Game review
Boxhead: 2Play
6 / 10
- Developer
- Sean Cooper (Sean Cooper Games)
- Publisher
- Self-published on Newgrounds
- Released
- 18 May 2007
- Platforms
- Browser (Flash)
- Genre
- Top-down zombie survival shooter
- Monetisation
- Free, portal-hosted in the standard 2007 Newgrounds model. No sponsorship deal, ad-preroll arrangement or premium version turned up in research; the game was subsequently mirrored, seemingly without a distinct commercial arrangement, across Kongregate, Armor Games and numerous smaller aggregator sites
- Players
- Local two-player only, on a single keyboard and screen (described consistently as "split-screen" co-op and deathmatch across secondary sources, though this review could not confirm the exact screen-division mechanic from a primary source). No networked multiplayer
The short version
Boxhead: 2Play is exactly what its title says and not much more: the fourth pass at Sean Cooper's top-down zombie arena, with local two-player co-op and deathmatch bolted on top of a loop that had already run through three earlier releases in eight months. That addition is genuine and it works — splitting a keyboard with a second player and holding a room against waves of the same blocky zombies is a different, better experience than doing it alone, and eighteen rooms and ten weapons is a real amount of content for a free 2007 browser game. Cooper came to this from a decade and a half at Bullfrog, and the game plays like it: readable, no crashes reported, no wasted motion in the design.
What it doesn't do is grow past being a very competent version of the thing the series had already established. There's no story, no boss fight distinct from a palette-swapped tougher zombie, no persistent unlock between sessions, and keyboard-only aiming was already a step behind the mouse-aimed top-down shooters starting to appear elsewhere on the same portals in 2007. It's the two-player idea that earns this one a place in the archive over its three predecessors, not any change to what happens inside a single round.
Biggest strengths
- Local co-op and deathmatch are the real addition here, and they land: two players sharing a keyboard against the same zombie waves, or against each other, is a meaningfully different game from the solo mode the earlier three Boxhead releases offered
- Ten weapons, including grenades, rockets and claymores alongside the standard pistol/shotgun/ Uzi set, give the arsenal real variety across eighteen rooms
- User-definable keyboard controls, a small but real courtesy for a free 2007 browser game
Biggest weaknesses
- Keyboard-only aiming, with no mouse-aim option, was already dated next to top-down shooters appearing on the same portals around the same time
- No story or framing device of any kind — it is rooms, waves, and an arsenal, full stop, with nothing distinguishing the back half of the game from the front beyond tougher, palette-swapped "red" zombies rather than a designed difficulty curve or a distinct boss encounter
- This review could not verify Newgrounds' own score, vote count or upload timestamp for the game — the Newgrounds page itself returned an access error during research, so reception here rests on a Kongregate mirror rating and the developer's own, series-wide public statement rather than a page-specific figure
Who it's for: Local co-op fans nostalgic for same-keyboard Flash multiplayer, and anyone tracing the history of browser-based zombie shooters back before the genre's better-known later entries.
Our recommendation: Worth a session with a second player physically next to you, which is where the "2Play" idea actually pays off — as a solo play, it's a fine but unremarkable arena shooter that three earlier Boxhead releases had already covered.
6 / 10
By May 2007, Sean Cooper had already put out three top-down zombie-shooter releases on Newgrounds in eight months — Boxhead, Boxhead: The Rooms, and Boxhead: More Rooms — before Boxhead: 2Play (in places labelled Boxhead: 2Play Rooms) arrived with the one feature its name is built around: a second player. That's worth stating plainly up front, because almost every other design decision in this entry was already made by the games before it. The eighteen rooms, the arsenal, the blocky square-headed survivors under fire from equally blocky zombies — all of that is series furniture by this point. What 2Play actually changes is who's standing next to you while you use it.
What's actually new here
The headline addition, consistent across every source that discusses the game, is three selectable modes: Single Play, a local Cooperative mode, and a local Deathmatch mode, both of the latter two built for two players sharing one keyboard and one screen rather than a networked connection. Secondary listings describe the shared-screen arrangement as "split-screen," though this review could not independently confirm the exact mechanic — whether the display is literally divided or the two players simply occupy one shared view with separate control schemes — from a primary source, and says so rather than guessing. Either way, the substance of the addition is clear: for the first time in the series, holding a room against a zombie wave, or turning ten weapons on a second human player instead, is something this game supports directly.
Around that addition, the fundamentals are unchanged from the earlier three releases. You pick a room from a set reported at eighteen total (ten of them new to this entry, added on top of an existing pool), hold your ground with keyboard-only, user-remappable controls, and work through an arsenal reported at ten weapons — pistol, shotgun, Uzi, grenades, rockets and claymores among them — against waves of zombies that get tougher, per available accounts, mainly by way of a stronger "red" variant rather than a designed escalation or a distinct boss encounter. A user comment on the Kongregate listing describes a score-multiplier system gating weapon upgrades, with ammo and health resetting each round; that detail comes from a player, not developer documentation, so it's offered here as anecdotal colour rather than a confirmed mechanic.
