Blood Money (video game): Difference between revisions
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{{Short description|1989 video game}} |
{{Short description|1989 video game}} |
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{{For|the ''Hitman'' video game|Hitman: Blood Money}} |
{{For|the ''Hitman'' video game|Hitman: Blood Money}} |
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{{Use dmy dates|date= |
{{Use dmy dates|date= }} |
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{{Infobox video game |
{{Infobox video game |
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| title = Blood Money |
| title = Blood Money |
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| composer = {{ubl|Ray Norrish|Fredrik Segergalk}} |
| composer = {{ubl|Ray Norrish|Fredrik Segergalk}} |
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| platforms = [[Amiga]], [[Atari ST]], [[MS-DOS]], [[Commodore 64]] |
| platforms = [[Amiga]], [[Atari ST]], [[MS-DOS]], [[Commodore 64]] |
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| released = {{ubl|'''Amiga |
| released = {{ubl|'''Amiga'''|19 April 1989| | 1989|'''MS-DOS'''|1989|'''Commodore 64'''| 1990}} |
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| genre = [[Side-scrolling shooter]] |
| genre = [[Side-scrolling shooter]] |
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| modes = [[Single-player]], [[multiplayer]] |
| modes = [[Single-player]], [[multiplayer]] |
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}} |
}} |
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'''''Blood Money''''' is a [[side-scrolling shooter]] video game developed by [[DMA Design]] and published by [[Psygnosis]] |
'''''Blood Money''''' is a [[side-scrolling shooter]] video game developed by [[DMA Design]] and published by [[Psygnosis]] for the [[Amiga]], [[Atari ST]], and [[MS-DOS]] [[Commodore 64]] in 1990. The game is set in four different locations on a planet, where the player must fight off enemies and [[video game boss|bosses]]. |
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The game began development immediately after ''[[Menace (video game)|Menace]]'', and borrowed similar gameplay elements. The development team used advanced hardware to develop ''Blood Money'', using improved graphical and technological processes. The game was inspired by the presentation of ''[[Mr. Heli]]'', and the animations of ''Blood Money'' would later inspire the development of ''[[Lemmings (video game)|Lemmings]]''. The game was released to positive reviews; praise was given to the game's graphics and gameplay. The game was commercially successful, selling over 40,000 copies. |
The game began development immediately after ''[[Menace (video game)|Menace]]'', and borrowed similar gameplay elements. The development team used advanced hardware to develop ''Blood Money'', using improved graphical and technological processes. The game was inspired by the presentation of ''[[Mr. Heli]]'', and the animations of ''Blood Money'' would later inspire the development of ''[[Lemmings (video game)|Lemmings]]''. The game was released to positive reviews; praise was given to the game's graphics and gameplay. The game was commercially successful, selling over 40,000 copies. |
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== Development == |
== Development == |
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Following the successful release of ''[[Menace (video game)|Menace]]'' in 1988, [[David Jones (video game developer)|David Jones]] began developing ''Blood Money'' on 4 January 1989, on the 25 MHz 386-DX computer that publisher [[Psygnosis]] granted him, alongside a [[Intel system development kit|personal development system]].<ref name="History 2.1"/> Jones saw ''Blood Money'' as a continuation of the concept used in ''Menace''.<ref>{{ |
Following the successful release of ''[[Menace (video game)|Menace]]'' in 1988, [[David Jones (video game developer)|David Jones]] began developing ''Blood Money'' on 4 January 1989, on the 25 MHz 386-DX computer that publisher [[Psygnosis]] granted him, alongside a [[Intel system development kit|personal development system]].<ref name="History 2.1"/> Jones saw ''Blood Money'' as a continuation of the concept used in ''Menace''.<ref>{{|=12}} Jones was heavily inspired by the "cuteness" of ''[[Mr. Heli]]'' (1987) during the development of ''Blood Money''.<ref name="History 2.1"/> The game's cover art was designed by British artist [[Peter Andrew Jones]] for the novel ''[[Protector (novel)|Protector]]'' (1973) by [[Larry Niven]], and was adapted for the game's cover.<ref =Jones /> |
