Army Men: Sarge’s Heroes

Army Men: Sarge's Heroes Logo

Description

In ‘Army Men: Sarge’s Heroes’, the Tan army launches a surprise attack on the Green base, forcing Sarge and the Colonel to retreat while Bravo Company gets captured. The Tan exploit newly discovered blue portals to the real world, acquiring powerful weapons like magnifying glasses and robot toys. Players control Sarge in this third-person shooter across 14 levels spanning both plastic and real-world environments, utilizing 13 unique weapons to battle Tan forces, tanks, helicopters, and killer robots, with multiplayer modes and distinctive Plastosheen lighting effects enhancing the toy warfare experience.

Gameplay Videos

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Army Men: Sarge’s Heroes Guides & Walkthroughs

Army Men: Sarge’s Heroes Reviews & Reception

metacritic.com (60/100): For the game’s target age group, the combination of a humorous plot, unlimited continues, and solidly average gameplay makes for a great, non-gory initiation into the 3D combat genre.

mobygames.com (54/100): Real combat. Cheap toys.

imdb.com (70/100): While better options existed at the time, this was still a solid and enjoyable game for fans of the series, and I consider it the best entry.

Army Men: Sarge’s Heroes Cheats & Codes

PC

Enter passwords at the password screen.

Code Effect
RDGLR Rockets
FLLNGDWN Skip to Level 02
GTMLK Skip to Level 03
CHLLBB Skip to Level 04
CLSNGN Skip to Level 05
DGTHS Skip to Level 06
FRNKSTN Skip to Level 07
BDBZ Skip to Level 08
LBBCK Skip to Level 09
DSKJB Skip to Level 10
GTSLP Skip to Level 11
SMLLVILL Skip to Level 12
CHRGT Skip to Level 13
NTBRT Skip to Level 14
RDGLR Skip to Level 15
FSTNLS Skip to Level 16
WHSWZRD Skip to Level 17

Nintendo 64 (N64)

Enter passwords at the password screen. GameShark codes require a GameShark device.

Code Effect
NSRLS All Weapons
MMLVSRM Maximum Ammunition
PLSTRLVSVG Play as General Plastro
GRNGRLRX Play as Vikki
TNSLDRS Play as Tin Soldier
THDTST Test Information
DRVLLVSMM Mini Mode
VRCLN All Characters in Multi-player Mode
LNLGRMM Skip to Attack Level
TRGHTR Skip to Spy Blue Level
TDBWL Skip to Bathroom Level
MSTRMN Skip to Riff Mission Level
TLLTRS Skip to Forest Level
SCRDCT Skip to Hoover Mission Level
STPDMN Skip to Thick Mission Level
BLZZRD Skip to Snow Mission Level
SRFPNK Skip to Shrap Mission Level
GNRLMN Skip to Fort Plastro Level
HTTTRT Skip to Scorch Mission Level
ZBTSRL Skip to Showdown Level
HTKTTN Skip to Sandbox Level
PTSPNS Skip to Kitchen Level
HXMSTR Skip to Living Room Level
VRCLN Skip to The Way Home Level
hold B and press Z Reverse Weapon Selection
hold L + R + C-Down Restart Level
F10507CC 2400 Enable GameShark Code (Must Be On)
81159692 0001 Infinite Continues
8115FCEE 0001 Invincible
81159682 0001 Invisible
8115969E 0001 All Weapons
8115FCBE 0001 Start With Max Ammo
811596A2 0001 Tin Soldier
811609A2 0008 Play As Vikki
811609A2 0009 Play As Plastro
811609A2 0007 Play As The Big Green One
811599E6 0001 Test Info

Sega Dreamcast

Requires CodeBreaker device.

Code Effect
01411924 000003E7 Unlimited Ammo (All Guns-Level 1)
010533D0 00000009 Unlimited Ammo (All Guns-All Levels)
010533CE 00000001 Extra Ammo (All Guns-All Levels)
014118CA 00000400 Unlimited Health (Level 1)
0104253C 00000009 0103E95E 00000009 Unlimited Health (All Levels)

PlayStation (PSX)

Enter button combinations during gameplay. GameShark codes require a GameShark device.

