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(c) 2000 James Burrows

   
 
   
  Review by
Nik Wild
(The Harlequin)

 

 
Welcome to Game of the Week! Each week there will be a new featured game on this page. The game may be good, average or diabolically bad, it really doesn't matter! Just look at the pics, read the text and enjoy the nostalgia! :-) Game of the Week! is open to contributions so if you would like to contribute a game article for this page you're more than welcome to! Every article we receive will be considered!

Deja Vu
1987 Mindscape/ICOM Simulations
By Fred Allen & Joe Gaucher

 
Most text of the present article comes from the review published in the thirty fourth issue of the British C64 magazine ZZAP!64 (street date: January 14th, 1988).
 


This month the Harlequin suffers a little Deja Vu, recovers £1M -- Not a Penny More, Not a Penny Less -- exposes Jack the Ripper and takes a trip to the 22nd century in Rigel's Revenge. May the adventures begin . . .
.

 

 

DEJA VU
Mindscape/Mirrorsoft, £14.95 disk only

 

he illusion of remembering scenes and events when they are experienced for the first time.


Reality shimmers into focus from behind a grey empty mist as consciousness slowly returns. Waking up in the lavatory of Joe's Bar with blood on your clothes and a searing headache are enough to make even the dumbest of us realise that things are not as they should be. Unfortunately you can't remember how you got here, why you're here, or even who you are.

As your eyes begin to focus you notice a coat and gun hanging on a peg in the comer of the latrine. A quick examination of such reveals several objects which may be of use to you later in the game -- take them. While you're here, take a quick look in the mirror. Recognize that face? You're not quite sure. Time to move on maybe. The immediate surroundings reveal a number of small clues including, on the landing wall, a poster of an once-famous boxer whose fate is similar to that of the guy in the minor; at least now you have an inkling as to what your vocation is . . . or was. But why are you in the state you are, and why can't you remember anything?

Manipulating a bottle or two reveals a secret elevator which opens many other rooms within the Joes place, as well as a few clues and objects for you to ponder. The occasional dead body also has its' uses, containing (literally as you have to OPEN BODY to find what is on them) items of some importance. Once the bar has been thoroughly explored, it's time to venture onto the streets. If you get troubled by the mugger, a quick smack in the trap puts an end in his kleptomanic intent. The newsvendor has some information for you if you buy one of his papers. He gives you some information that you could probably well do without, although it does give you an aim in life -- and that is to clear your name of murder.

Deja Vu is an icon-driven adventure, but don't let this put you off -- it works very well. The primary screen display is a graphical representation of the player's surroundings, with windows to one side depicting objects on the player's person and within his vicinity. Below this main area is the text window, which is filled with location descriptions, messages and results of actions taken by the player. The graphics are adequate, although nothing special, yet as they're such an intricate part of the game they serve their purpose very well -- identifiable rather than artistic. A command box is at the very top of the screen, and includes all the actions open to the player at any particular time, such as EXAMINE, OPEN, OPERATE and SPEAK. The idea is to click the cursor on, for example, HIT on the commands box, and then dick on the mugger within the location graphic -- and voila, one not-so-cocky individual. The cursor's position is controlled via the joystick. Similarly, items may be OPENED, EXAMINED, CONSUMED and so on. Objects found within the game which the player feels he could use in his inventory may he clicked on and literally dragged into his inventory window. Time may be saved in some instances by using the program's built-in logic. This works in such a way as to understand that a double click on a closed door means the player wants the door to he opened. This also works with examine and close.

Deja Vu can be a mite slow, due to the good old disk accessing, but overall it's a thoughtfully implemented, graphical adventure. It involves the player from the very start, and gradually makes it a necessity for him to solve the case and clear his name of murder.

The illusion of remembering scenes and events when they are experienced for the first time.

 
Atmosphere 84%
Interaction 78%
Challenge 77%

Overall

81%
 


If you want a walkthrough, visit
Jacob Gunness
' Classic Adventures Solution Archive or
Martin Brunner's C64 Adventure Game Solutions Site

Htmlized by Dimitris Kiminas (4 Mar 2006)
Only the first of the above screenshots existed in the original review.

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