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With ''Blood Money'', Jones was determined to use the full colour range of the [[Amiga]], opting to use the [[blitter]] as opposed to the hardware scrolling; the blitter allowed graphics to be drawn quickly. Tony Smith, who had worked on ''Menace'', produced the graphics for ''Blood Money'', while Jones began work on a new scrolling system. While developing his own game, ''Talisman'', [[Mike Dailly (game designer)|Mike Dailly]] created a compact method to move enemies on-screen, which Jones incorporated into ''Blood Money''.<ref name="History 2.1"/> The game's animations fascinated Jones' friend Gary Timmons, who then began experimenting with [[Deluxe Paint]]; his work on the program led to his employment at DMA Design, and inspired some of the animations used in DMA's next game, ''[[Walker (video game)|Walker]]'' (1993).<ref name="History 2.4"/> The game's introduction required a star field, which Jones took from a quick demonstration that Dailly had been working on.<ref name="History 2.3"/> |
With ''Blood Money'', Jones was determined to use the full colour range of the [[Amiga]], opting to use the [[blitter]] as opposed to the hardware scrolling; the blitter allowed graphics to be drawn quickly. Tony Smith, who had worked on ''Menace'', produced the graphics for ''Blood Money'', while Jones began work on a new scrolling system. While developing his own game, ''Talisman'', [[Mike Dailly (game designer)|Mike Dailly]] created a compact method to move enemies on-screen, which Jones incorporated into ''Blood Money''.<ref name="History 2.1"/> The game's animations fascinated Jones' friend Gary Timmons, who then began experimenting with [[Deluxe Paint]]; his work on the program led to his employment at DMA Design, and inspired some of the animations used in DMA's next game, ''[[Walker (video game)|Walker]]'' (1993).<ref name="History 2.4"/> The game's introduction required a star field, which Jones took from a quick demonstration that Dailly had been working on.<ref name="History 2.3"/> |
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was the [[]]<ref name=" "/> [[Atari ST]] by Jones' friend Wayne Smithson, in September 1989<ref name="History ."/><ref name=" "/> while port by of in .<ref name=""/><ref name=" "/> Video game musician Matt Furniss claimed that a conversion for the [[Sega Mega Drive]] was once in development with its music complete.<ref name="Sega-16a1"/> |
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Dailly began porting the game to the [[Commodore 64]] following the ''[[Personal Computer World]]'' Show in September 1989,<ref name="History 2.4"/> using the code from the ''Talisman'' [[Technology demonstration|demo]] and writing a new [[Sprite (computer graphics)|sprite]] system. He re-worked the multi-directional scrolling,<ref name="History 2.5"/> and wrote his own tape loading routines, allowing the player to play a simple game while ''Blood Money'' loaded.<ref name="History 3.1"/> Smith, who designed the port's graphics, was confused by the hardware limitations, forced to draw double pixels in Deluxe Paint and being limited to sixteen colours.<ref name="History 2.5"/> Dailly finished developing the Commodore 64 version on 12 March 1990,<ref name="History 3.2"/> and it was released in June 1990.<ref name="Zzap 62"/> |
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== Reception == |
== Reception == |
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{{Video game reviews |
{{Video game reviews |
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| CVG = ({{abbr|AMI|Amiga}}, PC) 85%<ref name="CVG Review"/><br />({{abbr|ST|Atari ST}}) 84%<ref name="CVG Review"/><br />({{abbr|C64|Commodore 64}}) 79%<ref name="CVG Review C64"/> |
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| CVG = (AMI, PC) 85%<ref name="CVG Review"/> <br />(ST) 84%<ref name="CVG Review">{{cite journal |title=Blood Money |page=48 |journal=[[Computer and Video Games]] |issue=92 |date=June 1989 |last=Glancey |first=Paul |editor-last=Taylor |editor-first=Graham |publisher=[[Future plc]] |url=https://archive.org/stream/computer-video-games-magazine-092/CVG092_Jun_1989#page/n47/mode/2up |access-date=5 October 2015 }}</ref> <br />(C64) 79%<ref name="CVG Review C64">{{cite journal |title=Update: Blood Money |page=58 |journal=[[Computer and Video Games]] |issue=105 |date=August 1990 |editor-last=Rignall |editor-first=Julian |editor-link=Julian Rignall |publisher=[[Future plc]] |url=https://archive.org/stream/computer-video-games-magazine-105/CVG105_Aug_1990#page/n57/mode/2up |access-date=5 October 2015 }}</ref> |
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| rev1 |
| rev1 = ''[[ACE (games magazine)|ACE]]'' |
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| rev1Score |
| rev1Score = (ST) 740/1000<ref name="ACE Review"/><br />(PC) 700/1000< name="ACE Review"/> |
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| rev2 |
| rev2 = ''[[CU Amiga]]'' |
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| rev2Score = (AMI) 76%<ref name="CUAmiga Review"/> |
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| rev3 |
| rev3 = ''[[The Games Machine]]'' |
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| rev3Score = (AMI) 90%<ref name="TGM Review"/> |
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| rev4 |
| rev4 = ''[[The One (magazine)|The One]]'' |
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| rev4Score = (AMI) 74%<ref name="One Review"/> |
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| rev5 |
| rev5 = ''[[ST Format]]'' |