Code Effect
hold Square + L1 + R1 and press Up, Down, Left, Right Level select
Pause the game and press Square, Circle, R1, L1 All weapons with infinite ammunition
E006DBA8 0028 30107814 00FF Infinite Health
E006D3AC 0028 3010CEB4 00FF Infinite Health (Partner)
D0074DF8 0002 80074DFA 2400 D0077330 0002 80077332 2400 Infinite Ammo
D00DF6B8 0373 800DF6B8 0367 Infinite Timer (Boot Camp)
E00F85B0 0000 300F85B0 0002 E00F85B4 0000 300F85B4 0005 Unlock All Missions

Army Men: Sarge’s Heroes: Review

Introduction

To anyone who grew up arranging plastic soldiers in backyard battles, the Army Men franchise is a nostalgic time capsule. Army Men: Sarge’s Heroes, released in 1999, stands as a peculiar jewel in this quirky series—a third-person shooter where olive-drab toys wage war across surreal microcosms: bathtub navies and kitchen-counter jungles. It’s a game born from a brilliant premise: what if your childhood war games were violently literal? Yet, Sarge’s Heroes is also a cautionary tale of ambition colliding with technical constraints. This review argues that despite its frustrating camera, clumsy controls, and dated mechanics, Sarge’s Heroes remains a surprisingly endearing experience. Its genius lies in its scale-shifting world-building, playful humor, and the sheer creativity of reimagining mundane objects as apocalyptic weaponry—a flawed masterpiece of plastic-and-possibility.

Development History & Context

Sarge’s Heroes emerged from The 3DO Company’s chaotic transition from hardware (the failed 3DO Interactive Multiplayer) to software. Founded by industry veteran Trip Hawkins, 3DO had struck gold with the Army Men franchise, capitalizing on a nostalgic revival of toy culture accelerated by Toy Story (1995). The game’s creative director, Michael Mendheim (a former EA alum who’d worked on Mutant League), envisioned a character-driven action-adventure game inspired by Super Mario’s mission design and GoldenEye’s tactical depth. Mendheim’s goal was to inject personality into the series, creating a transmedia universe around Sarge and his elite Bravo Company—hoping to spawn toys, comics, and cartoons.

Development was a frantic sprint. With a budget tighter than a toy soldier’s uniform and a timeline under one year, the team worked 16–18-hour days, even camping at the studio. Technological hurdles were stark: the N64’s limited memory forced compromises like draw-distance fog, while PlayStation’s weaker hardware necessitated level redesigns. The game’s signature “Plastosheen” lighting—simulating plastic shine—was a technical marvel for 1999, yet its implementation couldn’t mask the era’s growing pains. Released first on N64 in September 1999, it arrived amid a crowded landscape dominated by GoldenEye and Perfect Dark, positioning itself as a quirky alternative to gritty realism.

Narrative & Thematic Deep Dive

The plot is a distilled war movie, filtered through a child’s lens. The Tan Army, led by the blustering General Plastro, invades the Green base, capturing Sarge’s entire Bravo Company and discovering portals to the “real world” (our world). These portals allow the Tans to scavenge apocalyptic toys: magnifying glasses that melt plastic, bug zappers, and robot figurines repurposed as war machines. Sarge, the lantern-jawed sergeant, must rescue his squad, sabotage the portals, and thwart Plastro’s plan to use a magnifying glass to incinerate the Green Nation. The narrative is a masterclass in absurd stakes—what begins as a routine rescue mission escalates into a battle for survival against god-like household objects.

Characters drive the charm. Sarge, voiced with gruff humor by Jim Cummings, is the stoic everyman; his Bravo Company are archetypes with heart: Riff (the cool bazooka man), Scorch (the pyromaniac flamethrower), and Hoover (the neurotic minesweeper). Vikki Grimm, Colonel Grimm’s daughter and a spy for the Greens, adds a playful gender dynamic. The dialogue leans into self-aware parody—Plastro’s hammy threats (“Magnificent… I mean, horrific! weapons!”) and Sarge’s deadpan deliveries (“They’ve got us outnumbered 50 to 1… sounds like good odds to me.“) underscore the game’s tone. Thematically, Sarge’s Heroes explores the fragility of war through a child’s eyes: soldiers dismembered by squirt guns, magnifying glasses melting captives, and the existential terror of being a forgotten toy in a giant world. It’s both a satire of military bravado and a love letter to imaginative play.

Gameplay Mechanics & Systems

Sarge’s Heroes operates on a simple loop: infiltrate, shoot, rescue, repeat. As Sarge, players navigate 14 missions across two realms: the plastic world (conventional battlefields) and the real world (household giants). The core innovation is scale: in the plastic world, Sarge is human-sized, facing tanks and helicopters; in the real world, he’s a speck, climbing past LEGO bricks and avoiding “monsters” like spiders. Combat relies on 13 weapons, from M16s to satchel charges, with each rescued Bravo Company member unlocking special gear (e.g., Riff’s bazooka). The multiplayer mode—supporting up to four players via split-screen—adds replay value with deathmatch and capture-the-flag maps.

