- Release Year: 1999
- Platforms: Dreamcast, Macintosh, PlayStation, Windows
- Publisher: Blue Moon Red Owl, Funbox Media Ltd., Global Software Publishing Ltd., Imagineer Co., Ltd., Infogrames, Inc., Infogrames Multimedia SA, Infogrames North America, Kalypso Media Digital Ltd., Noviy Disk, Rage Software Ltd., Sold Out Sales & Marketing Ltd.
- Developer: Rage Games Ltd.
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Co-op, Single-player
- Gameplay: Shooter
- Setting: Futuristic, Sci-fi

Description
In the year 2463, a ruthless alien race has invaded human planets, decimating the population of Novocastria. Only the Millennium Soldier stands a chance against the alien onslaught. Expendable is a fast-paced, third-person shooter set in a sci-fi universe where reflex shooting and relentless action are paramount. Players navigate through over 20 levels, both indoors and outdoors, battling hordes of enemies while upgrading their arsenal with 18 different weapons, from pulse cannons to particle accelerators. The game supports cooperative and deathmatch modes, offering intense multiplayer experiences.
Gameplay Videos
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Expendable Reviews & Reception
retrofreakreviews.com : there are 2 unforgivable sins that a game of this particular genre should avoid… the controls aren’t very good.
Expendable Cheats & Codes
PlayStation
Pause the game and press the indicated button sequence with a PlayStation controller.
| Code | Effect |
|---|---|
| X, Up, Down, Triangle, Circle, Circle, Circle, L1 | Extra Continues / More Continues |
| Square, Down, Right, Circle, Square, Left, Up, X | Extra Lives / More Lives |
| L1, Up, Left, Triangle, X, L2, R1, L2 | First Person View |
| Left, Right, Left, Right, L1, R1, L1, R1 | God Mode (Invincibility) |
| Up, Down, Right, Left, X, X, X, Triangle | Level Select |
PC
To activate a cheat, either launch the game with the listed command line parameter or start the game, press ‘bod’ and then ‘-‘. Afterwards, enter one of the following codes followed by ‘-‘ on the numeric keypad.
| Code | Effect |
|---|---|
| -whostayedlateagain | Easter Egg mode |
| -mumford | Hodspodkins mode |
| -whostayedlate | Rockhard mode |
| bod | Enable Cheat Mode |
| calypole | 20 air strikes |
| pipkinz | 20 gas grenades |
| bing | Disable cheat mode |
| triz | Display polygon information |
| dunky | Enter high score |
| babapapa | Extra credits |
| crystaltips | Extra life |
| albertofrog | Grenade boost |
| mrbenn | Level skip |
| bucketofchicken | Rear view |
| bungle | Timer always reset to 60 seconds |
Dreamcast
Pause the game and press the indicated button sequence on a Dreamcast controller.
| Code | Effect |
|---|---|
| L, Left, R, Right, X, X, Down, Down, R, L | Cheat Mode |
| Up, Down, Left, Right, Left Trigger, Right Trigger, Left, Right, Start | God Mode and All Weapons |
| A, B, X, Y, Left Trigger, Right Trigger, Up, Down, Left, Right | Extra Lives |
| Left Trigger, Right Trigger, Left Trigger, Right Trigger, Left, Right, Left, Right, Y, X | Instant Victory |
| Down, Down, Down, Down, Down, Up, Up, Up, Up, Right Trigger | Grenades |
| Up, Down, Up, Down, Up, Down, Left, Right, Right, Y | Level Select |
| Y, Y, X, X, Left Trigger, Right Trigger, Down, Down, Up, Up | Level Skip |
| Up, Down, Left, Right, X, Up, Down, Left, Right, Y | Shields |
| A, B, Left, A, B, Right, B, A, Down, Right Trigger | Credits |
| Left Trigger, Left, Right Trigger, Right, X, X, Down, Down, Right Trigger, Left Trigger | Easter Egg |
Expendable: Review
Introduction
In the pantheon of late-’90s arcade shooters, Expendable (1999) occupies a curious niche. Developed by Rage Software and published by Infogrames, this sci-fi run-and-gun title burst onto the scene as a tech showcase for 3D acceleration, flaunting eye-popping visuals and relentless action. Yet beneath its bombastic exterior lay a game torn between ambition and simplicity. This review examines Expendable’s legacy as a product of its era—a title that prioritized spectacle over substance but left an indelible mark on those who craved pure, unadulterated chaos.
Thesis: Expendable is a visually dazzling but mechanically shallow arcade shooter, emblematic of late-’90s gaming’s fascination with graphical prowess. Its frenetic energy and cooperative play redeem its repetitive core, but its flaws prevent it from ascending beyond cult classic status.
