Players control their respective tanks and must destroy opponents and mechanical kaiju with a variety of weapons, such as machine guns and rocket launchers.
Its gameplay has been compared to titles such as the Earth Defense Force series, through its usage of B-movie tropes and parodying.
is a spiritual successor to Tokyo Wars (1996), an older Namco arcade game that shared many of the same mechanics and ideas.
Ishii wanted to create an arcade game that allowed players to express themselves through its fast-paced gameplay and visuals.
As these were often played with a vertical screen, Ishii believed it would automatically make players familiar with the gameplay of Tank!
By comparison, the Wii U version received largely negative reviews, being criticized for its lackluster gamemodes, shallow content, and difficult controls.
Ishii wanted to create an arcade game that allowed players to express themselves through its fast-paced gameplay and visuals.
is a spiritual successor to Tokyo Wars (1996), an older Namco arcade game that also involved tanks shooting enemies.
at the 2009 Japan Amusement Machine Show exposition in Tokyo, presented alongside the lightgun shooter Deadstorm Pirates.
1Up.com writer Justin Epperson enjoyed its general absurdity and its gameplay for being fun and full of frantic, fast-paced action.
[8] Staff from Radio Nikkei showed their enthusiasm towards the game's selection of powerful weapons and exhilarating action, writing that it would definitely keep players coming back for more.
[33] Game Watch's Toyotomi Kazutaka was particularly fond of the arcade cabinet and its vibrating seats, and liked the gameplay for its exhilarating feel and arsenal of weapons.
GameSpot's Britton Peele described it as being "hours of boredom spent playing a game that was never intended to be stretched out for so long.
[23] Patrick Barnett of Nintendo World Report disliked the story campaign in general for its lack of replay value and variety, as did Peele.
[29][22] The controls were also a source of criticism;[23][3] Barnett felt they made the game unnecessarily difficult because of the way they were designed.