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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!

Not a Penny More, Not a Penny Less
1987 Domark
By ?

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).



Domark, 14.95 cassette, 19.95 disk


he life of high finance is not one which appeals to me I must admit. I'd much rather be faced with an enemy I could smash to a pulp than have to deceive and con to gain a possession which was rightfully mine in the first place.

Not a Penny More Not a Penny Less is the story of Stephen Bradley and his unfortunate encounter with a devious businessman by the name of Metcalfe. Bradley was conned into pumping all his money into a company owned by Metcalfe, and then rewarded by having it collapse under him. Left virtually penniless, Bradley swears revenge on Metcalfe and in the process discovers three other businessmen in a similar situation to himself who also wish to see the ruin of Metcalfe. However, there is no proof that Metcalfe did what he did to these four men, and therefore the forces of law and order are powerless to help. They are on their own. Stephen tries to coordinate his newly found allies in such a way as to replenish their lost capital, yet stay within the boundaries of the law.

The game presentation isn't the best I've seen, incorporating dark blue text glaring out from a light blue background. The graphics, displayed at the top of the screen, are basic to say the least and add nothing to the atmosphere. Below their designated area are the very brief descriptions of where Stephen currently is and what he can see. At the very bottom of the page is a single line for text input. There is some speech within the game, but after hearing it for the first time I turned the volume down.

The parser is a little annoying -- it seems to understand most of the usual adventure type words, but the way they are input has to be very precise. Synonyms aren't its strong point. Also, the way to visit people in the game is odd, as the player has to type EXAMINE (name of person) to get to see them, and it will only allow him to do this when certain events have taken place and puzzles solved. I found that in the first location I could type EXAMINE ROBIN and the game would reply 'OK', but I was still in Stephens' office.

The general objective is to fill Stephens' folder with information about Metcalfe and his other three victims (reading the odd magazine is very informative), and use it to regain his assets.

Once the many idiosyncrasies within the game have been mastered, the actual depth of play is revealed, which is somewhat disappointing. The computer game is no match for the book (which thankfully is supplied in the packaging) and it's quite frustrating to play. However it's by no means a terrible program, definitely worthy of some perseverance -- but not too much.

Atmosphere 62%
Interaction 51%
Challenge 54%



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 (6 Mar 2006)
Only the first of the above screenshots existed in the original review.

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