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1991-08-17
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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 <direction> 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.