Elevator Action (BA3, 4 PCB version, 1.1)

Elevator Action (BA3, 4 PCB version, 1.1)

Powered by EmulatorJS · Arcade

Console
Arcade
Release
1983
Players
2P alt

About Elevator Action (BA3, 4 PCB version, 1.1)

Arcade Video game published 43 years ago:

Elevator Action (c) 1983 Taito.

Agent 17 (code name 'Otto') is to secure the top secret documents from the security building. The enemy spies are in pursuit and their orders are to stop him at any cost. Having made it to the top of a 30 story building, Agent 17 has to make his way down to the basement to get to the getaway car and save the documents. Enemy spies are everywhere and the documents are hidden behind the red doors (bonus points awarded). He has to open the door and keep moving. If either of them shoots the lights out there will be a temporary blackout. If Otto finds himself on top of the elevator the player will not be able to control the elevator. If he gets caught in the elevator he is a sitting duck and cannot duck the bullets. By using the escalator he can reach the basement quicker. Otto can defeat his enemy by jump kicking or firing at them. Help Otto to grab all the documents and escape the spies.

- TECHNICAL -

Elevator Action was available in 2 different arcade formats, a cocktail table and an upright dedicated cabinet. Both versions used the same internal hardware though.

Player layout in our catalog: 2P alt.

If you are exploring by feel rather than by title, jump from the tags above into the matching genre rooms, or return to the Arcade hall for the full wall.

Open Play on this page to start Elevator Action (BA3, 4 PCB version, 1.1). Keyboard, USB/Bluetooth pads, and the on-screen touch gamepad all work inside the emulator bar. Save states and fullscreen live on that same bar so you can pause mid-session and resume later.

Elevator Action (BA3, 4 PCB version, 1.1) — play guide

What Elevator Action wants from you

Elevator Action (Taito) is a building / stealth-action cab: clear floors with elevator honesty and spy peeks before continues empty. Elevator honesty beats mash. Learn Elevator Action windows cold—do not paste Metal Gear charts blindly—the floor timing and agent scripts are their own exam. Calm first buildings until elevator timing is narratable; elevator chrome is packaging, not free invulnerability or free building clears on every floor for vanity dashes into every agent path while a shot finishes the life.

First minutes in Elevator Action

First buildings: peek elevator doors, time shots, and ignore scenic bait that invites panic mash. Power-cycle once so Elevator Action chrome stops looking like a modern stealth title. Early floors teach Elevator Action grammar: planned rides before mash routes that death-tax mid-building when denser agent packs arrive on later floors. Hold that grammar before vanity dashes. One clean stretch with composure left beats three agent deaths that looked flashy until a door you ignored opened.

Core systems in Elevator Action

Move, shoot, elevator ride as wired, floor goals, lives/continues, and Elevator Action UI define the systems. Skill is elevator literacy under pressure—not mashing every dash into an agent. After continues, reconfirm floor and document state before racing again. Keep a one-sentence peek-before-ride rule ready before the second building starts on this Taito spy set, and treat door peeks as tempo tools rather than scenery you notice after the hit.

Score, continues, and resources in Elevator Action

Building clears and survival score the run; agent hits and falls tax continues. Continues are coins while learning denser later floors. Fewer panic dashes and fewer ignored peeks keep credits alive. Farming easy floors forever without reading denser packs still leaves Elevator Action unread. Progress is Taito chrome that no longer forces death loops mid-building on later floors, not a pasted clear that still mash-dashes every corridor without a door plan.

Mistakes that burn credits in Elevator Action

Mash-dashing every corridor, ignoring elevator peeks, never waiting for a clean door, tunneling on scenery while a shot finishes you, and rage-continuing after death streaks burn Elevator Action credits. Power-cycling mid-tilt without a plan burns another credit. Next credit: peek first, ride on plan—stop mash tourism for scenery and building panic on later Taito floors.

Next steps after Elevator Action

When Elevator Action buildings clear without constant agent deaths, compare Rolling Thunder and Shinobi deliberately for stealth-action contrast, then return with elevator drills on the denser floors that still tax you. Keep playing until panic-mash empties stop ending sessions mid-building on later floors. Cousin Taito action cabinets help as contrast after Elevator Action feels automatic—not as escape from buildings you still mash for chrome. Clear one full building carefully before you chase vanity dashes again on denser Taito boards.

Sources cited below under Further reading.

Cabinet dossier

Elevator Action (BA3, 4 PCB version, 1.1) is filed in our catalog as a 1983 release.

Player layout on this cabinet: 2P alt.

Genre tags on Classic Arcade Games: Platform.

Credit line lists Taito Corporation as developer.

Screenshots

Elevator Action (BA3, 4 PCB version, 1.1) screenshot 1Elevator Action (BA3, 4 PCB version, 1.1) screenshot 2Elevator Action (BA3, 4 PCB version, 1.1) screenshot 3Elevator Action (BA3, 4 PCB version, 1.1) screenshot 4Elevator Action (BA3, 4 PCB version, 1.1) screenshot 5Elevator Action (BA3, 4 PCB version, 1.1) screenshot 6

Next cabinets

Nearby cabinets you may also open from this hall (each on its own play page):Elevator Action Returns (Ver 2.2O 1995/02/20), Chack'n Pop, Cycle Maabou (Japan), Jungle King (Japan), Super Mouse, Bubble Bobble (Japan, Ver 0.1), Alpine Ski (set 1), Bio Attack, Birdie King, Birdie King 2, Birdie King 3, Buggy Challenge

How to play Elevator Action (BA3, 4 PCB version, 1.1) online

  • Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start.
  • USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
  • On phones, open the on-screen pad from the emulator bar; rotate sits next to fullscreen.
  • Save states, load, volume, and fullscreen stay on the emulator bar between credits.

Studio notes — Taito Corporation

Taito Corporation appears on this cabinet’s credit line. Browse more titles from the same studio on the developer shelf, or stay on this page and try the next cabinets in the same hall.

Chack'n Pop · Cycle Maabou (Japan) · Jungle King (Japan) · Super Mouse · Bubble Bobble (Japan, Ver 0.1) · Alpine Ski (set 1) · Bio Attack · Birdie King

Retro games by Taito Corporation

Can I play Elevator Action (BA3, 4 PCB version, 1.1) free in a browser?

Yes. Classic Arcade Games hosts Elevator Action (BA3, 4 PCB version, 1.1) as a Arcade cabinet you can start on this page. The emulator loads in the browser; you do not need to install a separate app.

What controls does Elevator Action (BA3, 4 PCB version, 1.1) support?

Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start. USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.

Are there other games in the same series as Elevator Action (BA3, 4 PCB version, 1.1)?

Yes — related series cabinets on this site include Elevator Action Returns (Ver 2.2O 1995/02/20). Each has its own play page with the same browser emulator path.

Further reading

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