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| rev5Score = (ST) 90%<ref name="ST Review"/> |
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| rev6 |
| rev6 = ''[[ST/Amiga Format]]'' |
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| rev6Score = (AMI) 92%<ref name="STAmiga Review"/> |
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| rev7 |
| rev7 = ''[[Zzap!64]]'' |
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| rev7Score = (AMI) 94%<ref name="Zzap Review"/> |
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⚫ | |||
}} |
}} |
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''Blood Money'' received mostly positive reviews from critics upon release |
''Blood Money'' received mostly positive reviews from critics upon release. ''[[ST/Amiga Format]]'' the best shoot 'em up game on the Amiga.<ref name="STAmiga Review"/> ''[[Zzap!64]]'' listed ''Blood Money'' as the best Amiga game of the 1980s,<ref name="Zzap 57"/> and ''ST Format'' named it the second-best shoot 'em up game of 1990.<ref name="STFormat 18"/> The game sold 40,000 copies, ''Menace''.<ref name="History 4.1"/> |
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Stuart Wynne of ''Zzap!64'' found the game convenient, while Robin Hogg of the same publication wrote that it equals to the game's detailed graphics.<ref name="Zzap Review"/> ''[[The One (magazine)|The One]]'' viewed the game as among the more difficult and technologically sophisticated shoot 'em ups,<ref name="One Review"/> while ''[[ACE (games magazine)|ACE]]'' called it "compelling".<ref name="ACE Review"/> Conversely, Mike Pattenden of ''[[CU Amiga]]'' criticised the difficulty, noting its lack of rewards.<ref name="CUAmiga Review"/> |
Stuart Wynne of ''Zzap!64'' found the game convenient, while Robin Hogg of the same publication wrote that it equals to the game's detailed graphics.<ref name="Zzap Review"/> ''[[The One (magazine)|The One]]'' viewed the game as among the more difficult and technologically sophisticated shoot 'em ups,<ref name="One Review"/> while ''[[ACE (games magazine)|ACE]]'' called it "compelling".<ref name="ACE Review"/> Conversely, Mike Pattenden of ''[[CU Amiga]]'' criticised the difficulty, noting its lack of rewards.<ref name="CUAmiga Review"/> |
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the game's ''[[Computer and Video Games]]'' the opening sequence and called the [[Sprite (computer graphics)|sprites]] among "the best designed and most fluidly animated" in an Amiga game.<ref name="CVG Review"/> ''[[The Games Machine]]'' believed the graphics were very advanced,<ref name="TGM Review"/> and ''ST/Amiga Format'' wrote that the game is "in a class of its own", praising the sprite animations.<ref name="STAmiga Review"/> ''Zzap!64''{{'}}s Hogg commended the animation and backgrounds.<ref name="Zzap Review"/> Conversely, ''CU Amiga''{{'}}s Pattenden felt the graphics lack depth.<ref name="CUAmiga Review"/> |
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The game's use of sound received positive reactions. Phil King of ''Zzap!64'' was impressed by the soundtrack, particularly praising the introductory music.<ref name="Zzap Review"/> ''The Games Machine'' echoed similar remarks, writing that the game features "excellent" audio,<ref name="TGM Review"/> and Glancey of ''Computer and Video Games'' wrote that the sound chip was heavily utilised.<ref name="CVG Review"/> Barrett of ''ST/Amiga Format'' preferred the sound effects over the music, though felt that they were inferior to those in ''Menace''.<ref name="STAmiga Review"/> Pattenden of ''CU Amiga'' felt that the sound is "a poor tune and some average effects",<ref name="CUAmiga Review"/> while ''ACE'' called it "a little weedy".<ref name="ACE Review"/> |
The game's use of sound received positive reactions. Phil King of ''Zzap!64'' was impressed by the soundtrack, particularly praising the introductory music.<ref name="Zzap Review"/> ''The Games Machine'' echoed similar remarks, writing that the game features "excellent" audio,<ref name="TGM Review"/> and Glancey of ''Computer and Video Games'' wrote that the sound chip was heavily utilised.<ref name="CVG Review"/> Barrett of ''ST/Amiga Format'' preferred the sound effects over the music, though felt that they were inferior to those in ''Menace''.<ref name="STAmiga Review"/> Pattenden of ''CU Amiga'' felt that the sound is "a poor tune and some average effects",<ref name="CUAmiga Review"/> while ''ACE'' called it "a little weedy".<ref name="ACE Review"/> |
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==References== |
==References== |
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{{Reflist |
{{Reflist|refs= |
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<ref name="Emulator">{{cite web|url=https://archive.org/details/msdos_Blood_Money_1990 |title=Blood Money : DMA Design : Free Streaming |work=Archive.org |publisher=[[Internet Archive]] |date=27 December 2014 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20150705005214/https://archive.org/details/msdos_Blood_Money_1990 |archive-date=5 July 2015 |url-status=live }}</ref> |
