Zzap
1st August 1989
Publisher: Mindscape International Inc
Machine: Amiga 500
Published in Zzap #52
Deja Vu II: Lost In Las Vegas
Waking up in a Las Vegas hotel with a splitting headache is guaranteed to send shivers down the spine. Did you really bet your life savings on roulette last night? A glance in the mirror brings ugly memories flooding back: the name's Ace Harding, private dick, mobster Tony Malone believes you owe him $112,000.
Not even you could lose that amount of money gambling, instead it's all to do with your previous adventure when you were acquitted of the murder of one of Malone's leg men. Your splitting headache comes from a 'friendly' discussion with Mr. Malone, and his henchmen, last night. If you don't find his hundred and twelve grand within the next week he'll put more perforations in you than a Tetley tea bag, letting the flavour flood out (along with your blood).
During the week, you're free to wander around Vegas, but just to make sure you don't make a quick getaway Malone has ordered Stogie Martin to keep an eye on you. Stogie resembles King Kong in a suit, so it's wise not to cross him.
Leaving your room, you're unsurprised to find the 'Lucky Dice' hotel has its own casino, where you can play blackjack against any of five hours players or try your luck on the fruit machines. However, getting out of the hotel isn't easy - the only two methods I found are to either hit someone or take off your trenchcoat and trousers!
Once outside, you find Las Vegas has changed a bit - apart from the hotel and a railway station there's nothing but desert. Thankfully, trains leave to Los Angeles, St Louis, New York and your home town - Chicago - but for Stogie there's no place like home, and he'll shoot you if you go anywhere else. Travelling around Chicago is by taxi with a deaf driver who needs to be shown where you want to go. This is where the real adventuring takes place as you explore seedy underworld locations in an attempt to recover Malone's dough.
As in the original Deja Vu, Ace Harding is controlled using a simple menu of just eight basic commands. Every location has beautifully detailed picture which can be examined by clicking on various things. Objects are taken by simply dragging them from the picture into the inventory window. In addition, some items (coats, drawers, etc) may be opened to reveal further windows (containing their contents). Windows can be closed, moved around the screen and expanded/contracted.
Communication with other characters is limited to a simple speak command - this is the only time input is directly typed in. But most characters encountered aren't exactly conversationalists and will only respond to strictly limited input.
The menu/window system is a pleasure to use, and eliminates the problems caused by obscure vocabulary in normal adventures - with a limited set of commands, all problems must be solved by lateral thinking instead of word guessing. Clues to the mystery of the missing dosh are hidden everywhere and you'll have a wonderful time interpreting them. Location descriptions are brief (to fit into the smallish window) but contain plenty of acidic humour, and complement the truly excellent graphics to create a fine atmosphere, enhanced by occasional, but good, sound effects.
Deja Vu II is a worthy follow-up to the excellent, innovative original.