Armorines: Project S.W.A.R.M.

Screenshots1 / 2

A first-person view shows a yellow-gloved hand holding a rifle on the right side of the screen. The snowy outdoor environment stretches ahead with large dark rectangular structures on either side. Two blue health or ammo bars appear at the top left and right. A small radar or compass display sits in the lower left corner. A small dark figure stands in the distance on the white ground. The sky is overcast gray-blue.

Armorines: Project S.W.A.R.M.

装甲兵:蜂群计划

4.6 (5.3K)
N64 Action 656 plays

Armorines: Project S.W.A.R.M., released by Acclaim in 1999, is a third-person squad-based action shooter for Nintendo 64. Players control elite soldiers in military missions, selecting from multiple characters with different abilities. The game features cooperative gameplay supporting up to four players, allowing teams to tackle objective-based levels together. Combat involves gunfire and tactical positioning against enemy forces. The campaign progresses through various military environments and scenarios. Controls utilize the N64 controller for movement, aiming, and weapon selection. The four-player multiplayer component emphasizes teamwork and coordination.

Developer
Released
Platform
N64
Genre
Action
Players
4P
Rating
4.6 / 5 (5.3K)
Last updated

About Armorines: Project S.W.A.R.M.

Armorines: Project S.W.A.R.M. arrived on the Nintendo 64 in 1999, a period when the platform was already home to landmark first-person shooters such as GoldenEye 007 and Perfect Dark was on the horizon. Developed and published by Acclaim, the game is based on the Valiant Comics property Armorines, casting players as soldiers in powered exosuits battling an alien insect invasion across a series of corridor-heavy environments. The game arrived late enough in the N64's lifecycle that expectations for the genre were high, and comparisons to GoldenEye were inevitable and largely unflattering. Structurally, Armorines is a straightforward mission-based first-person shooter. Each level tasks the player with moving through enclosed, linear environments — underground tunnels, military installations, and alien hive-like chambers — eliminating swarms of insectoid enemies and completing objectives such as activating switches, planting explosives, or reaching extraction points. The enemy AI is rudimentary; bugs charge the player in large numbers rather than employing tactical behavior, which gives the game a relentless but repetitive quality. The control scheme follows the standard N64 FPS layout popularized by GoldenEye, using the analog stick for movement and the C-buttons for strafing and looking, though the feel is noticeably stiffer than its contemporaries. The player has access to a small arsenal of conventional and energy-based weapons, and the powered armor conceit is reflected in a shield/health system that allows some punishment before death. Level design is functional but uninspired, with narrow corridors and limited verticality that reduce encounters to straightforward shooting galleries. Visually, the game is competent for its era without being technically impressive; enemy models are serviceable and environments are adequately detailed, but texture variety is limited and environments can feel repetitive over the course of the campaign. The game supports up to four players in a split-screen multiplayer mode, which was a meaningful feature for living-room play in 1999 and gave the title some additional longevity beyond its modest single-player offering. At the time of release, critical reception was mixed to negative. Reviewers acknowledged the game as a passable but unremarkable entry in a genre that the N64 had already elevated to a high standard. The insect-swarm premise was seen as a reasonable hook that the gameplay did not fully exploit, and the short campaign length was frequently cited as a drawback. Despite these criticisms, the game found an audience among players who had exhausted the era's stronger FPS offerings and were looking for additional content in the genre on the platform.

Pro tips

  • Prioritize taking out flying insect enemies first — they move unpredictably and can quickly drain your shield while you focus on ground-based swarms.
  • Conserve your energy-based weapons for tougher armored enemy variants; standard bugs go down quickly to conventional firearms, so save the powerful ammo for boss-type encounters.
  • Learn the level layouts early — many stages have narrow chokepoints you can use to funnel enemies into a single line of fire, making large swarms much more manageable.
  • In multiplayer, use the split-screen mode's enclosed arena maps to your advantage by controlling central corridors, as the tight level geometry rewards positional awareness over raw aim speed.
  • Check every corner before advancing in later levels — the game frequently spawns enemies behind the player or in alcoves just off the main path, and being caught off-guard drains your shield fast.

Armorines: Project S.W.A.R.M. Controls — N64 Keyboard Keys

Default keyboard bindings for Armorines: Project S.W.A.R.M. on our in-browser N64 emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
D-Pad Up Move up
D-Pad Down Move down
D-Pad Left Move left
D-Pad Right Move right
X A Primary action (jump / confirm)
Z B Secondary action (attack / cancel)
V Z (trigger) Z trigger (back)
Q L Left shoulder
W R Right shoulder
I C-Up C-Up (camera up)
K C-Down C-Down (camera down)
J C-Left C-Left (camera left)
L C-Right C-Right (camera right)
Enter Start Start / Pause

The N64 thumbstick is mapped to the arrow keys by default; many titles also let you remap it from the in-game options screen. The Z trigger is mapped to V.

