Gunship 2000 utilised roughly the same format as most of the other MicroProse flight simulators of the time: the player had a profile, chose their combat theatre, and either performed single missions or a campaign.
Initially the player flies a lone helicopter to complete missions, choosing between AH-1 Cobra, AH-64 Apache, OH-58D Kiowa Warrior, MD 530MG and UH-60 Blackhawk.
Wingmen can remain with the player or be sent off for separate tasks (such as completing the secondary objective), so a great deal of flexibility is present for tactical planning.
Visuals in other areas were about on par for the private flight simulator technology at the time (the later PlayStation version of the game features much better graphics, including full textures on all 3D objects).
The cockpit graphics were based on photos of actual army helicopters, though switches and buttons with no in-game function were left out to avoid screen clutter.
[3] Gameplay followed closely on the heels of Gunship 2000, but added unique aspects for the two new theaters as well as a number of additional functions and new player aids, including: in-flight mission changes, air and artillery support, wind and weather (including whiteouts and magnetic disturbances in Antarctica), maintenance and weapon system downtimes, improved autopilot, targeting, navigation, and the addition of a HUD mission clock.
Cited flaws included inaccurate flight models and avionics; awkward controls; and mediocre graphics and lack of ground texture.
[19] Walker reported that the Islands and Ice expansion and patches provided an improved flight model, the option to fly with two joysticks and other peripherals, and target designation.
"[1] Next Generation gave it two out of five stars, remarking that "the shoddy graphics, sparse sound effects, and annoying gameplay will have you reaching for a pack of Tums.