VaultGames

Deja Vu

ディジャヴ

Year
1990
Developer
ICOM Simulations / Kemco
Publisher
Kemco / Seika
Platform
FC / NES
Hardware
Family Computer (8-bit)
Genre
Point-and-click adventure
Players
1 player
Controls
D-pad/cursor + A (select) / B (cancel)
Series
MacVenture series
Deja Vu cover
⬇ Coming soon

Gameplay Screenshots

Deja Vu gameplay
Deja Vu gameplay
Deja Vu gameplay
Deja Vu gameplay

About This Game

Deja Vu opens with you waking up in a bar bathroom with no memory, a split lip, a gun in your pocket and a dead man somewhere in the building. You have a name you have to work out and a frame you have to beat.

It is the second of the MacVenture games and it plays like a hard-boiled detective novel, using the same verb-and-cursor interface as Shadowgate but with an important addition: a clock. Actions take time, the city has a day/night cycle, and if you fail to piece together what happened before the deadline, you are convicted of the murder. That turns exploration into triage, because some leads expire and some objects disappear while you are elsewhere. Where Shadowgate punishes you with traps, Deja Vu punishes you with wasted hours, and its multiple endings depend on whether you solve the case at all rather than just on which door you picked.

  • Amnesia premise in which your own identity is a puzzle to solve
  • A running clock with a day/night cycle and a hard deadline
  • Leads and items that expire if you are slow to follow them
  • Multiple endings determined by how much of the case you actually solve

Version History

  • Macintosh original1985

    The original MacVenture release by ICOM Simulations.

  • Famicom Japanese version1988-11-22

    Japanese console release by Kemco, two years ahead of the US NES version.

  • NES US version1990-12

    The version on this page, published by Seika.

Tips & Strategy

Search the bathroom completely first

The opening room carries more items than it looks like it does, and leaving without them costs a trip you cannot afford.

Interview everyone before searching anywhere

People move and their information has a window. Talking first means the objects you find later have somewhere to point.

Write down every name

The game asks you to identify people and places by name. Keeping a written list is faster and safer than trusting recall.

Budget the clock per location

Travelling costs time. Clearing one destination fully beats checking three of them half-way.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon