Bedlam (1982 Video Game)
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Bedlam (1982 Video Game)
''Bedlam'' is a TRS-80 based text adventure game written for the TRS-80 by Robert Arnstein and released by Tandy Corporation in 1982. It was ported to the TRS-80 Color Computer. The object of the game is to escape a lunatic asylum. There are several ways to escape but only one random exit is active each time the game is loaded. Gameplay The game is text only. Players move through the asylum by typing simple instructions using a verb-noun command such as, "go north" or "get the key". There are NPCs A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ... such as Houdini and Picasso that can be either helpful or an obstacle. References External links Bedlam a site dedicated to the game along with a web-based emulator to play the actual game. An article from the ''Dallas Observer'' ...
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Tandy Corporation
Tandy Corporation was an American family-owned leather goods company based in Fort Worth, Texas, United States. Tandy Leather was founded in 1919 as a leather supply store. By the end of the 1950s, under the tutelage of then-CEO Charles Tandy, the company expanded into the hobby market, making leather moccasins and coin purses, making huge sales among Scouts, leading to a fast growth in sales. Entering the 1960s, aiming to broaden the company horizon, Charles Tandy acquired a number of craft retail companies, including RadioShack in 1963, then an almost bankrupt chain of electronics stores in Boston. In the 1980s, now led by John Roach as CEO, the corporation started to invest into the personal computer market, being one of the pioneers in the personal computer race, being lauded by the magazine ''Financial World'' as "the driving force at the front-running company in the red-hot personal computer race." In 2000, the Tandy Corporation name was dropped and the entity became t ...
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Noun
A noun () is a word that generally functions as the name of a specific object or set of objects, such as living creatures, places, actions, qualities, states of existence, or ideas.Example nouns for: * Living creatures (including people, alive, dead or imaginary): ''mushrooms, dogs, Afro-Caribbeans, rosebushes, Nelson Mandela, bacteria, Klingons'', etc. * Physical objects: ''hammers, pencils, Earth, guitars, atoms, stones, boots, shadows'', etc. * Places: ''closets, temples, rivers, Antarctica, houses, Grand Canyon, utopia'', etc. * Actions: ''swimming, exercises, diffusions, explosions, flight, electrification, embezzlement'', etc. * Qualities: ''colors, lengths, deafness, weights, roundness, symmetry, warp speed,'' etc. * Mental or physical states of existence: ''jealousy, sleep, heat, joy, stomachache, confusion, mind meld,'' etc. Lexical categories (parts of speech) are defined in terms of the ways in which their members combine with other kinds of expressions. The syn ...
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Adventure Games
An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, literature and film, encompassing a wide variety of literary genres. Many adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multiplayer design difficult. ''Colossal Cave Adventure'' is identified as the first such adventure game, first released in 1976, while other notable adventure game series include ''Zork'', ''King's Quest'', ''Monkey Island'', and ''Myst''. Initial adventure games developed in the 1970s and early 1980s were text-based, using text parsers to translate the player's input into commands. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands wi ...
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1982 Video Games
__NOTOC__ Year 198 (CXCVIII) was a common year starting on Sunday (link will display the full calendar) of the Julian calendar. At the time, it was known as the Year of the Consulship of Sergius and Gallus (or, less frequently, year 951 ''Ab urbe condita''). The denomination 198 for this year has been used since the early medieval period, when the Anno Domini calendar era became the prevalent method in Europe for naming years. Events By place Roman Empire *January 28 **Publius Septimius Geta, son of Septimius Severus, receives the title of Caesar. **Caracalla, son of Septimius Severus, is given the title of Augustus. China *Winter – Battle of Xiapi: The allied armies led by Cao Cao and Liu Bei defeat Lü Bu; afterward Cao Cao has him executed. By topic Religion * Marcus I succeeds Olympianus as Patriarch of Constantinople (until 211). Births * Lu Kai (or Jingfeng), Chinese official and general (d. 269) * Quan Cong, Chinese general and advisor (d. ...
