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Beachhead 2000 If you've seen Saving Private Ryan, you might agree that the first scene in the World War II film stands out from the rest. The scene lasts around 25 minutes, and it's an incredibly visceral, visually graphic re-creation of the D-Day invasion of Normandy. The action takes place from the perspective of the American troops who storm Omaha Beach in armored landing crafts, only to meet with a deadly barrage of mines and enemy fire. WizardWorks, the same publisher that brought you Deer Hunter, tries to capture the intensity of a WWII beach attack in BeachHead 2000, a loose remake of an old Commodore 64 shooter. For a short time, it may prove to be a fairly entertaining diversion. However, BeachHead 2000's limited gameplay won't hold your attention for long. In BeachHead 2000, you're a lone turret gunner defending a stretch of beach that's under siege. You view the beach from a first-person perspective and aim using the mouse. Your turret is equipped with a machine gun, a howitzer cannon, and guided surface-to-air missiles. You also have a handgun to use as a last-ditch defense. At the beginning of each level, you're given a limited amount of ammo for each gun. Much of the strategy of the game comes from deciding when and where to employ this precious supply of ammo. Fortunately, supply aircraft make frequent parachuted drops of ammo and health. But to obtain these, you've got to shoot the drop-package itself. Attempting to nail these drop-offs with anything but a machine gun poses a considerable - and at times frustrating - challenge. Even if you get the extra ammo, you may still come up a few missiles or rounds short, which can make completing the level nearly impossible. BeachHead 2000's graphics are OK sometimes, but pretty rough in certain respects. The enemy choppers, APCs, landing craft, tanks, and bombers are rendered in 3D with real-time lighting effects - and they actually look decent. The problem is that many of the units pop up out of nowhere, almost as if the game were rendering them late. The infantry troops don't look nearly as good: The foot soldiers look acceptable, but only from far away as they file out of the armored landing crafts. As they draw closer, their choppy animation and 2D photo-scanned faces look silly. BeachHead 2000's gameplay is fast-paced and straightforward. It plays similarly to old arcade shooters like Operation Wolf and Terminator 2, only the screen doesn't ever scroll in any direction. The levels steadily increase in difficulty until it seems as if they won't get any harder. After that, you just continue on and rack up as many points as you can by gunning down the enemy. You can't actually win.
The game grows old quickly, as taking out the stream of enemies in each level becomes repetitive. Even the enemy units themselves soon become predictable, as the ground and air units seem to repeat the same maneuvers over and over again. Also, although your inability to move makes sense in the context of the game, it makes the game much less engaging. BeachHead 2000 isn't horrible, though it's not ambitious at all. It has moments that can be satisfying, and the gameplay is quick and easy to learn. If you're a casual game player looking to let off a little steam in a WWII environment, you might enjoy BeachHead 2000 for a little while. But the game isn't suitable for anyone else. Beachhead 2002 Your job is to defend an assigned inland defense perimeter, protecting a command post to repel expected ground and airborne assaults. Attacks come from airlifted troops, armored personnel carriers, tanks, Cobra helicopters, jets, and more. Battle through both day and night scenarios utilizing the limited ammo given you to survive! Beach Head 2002 features: Day and Night Fighting with search lights and flares Realistic physics and motions Special forces night attacks! Smart troops and realistic soldier action (with sophisticated soldier animations) Air support (B58 bombers at your command) Blue-print precise realistic defender weapons (M60 general purpose MG, twin barrel 30 cal AA gun, 75mm AT cannon, .45 handgun, and Gattling gun). Blue-print precise realistic enemy weapons (MB78 main battle tank, APC Fuchs with gun turrets and missile launchers, Cobra attack helicopters, CH53 Shercoskys, F101 jet fighters and C-130 Hercules transport aircraft). Realistic battle sounds and special effects (Dimensional sound effects for distance and battlefield depth. If you've seen Saving Private Ryan, you might agree that the first scene in the World War II film stands out from the rest. The scene lasts around 25 minutes, and it's an incredibly visceral, visually graphic re-creation of the D-Day invasion of Normandy. The action takes place from the perspective of the American troops who storm Omaha Beach in armored landing crafts, only to meet with a deadly barrage of mines and enemy fire. WizardWorks, the same publisher that brought you Deer Hunter, tries to capture the intensity of a WWII beach attack in BeachHead 2000, a loose remake of an old Commodore 64 shooter. For a short time, it may prove to be a fairly entertaining diversion. However, BeachHead 2000's limited gameplay won't hold your attention for long.