Yet, systems are riddled with flaws. The camera lags tragically behind Sarge, turning corners late and exposing players to off-screen ambushes. Controls are cumbersome: prone/crouch mechanics are unintuitive, and Sarge’s slow turn radius makes evasion a chore. Enemy AI is hilariously inept—Tans freeze in cover or spawn abruptly from thin air—balancing the camera’s incompetence but trivializing combat. Vehicles suffer from wonky hitboxes; a tank might be destroyed by rockets fired from behind a curtain, while a stray leaf can block bullets. Mission design, however, shines: objectives vary (rescue squadmates, destroy portals, snipe from rooftops), and the real-world sections deliver genuine awe, like scaling a Christmas tree or battling a spider in a sandbox. The game’s greatest achievement is making players feel like toys—vulnerable, resourceful, and perpetually outmatched.

World-Building, Art & Sound

The game’s worlds are its triumph. The plastic realm is a nostalgic dreamscape of green fields, snow forts, and toy-box bunkers, while the real world is a surreal diorama of suburban chaos. Bathtubs become oceans, couches are mountain ranges, and a magnifying glass is a death ray. This duality creates constant visual surprise: the N64’s high-res mode (via Expansion Pak) makes the soldiers’ plastic sheen shimmer, while the PlayStation version’s fog obscures details to compensate for weaker hardware. Art direction leans into whimsy—bright colors, expressive animations (150+ hand-drawn sequences), and environments packed with interactive details (climbable curtains, explorable cupboards).

Sound design amplifies the charm. Kevin Manthei’s score blends military marches with playful melodies, while weapon effects—from the pew of an M16 to the fwoosh of a flamethrower— evoke childhood fantasies. Voice acting elevates the characters: Jim Cummings’ dual performance as Sarge and Plastro is masterful, infusing both with gruff urgency and comedic menace. Susan Blu’s Vikki adds sass, and the German magazine Video Games noted that the dialogue’s humor (“Real combat. Cheap toys.“) bridges the game’s technical gaps. The real-world environments, though sparse in props, leverage scale brilliantly—a view of a vast living room from a tabletop is a rare moment of wonder in 1999 gaming.

Reception & Legacy

Upon release, Sarge’s Heroes earned a mixed but telling reception. Critic scores ranged wildly: 84% from N64 Magazine praising its “inspiring” scale and humor, to 35% from IGN lambasting its “mediocrity.” Common praise highlighted the concept and creativity, while critiques centered on the camera, AI, and fog. Commercially, it was a hit: 1.3 million units sold across N64 and PlayStation, making it 3DO’s biggest franchise success. Trip Hawkins touted it as a “number-one” N64 title, though its Dreamcast port (developed by Saffire) fared better, fixing camera issues but still criticized for dated visuals.

Legacy is complex. Sarge’s Heroes redefined the Army Men sub-series, establishing Sarge, Bravo Company, and Plastro as franchise staples. It spawned two sequels (Sarge’s Heroes 2, Sarge’s War) and spin-offs like Portal Runner. Retrospectively, it’s seen as a “guilty pleasure”—a game where flaws and virtues coexist. As Patrick Hickey notes in The Mind Behind PlayStation Games, its success fueled 3DO’s aggressive (and ultimately bankrupt) output of Army Men titles. Yet, it also inspired modern tributes like Hypercharge: Unboxed, which echoes its scale-shifting ambition. For many, it remains a symbol of late-90s creativity—proof that even a plastic soldier could carry a universe of fun.

Conclusion

Army Men: Sarge’s Heroes is a paradox: a game that should be broken yet somehow endures. Its technical flaws are undeniable—the camera fights you, the controls balk, the AI is laughable. Yet, its magic lies in the alchemy of its premise: a magnifying glass as a WMD, a bathtub as a naval theater, and the quiet courage of a toy soldier. Mendheim’s vision, hampered by deadlines but fueled by passion, created a world that feels both intimate and infinite. It’s not the GoldenEye of third-person shooters, but it’s a Toy Story of war games—a flawed, heartfelt ode to childhood imagination.

As a piece of history, Sarge’s Heroes occupies a unique niche: it’s a relic of an era when developers dared to be weird, a guilty pleasure for nostalgics, and a blueprint for how scale and whimsy can elevate simple combat. In the end, it’s not about being “okay”—it’s about being unforgettable. As Plastro might sneer, “Magnificent… I mean, horrific! And yet, we can’t look away.” For that alone, Sarge’s legacy lives on.

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