- Release Year: 2007
- Platforms: Windows
- Publisher: Anuman Interactive SA
- Genre: Sports
- Perspective: Behind view
- Game Mode: Hotseat, Single-player
- Gameplay: Team selection, Tournament Mode
- Setting: Asia, Europe, Futuristic), Japan (Modern, North America, Oceania

Description
Beach Volley is a 2007 Windows sports game where players compete in beach volleyball matches using up to 32 national teams across eight global locations, including Rio Grande Do Norte in Brazil, Wismar in Germany, Santa Monica in the U.S., Ibiza in Spain, Cannes in France, Rimini in Italy, Sydney in Australia, and Osaka in Japan. Players can choose male or female teams and enjoy two game modes (exhibition or competition), with support for up to four players in local multiplayer.
Beach Volley Cracks & Fixes
Beach Volley Cheats & Codes
PlayStation 2
Press Square at the main menu, select ‘Game Options’, then ‘Cheats’ to enter codes.
| Code | Effect |
|---|---|
| PEEPS | Unlock all characters |
| 80DAY | Unlock all locations |
| WERIT | Unlock all accessories |
| GREED | Unlock all swimsuits and shorts |
| MYPAD | Unlock all Beach House bonuses |
| MAJOR | Unlock all mini-games |
| CHAMP | Unlock all difficulty settings |
| WHINE | Disable arrows |
| HOT 1 | Sun ball |
| GOLEM | Nerd ball |
| MILKY | Coconut ball |
| SPACE | Low gravity |
| ZIPPY | High gravity |
| NAILS | Nails mode (makes Expert mode harder) |
| EXOSZ | Spinning heads |
| MOUSE | High pitched voices |
| HORSE | Low pitched voices |
| MUSAK | Unlock all FMV sequences |
| GAMON | Unlock all trailers |
| BIRDS | Birds-eye camera |
| HALEN | High jump |
| 1HEAD | First-person camera |
Beach Volley (2007): An Obscure Serving in the Sands of Time
Introduction
In the vast ecosystem of sports video games, volleyball titles have often struggled to spike through the mainstream—and Beach Volley (2007), a commercially released PC game by French publisher Anuman Interactive, exemplifies this struggle. Buried beneath the cultural shadow of arcade-heavy contemporaries like Dead or Alive Xtreme Beach Volleyball (2003) and the more simulation-focused Beach Spikers (2002), this entry remains a relic of mid-2000s budget gaming. This review interrogates Beach Volley’s fleeting existence, positioning it as a technically functional but creatively anemic attempt to capitalize on beach volleyball’s post-Olympic commercial appeal—a game whose legacy is defined less by innovation than by its quiet disappearance into obscurity.
Development History & Context
Studio Vision & Technological Constraints
Developed and published by Anuman Interactive—a Parisian studio better known for educational software and niche simulators like Emergency Heroes—Beach Volley emerged during a transitional period for sports games. By 2007, franchises like FIFA and NBA 2K were embracing physics-driven animation and online multiplayer, while indie and budget titles lagged behind in scope. Anuman’s technical aspirations for Beach Volley were modest: leveraging DirectX 9.0c for rudimentary 3D models and physics, but lacking the polish of Unreal Engine-powered competitors. The game’s creation coincided with the sunset of CD-ROM distribution, explaining its compact 700MB footprint and lack of digital-storefront preservation.
The Gaming Landscape
Volleyball games had long been a niche subgenre. Sega’s Beach Spikers (2002) set a high bar for arcade responsiveness, while Tecmo’s Dead or Alive Xtreme series commodified the sport’s glamorous aesthetics. Against these titans, Beach Volley offered neither mechanical depth nor titillation. Its release passed unnoticed beside AAA titans like Halo 3 and BioShock, cementing its status as a bargain-bin curiosity. The game’s focus on “32 national teams” and “8 global locations” hinted at ambitions of authenticity, yet its execution betrayed the limitations of a small team and shoestring budget.
Narrative & Thematic Deep Dive
A Vacuum of Storytelling
Unlike narrative-driven sports titles (Fight Night Round 3’s career mode, for instance), Beach Volley eschewed context entirely. There were no player backstories, rivalries, or tournament narratives—only sterile menu selections between “Exhibition” and “Competition” modes. Teams were reduced to national flags and gender binaries (male/female), devoid of personality or progression systems. This austerity reflected Anuman’s pragmatic focus on replicating the sport’s basic structure rather than elevating it into an experiential journey.