In BeachHead 2000, you're a lone turret gunner defending a stretch of beach that's under siege. You view the beach from a first-person perspective and aim using the mouse. Your turret is equipped with a machine gun, a howitzer cannon, and guided surface-to-air missiles. You also have a handgun to use as a last-ditch defense. At the beginning of each level, you're given a limited amount of ammo for each gun. Much of the strategy of the game comes from deciding when and where to employ this precious supply of ammo. Fortunately, supply aircraft make frequent parachuted drops of ammo and health. But to obtain these, you've got to shoot the drop-package itself. Attempting to nail these drop-offs with anything but a machine gun poses a considerable - and at times frustrating - challenge. Even if you get the extra ammo, you may still come up a few missiles or rounds short, which can make completing the level nearly impossible. BeachHead 2000's graphics are OK sometimes, but pretty rough in certain respects. The enemy choppers, APCs, landing craft, tanks, and bombers are rendered in 3D with real-time lighting effects - and they actually look decent. The problem is that many of the units pop up out of nowhere, almost as if the game were rendering them late. The infantry troops don't look nearly as good: The foot soldiers look acceptable, but only from far away as they file out of the armored landing crafts. As they draw closer, their choppy animation and 2D photo-scanned faces look silly. BeachHead 2000's gameplay is fast-paced and straightforward. It plays similarly to old arcade shooters like Operation Wolf and Terminator 2, only the screen doesn't ever scroll in any direction. The levels steadily increase in difficulty until it seems as if they won't get any harder. After that, you just continue on and rack up as many points as you can by gunning down the enemy. You can't actually win. The game grows old quickly, as taking out the stream of enemies in each level becomes repetitive. Even the enemy units themselves soon become predictable, as the ground and air units seem to repeat the same maneuvers over and over again. Also, although your inability to move makes sense in the context of the game, it makes the game much less engaging. BeachHead 2000 isn't horrible, though it's not ambitious at all. It has moments that can be satisfying, and the gameplay is quick and easy to learn. If you're a casual game player looking to let off a little steam in a WWII environment, you might enjoy BeachHead 2000 for a little while. But the game isn't suitable for anyone else.
Your job is to defend an assigned inland defense perimeter, protecting a command post to repel expected ground and airborne assaults. Attacks come from airlifted troops, armored personnel carriers, tanks, Cobra helicopters, jets, and more. Battle through both day and night scenarios utilizing the limited ammo given you to survive!


By now I can honestly say that the DS has taken a commanding lead in the next Generation handheld video-game race. Most games released for the DS have been pretty quality runs and even more surprisingly, there have been several top-tier titles (Castlevania, Nintendogs, Advance Wars). Well, it was bound to happen sooner or later to this reviewer, I got DS title for review that really kind of fell apart on me. By that, I mean it really doesn't have much going on for it. To say that the Tycoon series hasn't been successful would be an out-right lie. The PC was originally blessed by this series and using the same formula there has been all sorts of tycoon games; Roller Coaster Tycoon, Deep Sea Tycoon, Hell Tycoon, etc, etc. The interface is fairly simple, create a theme-park style location and build it using the appropriate items provided. Try and draw in people to make money and eventually build up to creating extravagant exhibits. Now of course this is very generalized, some of the different titles involve all sorts of unique problems and solutions, thus making the title different as compared to the others. But in this title, the player is challenged with selecting animals for a zoo, building and maintaining habitats for them that will keep them happy and healthy. However, the problems pop up quite quickly with this one. The game screen is incredibly pixilated to the point where it actually becomes a hindrance to play. The little sprites are blurred together and there is a little "happy" icon that pops up whenever you do something
to an animal's pen that makes it happy. I just don't see how it's a "happy" icon, my wife says it is, but to me it looks like a little green balloon. But whatever it is, it doesn't look good. Plus, the graphics of all of the different terrain and items that you must fill your exhibits with just don't do a title like this justice. Which, by the way, is done by navigating through the screen using the stylus and then tapping the area you want effected. Of course to do all of this and see the entire 3/4 view angled screen, you must use the trigger buttons to spin around the entire exhibit. If you don't you won't be able to remove the rock that's behind the little building that is really upsetting the cheetah. Cause cheetahs don't care for phosphorus rock, they like dessert rock. Hmmpff, either way, the little game clock goes by and you must complete certain exhibits, get the animals into them and then assign a zoo keeper to take care of the animal all while maintaining a strict budget and time table. It would be fun if the game didn't make such a challenge out of building the actual exhibits when clearly the fun should be figuring out the problems each animal has and designing cages that suit them, but instead building them becomes more of a hassle. For example, the fences
that are used to enclose the animals must be placed and sized in a specific area, but the clunky controls that are within this game make it more painful then anything, I just can't get over how much of a failure the controls on this title are. Now, I realize that half the fun of the DS is finding new and creative ways to utilize the touch screen, but this is a port from a PC title, and it maintained a certain amount of success without any sort of touch screen. I think that a "less is more" kind of approach was needed here in order to pull this title out of the depths. It would also help if the game did look better. The shading is sub-par and the different textures don't seem all that different. Sure there are different colors used for the different terrain but look as the demo screenshots above. The game contains too many different items for such a small screen, it becomes overly cluttered and runs together.
Plus, once you finally get your animals in the cages, if you aren't the one building the zoo, you won't know what the heck kind of animal is in there. My wife was playing the game and I came up behind her and asked if she had placed an animal in the pen yet. She looked at me as if I was crazy, stating that this was her best exhibit and was the first animal placed. I walked away still trying to figure out what creature was in there, I simply could not see anything. The sound the game features is absolutely a non-factor. It's as if the game would be fine completely silent.



Fight ClubMovie Information

