The Gun That Shoots Money: Why Do We Never Use Gaming’s Most Extravagant Weapon?


It’s a classic video game trope. You’re deep into an RPG or an action game, you’ve amassed a huge arsenal, and then you find it: the gun that shoots money. Whether it’s Terraria’s Coin Gun, a legendary pistol in Cyberpunk, or a special ability in Final Fantasy, these weapons promise incredible power at a very literal cost. They’re often flashy, powerful, and feel like the ultimate flex.

But let’s be honest. Do you ever actually use it? In a recent online discussion, gamers came together to ponder this exact question, and the consensus was overwhelming: for the most part, we don’t. We get the weapon, marvel at its absurdity, maybe fire it a few times for fun, and then stick it in our inventory to collect dust. Why is that? It turns out the answer says a lot about player psychology and what makes for good game design.

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The Hoarder’s Dilemma: ‘What If I Need It Later?’

The number one reason most players avoid money-shooting guns is a deep-seated instinct known as resource hoarding. We’ve all been there. You have 99 potions, but you refuse to use one on a tough boss because… what if there’s a tougher boss later? The same logic applies here. Every bullet fired is cash you can’t spend on upgrades, armor, or crucial supplies.

This creates a strange paradox. As one gamer pointed out, if you’re struggling in a game, you probably don’t have the spare cash to literally fire it at your problems. And if you’re skilled enough to be rolling in dough, you probably don’t need a high-powered money gun to win. It often exists in a weird design space where it’s never the most practical option, making it feel more like a novelty or a gimmick than a useful tool.

When It Works: The Exceptions to the Rule

While most money guns are seen as inefficient, the discussion highlighted a few key examples where the mechanic is implemented brilliantly. These games succeed because they make spending money a core part of the gameplay loop, not just a quirky side option.

  • The Metro Series: This was the most cited example of a ‘money gun’ system done right. In the post-apocalyptic world of Metro, high-quality, military-grade bullets are both the best ammunition and the primary currency. Every shot you take against a monster is a choice that directly impacts your ability to buy supplies at the next station. This creates a constant, meaningful tension where you’re always weighing the cost of survival.
  • Roguelikes and Roguelites: Games like Risk of Rain 2 with its Crowdfunder item are perfect for this mechanic. In a roguelike run, money is often a temporary resource that resets when you die. In the late stages of a run, when you have more cash than you can spend, an item that lets you convert that excess money into pure damage becomes an incredibly powerful and strategic choice.
  • Final Fantasy and Yojimbo: The Final Fantasy series often features a “Gil Toss” ability. But the ultimate expression of this is the summon Yojimbo from Final Fantasy X. Pay him enough gil, and he can one-shot any enemy in the game, including the super-bosses. It’s the ultimate high-risk, high-reward money sink, turning your wallet into a legitimate strategy for overcoming impossible odds.

A close-up of hands gripping a black video game controller during a gaming session.

A Matter of Balance

Ultimately, the usefulness of a money-shooting gun comes down to game balance. In games like Cyberpunk 2077, where cash becomes incredibly abundant in the late game, using a weapon that consumes a few eddies per shot is a drop in the bucket, making it a viable and fun choice. Similarly, in older games like Phantasy Star Online, the “Charge” weapons used a trivial amount of Meseta, making their high damage output a worthwhile trade-off.

However, in most single-player adventures where every coin feels precious, the psychological barrier is often too high to overcome. We are conditioned to see our in-game currency as a key to future progress, and the idea of literally shooting that progress away just doesn’t sit right with our inner hoarder.

A modern gaming setup featuring a large monitor displaying a colorful RPG, with a glowing keyboard and mouse.

Frequently Asked Questions

What is a ‘money-shooting gun’ in video games?
It’s a common trope where a game includes a weapon that uses the in-game currency (like gold, dollars, or gil) as its ammunition instead of traditional bullets.
Why do most players avoid using these weapons?
The primary reason is psychological. Players tend to hoard resources, including money, for future upgrades or purchases. Spending currency on ammo often feels inefficient or wasteful.
Are there any games where this mechanic works well?
Yes. The Metro series is often praised because currency-as-ammo is a core mechanic for all guns, creating constant tension. Roguelikes like Risk of Rain 2 also use it well, as money is a temporary resource within a single run.
What are some other famous examples of games with money-based attacks?
The Final Fantasy series (Gil Toss, Yojimbo), Terraria (Coin Gun), Saints Row, Borderlands, and Cyberpunk 2077 all feature weapons or abilities that use money.
Is it ever a good strategy to use a money gun?
It can be, depending on the game’s economy. If you are in the late game with an excess of cash and no other use for it, a powerful money gun can be a very effective tool.
What does this say about game design?
It shows that for a resource-cost mechanic to be successful, it needs to be integrated into the core gameplay loop and feel like a meaningful choice, rather than just a gimmick.

Conclusion

The gun that shoots money is a fascinating piece of game design. It’s a power fantasy, a satirical statement, and a psychological test all rolled into one. While most of us will continue to let these extravagant weapons gather dust in our inventories, they serve as a great reminder of how we, as players, think about value and resources. They force us to ask the question: what’s the real price of power? And more often than not, we decide it’s a price we’re not willing to pay. At least, not until we have 99 of every other item in the game.


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