<ref name="Emulator">{{cite web|url=https://archive.org/details/msdos_Blood_Money_1990 |title=Blood Money : DMA Design : Free Streaming |work=Archive.org |publisher=[[Internet Archive]] |date=27 December 2014 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20150705005214/https://archive.org/details/msdos_Blood_Money_1990 |archive-date=5 July 2015 |url-status=live }}</ref> |
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<!-- Development --> |
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<ref name="Aktueller">{{cite magazine |url=https://archive.org/details/Aktueller_Software_Markt_-_Ausgabe_1990.03/page/n57/mode/2up |title=Konvertierung |last=Oppermann |first=Torsten |pages=54–62 |magazine=[[Aktueller Software Markt]] |issue=3/1990 |date=March 1990 |accessdate=9 July 2024 |via=[[Internet Archive]] }}</ref> |
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<ref name="Booklet">{{citation |title=Blood Money ''Instruction Booklet'' |editor=DMA Design |editor-link=DMA Design |publisher=[[Psygnosis]] |location=[[Liverpool]] |year=1989 |url=http://gamesdbase.com/Media/SYSTEM/Commodore_Amiga//Manual/formated/Blood_Money_-_1989_-_Psygnosis_Limited.htm |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20151007133854/http://gamesdbase.com/Media/SYSTEM/Commodore_Amiga//Manual/formated/Blood_Money_-_1989_-_Psygnosis_Limited.htm |archive-date=7 October 2015 |url-status=live }}</ref> |
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<ref name="Computer 8-7">{{cite magazine |url=https://archive.org/details/computer-entertainer-8-7/page/14/mode/2up |title=Availability Update |magazine=[[Computer Entertainer]] |volume=8 |issue=7 |date=October 1989 |accessdate=9 July 2024 |page=14 |via=[[Internet Archive]] }}</ref> |
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<ref name="Computer 8-10 p4">{{cite magazine |url=https://archive.org/details/ComputerEntertainerJanuary1990/page/n3/mode/2up |title=1989 Computer Entertainer Awards of Excellence announced |page=4 |magazine=[[Computer Entertainer]] |volume=8 |issue=10 |date=January 1990 |accessdate=9 July 2024 |via=[[Internet Archive]] }}</ref> |
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<ref name="Computer 8-10 p22">{{cite magazine |url=https://archive.org/details/ComputerEntertainerJanuary1990/page/n21/mode/2up |title=Availability Update |page=22 |magazine=[[Computer Entertainer]] |volume=8 |issue=10 |date=January 1990 |via=[[Internet Archive]] }}</ref> |
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<ref name="History 2.1">{{cite web |url=http://www.javalemmings.com/DMA/DMA2_1.htm |title=The History of DMA – Chapter 2, part 1 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20160304062019/http://www.javalemmings.com/DMA/DMA2_1.htm |archive-date=4 March 2016 |url-status=live }}</ref> |
<ref name="History 2.1">{{cite web |url=http://www.javalemmings.com/DMA/DMA2_1.htm |title=The History of DMA – Chapter 2, part 1 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20160304062019/http://www.javalemmings.com/DMA/DMA2_1.htm |archive-date=4 March 2016 |url-status=live }}</ref> |
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<ref name="History 2.3">{{cite web |url=http://www.javalemmings.com/DMA/DMA2_3.htm |title=The History of DMA – Chapter 2, part 3 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20170313120322/http://www.javalemmings.com/DMA/DMA2_3.htm |archive-date=13 March 2017 |url-status=live }}</ref> |
<ref name="History 2.3">{{cite web |url=http://www.javalemmings.com/DMA/DMA2_3.htm |title=The History of DMA – Chapter 2, part 3 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20170313120322/http://www.javalemmings.com/DMA/DMA2_3.htm |archive-date=13 March 2017 |url-status=live }}</ref> |
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<ref name="History 2.4">{{cite web |url=http://www.javalemmings.com/DMA/DMA2_4.htm |title=The History of DMA – Chapter 2, part 4 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20160304055746/http://www.javalemmings.com/DMA/DMA2_4.htm |archive-date=4 March 2016 |url-status=live }}</ref> |
<ref name="History 2.4">{{cite web |url=http://www.javalemmings.com/DMA/DMA2_4.htm |title=The History of DMA – Chapter 2, part 4 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20160304055746/http://www.javalemmings.com/DMA/DMA2_4.htm |archive-date=4 March 2016 |url-status=live }}</ref> |
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<ref name="History 2.5">{{cite web |url=http://www.javalemmings.com/DMA/DMA2_5.htm |title=The History of DMA – Chapter 2, part 5 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20160304062026/http://www.javalemmings.com/DMA/DMA2_5.htm |archive-date=4 March 2016 |url-status=live }}</ref> |
<ref name="History 2.5">{{cite web |url=http://www.javalemmings.com/DMA/DMA2_5.htm |title=The History of DMA – Chapter 2, part 5 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20160304062026/http://www.javalemmings.com/DMA/DMA2_5.htm |archive-date=4 March 2016 |url-status=live }}</ref> |
