Rating: | |
Category: | |
Perspective: | |
Year released: | |
Author: |
ICOM Simulations |
Publisher: |
Mindscape |
Engine: | MacVenture |
Déjà Vu was awarded SPA excellence in software awards for Best Entertainment Product and Best New World in 1986 as the first genuine point-and-click adventure game. The MacVenture interface saw no significant changes for the remaining three games.
This is the first game in the MacVenture series. See also Déjà Vu II, Uninvited and Shadowgate.
Also available for Amiga, Apple IIGS, Atari ST, Commodore 64, Commodore Plus/4, DOS, NES and Windows.
Top DL: "Deja_Vu.SIT" and the 2nd DL above: "Deja_Vu.img_.zip", contain the System 7-compatible 1992 version of the game, the latter on an 800K disk image.
3rd DL above "dejavu_1985_dsk.zip", contains the original 1985 release, on two 400K images.
Comments
Déjà Vu is a remarkably innovative game, especially since it was first released in 1985 for the Mac (BEFORE being ported to other systems).
Unlike the typical (Infocom-style) text-adventure games of the 80s, this game uses an exclusively graphical interface with action verbs as buttons and a point-and-click method of selecting the object upon which the action is applied. This feature alone is, in a way, more advanced that most of the Myst-style games of the 1990s (that typically lack the ability to interact with environmental objects). Why this approach wasn’t further developed in point-and-click adventure games, I’m not sure.
The original Mac version (like all other pre-color-Mac software) is confined to a “film noir” aesthetic, but the other color versions aren’t too bad. The 80s-Mac image resolution is limited but the drawings are still quite sophisticated, inasmuch as they use a true (rather than simplified-isometric) perspective.
Another unusual feature is the use of a 2D window for managing the player’s inventory. This is an (excessively) object-rich game, so being able to easily scroll through a graphical array of inventory items is nothing less than brilliant. Again, why this approach wasn’t further developed in point-and-click adventure games, I’m not sure.
On the downside, there are a fair amount of imperfections:
• The extreme lack of plot guidance is a questionable game-design approach. More determined players will figure out what can and needs to be done, but less experienced players may get completely lost and give up.
• It’s not an especially long game (since 80s microcomputers had very little memory and storage capacity), so the fact that the same solution method is used several times makes the gameplay feel a bit repetitive.
• Selecting some of the smallest objects is frustratingly difficult at times. It looks like many of the smallest objects may only be about 2 pixels thick.
• Worst of all, one of the few enemies that appears in this game has only one combat method and a 4-hit limit before killing the player’s character and abruptly ending the game. Because several trips need to be made down the same street as the mugger, the probably of encountering the mugger is such that the only way to win this game is to reload from saved games an excessive amount. While I personally believe that games should embrace the realism of no do-overs, I’m willing to accept the use of saves in lengthy and complicated games that are hard or impossible to play in one sitting. However, games that aren’t playable at all without excessive saved-game manipulations are just poorly designed.
That’s why I’m only giving this game a 3-star rating. It’s a nice game and worth playing to experience an unusual graphical interface that is years, if not decades, ahead of its time, but having to reload saved games to avoid racking up four hits on the mugger makes the gameplay perfectly dismal.
Here is a crackerjack dissection of this classic game by MG’s own Daxeria.
bit of a shame that only the NES game got Music :/
Here's a link to a recent and fun interview with Dave Marsh, MacVenture team guy:
http://advgamer.blogspot.com/2016/09/a-conversation-with-david-marsh.html
This part made gave me a good chuckle:
Super, thank you! *downloads*
*updates page and taps tanaquil on the shoulder*
Ah, good to know! Thanks, I won't worry about it then. Maybe an original copy of the game will turn up on ebay sometime.
I could play the 800K version on my Plus, too. I just have a thing for playing games in their original format on original hardware.
The original release (on two 400k disks) had disk-based copy protection that was (to my knowledge) never cracked. ICOM removed the copy protection when they rereleased the game on one 800k disk in 1992. You might have to content yourself with playing Déjà Vu on Mini vMac.
The img file works fine in Mini vmac (emulating a Plus). But I'd like to give it a try on my 512K. The game originally came out in 1985 and it's clear from the instructions that the user was expected to use two 400K disks to play the game, inserting first one, then the other.
However, the folder labeled "Deja Vu 2" in the present uploads is too large to fit on one 400K disk. I'm not sure which files can or should be moved to "Deja Vu 1" to make it work. Anyone out there have experience playing the game on a 512K machine, or own the original disks?
I think this will destroy the game files, except this will be an .img file, suitable for Mini vMac.
Could someone please upload a. zip of this game? I am on android and have no choice but to use a. zip file.
Thanks
rockettaco
No, Apple II and Apple Macintosh are completely different systems
(The Apple II line is home computer like Amiga, Atari, and so on).
I just love both Deja Vu adventures! They have nice graphics and a great atmosphere, especially if you love classic movies like The Maltese Falcon. A bit tough regarding the difficulty though, like most 80s adventures...
Please tell me, is Apple II compatible with a Macintosh?
I really have no idea, but I guess not.