The 'Doppy & Pru' Trilogy Three Adventure Games by The Doppelganger (C) Doppelganger Adventures Incorporated 1984,85,88,91 1. Doppyworld "Take a trip to Doppyworld, the newest theme park for all the family. Situated amid rolling hills just a short trip from Junction 42 of the M61. Pay your admission fee and park in the car park, where our car-park attendant will ensure the safety of all vehicles. From there, visit the Doppyworld Souvenir shop, or take lunch at Doppyworld's Restaurant. Board one of our Doppyworld Transporters and visit each of the feature areas. Film and TV World, Adventure World, Funfair World, and, if you dare, Nightmare World." A letter arrived for you the other day, it was from The Doppelganger and contained the above brochure, and a note which said "Hi there, just gone into the leisure business, and Doppyworld is very near to opening, so before it does, why not come along and give it a visit.. See you - Dop." Notes: Doppyworld was originally written in 1984, ported to an Atari ST in 1988, and finally converted to the PC in 1991. It was the first adventure to feature "Doppymation", software which gives each one of the computer controlled characters their own behaviour.. Hints: The Doppelganger has a Doppelganger, but you can only tell them apart by their actions.. try listening to what people have to say, try TELLing them to do things, and if you can give people their possessions back it's a good idea. Dop usually knows where his towel is, but sometimes loses it due to unforeseen circumstances. There's a lot of old junk, waste, if you like, lying around, so maybe you could figure out what to do with that.. Maurits C. Escher could certainly help. You can save or load your position at any time, but only one at once. 2. Asylum (Follow the Cheese and Pickle Sandwich) Our tale begins on a night when thick storm clouds hung in the air, heavy, black, pendulous.. You were cosily seated before the PC putting your sanity at risk by playing "Doppyworld" when there came a knocking at the door. On opening the door you found yourself confronted by a tall dark-haired girl with a strange look in her eyes. "Hi", said the girl, "You've heard of the man from the Pru, well I'm the Pru from the man. I'm Prudence Nausea and I need your help." "P.P.P.P.P.." you stuttered like something out of a chocolate biscuit bar commercial, "Come in.." She walked in, and with a passing glance at your record collection to see if you had anything of good taste, such as Blue Oyster Cult, Dread Zeppelin, 'Weird Al' Yankovic or even Lawnmower Deth, begins to pace moodily up and down. You were astonished, as well you might be, on meeting someone you had never thought existed outside of some crappy PD Adventure Game, but finally recovered your composure enough to ask "Er, what can I do for you Pru?" "It all began", said Prudence, "Some time last week. I had a call from The Doppelganger in the middle of the night. He said he'd had a crazy dream and some sort of mystical experience, and the compulsion to go off on some sort of quest. Well, I just told him to go back to sleep and lay off the cheese and pickle sandwiches late at night. Anyway, the next day I called in, but he'd gone leaving a note." "What did it say?" you ask.. "It said, "The Doppelganger is out to lunch - Cheese and Pickle Sandwiches all round.." "Then what?" "Then this morning I get a phonecall from some guy called Leo McDeux, the director of some Asylum, who said Dop was in one of his padded cells. Anyway, I need your help to get him out. Ok, so Dop's a bit weird at times, but he's not THAT weird!.. well, yet.. Will you help?" You think for a moment that anyone who could write such crap as Doppyworld deserved locking up, but dismiss this thought as being unnecessarily evil. "Ok, "you say, "Where is this Asylum anyway?" "A place called Cults." "Cults?" "Yeah, well, Dop always was a bit of a cult." You climb into Prudence's navy blue Mini and set off.. The Cast! 1. The Doppelganger. Born under the influence of a passing Infinite Improbability Drive, The Doppelganger's life has been a string of meaningless coincidences. It is true to say that parts of the The Doppelganger's life story would tax the credulity of lovers of the most bizarre cinematic turkeys. 2. Prudence Nausea. Little is known of the origins of Prudence Nausea, but Prudent she is NOT. Despite being a yuppie wannabee, Pru is still a bit of a goth who likes wearing black. 3. Manic Melvin. Manic Melvin can most favourably be described as a total wally, a bit of a prat, a complete and utter nerd. The sort of person who thinks Twin Peaks is something to do with design of a brassiere, and that Jeremy Beadle and Cilla Black make the best TV shows. 4. Eddie the Biker. From the day he was born, he was trouble. He was the thorn in his mother's side, She tried in vain, But he never caused her nothing but pain He left home the day she died. From the day she was gone, All he wanted Was a rockin' roll porn and a motorbike Shooting up junk, He was a low-down cheap little punk, Taking everyone for a ride. What more can I say about crazed Hell's Angel Eddie the Biker except that he's the world's first surviving (you call that surviving?) brain donor. 5. Leo McDeux Leo is the Director of the Asylum, the big cheese, the head honcho, the man at the top, or is he? He pompously and bombastically strides the corridors, which echo to his booming laughter and cries of "I'm the Boss!". But is McDeux just a Number Two? 6. Diana Dymchurch Diana Dymchurch is the deliciously evil Asylum Nurse, she strolls around in her blue uniform, black stockings and stiletto heels, but her idea of a fashion accessory is a Hypodermic Syringe.. Come along with her, and she promises to give you the treatment, but what sort of treatment does she have in mind.. 7. Linda StClair Linda is the Asylum's ever so friendly and helpful receptionist, a recent graduate of the British Rail Charm School. She's a plump liverpudlian with an accent occasionally rivalling that of the great Cilla herself! 8. Dinky the little Shih-Tzu. Though not really a character, Dinky's job is to guard parts of the Asylum that other players cannot reach, however your small furry friend can be befriended quite easily and then becomes docile allowing full access to all points. 9. Shh... Someone you may meet later.. yes, there is one last character, who may turn up later. He's evil.. Virtual Unreality and how to use it.. ASYLUM! is a text only adventure game with 8 computer controlled characters who also take part in the game, and can prove to be either help or hindrance as you go along. The vocabulary is quite large, and the sophisticated Parser can cope with commands as simple as "N" for north, or "Get the glossy leaflet then read the leaflet and put the leaflet in the brown bag" although commands can usually be abbreviated to cut down on typing. You can talk to characters just by typing their name followed by what you want to say to them, For example, if you want David Icke to give you the Turquoise Crystal, you'd say "David, give me the turquoise crystal please." although being fond of objects in that colour He may decide not to.. Being polite usually helps, if you get too bossy people may take a dislike to you. Hints: You can get an inventory on not only yourself, but other characters to see what they're carrying, and even on objects to see what's in them. You can learn from other people.. The Lunatics have taken over the Asylum. so what's the best place for them? You'll find out.. Lock them up and see what happens.. Ah, but how best to do it? The Save and Load command allow one saved position to be kept at any time, and the Script and Unscript command allow you to keep a printed record. Quit quits, but then again that's pretty obvious. The character Linda StClair was devised in 1985, and is not to be confused with the real-life Lindi StClaire who stands for the Corrective Party at By-Elections and who has occasionally been seen in the Sunday Sport and heard on 0898 numbers. This similarity is a case of life being weirder than anything I can devise, and just another meaningless coincidence. 3. Doppy & Pru's Summer Holiday The Story So Far.. After your escape from the Asylum, and with the Dodworth Buzzard in pride of place on the mantelpiece at Doppy Towers, The Doppelganger turns to you and Prudence Nausea and says. "You know, after all that business with my evil counterpart in the Asylum, I think I need a holiday." "Where?" says Prudence "How about the Isles of Scilly, where the puffins go to breed?" "I am NOT a Puffin.." said Pru, giving Dop a sideways glare. "Okay then," said Dop, "Doppy's magical mystery tour. I'll arrange some transport if you guys get back here on Monday." Monday came, and you and Prudence Nausea arrived at Doppy Towers to find The Doppelganger leaning nonchalantly on a large blue car, casually polishing the doorhandle with his shirt cuff. "Ok.." he said, "Sling your stuff in the boot, Pru, here's the keys. We've got a full tank of petrol, none of us smoke, it isn't dark, but at least I'm wearing sunglasses. Hit it.." Some time later as you were cruising down a quiet country road in overdrive, you had a thought. "Where exactly are we going?", you asked. The Doppelganger turned round from the front seat, smiled crookedly, and said. "We're all going on a - Summer Holiday!" A large red double decker bus pulled alongside, and accelerated down a side road. As it passed you could see the occupants singing and dancing. "If anyone mentions Cliff Richard." said Dop, "I am gonna scream!" Hundreds of miles later with night falling, Prudence turned the car down a small sideroad to a sleepy seaside village, past the sign which said "Little Hogswash welcomes Careful Drivers" and stopped in the carpark of an Inn. "Okay, let's see if there's any chance of accommodation