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<ref name="History 3.1">{{cite web |url=http://www.javalemmings.com/DMA/DMA3_1.htm |title=The History of DMA – Chapter 3, part 1 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2005 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20160304035519/http://www.javalemmings.com/DMA/DMA3_1.htm |archive-date=4 March 2016 |url-status=live }}</ref> |
<ref name="History 3.1">{{cite web |url=http://www.javalemmings.com/DMA/DMA3_1.htm |title=The History of DMA – Chapter 3, part 1 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2005 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20160304035519/http://www.javalemmings.com/DMA/DMA3_1.htm |archive-date=4 March 2016 |url-status=live }}</ref> |
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<ref name="History 3.2">{{cite web |url=http://www.javalemmings.com/DMA/DMA3_2.htm |title=The History of DMA – Chapter 3, part 2 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2005 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20170312114541/http://www.javalemmings.com/DMA/DMA3_2.htm |archive-date=12 March 2017 |url-status=live }}</ref> |
<ref name="History 3.2">{{cite web |url=http://www.javalemmings.com/DMA/DMA3_2.htm |title=The History of DMA – Chapter 3, part 2 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2005 |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20170312114541/http://www.javalemmings.com/DMA/DMA3_2.htm |archive-date=12 March 2017 |url-status=live }}</ref> |
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<ref name="History 4.1">{{cite web |url=http://www.javalemmings.com/DMA/DMA4_1.htm |title=The History of DMA – Chapter 4, part 1 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=3 October 2015 |archive-url=https://web.archive.org/web/20160303200848/http://www.javalemmings.com/DMA/DMA4_1.htm |archive-date=3 March 2016 |url-status=live }}</ref> |
<ref name="History 4.1">{{cite web |url=http://www.javalemmings.com/DMA/DMA4_1.htm |title=The History of DMA – Chapter 4, part 1 |last=Dailly |first=Mike |author-link=Mike Dailly (game designer) |publisher=[[Mike Dailly (game designer)|Mike Dailly]] |date=2004 |access-date=3 October 2015 |archive-url=https://web.archive.org/web/20160303200848/http://www.javalemmings.com/DMA/DMA4_1.htm |archive-date=3 March 2016 |url-status=live }}</ref> |
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<ref name="Jones Cover">{{cite web |url=http://www.peterandrewjones.net/paintings_science_fiction/swa150.htm |title=Protector |last=Jones |first=Peter Andrew |author-link=Peter Andrew Jones |publisher=[[Peter Andrew Jones]] |access-date=5 October 2015 |archive-url=https://web.archive.org/web/20160304084358/http://www.peterandrewjones.net/paintings_science_fiction/swa150.htm |archive-date=4 March 2016 |url-status=live }}</ref> |
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<ref name="PC port">{{cite video game |title=Blood Money |developer=[[DMA Design]], [[Creative Assembly]] |publisher=[[Psygnosis]] |date=1989 |platform=DOS |version=1.0 |scene=Main menu |language=English |quote="IBM Conversion: Tim Ansell" }}</ref> |
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<ref name=" |
<ref name=" ">{{cite |title= |= |=[[ ]] |issue= |date= |publisher=[[Future ]] |= |= }}</ref> |
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<ref name="Sega-16a1">{{cite web |url=https://www.sega-16.com/forum/showthread.php?8418-Shadow-of-the-Beast&p=220028&viewfull=1#post220028 |title=Shadow of the Beast|last=Furniss |first=Matt |work=Sega-16 |publisher=[[vBulletin]] |date=8 February 2010 |page=2 |access-date=4 December 2020 |archive-url=https://web.archive.org/web/20140804094703/http://www.sega-16.com/forum/showthread.php?8418-Shadow-of-the-Beast&p=220028&viewfull=1#post220028 |archive-date=4 August 2014 |url-status=live }}</ref> |
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⚫ | <ref name="Zzap 57">{{cite |
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<ref name="Zzap 62">{{cite magazine |url=https://archive.org/details/Zzap64_Magazine_Issue_62/page/27/mode/2up |title=The Previews |magazine=[[Zzap!64]] |publisher=[[Newsfield Publications]] |pages=54–55 |issue=62 |date=June 1990 |accessdate=9 July 2024 |via=[[Internet Archive]] }}</ref> |
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<!-- Reception --> |
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<ref name="ACE Review">{{cite journal |title=Blood Money |page=97 |journal=[[ACE (games magazine)|ACE]] |issue=26 |date=November 1989 |editor-last=Cooke |editor-first=Steve |publisher=[[EMAP]] |url=https://archive.org/stream/ace-magazine-26/ACE_Issue_26_1989_Nov#page/n96/mode/1up |access-date=5 October 2015 |via=[[Internet Archive]] }}</ref> |
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⚫ | <ref name="CUAmiga Review">{{cite journal|title=Blood Money |pages=54–55 |journal=[[CU Amiga]] |date=June 1989 |last=Pattenden |first=Mike |publisher=[[EMAP]] |url=http://amigareviews.classicgaming.gamespy.com/bloodmon.htm |access-date=5 October 2015 |url-status=dead |archive-url=https://web.archive.org/web/20071015104100/http://amigareviews.classicgaming.gamespy.com/bloodmon.htm |archive-date=15 October 2007 }}</ref> |
