NEStalgia

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NES box art for Deja Vu: A Nightmare Comes True!!, the cover of NEStalgia episode 405

405 · Deja Vu: A Nightmare Comes True!!

▶ Game info
VerdictPlay it
SeasonSeason 6
DeveloperKemco
PublisherKemco*Seika
November 28, 2025 · 1 hr 38 min · transcript available

You wake up in a filthy bathroom, memory shredded, trench coat on, with Chicago’s icy wind waiting outside the window. Every screen is a little noir diorama where you poke, examine, and piece together a murder you might have had a hand in. The interface feels like rifling through a cluttered desk drawer, but uncovering the truth is as satisfying as solving your own crime novel.

Our verdict: Play it

Déjà Vu puts you in a bathroom stall in 1941 Chicago as private investigator Ace Harding, with amnesia and a case that turns out to involve you. It comes from ICOM Simulations, the Shadowgate team, and the NES port was handed off to Kemco. Mike, Sean and Joe were on this one, and we all liked it.

Why we kept poking around

  • A city to goof around in. Shadowgate locked you to one puzzle per room. Here you chase leads between addresses by cab, and every place is a little fun house. We each reached the secret casino by a different route: the elevator from the dead man's room, the sewer, or the loose book on the bookcase. That we all found a different way in was the part we loved most.
  • Acting like a jackass is rewarded. Shoot yourself and it says you went out with a bang. Speak to a toilet and it tells you that you're talking to a toilet. Start a car with the wrong key and it blows up, because the woman told you she rigged it. We compared the sandbox feel to Grand Theft Auto, at a much smaller scale.
  • The slot machine. It pays out far too often, which is how we ended up with 30 coins early.
  • A story with an ending. You were framed by the mafia, and the doctor who injected you with amnesia drugs is no doctor. Winning means proving your innocence at the police station, which also means dumping the incriminating evidence in the sewer first. We put it in the upper echelon of NES stories. The music cue when you recognize yourself in a photo is corny but works.

Where it bites

  • Soft locks. The cab only takes quarters. You start with seven and a $20 bill nobody will break, so Sean got stranded in a neighborhood with no way to get more, having never saved. He called that a cardinal adventure game sin, and Shadowgate didn't commit it.
  • Guess and check. Dying if you enter a certain room before taking the right medicine, or having to know which items to dump in the sewer, felt unfair. The desk with no visible drawers, and the wine bottle you must hit instead of take, sent us to a guide.
  • Small annoyances. The move screen's blue squares are confusing, the game scolds you for walking into a closed door, and buying bullets means a separate take for each one. We wanted a "please" verb, since "take" sounds like stealing.

The bottom line

Play it. Nobody voted it onto the Essential Games List. Joe called it a definite play it that fell just short of the heights Shadowgate hit for him, and he had to finish with a strategy guide. Sean liked it better than Shadowgate overall but said he couldn't vote essential after the soft locks, and we agreed the NES cursor is a worse way to play than a mouse. It is influential, but later games run with the idea better. Try it for the wandering and the wisecracks, and save often.

Written from our conversation in this episode.

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