around here.." The three of you walked into the Inn, and up to the bar, conscious of the many pairs of eyes glaring at your backs. "Hi!" said Dop, "Anywhere round here where myself and my friends here can stay the night?" "How many rooms would you be requiring? Two or three?" Prudence kicked the Doppelganger on the ankle. "Ow!, er, three, yes, definitely three rooms we're after, yes indeedy." "We have three rooms, I'll get my daughter to make up the beds..". The landlord turned, and called back "Dolores! Make up the beds in the guest rooms. all three, that's right." The Doppelganger bought three drinks and you sat in a small dark corner of the Inn to drink them.. Some time later, the landlord's daughter appeared. "The rooms are ready.." she said. Dop bolted, choked on his drink, spluttered, hit his knee on the table spilling all the drinks on it, then sat down again.. "Did you ever see a movie called The Wicker Man?" he asked. "No, why?" "Doesn't matter, come on.." "Will you be staying long?" asked the landlord. "Could be, could be.." "Well will you pay the first night in advance?" "Okay." The Doppelganger whipped out his cheque book and made out a cheque for the rooms in his best handwriting, or a scrawl slightly less illegible than his usual. Dolores took the three of you upstairs and showed you to your rooms. She then indicated her room, with the words. "Should you want anything, I'm here.." That night as you lay in bed someone knocked at your door. "Er, yes?" you called.. Dolores entered, carrying a steaming cup of cocoa. "But I didn't ask for any.." "All part of the service", she replied, and for a moment you thought she winked.. Damn fine cocoa though.. Doppy & Pru's Summer Holiday The Cast 1. The Doppelganger What more exists to be said about this weirdo, I mean great man. His improbable life-style and history have already been covered in the intro to Asylum to such an extent that very little else needs to be added.. 2. Prudence Nausea Ditto.. 3. The Lady Who she? Nobody knows the origin of this shadowy figure or even her real name or where she comes from.. What everyone does know is that she is a VERY weird person who exudes an aura of strangeness. 4. Aaron Dumfries. Aaron is the landlord of The Smugglers Inn. In a village such as Little Hogswash, life revolves around the village pub, and where better to meet a wide section than in The Smugglers Inn. Aaron has a daughter, Dolores, and a mother in law, Daphne Pratt. 5. Dolores Dumfries. Dolores' birth coincides with the death of her mother Emerald, at the height of the full moon on the thirtieth of April. Emerald had been found in the middle of a field on the outskirts of Little Hogswash, and there is much speculation as to what she was doing out there in her condition. The reason remains a mystery to this day.. 6. The Reverend Edgar Ponsonby. Edgar Ponsonby is the vicar at the small church of St. Jude's. His hobby is the study of the Occult, and his chief ambition is to be asked to perform an exorcism, but nobody has ever asked him to.. He's a member of the Campaign for Real Hell-fire and Damnation, a side group who would like to go back to the good old days of Witch-finding.. 7. Daphne Pratt. Daphne Pratt is the village gossip. If anything happens in Little Hogswash, she'll know about it, and if nothing's happening, she'll make something up. 8. Sergeant Dudfoot. Dudfoot is the local village bobby, and represents the full power of the Constabulary in Little Hogswash. Crime is a rare thing in Hogswash, but if it ever comes Dudfoot will be ready for it. 9. Harbottle. Is Harbottle his first or last name? Nobody knows. All people know about Harbottle is that he is the eccentric lighthouse keeper, a real ancient mariner. Before Harbottle ran the Hogswash Light, his father ran it, and his father before him.. It's believed that his ancestors were involved in smuggling, but of course this sort of thing doesn't happen now... 10. Vera Blanchard. Vera, were it not for 'The Lady' would certainly be seen by some people as the scarlet woman of Little Hogswash, or maybe she is? She lives with her friend Simon Jacoby, at No. 5 Locksley Lane, a habitation also visited late at night by Dolores, for reasons at which people (usually Daphne) can only guess. 11. Richard Dupree. Richard Dupree is the last in the line of the Hogswash Duprees who used to live in the now demolished Hogswash Hall. His family made their money out of shipping, but lost it all in the scandal involving the lucrative contract to supply ice for the drinks on board the Titanic. 12. Johnathan Surkamp. Johnathan is an ex-sailor, court-martialled out of the Navy. All he did was pop out on deck for a breath of fresh air. Unfortunately he was aboard a submarine at the time and it was submerged. 13. Simon Jacoby. No relation to Doctor, Simon Jacoby is a man of mystery, although he has been living in Little Hogswash since before Dolores was born, he doesn't seem to have changed much in all that time. He lives with Vera, and Dolores is a regular visitor to his domicile.. 