Bedlam is another new adventure from Radio Shack. There are no hidden treasures to find, no wealth to amass, no score to beat. There is only one goal — get out, if you can. Your success depends totally upon your resourcefulness and your ability to think clearly. There is always one way out, but be warned — the exit changes each time you load the game.
Your computer and the instructions you give are the keys to your escape. Bedlam recognizes commands like GO WEST or GET THE KEY. You can shorten direction commands to WEST or NORTH (or even W or N if you prefer). You don't have to limit yourself to two-word commands.
You can HIT THE DUMB DOOR WITH THE STUPID KEY, or EXAMINE THE GREEN DOOR. (If there are two doors or two keys present, the computer might ask WHICH DOOR? or WHICH KEY?) Add the missing word (including a space at the end of the word).
You may end a game at any time by holding down the [BREAK] key while you press the [RESET] button. You can erase anything you type by pressing the [CLEAR] key or using the arrow keys. To make the computer respond to your request, press [ENTER] after you type your instruction.
To help you escape, you can try enlisting the aid of some of the people you meet. Just remember where you are. Can a man running around painting doors on walls and claiming to be Picasso really help? Can a man who says he is Houdini get you out? What about using "X-Ray" Johnson to burn a hole in the wall to gain freedom? Perhaps the guard dog just needs a little attention. Maybe the nurse or the doctor with the hypodermic needle (if he really is a doctor) can be persuaded to help you.
Their ability to help also changes each time you load the game. Some inhabitants of Bedlam are neither friendly nor cooperative — they do not get along with other inmates and some will try to stop you from leaving.
If you want an inmate to take an action, type the inmate's name and the action you wish taken (for example, MERLIN MEET HOUDINI or HOUDINI OPEN THE GREEN DOOR).
Some escape routes are not as obvious as others. If you get lost during a game, type LOOK and press [ENTER] to see where you are. To take an inventory, type INVENT and press [ENTER].
There are times during the game when you might be in serious danger. One particular resident of Bedlam can create problems, which only a well-timed PLUGH can cure. You must choose your allies wisely.
Good Luck. I really hope you make it. Who knows? You may even be lucky the first couple of times and get out easily. You may not be quite so lucky the next time you try.
Model I: A Radio Shack 16K Level II TRS-80 Microcomputer and a Radio Shack Cassette Recorder with Connecting Cable.
Model III: A Radio Shack 16K Model III TRS-80 Microcomputer and a Radio Shack Cassette Recorder with Connecting Cable.
Make sure your Bedlam cassette program tape is fully rewound and the [PLAY] key is down on the recorder. Turn on the system.
| Screen shows | You type |
|---|---|
| Cass? (Model III only) | Press [H] |
| Memory Size? | Press [ENTER] |
| READY >_ | SYSTEM + [ENTER] |
| *?_ | BEDLAM + [ENTER] |
| *?_ (after load) | / + [ENTER] |
Note for Model III Users: Use extreme caution when executing / [ENTER]. Releasing the [ENTER] key too slowly will turn the cassette recorder on and the program will not start.
Bedlam is designed to operate in the low 16K of RAM. To use the program from diskette, you must use DEBUG to enter machine language programs that move Bedlam above TRSDOS for storage, then back down to play.
Model I — DEBUG entry at 8010:
Model I — DEBUG entry at BD30–BD60:
After entering the code, press [ENTER] to exit Modify mode, hold [BREAK] and press [RESET] to return to BASIC. Load the tape, then at DOS READY type:
Model III — DEBUG entry at BD30:
At TRSDOS Ready, type:
Bedlam is another new adventure from Radio Shack. There are no hidden treasures to find, no wealth to amass, no score to beat. There is only one goal — get out, if you can. Your success depends totally upon your resourcefulness, and your ability to think clearly. There is only one way out, but be warned — the exit changes each time you load the game.
Your computer and the instructions you give are the keys to your escape. Bedlam recognizes commands like GO WEST or GET THE KEY. You can shorten direction commands to WEST or NORTH (or even W or N if you prefer). You don't have to limit yourself to two-word commands. You can HIT THE DOOR WITH THE DUMB KEY, or EXAMINE THE GREEN DOOR. (If there are two doors or two keys present, the computer might ask WHICH DOOR? or WHICH KEY?)
You may end a game at any time by typing QUIT or STOP. You can erase anything you type by pressing the [CLEAR] key or using the [3] and [4] keys. To make the computer respond to your request, press [ENTER] after typing your instruction.