The honest ceiling
None of that is a bad game — it's a perfectly serviceable one, and the arsenal variety and room count give a free 2007 browser release a real amount of content to burn an afternoon on. But it's worth being direct about what 2Play doesn't do: there's no story or framing of any kind, unlike some Flash shooters of the same period that at least gestured at a reason you're fighting; there's no distinct boss fight, only tougher reskins of the standard enemy; and aiming is entirely keyboard-driven, with no mouse-aim option, which was already a step behind where top-down shooters on the same portals were heading by 2007. None of this makes 2Play a worse game than its three predecessors — if anything the added modes make it the strongest single entry in the run — but it does mean the review of "2Play" is largely the review of the whole early Boxhead formula, with one real addition sitting on top.
Reputation, and what couldn't be checked
Sean Cooper is not a hobbyist working blind — he spent the better part of two decades at Bullfrog and EA before going independent in 2005, with design credits on Syndicate, Magic Carpet and Dungeon Keeper 2 among others, and the Boxhead series was his first major solo release after that career. In a Game Developer (formerly Gamasutra) interview, Cooper describes the Boxhead series collectively — not this entry specifically — as having reached "100,000,000 plays worldwide" and calls the reception at Newgrounds "probably the highlight of my career." That's a real, citable figure, but it's series-wide, and this review is not going to attach it to 2Play alone as if it were a page-specific statistic.
That caveat matters more here than it would for a better-documented game, because the more specific number a reader would actually want — this entry's own Newgrounds score and vote count — could not be retrieved. The Newgrounds page itself returned an access error during research for this review, and no working archived copy of it turned up either. What's available instead is a Kongregate mirror showing a 4.2-out-of-5 aggregate with no vote count displayed, checked 5 September 2026, and that's the number cited in this review's external rating — a real figure, but from a mirror rather than the original page, and worth reading as such. No Flash-death-era (2020–21) retrospective piece naming Boxhead or 2Play specifically as an influence on later, better-known zombie shooters turned up in research either, despite multiple search attempts — a gap worth reporting as a gap rather than papering over with an assumed legacy the sources don't actually support.
Playability today
The game is preserved and playable. The Internet Archive hosts at least two separate uploads run through Ruffle emulation — one from November 2020, one from July 2021 — both functioning as of the archive's own listings, checked 5 September 2026. That's consistent with the game being built in an early ActionScript version, the generation Ruffle handles most reliably; a hobbyist's public notes on trying to run a Boxhead file through a different, non-Ruffle emulator (LightSpark) describe a compatibility error, but that's a different tool entirely and doesn't count against the Ruffle builds that do work. Kongregate still hosts its own copy. Whether Newgrounds' own page for this game currently serves it through the site's Ruffle integration could not be checked directly, for the access-error reason described above, so treat the Internet Archive and Kongregate copies as the confirmed way to reach it today rather than assuming the original host page still works unassisted.
Final verdict
Boxhead: 2Play does one thing its three predecessors didn't, and does it well: it makes the series' existing arena-shooter loop into something two people can share, either cooperatively or against each other, on a single keyboard. That's a genuine, well-executed addition, and the ten-weapon arsenal and eighteen rooms give it enough raw content to be worth the afternoon. But strip the co-op and deathmatch modes back out and what's left is the same keyboard-only, story-free, boss-free arena grind the series had already delivered three times in the space of eight months — competently made by a developer with real design pedigree, but not reaching much further than "solid genre entry" on its own terms. A 6.0 reflects a well-built, still-playable artifact whose one real innovation is exactly the one its title advertises, no more and no less.
Pros and cons
Pros
- Local co-op and deathmatch are the real addition here, and they land: two players sharing a keyboard against the same zombie waves, or against each other, is a meaningfully different game from the solo mode the earlier three Boxhead releases offered
- Ten weapons, including grenades, rockets and claymores alongside the standard pistol/shotgun/ Uzi set, give the arsenal real variety across eighteen rooms
- User-definable keyboard controls, a small but real courtesy for a free 2007 browser game
- A working, still-preserved artifact rather than a dead link — see Playability below
- Built by a developer with real pedigree: Sean Cooper designed Syndicate and Magic Carpet at Bullfrog before going independent, and the arena design here reads as competent rather than amateur, per his own account of the series in a Game Developer interview
Cons
- Keyboard-only aiming, with no mouse-aim option, was already dated next to top-down shooters appearing on the same portals around the same time
- No story or framing device of any kind — it is rooms, waves, and an arsenal, full stop, with nothing distinguishing the back half of the game from the front beyond tougher, palette-swapped "red" zombies rather than a designed difficulty curve or a distinct boss encounter
- This review could not verify Newgrounds' own score, vote count or upload timestamp for the game — the Newgrounds page itself returned an access error during research, so reception here rests on a Kongregate mirror rating and the developer's own, series-wide public statement rather than a page-specific figure
- The exact release date is unsettled across the sources that do survive, itself a small indicator of how thinly documented a mid-tier 2007 Flash release is today, four Boxhead entries deep into a series most coverage treats as one undifferentiated block