday, May 1st, 2009

The entire Operation is now documented here at We even had a little crypto puzzle to solve.

There’s also a nice little bonus when you finish!

Watch out for trolls and minor bugs!

Codeword: Crow

Codeword: Patriot (both parts).

Have fun!

Dateline Oct. 25, 2002: New Encryption Method Allows Reversible Image Alterations

Friday, May 1st, 2009

Current steganographic techniques introduce permanent changes to images when information is stuffed into them. A new watermarking technique developed by researchers at the U. of Rochester restores the original image 100% when extracting the encrypted data.

This new technology, ostensibly for certifying authenticity and accuracy of images for law enforcement and copyright protection can also be applied to data hiding. ARG developers should soon have a new tool allowing more diverse puzzles centered around image manipulation.

For example, two images might be merged in such a way that renders both images unviewable. Given the right software and key, both images would be revealed. Because the technology is lossless and reversible, no quality is lost in the original images.

The article on C|Net can be found here.