To help you escape, you can try enlisting the aid of some of the people you meet. Their ability to help also changes each time you play the game. Depending on the active escape route, you will either be able to escape without help from anyone, or you will need the help of one or more people you meet.
If you get lost during a game, type LOOK and press [ENTER] to see where you are. To take an inventory, type INVENT and press [ENTER].
Good Luck. I really hope you make it. You may even be lucky the first couple of times and get out easily. Who knows? You may not be quite so lucky the next time you try.
To play Bedlam, you will need a TRS-80 16K or 32K Color Computer, a color television set, a Radio Shack cassette recorder, and connecting cables.
Make sure the Color Computer is properly connected to the television and the tape recorder. Insert the Bedlam tape and rewind it. Turn on the Color Computer and television (channel 3 or 4). Press [PLAY] on the recorder. Type CLOADM and press [ENTER]. When OK appears, type EXEC and press [ENTER]. Your strange journey begins.
This questionnaire is not an official psychological test and is not endorsed by any reputable doctor. Only the doctor you'll find in Bedlam endorses this test. Although mostly for fun, it does have a purpose — concealed within the questions and score evaluations are clues that should help you escape Bedlam. You may not recognize the clues until you try to escape.
Q1 — People following you: Yes = 6 pts (mild paranoia, unless you're a tour guide). No = 5 pts (overly euphoric). Unsure = 6 pts (lack of awareness).
Q2 — Smarter than others: Yes = 5 pts (Superiority Complex). No = 5 pts (inferiority — further study needed). Unsure = 10 pts (wishy-washy).
Q3 — Weird friends: Yes = 10 pts. No = 6 pts (you're the weird one). Unsure = 5 pts.
Q4 — Writing your life story: Yes = 8 pts (presumptuous). No = 9 pts (boring and dull attitude). Unsure = −1 pt.
Q5 — Depressed over games: Yes = 5 pts. No = 3 pts (you'll get depressed trying this game). Unsure = 7 pts.
Q6 — Computers "alive" or "evil": Yes = 7 pts. No = 1 pt. Unsure = 6 pts.
Q7 — Enjoy frustrating games: Yes = 8 pts. No = 5 pts. Unsure = 1 pt.
Q8 — Computer career: Yes = 10 pts (you have to be crazy). No = 5 pts + change to Yes (+10 pts). Unsure = 0 pts.
Q9 — Taking advice from crazies: Reverse scoring of Q2 (Yes here = No there, etc.).
Q10 — Long vacation: Yes = 7 pts. No = 7 pts. Unsure = 8 pts. (All answers add at least 7.)
Q11 — X-Ray vision friend: Yes = 8 pts. No = 8 pts. Unsure = 9 pts.
Q12 — Painted door opened: Any interpretation of Yes = 10 pts. No = 9 pts. Unsure = 10 pts.
Q13 — Mental patients sane: Any answer = 10 pts. (No reason to read the explanation.)
Q14 — Help from "Napoleon": Yes/Yes (Q13) = 3 pts. Yes/No = 9 pts. No/Yes = 9 pts. No/No = 10 pts. Unsure = 8 pts.
Q15 — Suspicious of the needle-carrier: Yes = 1 pt (you're right). No = 0 pts (good luck). Unsure = 9 pts.
Q16 — Petting guard dogs: Yes = 8 pts. No = 6 pts. Unsure = 9 pts.
Q17 — Reconsidering Q8: Had to re-read Q8 = 10 pts. Remembered it = 0 pts.
Q18 — Still crazy: Any answer = 10 pts.
Q19 — Truthful about Q18: Yes = 9 pts. No = 10 pts. Unsure = 9 pts.
Q20 — Heard "Plugh" before: Yes = 8 pts (you're ready for Bedlam). No = 3 pts. Unsure = 3 pts.
Add up the score for all 20 questions and consult the chart below.
| Score Range | Diagnosis |
|---|---|
| 0–30 points | A healthy, well-adjusted, normal person with a very high IQ. |
| 31–60 points | A person with several mild neuroses. A prime candidate to try Bedlam. |
| 61–99 points | Wacko! Go directly to Bedlam. Do not pass Go. Do not collect $200. |
| 100+ points | You're kidding. Nobody should score 100+. Get into Bedlam quick. |
Note: The questionnaire is designed so that many questions are absurd or silly. A truly sane person would never attempt to answer these questions. Not answering a question results in zero points. If you're crazy enough to answer all of them, you deserve whatever score you get.