Themes: Globalization as Facade
The game’s eight locales—from Santa Monica to Osaka—theoretically celebrated beach volleyball’s international appeal. Yet these settings were purely cosmetic: static courts with palette-swapped sand and crowds, lacking environmental interplay (e.g., wind affecting ball physics). The absence of cultural motifs or regional play styles reduced its “world tour” premise to a spreadsheet of GPS coordinates. Even the four-player local mode failed to leverage volleyball’s social DNA, omitting party-game hijinks or customizable rules.
Gameplay Mechanics & Systems
Core Loop: Repetition Without Reward
Beach Volley’s gameplay adhered to the sport’s fundamentals: serve, pass, set, spike. Controls mapped simply to keyboard/mouse inputs:
– Serving: A meter-based system requiring timing precision.
– Movement: Clunky WASD controls with sluggish pivoting.
– Special Moves: None. Unlike Power Spike Pro Beach Volleyball (2000), which featured dive rolls and jump serves, Beach Volley’s action felt rigid, with canned animations for spikes and blocks.
The AI oscillated between exploitable passivity and robotic perfection, lacking adaptive difficulty. Matches rarely lasted beyond 15 minutes, yet the absence of stat tracking or unlockables (uniforms, courts, etc.) stripped longevity.
UI/UX: Functional but Dated
The menu system prioritized utility over flair, with untextured buttons and a garish turquoise color scheme. In-game HUD elements—score counters, timers—were minimally intrusive, but the lack of replays or camera options (beyond a fixed behind-player view) hindered spectacle.
Innovation?: Four-Player Local as a Redeeming Flaw
The inclusion of four-player splitscreen was arguably Beach Volley’s most forward-thinking feature—a rarity for 2007 PC sports games. Yet without online support or bot fill-ins for missing players, this mode felt half-realized.
World-Building, Art & Sound
Visuals: A Desert of Detail
Built on an engine akin to early-2000s middleware, Beach Volley’s aesthetics were austerity incarnate:
– Character Models: Low-poly athletes with eerily expressionless faces and identical body types, differentiated only by jersey colors.
– Environments: Flat, blurry-textured courts bordered by 2D crowd sprites that resembled cardboard cutouts.
– Lighting: Static daylight with no dynamic shadows or weather effects, reinforcing the game’s toybox artifice.
The sole visual diversity came from location backdrops—a pixelated Sydney Opera House or Ibiza coastline—but these were non-interactive wallpaper.
Sound Design: A Symphony of Silence
The audio landscape was equally barren:
– Sound Effects: Repetitive spikes, generic crowd murmurs, and a shrill whistle for faults.
– Music: A lone, looped surf-rock track in menus, absent during matches.
This minimalist approach underscored the game’s lack of atmospheric ambition, rendering matches eerily transactional.
Reception & Legacy
Critical & Commercial Silence
No professional reviews exist for Beach Volley—a telling indictment of its negligible market impact. Sales data is similarly absent, though its 2007 launch price (~$20) positioned it as a discount-title underdog. Player anecdotes on forums like MobyGames describe it as “forgettable” and “technically functional,” with some praising its four-player splitscreen as a novelty.
Legacy: A Footnote in Volleyball Gaming
Beach Volley left no discernible imprint on the genre. Its failure to iterate on mechanics or presentation paled beside contemporaries like Outlaw Volleyball (2003), which embraced humor and customization, or FIVB Beach Volleyball World Tour (1997–2011), which licensed official athletes. Even Anuman Interactive distanced itself, pivoting to mobile and licensed titles post-2010.
The game’s sole historical value lies in its encapsulation of budget-era design: a product engineered for fleeting retail relevance, devoid of archival care. Its digital disappearance—now abandonware—symbolizes the fragility of mid-tier 2000s PC gaming.
Conclusion
Beach Volley (2007) is neither triumph nor disaster—it is a void. Its passable mechanics and four-player mode offer baseline functionality, but its lack of ambition, personality, or polish relegates it to the margins of sports-game history. Viewed today, it serves as a cautionary artifact: a reminder that authenticity without artistry, or content without context, yields forgettability. For volleyball completists, it may hold anthropological interest; for all others, it remains a curiosity best left buried in the sands of time.
Final Verdict: A technically operational but creatively bankrupt serving of the sport—playable, but never compelling. Beach Volley earns its place not among gaming’s greats, but as a footnote in the annals of also-ran athletic sims.