Game review
Tank Trouble
6.5 / 10
- Developer
- Mads Purup
- Publisher
- Self-published (tanktrouble.com)
- Released
- 16 December 2007
- Platforms
- Browser (Flash), iOS, Android
- Genre
- Local Multiplayer Tank Combat
- Monetisation
- Self-hosted rather than portal-sponsored — no Newgrounds, Armor Games or Kongregate branding appears on any surviving copy checked for this review. Kongregate's own mirror, added in March 2011, carries a note that it isn't the original creator's upload, just a copy "the creators said they can share." That mirror, not a developer release, is most likely what put the game in front of the audience the "2011" date in circulation refers to; the game itself is four years older than that.
- Players
- Local only in the version reviewed here — up to three players (some later mirrors extend this to four) share one keyboard in split key zones, with a mouse-controlled slot offered on some copies. There is no online multiplayer in the original 2007 Flash game; that arrived years later in the separate TankTrouble Online rebuild.
The short version
Tank Trouble is a maze-combat game as old as the arcade cabinet in a different coat: two or three tanks, a randomly generated corridor layout, and shells that bounce off walls until they find someone. None of that is new even by 2007's standards — Combat did the core idea on the Atari 2600 three decades earlier — but Purup's version solved a specific 2007 problem well: put three people around one keyboard, on one machine, with nothing to install and nothing to wait for, and give them something worth fifteen minutes of a free period. That's the whole pitch, and for what it is, it works. What keeps the score from climbing is everything around the loop rather than the loop itself. The single-player mode against the CPU tank Laika is filler between real matches, not a reason to open the game alone. The controls were never standardised, so which keys move which tank changes depending on which of the dozens of mirror sites you happen to be playing on. And the game's own history is a tangle of forks — Classic, Online, a paid mobile spinoff, and reuploads with no connection to Purup at all — that no single page ever explains. It earned its ubiquity honestly. It never earned much beyond ubiquity.
Biggest strengths
- Splitscreen-on-one-keyboard tank duels are genuinely good short-session fun, and the format needs nothing beyond a keyboard and a free period to work
- Randomly generated mazes and ricocheting shells keep even a five-minute match from playing out the same way twice
- Stayed free through every legitimate copy this review could check, with no premium currency, lives system or paywall bolted onto the original design
Biggest weaknesses
- The core idea is a maze reskin of tank-combat games going back to the 1970s; nothing about the design itself is original to 2007
- Single-player against the Laika AI is thin enough that it reads as a placeholder for when a second or third player isn't available, not a mode on its own merits
- Key bindings were never standardised across the mirrors that made the game famous, so "which keys do I use" is a real barrier every time a group plays on an unfamiliar copy
Who it's for: Anyone who wants a zero-install, zero-stakes couch game for two or three people sharing one keyboard, and anyone researching how a single Flash file, unsponsored and barely marketed, ended up on more school-computer whitelists than most funded portal releases of its era.
Our recommendation: Worth five minutes in Flashpoint or on a Ruffle-powered archive to see why it spread the way it did — do not expect a design that rewards longer attention than that.
6.5 / 10
Ask ten people where Tank Trouble came from and most of them will name whichever site they played it on — Kongregate, Miniclip, Silvergames, or one of the dozens of "unblocked games" pages built specifically to slip past a school firewall — and none of those answers will be right. The game has no Newgrounds page, no Armor Games sponsorship credit, and, as far as this review could establish, no dedicated Wikipedia article, despite being one of the most widely mirrored Flash games of its era. It was built and self-published by a Danish developer named Mads Purup, on his own domain, tanktrouble.com, and it went live on 16 December 2007. The "2011" date attached to this game in a lot of places traces to a specific Kongregate upload from that March — one whose own description admits it isn't Purup's page, just a copy "the creators said they can share." The game people remember discovering in the early 2010s was already several years old by the time they found it.
What's actually being played
Strip away the mirrors and the maze-combat idea underneath is not new even by 2007's standards — Atari's Combat was doing tanks-in-a-maze with ricocheting shells in 1977, three decades earlier. Tank Trouble's contribution is entirely about fit rather than invention: a randomly generated maze regenerates every round, one to three tanks (some later mirrors stretch this to four) navigate its corridors, and shells bounce off walls at sharp angles until they find a hull. There's a single-player slot against a CPU tank named Laika, but it's built to fill an empty seat, not to be played for its own sake — nobody remembers Tank Trouble for what happens when only one person is at the keyboard.