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<ref name="CVG Review">{{cite journal |title=Blood Money |page=48 |journal=[[Computer and Video Games]] |issue=92 |date=June 1989 |last=Glancey |first=Paul |editor-last=Taylor |editor-first=Graham |publisher=[[EMAP]] |url=https://archive.org/details/Computer_Video_Games_Issue_092_1989-06_EMAP_Publishing_GB/page/n47/mode/2up |access-date=9 July 2024 |via=[[Internet Archive]] }}</ref> |
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<ref name="CVG Review C64">{{cite journal |title=Update: Blood Money |page=58 |journal=[[Computer and Video Games]] |issue=105 |date=August 1990 |editor-last=Rignall |editor-first=Julian |editor-link=Julian Rignall |publisher=[[EMAP]] |url=https://archive.org/details/Computer_Video_Games_Issue_105_1990-08_EMAP_Publishing_GB/page/n57/mode/2up |access-date=5 October 2015 |via=[[Internet Archive]] }}</ref> |
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<ref name="One Review">{{cite magazine |url=https://archive.org/details/theone-magazine-09/page/n37/mode/2up |title=Blood Money |last=Whitta |first=Gary |authorlink=Gary Whitta |magazine=[[The One (magazine)|The One]] |publisher=[[EMAP]] |issue=9 |pages=39–40 |date=June 1989 |accessdate=9 July 2024 |via=[[Internet Archive]] }}</ref> |
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⚫ | <ref name="One Review">{{cite |title=Blood Money |page=93 |journal=[[The One (magazine)|The One]] |issue=33 |date=June 1991 |editor-last=Brennan |editor-first=Ciarán |publisher=[[EMAP]] |url=https://archive.org/stream/One_for_ST_Games_The_Issue_033_1991-06_EMAP_Images_GB#page/n91/mode/1up |access-date=5 October 2015 }}</ref> |
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⚫ | <ref name="STAmiga Review">{{cite |title=Blood Money |pages=72–73 |journal=[[ST/Amiga Format]] |issue=11 |date=May 1989 |last=Barrett |first=Gary |publisher=[[Future plc]] |url=http://amigareviews.classicgaming.gamespy.com/bloodmon.htm |access-date=5 October 2015 |url-status=dead |archive-url=https://web.archive.org/web/20071015104100/http://amigareviews.classicgaming.gamespy.com/bloodmon.htm |archive-date=15 October 2007 }}</ref> |
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<ref name="STFormat 18">{{cite magazine |title=The Top 50 Games of 1990 |pages=34–37 |journal=[[ST Format]] |issue=18 |date=January 1991 |last=Hutchinson |first=Andy |publisher=[[Future plc]] |url=http://www.atarimania.com/mags/pdf/atari-st-format-issue-018.pdf |access-date=5 October 2015 }}</ref> |
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⚫ | <ref name="TGM Review">{{cite |title=Blood Money |page=43 |journal=[[The Games Machine]] |issue=19 |date=June 1989 |editor-last=Kean |editor-first=Roger |publisher=[[Newsfield Publications]] |url=https://archive.org/stream/the-games-machine-19/TheGamesMachine19#page/n42/mode/1up |access-date=5 October 2015 }}</ref> |
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⚫ | <ref name="Zzap 57">{{cite |title=The Best Games of the 80's Decade |pages=28–30 |journal=[[Zzap!64]] |issue=57 |date=January 1989 |last1=Wynne |first1=Start |last2=King |first2=Phil |publisher=[[Newsfield Publications]] |url=http://www.zzap64.co.uk/cgi-bin/displaypage.pl?issue=057&page=029&magazine=zzap | access-date=5 October 2015 }}</ref> |
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⚫ | <ref name="Zzap Review">{{cite |title=Blood Money |pages=68–69 |journal=[[Zzap!64]] |issue=51 |date=July 1989 |last1=Wynne |first1=Stuart |last2=Hogg |first2=Robin |last3=King |first3=Phil |publisher=[[Newsfield Publications]] |url=http://amigareviews.classicgaming.gamespy.com/bloodmon.htm |access-date=5 October 2015 |url-status=dead |archive-url=https://web.archive.org/web/20071015104100/http://amigareviews.classicgaming.gamespy.com/bloodmon.htm |archive-date=15 October 2007 }}</ref> |
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{{Rockstar North}} |
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[[Category:Video games developed in the United Kingdom]] |
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Revision as of 00:28, 9 July 2024
Blood Money | |
---|---|
Developer(s) | DMA Design |
Publisher(s) | Psygnosis |
Programmer(s) | David Jones |
Artist(s) | Tony Smith |
Composer(s) |
|
Platform(s) | Amiga, Atari ST, MS-DOS, Commodore 64 |
Release |
|
Genre(s) | Side-scrolling shooter |
Mode(s) | Single-player, multiplayer |
Blood Money is a 1989 side-scrolling shooter video game developed by DMA Design and published by Psygnosis. It was released for the Amiga, Atari ST, and MS-DOS in 1989, and for the Commodore 64 in 1990. The game is set in four different locations on a planet, where the player must fight off enemies and bosses.
The game began development immediately after Menace, and borrowed similar gameplay elements. The development team used advanced hardware to develop Blood Money, using improved graphical and technological processes. The game was inspired by the presentation of Mr. Heli, and the animations of Blood Money would later inspire the development of Lemmings. The game was released to positive reviews; praise was given to the game's graphics and gameplay. The game was commercially successful, selling over 40,000 copies.
