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User Reviews

Technically innovative and highly entertaining at the time Martin Smith (78) 4.25 Stars4.25 Stars4.25 Stars4.25 Stars4.25 Stars

Our Users Say

Category Description User Score
Gameplay How well the game mechanics work and the game plays. 3.7
Graphics The visual quality of the game 4.0
Personal Slant A personal rating of the game, regardless of other attributes 3.7
Story / Presentation The main creative ideas in the game and how well they are executed. This rating is used for every game except compilations and special editions which don't have unique game content not available in a standalone game or DLC. 3.6
Overall User Score (20 votes) 3.8

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
If you're like me, you'll disappointed to discover you can't play very well. This is a very difficult game, made so by the sheer number and speed of your enemies. I know that I'll never beat this game, and the only ones who can are the same ones who in the late 1970s used the roll over the score counters on Defender and Centipedes. So, you video jocks, Blood Money has thrown down the gauntlet. Let's see if you've got the right stuff to pick it up!
Zzap! (Jul, 1989)
I wasn't too surprised to discover that Blood Money was programmed by the brilliant David Jones, the man behind that ace shoot-'em-up, Menace. The sprites are all beautifully animated - the large, Star Wars style Walkers on Planet One use 18 frames of animation! The soundtrack is also impressive, especially the amazing sampled Blood Money song when the game is first loaded. The four planets each have their own set of aliens, and gameplay is genuinely different for each world. There's always the desire to get just that bit further in the game to see new baddies, and eventually, the terrifying end-of- level guardians. The two-player game is even more fun - it's great to nick all the dosh from the aliens which your partner has just shot!
ST/Amiga Format (May, 1989)
It may not be an original concept and boiled to basics it is just another shoot-em-up, but that does not stop it from being a hugely addictive game that will keep you blasting for months. The two player option offers simultaneous play which keeps two people happy at once. This game is so visually brilliant and possesses those classic addictive qualities that once you have picked up your joystick you just won’t want to put it back down again! This is arguably the best shoot-em-up on the Amiga to date.
Programmer David Jones's previous game was the unoriginal, but nevertheless highly enjoyable shoot-'em-up Menace. Blood Money is tougher, better looking more inventive and even more playable. In one-player mode its great, in two it's incredible fun with players either rushing to grab coins and add-ons or, more sensibly, providing each other with covering fire. The only slight drawback is the price - £24.95 is a lot for a shoot-'em-up even if it is probably the best around.
Insgesamt gesehen: BLOOD MONEY ist ein würdiger Nachfolger von Menace! Psygnosis hat ein irres Shoot ‘em Up auf den Markt gebracht, das so manchen Leuten feuchte Hände machen wird. Wer sich mit derart kniffligen Games - ich denke da nur an Spielhallen-Knüller- auskennt, Geduld und Spucke mit ins Spiel einfließen läßt und strategisch vorgeht, hat eine echte Chance, sich an BLQQD MONEY längere Zeit zu erfreuen. Menace ist im Vergleich zu dem neuen Produkt „ganz brauchbar“; PSYGNOSIS/David Jones haben noch einen draufgelegt. Hoffentlich geht‘s bald weiter mit diesem Gespann!
A smidge more variety would have helped the quality of the gameplay match that of the graphics and sound more closely, but there's still no denying that Blood Money is a damned good blast. Definitely one of the best games of its type on the Amiga to date.
BLOOD MONEY is ein würdiger Nachfolger von Menace! Psygnosis hat ein irres Shoot 'em Up auf den Markt gebracht, das so manchen Leuten feuchte Hände machen wird. Wer sich mit derart kniffligen Games - ich denke da nur an Spielhallen-Knüller - auskennt, Geduld und Spücke mit ins Spiel einfließen läßt und strategisch vorgeht, hat eine echte Chance, sich an BLOOD MONEY längere Zeit zu erfreuen.
Power Play (Jun, 1989)
Was macht ein Programmierer, dessen Spiel nur vier Levels hat, damit man es nicht an zwei Nachmittagen durchspielt? Ganz einfach: Er setzt den Schwierigkeitsgrad mächtig hoch an. Selbst auf dem “einfachsten“ Planeten werden dem Spieler kaum Erfolgserlebnisse gegönnt. Verliert man ein Leben, ist zudem die bis dahin mühsam zusammengekaufte Extrabewaffnung futsch. Daß ich trotzdem immer wieder zu Blood Money zurückkehre, liegt am gut ausgeklügelten Spieldesign. Die Idee mit dem Geldsammeln und Extras kaufen ist zwar nicht brandneu, wird hier aber sehr geschickt eingesetzt. Die technisch hervorragende Musik und die passable Grafik nutzen den Amiga zudem gut aus. Gute Action-Spieler, die sich gerne bei schweren Programmen festbeißen, werden nicht so schnell von Blood Money wegzubekommen sein.
Your Amiga (Jul, 1989)
It's a competent, well programmed blaster, which, whilst not breaking the mould, will have you bashing for many an hour.
Retro Archives (Nov 03, 2018)
Aux antipodes du Manic Shooter, de l’action effrénée et de l’adrénaline qui ne retombe jamais, Blood Money offre une aventure inhabituelle menée sur un faux rythme, quasi méditatif, au sein de niveaux interminables qui nécessiteront une concentration de tous les instants. Loin de se montrer ennuyeux, le périple est au contraire particulièrement exigeant, nécessitant souvent de composer avec des placements au pixel près et demandant autant de la mémoire qu’une vraie intelligence de jeu, particulièrement à deux joueurs. La jouabilité irréprochable et la réalisation dotée d’un charme certain sauront aider les joueurs les plus patients à relever un défi redoutable, mais auquel on revient se confronter avec plaisir. Un vrai souffle d’air frais.
[Budget re-release] Blood Money isn't the fastest horizontally scrolling shoot 'em up ever to hit the wonderful world of budget software, but it's certainly one of the most challenging and technically accomplished. If you frequently find shoot 'em ups too easy, or if you have another gamer handy to help you out, then this is well worth checking out.
Commodore User (Jun, 1989)
Blood Money is neat, but it builds itself up too much. It is simply not as good as it thinks it is. I just hope David Jones does not come up with anything on me, he seems to be a malevolent sort of character.
The One (Jun, 1989)
Fans of Menace are in for a treat. Others may find the going a little tough - and maybe a little flat at times.
Graphics and sound are exceptionally good, as has come to be expected from Psygnosis. The backgrounds and scenery don't seem quite as nice as Menace, but then again, it's much easier to see what's going on - a definite benefit.
The typical Psygnosis packaging (including a poster of the cover artwork), plus impressive graphics and sounds make Blood Money a classy zapper. With R-Type and Forgotten Worlds as competition, it could just do with a dash more of that essential ingredient: playability.
Amiga World (Oct, 1989)
Be patient after you abort or die; before you can play again, the game cycles through an introductory screen displaying your score, a high-score screen, an options screen, and a craft-selection screen. This lengthy interruption always broke my shooting rhythm, and is the one annoyance in this otherwise satisfyingly frenzied shoot-'em-up.