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1980s Interactive Fiction
__NOTOC__ Year 198 (CXCVIII) was a common year starting on Sunday (link will display the full calendar) of the Julian calendar. At the time, it was known as the Year of the Consulship of Sergius and Gallus (or, less frequently, year 951 ''Ab urbe condita''). The denomination 198 for this year has been used since the early medieval period, when the Anno Domini calendar era became the prevalent method in Europe for naming years. Events By place Roman Empire *January 28 **Publius Septimius Geta, son of Septimius Severus, receives the title of Caesar. **Caracalla, son of Septimius Severus, is given the title of Augustus. China *Winter – Battle of Xiapi: The allied armies led by Cao Cao and Liu Bei defeat Lü Bu; afterward Cao Cao has him executed. By topic Religion * Marcus I succeeds Olympianus as Patriarch of Constantinople (until 211). Births * Lu Kai (or Jingfeng), Chinese official and general (d. 269) * Quan Cong, Chinese general and advisor (d. ...
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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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Verb
A verb () is a word (part of speech) that in syntax generally conveys an action (''bring'', ''read'', ''walk'', ''run'', ''learn''), an occurrence (''happen'', ''become''), or a state of being (''be'', ''exist'', ''stand''). In the usual description of English, the basic form, with or without the particle ''to'', is the infinitive. In many languages, verbs are inflected (modified in form) to encode tense, aspect, mood, and voice. A verb may also agree with the person, gender or number of some of its arguments, such as its subject, or object. Verbs have tenses: present, to indicate that an action is being carried out; past, to indicate that an action has been done; future, to indicate that an action will be done. For some examples: * I ''washed'' the car yesterday. * The dog ''ate'' my homework. * John ''studies'' English and French. * Lucy ''enjoys'' listening to music. *Barack Obama ''became'' the President of the United States in 2009. ''(occurrence)'' * Mike Trout ''is ...
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Interactive Fiction
'' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be " text-only", however, graphical text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that i ...
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Bedlam Opening Screen
Bedlam, a word for an environment of insanity, is a term that may refer to: Places * Bedlam, North Yorkshire, a village in England * Bedlam, Shropshire, a small hamlet in England * Bethlem Royal Hospital, a London psychiatric institution and the purported origin for the word for chaos or madness * Bedlam Theatre, a student-run theatre in Edinburgh Arts and media Film and television * ''Bedlam'' (1946 film), a thriller film starring Boris Karloff * ''Bedlam'' (2019 film), a documentary film about mental health in the United States * ''Bedlam'' (2011 TV series), a British supernatural drama * ''Bedlam'' (2013 TV series), a documentary * "Bedlam" (''Pretty Little Liars''), a 2016 episode of the TV series ''Pretty Little Liars'' Literature * '' Bedlam: London and Its Mad'', a 2008 book on the history of mental illness in London * "Tom o' Bedlam", an anonymous poem written circa 1600 * ''Bedlam'' (Kennen novel), a 2009 young adult book * ''Bedlam'', a 1992 science fiction novel ...
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Lunatic Asylum
The lunatic asylum (or insane asylum) was an early precursor of the modern psychiatric hospital. The fall of the lunatic asylum and its eventual replacement by modern psychiatric hospitals explains the rise of organized, institutional psychiatry. While there were earlier institutions that housed the " insane", the conclusion that institutionalization was the correct solution to treating people considered to be "mad" was part of a social process in the 19th century that began to seek solutions outside of families and local communities. History Medieval era In the Islamic world, the '' Bimaristans'' were described by European travellers, who wrote about their wonder at the care and kindness shown to lunatics. In 872, Ahmad ibn Tulun built a hospital in Cairo that provided care to the insane, which included music therapy. Nonetheless, physical historian Roy Porter cautions against idealising the role of hospitals generally in medieval Islam, stating that "They were a drop in the oc ...
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