Gameplay
Blood Money is a 2D side-scrolling shooter. The player moves through four stages on the planet, taking control of a different vehicle in each level: a helicopter in the metal world, a submarine in a water world, a spacesuit in an ice world, and a fighter jet in a fire world. Each vehicle features unique weaponry, which the player uses to attack all advancing enemies. The player can upgrade their vehicle with power-ups, which grant them additional weapons and upgrades, such as support missiles and neutron bombs.[1]
The vehicles' energy acts as the player's health, and is depleted when the vehicle makes contact with enemies and walls. When all energy is lost, the player lose a life; three lives are provided at the beginning of the game, and additional lives can be bought in a shop at certain points in the levels. Money for the shop can be collected when destroying enemies. When all three lives are lost, the game ends and the player are sent to a score result screen.[2] The first two levels may be selected from the beginning of the game; after one level is complete, the player can select any remaining world without restrictions. At the end of each level, the player must defeat a boss.[1]
Development
Following the successful release of Menace in 1988, David Jones began developing Blood Money on 4 January 1989, on the 25 MHz 386-DX computer that publisher Psygnosis granted him, alongside a personal development system.[3] Jones saw Blood Money as a continuation of the concept used in Menace.[4]: 12 Jones was heavily inspired by the "cuteness" of Mr. Heli (1987) during the development of Blood Money.[3] The game's cover art was designed by British artist Peter Andrew Jones for the novel Protector (1973) by Larry Niven, and was adapted for the game's cover.[5]
With Blood Money, Jones was determined to use the full colour range of the Amiga, opting to use the blitter as opposed to the hardware scrolling; the blitter allowed graphics to be drawn quickly. Tony Smith, who had worked on Menace, produced the graphics for Blood Money, while Jones began work on a new scrolling system. While developing his own game, Talisman, Mike Dailly created a compact method to move enemies on-screen, which Jones incorporated into Blood Money.[3] The game's animations fascinated Jones's friend Gary Timmons, who then began experimenting with Deluxe Paint; his work on the program led to his employment at DMA Design, and inspired some of the animations used in DMA's next game, Walker (1993).[6] The game's introduction required a star field, which Jones took from a quick demonstration that Dailly had been working on.[7]
Blood Money was released for the Amiga on 19 April 1989.[8] A port for the Atari ST, developed by Jones's friend Wayne Smithson, was released in September 1989,[9][10] while an MS-DOS port by Tim Ansell of Creative Assembly was released in December 1989.[11][12] Video game musician Matt Furniss claimed that a conversion for the Sega Mega Drive was once in development with its music complete.[13]
Dailly began porting the game to the Commodore 64 following the Personal Computer World Show in September 1989,[6] using the code from the Talisman demo and writing a new sprite system. He re-worked the multi-directional scrolling,[14] and wrote his own tape loading routines, allowing the player to play a simple game while Blood Money loaded.[15] Smith, who designed the port's graphics, was confused by the hardware limitations, forced to draw double pixels in Deluxe Paint and being limited to sixteen colours.[14] Dailly finished developing the Commodore 64 version on 12 March 1990,[9] and it was released in June 1990.[16]
Reception
Publication | Score |
---|---|
Computer and Video Games | (AMI, PC) 85%[1] (ST) 84%[1] (C64) 79%[17] |
ACE | (ST) 740/1000[18] (PC) 700/1000[18] |
CU Amiga | (AMI) 76%[19] |
The Games Machine | (AMI) 90%[20] |
The One | (AMI) 74%[21] |
ST Format | (ST) 90%[22] |
ST/Amiga Format | (AMI) 92%[23] |
Zzap!64 | (AMI) 94%[24] |
Blood Money received mostly positive reviews from critics upon release. ST/Amiga Format's Gary Barrett considered it the best shoot 'em up game on the Amiga.[23] Zzap!64's Stuart Wynne listed Blood Money as the best Amiga game of the 1980s,[25] and ST Format named it the second-best shoot 'em up game of 1990.[26] It won Best Action/Arcade-Style Game from Computer Entertainer.[27] The game sold 40,000 copies, doubling Menace's sales.[28]
Stuart Wynne of Zzap!64 found the game convenient, while Robin Hogg of the same publication wrote that it equals to the game's detailed graphics.[24] The One's Brian Nesbitt viewed the game as among the more difficult and technologically sophisticated shoot 'em ups,[29] while ACE called it "compelling".[18] Conversely, Mike Pattenden of CU Amiga criticised the difficulty, noting its lack of rewards.[19]
The One's Gary Whitta lauded the game's "tongue-in-cheek style", particularly in Smith's art.[21] Computer and Video Games's Paul Glancey appreciated the opening sequence and called the sprites among "the best designed and most fluidly animated" in an Amiga game.[1] The Games Machine believed the graphics were very advanced,[20] and ST/Amiga Format's Barrett wrote that the game is "in a class of its own", praising the sprite animations.[23] Zzap!64's Hogg commended the animation and backgrounds.[24] Conversely, CU Amiga's Pattenden felt the graphics lack depth.[19]
The game's use of sound received positive reactions. Phil King of Zzap!64 was impressed by the soundtrack, particularly praising the introductory music.[24] The Games Machine echoed similar remarks, writing that the game features "excellent" audio,[20] and Glancey of Computer and Video Games wrote that the sound chip was heavily utilised.[1] Barrett of ST/Amiga Format preferred the sound effects over the music, though felt that they were inferior to those in Menace.[23] Pattenden of CU Amiga felt that the sound is "a poor tune and some average effects",[19] while ACE called it "a little weedy".[18]
References
- ^ a b c d e f Glancey, Paul (June 1989). Taylor, Graham (ed.). "Blood Money". Computer and Video Games (92). EMAP: 48. Retrieved 9 July 2024 – via Internet Archive.