Development History & Context
Studio Vision: Rage Software, known for Incoming (1998), sought to capitalize on the burgeoning 3D accelerator market with Expendable. The team, including key figures like programmer Phil Scott, aimed to create a modernized take on classic arcade shooters like Contra and Ikari Warriors, prioritizing reflex-driven gameplay and visual innovation.
Technological Constraints & Triumphs: Released in 1999, Expendable debuted alongside DirectX 6, leveraging features like Environment-Mapped Bump Mapping (EMBM) to create dynamic lighting and texture effects. It was marketed as a flagship title for GPUs like the Matrox G400, NVIDIA RIVA TNT2, and 3DFX Voodoo cards. The engine supported real-time shadows, compressed textures (S3TC/DXTC), and Dolby Surround sound—a technical marvel for its time.
The Gaming Landscape: The late ’90s were dominated by first-person shooters like Half-Life and Quake II, but Expendable carved a space by reviving the top-down arcade shooter. Its development coincided with Sega’s Dreamcast launch, positioning it as a cross-platform showcase (PC, Dreamcast, PlayStation) for raw graphical horsepower.
Narrative & Thematic Deep Dive
Plot & Characters: Set in 2463, Expendable follows a cloned “Millennium Soldier” battling the Charva, an alien race that has overrun human colonies. The narrative is threadbare, serving only to contextualize the carnage. Players assume the role of interchangeable cybernetic soldiers—literal cannon fodder—reinforcing the game’s title and themes of expendability.
Dialogue & Themes: Minimal storytelling exists outside mission briefings and FMV cutscenes, which parody ’80s action flicks (e.g., Rambo, Starship Troopers). The tone is self-aware but forgettable, leaning into campy sci-fi tropes of militarism and alien invasion.
Gameplay Mechanics & Systems
Core Loop: Expendable is a top-down shooter with 20+ levels of non-stop combat. The objective is simple: annihilate waves of enemies, dodge projectiles, and survive timed gauntlets. Players collect 18 weapons—pulse cannons, particle accelerators, flamethrowers—but carry only three at once, with ammo scarcity forcing constant swaps.
Combat & Controls:
Technically, allow players to practice wiping out swarms and managing power-ups.
Progression & Multiplayer:
No RPG-like progression exists—only score chasing and survival. The two-player coop mode is the game’s standout feature, evoking classics like Zombies Ate My Neighbors with chaotic split-screen action.
Flaws:
– Control Issues: Clunky movement and aiming (especially on consoles) mar the experience.
– Repetition: Levels blend together despite visual variety, with little tactical depth.
– Unforgiving Design: Time limits and respawning enemies frustrate more than challenge.
World-Building, Art & Sound
Setting & Atmosphere: Levels span alien jungles, derelict spaceships, and neon-lit trenches, showcasing Rage’s artistic range. Dynamic weather (rain, lightning) and destructible environments add immersion, though level geometry often feels claustrophobic.
Visual Direction: Expendable’s graphics were groundbreaking in 1999. Bump-mapped textures, volumetric explosions, and real-time lighting stunned critics—though the Dreamcast and PlayStation ports suffered from blurry textures and pop-in.
Sound Design:
Gordon Hall’s industrial soundtrack and punchy sound effects (e.g., roaring flamethrowers, screeching aliens) complement the chaos. The Dolby Surround mix was ahead of its time, though voice acting is limited to grunts and one-liners.
Reception & Legacy
Launch Reception:
– Critics: Scores were mixed (72% average on MobyGames). Praise focused on visuals and coop; criticism targeted controls and repetitiveness.
– Edge Magazine: “The textures are near works of art… but the gameplay is thin.”
– IGN (Dreamcast): “A refreshing blast of arcade gaming… if you can tolerate the flaws.”
– Players: Divisive—some adored its “mindless mayhem,” others dismissed it as “shallow eye candy.”
Post-Release Evolution:
– Ports: The Dreamcast version (titled Millennium Soldier: Expendable) sold modestly, while the PlayStation port was panned for performance issues.
– Modern Re-Releases: The 2012 Android remake (Expendable: Rearmed) and 2018 Steam/GOG updates introduced the game to new audiences but failed to reignite interest.
Industry Influence:
Expendable’s tech DNA lived on in Rage’s later projects (Wild Wild Racing, Rocky) and inspired indie shooters like Assault Android Cactus. Its emphasis on GPU-driven effects presaged the 2000s’ obsession with graphical fidelity.
Conclusion
Expendable is a contradiction—a game that dazzled with its technical achievements but faltered in design. Its relentless action and coop mode deliver fleeting joy, yet its repetitive structure and clunky controls hinder long-term appeal. For retro enthusiasts, it remains a fascinating artifact of late-’90s PC gaming’s graphical arms race. For others, it’s a relic best left in the trenches of Novocastria.
Final Verdict: Expendable is a flawed but fondly remembered B-tier shooter—worth revisiting for its audiovisual bravado and couch-coop chaos, but not essential outside its historical context.