From HandWiki - Reading time: 7 min
| Swarm | |
|---|---|
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| Developer(s) | Reflexive Entertainment |
| Publisher(s) | Reflexive Entertainment |
| Platform(s) | Windows |
| Release | |
| Genre(s) | Third-person shooter |
| Mode(s) | Single-player |
Swarm is a 1998 shoot 'em up developed and published for Microsoft Windows by Reflexive Entertainment. The action is viewed from a top-down perspective in outer space and uses pre-rendered 3D graphics. The player controls an assault craft that battles against alien creatures in order to obtain special minerals called EZT nodules. The player is able to upgrade their ship with power-ups.
In 2008, Reflexive released an updated version of the game as Swarm Gold.
Swarm is set in the Praulac Nebula, which is inhabited by a strange insectoid race called the Clagnor. Negotiations between humans and the Clagnor have failed, leading to an all-out war between the two races. The story follows Raul Mastesson, a prison convict given the task of fighting the Clagnor for a year. After this, if by any chance he survives, his name will be cleared unless he takes an offer for another year on the job for twice the pay.
Each sector or level consists of a finite wrap-around space area, in which Clagnor enemies, asteroids, weapon power-ups, and EZT nodules (a fictional substance [Endron Zymithium Trisistaline] described as a fuel source) are placed randomly. The player enters and exits each level via a jumpgate that disappears after the level is started and reappears once it is completed.
There are three types of levels in Swarm: "get all the EZT", "kill them all", and bonus levels. The majority of these are "get all the EZT" levels, in which the player's primary mission is to collect all the EZT found in the level while fighting against the Clagnor and avoiding obstacles (e.g. asteroids and space junk). In the "kill them all" levels, which are mostly every 10 levels or so, there are no EZT crystals and the player's goal is to destroy all the Clagnor drones in the level. In the bonus levels, which are usually every 5 or 10 levels, there are neither Clagnor nor EZT in the area, and so the player can freely travel around and collect weapons, ammunition, and shield bonuses for a limited time. Because the level's goal is chosen at random, it means the player can potentially get 3 bonus levels in a row.
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The game received mixed reviews. Next Generation said, "For gamers after some good old-fashioned, arcade-style action, Swarm delivers. Just don't go in expecting bleeding-edge graphics or an enthralling story because they're nowhere to be found here."[3]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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