- ^ "Blood Money : DMA Design : Free Streaming". Archive.org. Internet Archive. 27 December 2014. Archived from the original on 5 July 2015. Retrieved 5 October 2015 – via Internet Archive.
- ^ a b c Dailly, Mike (2004). "The History of DMA – Chapter 2, part 1". Mike Dailly. Archived from the original on 4 March 2016. Retrieved 5 October 2015.
- ^ DMA Design, ed. (1989), Blood Money Instruction Booklet, Liverpool: Psygnosis, archived from the original on 7 October 2015, retrieved 5 October 2015
- ^ Jones, Peter Andrew. "Protector". Peter Andrew Jones. Archived from the original on 4 March 2016. Retrieved 5 October 2015.
- ^ a b Dailly, Mike (2004). "The History of DMA – Chapter 2, part 4". Mike Dailly. Archived from the original on 4 March 2016. Retrieved 5 October 2015.
- ^ Dailly, Mike (2004). "The History of DMA – Chapter 2, part 3". Mike Dailly. Archived from the original on 13 March 2017. Retrieved 5 October 2015.
- ^ Holborn, Jason (22 April 1989). "Money makes the world go round". New Computing Express. No. 24. Future Publishing. p. 35. Retrieved 9 July 2024 – via Internet Archive.
- ^ a b Dailly, Mike (2005). "The History of DMA – Chapter 3, part 2". Mike Dailly. Archived from the original on 12 March 2017. Retrieved 5 October 2015.
- ^ "Availability Update". Computer Entertainer. Vol. 8, no. 7. October 1989. p. 14. Retrieved 9 July 2024 – via Internet Archive.
- ^ Oppermann, Torsten (March 1990). "Konvertierung". Aktueller Software Markt. No. 3/1990. pp. 54–62. Retrieved 9 July 2024 – via Internet Archive.
- ^ "Availability Update". Computer Entertainer. Vol. 8, no. 10. January 1990. p. 22 – via Internet Archive.
- ^ Furniss, Matt (8 February 2010). "Shadow of the Beast". Sega-16. vBulletin. p. 2. Archived from the original on 4 August 2014. Retrieved 4 December 2020.
- ^ a b Dailly, Mike (2004). "The History of DMA – Chapter 2, part 5". Mike Dailly. Archived from the original on 4 March 2016. Retrieved 5 October 2015.
- ^ Dailly, Mike (2005). "The History of DMA – Chapter 3, part 1". Mike Dailly. Archived from the original on 4 March 2016. Retrieved 5 October 2015.
- ^ "The Previews". Zzap!64. No. 62. Newsfield Publications. June 1990. pp. 54–55. Retrieved 9 July 2024 – via Internet Archive.
- ^ Rignall, Julian, ed. (August 1990). "Update: Blood Money". Computer and Video Games (105). EMAP: 58. Retrieved 5 October 2015 – via Internet Archive.
- ^ a b c d Cooke, Steve, ed. (November 1989). "Blood Money". ACE (26). EMAP: 97. Retrieved 5 October 2015 – via Internet Archive.
- ^ a b c d Pattenden, Mike (June 1989). "Blood Money". CU Amiga. EMAP: 54–55. Archived from the original on 15 October 2007. Retrieved 5 October 2015.
- ^ a b c Kean, Roger, ed. (June 1989). "Blood Money". The Games Machine. No. 19. Newsfield Publications. p. 43. Retrieved 5 October 2015 – via Internet Archive.
- ^ a b Whitta, Gary (June 1989). "Blood Money". The One. No. 9. EMAP. pp. 39–40. Retrieved 9 July 2024 – via Internet Archive.
- ^ Higham, Mark (September 1989). "Blood Money". ST Format. No. 2. Future plc. pp. 72–73. Retrieved 5 October 2015.
- ^ a b c d Barrett, Gary (May 1989). "Blood Money". ST/Amiga Format. No. 11. Future plc. pp. 72–73. Archived from the original on 15 October 2007. Retrieved 5 October 2015.
- ^ a b c d Wynne, Stuart; Hogg, Robin; King, Phil (July 1989). "Blood Money". Zzap!64. No. 51. Newsfield Publications. pp. 68–69. Archived from the original on 15 October 2007. Retrieved 5 October 2015.
- ^ Wynne, Start; King, Phil (January 1989). "The Best Games of the 80's Decade". Zzap!64. No. 57. Newsfield Publications. pp. 28–30. Retrieved 5 October 2015.
- ^ Hutchinson, Andy (January 1991). "The Top 50 Games of 1990" (PDF). ST Format. No. 18. Future plc. pp. 34–37. Retrieved 5 October 2015.
- ^ "1989 Computer Entertainer Awards of Excellence announced". Computer Entertainer. Vol. 8, no. 10. January 1990. p. 4. Retrieved 9 July 2024 – via Internet Archive.
- ^ Dailly, Mike (2004). "The History of DMA – Chapter 4, part 1". Mike Dailly. Archived from the original on 3 March 2016. Retrieved 3 October 2015.
- ^ Nesbitt, Brian (June 1991). Brennan, Ciarán (ed.). "Blood Money". The One. No. 33. EMAP. p. 93. Retrieved 5 October 2015 – via Internet Archive.