The format that actually earned the game its reputation is the local one: two or three players sharing a single keyboard, each locked to a cramped cluster of keys, all watching the same screen. That's an old party-game shape, and Tank Trouble executes it competently — matches run short, deaths are usually your own fault for cutting a corner into your own ricochet, and a maze that regenerates every round means the fifth match doesn't play like the first. None of that required much invention. It required someone to build it, host it for free, and let it be simple enough that a thirteen-year-old could explain the rules to two friends in under a minute on a shared school computer. Purup did that part well.
The controls nobody agreed on
The one real design cost of becoming this widely mirrored is that Tank Trouble never had a single, stable control scheme. Different copies checked for this review assign player one to the arrow keys in some places and WASD in others; player two moves to ESDF, or IJKL, or a mouse-only slot depending on which site hosted the copy; a fourth player, where supported at all, gets whatever keys are left over. None of this is a bug exactly — it's a symptom of a game that spread by being copied wholesale onto unrelated sites rather than through an official, versioned release — but it means the game's signature format, three or four people crowded around one keyboard, starts every session with someone asking which keys are theirs on this particular copy. For a design whose entire appeal rests on instant pick-up-and-play, that's a genuine and recurring friction the game never resolved, because there was never one canonical copy positioned to resolve it.
Free, but not from a sponsor
It's worth being precise about how Tank Trouble was actually funded, because "free Flash game" hides more than one business model. This wasn't a portal-sponsored release in the Newgrounds or Armor Games sense — no preroll ad, no site-lock, no sponsor logo appears on any surviving copy this review checked. It was self-hosted on Purup's own domain, most plausibly supported the way most personal Flash sites of that era were, through banner advertising rather than a licensing deal. What made it ubiquitous was never a marketing push; it was that a free, simple, install-nothing local-multiplayer game is exactly the kind of file that gets copied wholesale onto a hundred unrelated "games" sites with no permission asked and no revenue shared with the person who built it. The Kongregate mirror that's often mistaken for the original at least admits as much in its own description. Most of the other copies don't.
Where it stands today
The 2007 Flash release is the version this review is scored against, and it is playable today: the Internet Archive hosts it running under Ruffle, and it's catalogued in Flashpoint for offline preservation. Ruffle's own issue tracker shows two real compatibility bugs specific to this game — a January 2021 report of a partially black screen obscuring scores and bullets, and a December 2023 report of tanks rendering as plain blocks in a newer AVM2-based build — and both are now closed as fixed, so the original AVM1 release plays correctly in Ruffle as checked for this review on 5 September 2026. What's gone is everything Purup built afterward on the same premise: the domain that once hosted this game now runs TankTrouble Online, a separate, rebuilt, non-Flash client with actual internet multiplayer, and the original lives on only through archives and a paid mobile spinoff, TankTrouble: Mobile Mayhem, that isn't the game being scored here.
Verdict
Tank Trouble solved a real, specific problem for 2007: give a group of people at one computer something free, instant and replayable, built from an idea old enough that nobody needed to explain it. That's a legitimate achievement, and it's why the game outlived nearly every portal that hosted it without permission. It just isn't a design achievement — the maze-and-ricochet idea predates the Flash era by decades, the single-player mode is an afterthought, and the game's own uncontrolled spread left it without even a stable set of keybindings. Judged as a party trick for a shared keyboard, it holds up. Judged as anything more ambitious than that, there isn't much argument to make.
Pros and cons
Pros
- Splitscreen-on-one-keyboard tank duels are genuinely good short-session fun, and the format needs nothing beyond a keyboard and a free period to work
- Randomly generated mazes and ricocheting shells keep even a five-minute match from playing out the same way twice
- Stayed free through every legitimate copy this review could check, with no premium currency, lives system or paywall bolted onto the original design
- Approachable in seconds — there is no tutorial to sit through and no mechanic that needs explaining before a group can start playing
Cons
- The core idea is a maze reskin of tank-combat games going back to the 1970s; nothing about the design itself is original to 2007
- Single-player against the Laika AI is thin enough that it reads as a placeholder for when a second or third player isn't available, not a mode on its own merits
- Key bindings were never standardised across the mirrors that made the game famous, so "which keys do I use" is a real barrier every time a group plays on an unfamiliar copy
- The game's own version history — Classic, Online, a paid mobile port, and unrelated reuploads — is confusing enough that even Purup's own later domain stopped being the place to find the original 2007 release