14. Tony the Goth. Tony is tall, spiky-haired, and pale of complexion. He wears black constantly, and you wouldn't really want to bump into him on a dark night.. 15. Dave the Rad Dude. Dave is short, and fond of wearing very bright colours and surfwear.. He used to have a skateboard but gave it away because he kept falling off.. He knows the plot of every Teenage Mutant Hero(ninja) Turtle cartoon off by heart and even though he's never seen a single episode of The Simpsons has all the merchandise.. 16. Julia Crispen-Regis. Julia is a failed reporter, who looks vaguely familiar from where I'm standing.. 17. Felicity Fazackerly. Felicity is the last of the David Icke Home for the Fundamentally Weird's inhabitants. Of her origins little is known except she was once found on top of the lighthouse attempting to fly.. Doppy & Pru's Summer Holiday The Doppelganger Writes.. Hi there. Welcome to this, the final episode in the Doppy & Pru Trilogy from Doppelganger Adventures Incorporated. This is not so much a game, more of a parallel world, which exists in a virtual plane of unreality. You've been told something of the inhabitants of Little Hogswash, now let me tell you something of Little Hogswash itself Little Hogswash - A Tourist Guide Start the day in The Smugglers Inn, on Locksley Lane. On leaving, you head south, passing Dunchattin', and the Vicarage before coming to the crossroads, where Trunch Road runs east and west. Continue south, past St. Jude's Church, and the David Icke Home for the Fundamentally Weird, then turn east onto Letsby Avenue past the Police Station. Turning onto the High Street next to the Beach, you could head South, to the Lighthouse, or to the path running up the hill. North takes you up the high street and then through the Hogswash Shopping Centre, and turning away from the sea brings you down Joie Drive, and finally onto Locksley Lane once more. Special Commands SAVE and LOAD allow you to keep your position on disk and restore it.. You only get one shot though. AUTO hands control of your character to the Doppymation III Character Animation routines. Sit back and watch.. The usual LOOK command to redisplay your location has been extended, by entering LOOK you can see what is in the next location, and what the people there are up to! There are also a few surprises. The right magic word will let you spy on everyone. No swearing please. The Censor Lady won't like it.. Multiple commands are possible, (as in Asylum), but not recommended. To talk to other characters start with their name, then what you want to tell them.. Politeness counts, and should some characters become unfriendly the game is impossible to finish..! And Finally.. The three adventure games comprising the 'Doppy & Pru' trilogy were originally written on the Microtan 65 Computer, over a period of time from early 1984 to late 1985. Doppyworld and Asylum were both converted to the Atari ST in 1988, but this version of Doppy & Pru's Summer Holiday represents the only conversion since the original, although I may have it retrofitted to the Atari ST by a friend when I, He, We get around to it.. Doppyworld was the first to feature the extra computer- controlled characters. Asylum improved on the character animation routines, and featured the same central characters although it cannot really be seen as a sequel to Doppyworld. Doppy & Pru's Summer Holiday, the third and final program in the trilogy, is however a direct sequel to Asylum and takes place shortly afterwards. It is also by far the largest of the three. DPSH features the third stage of character animation routines which are even more sophisticated than the ones in Asylum. Asylum is certainly the most tightly-plotted of the three. Doppyworld has a fairly old 'conventional' plot seen in many an old adventure game. Summer Holiday is big, and sprawling. It has two plots, but time is of the essence to them both. Asylum has one neat simple plot with two sub- plots on the sidelines.. Coming Soon(ish)...? Future Plans from Doppelganger Adventures Incorporated? Well, I intend at some point in the future writing adventure games to run under Windows, which will allow both typed commands, or commands entered by a point and click system with the mouse. Yes, there will be computer-controlled characters to interact with. It is very doubtful at this stage that they will be 'Doppy & Pru' adventures though.. Until then, - Bye for now.. Doppelganger. The Doppy & Pru Trilogy consists of the following files: DOPWORLD.EXE, ASYLUM.EXE, ASYLUM.SAV, ASYLUM.DAT, DPSH.DAT, DPSH.EXE, DPSH.LOC, DPSH.KEY and TRILOGY.TXT. These files may be freely distributed as public domain software. Letters of Comment and Tokens of Appreciation may be sent to: A.J.Shepherd (The Doppelganger), 2 Saville Hall Lane, Dodworth, Barnsley, Yorkshire, S75 3NG.