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Armorines: Project S.W.A.R.M. Longplay & Gameplay Videos

Watch a full playthrough of Armorines: Project S.W.A.R.M. on N64 before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Armorines: Project S.W.A.R.M." N64 longplay 1999

Armorines: Project S.W.A.R.M. Cheat Codes

30 community-curated cheats for Armorines: Project S.W.A.R.M.. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.

  • Enable In-Game Cheat Menu & Level Select

    81115936014F
  • Infinite Ammo (All Guns)

    810496D02400
  • Don't Take Any Damage

    8104A2602400
  • Infinite Health

    8159D4DE64008159E1F664008159EF0E6400 +11
  • Max Health Modifier?

    8159D4E200008159E1FA00008159EF120000 +9
  • Infinite Laser Rifle Ammo

    8059D50300648059E21B00648059EF330064 +9
  • Infinite Machine Gun Ammo

    8059D50100648059E21900648059EF310064 +9
  • Infinite Electrical Gun Ammo

    8059D4F300648059E20B00648059EF230064 +9
  • Infinite Rocket Gun Ammo

    8059D4F900648059E21100648059EF290064 +9
  • Have Laser Rifle

    8059D50E00018059E22600018059EF3E0001 +11
  • Have Machine Gun

    8059D50F00018059E22700018059EF3F0001 +11
  • Have Electrical Gun

    8059D51000018059E22800018059EF400001 +11
Show 18 more cheats
  • Have Rocket Gun

    8059D51200018059E22A00018059EF420001 +11
  • Enable Code (Must Be On)

    F10931781000
  • Activator 1 P1

    D00F75500000
  • Activator 2 P1

    D00F75510000
  • Dual Activator P1

    D10F75500000
  • Activator 1 P2

    D00F75560000
  • Activator 2 P2

    D00F75570000
  • Dual Activator P2

    D10F75560000
  • Activator 1 P3

    D00F755C0000
  • Activator 2 P3

    D00F755D0000
  • Dual Activator P3

    D10F755C0000
  • Activator 1 P4

    D00F75620000
  • Activator 2 P4

    D00F75630000
  • Dual Activator P4

    D10F75620000
  • Control Stick Activator 1 P1

    D00F75520000
  • Control Stick Activator 2 P1

    D00F75530000
  • Dual Control Stick Activator P1

    D10F75520000
  • Control Stick Activator 1 P2

    D00F75580000
Play Now

External references

Frequently Asked Questions

When was Armorines: Project S.W.A.R.M. released?

Armorines: Project S.W.A.R.M. was released in 1999 for the N64.

Who developed Armorines: Project S.W.A.R.M.?

Armorines: Project S.W.A.R.M. was developed by Acclaim, available to play in your browser on RetroGameSpace.

How many players does Armorines: Project S.W.A.R.M. support?

Armorines: Project S.W.A.R.M. supports up to 4 players, ideal for couch co-op or competitive sessions on the N64.

What type of game is Armorines: Project S.W.A.R.M.?

Armorines: Project S.W.A.R.M. is a Action game for the N64, playable instantly in your browser — no downloads, no installs.

How can I play Armorines: Project S.W.A.R.M. for free?

Open this page and click "Play Now" — Armorines: Project S.W.A.R.M. runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Armorines: Project S.W.A.R.M. in the browser?

No. Armorines: Project S.W.A.R.M. streams from a public archive into a browser-side N64 emulator. Nothing is installed on your computer.

Can I save my progress in Armorines: Project S.W.A.R.M.?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original N64 cartridge supported.

Does Armorines: Project S.W.A.R.M. work on mobile devices?

Yes — the N64 emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Armorines: Project S.W.A.R.M. this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Armorines: Project S.W.A.R.M.. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to beat Armorines: Project S.W.A.R.M.?

The single-player campaign is short by most standards, typically completable in around three to five hours depending on difficulty and familiarity with the levels. There is limited replay incentive beyond the multiplayer mode once the campaign is finished.

Is the multiplayer mode worth playing?

The four-player split-screen mode is the game's strongest feature for groups. While the maps are basic and lack the depth of GoldenEye or Perfect Dark, it provides a functional deathmatch experience that holds up reasonably well as a casual couch multiplayer option.

What is the best starting strategy for new players?

Focus on mastering the shield management system early. Unlike games with simple health pickups, your armor absorbs damage in layers, so retreating briefly to let shields recover before re-engaging large groups is more effective than trying to push through swarms aggressively.

Is Armorines: Project S.W.A.R.M. worth playing today?

It is a curio for N64 FPS completionists and fans of the Armorines comic property, but players seeking a polished retro shooter experience will find stronger options on the same platform. Its main appeal today is historical interest and nostalgic multiplayer sessions.

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