Elevator Action
エレベーターアクション
- Year
- 1983
- Developer
- Taito
- Publisher
- Taito
- Platform
- Arcade
- Hardware
- Taito arcade hardware
- Genre
- Action / espionage
- Players
- 1-2 players (alternating)
- Controls
- 8-way joystick + 2 buttons
- Series
- Standalone

Gameplay Screenshots




About This Game
Elevator Action is Taito's 1983 spy sandbox: agent Quarter (or Blue, in 2P) infiltrates a tower of apartment buildings, collects secret documents glowing in every lobby, and escapes to the car at street level - all while riding elevators and escalators patrolled by enemy agents.
The elevators are the game. You shoot from the top of a moving cab, drop from the ceiling hatch onto an enemy below, squash them between cab and floor, and reverse direction at the last second to change a firefight entirely - verticality in 1983 was usually a ladder, and here it is a moving puzzle piece. Lights-out zones add a stealth garnish: in darkened rooms your gun becomes a silent blade and enemies lose their aim, so cutting the power to a floor and slipping through is a legitimate route. It is a game of small clever systems stacked on a simple goal list, and it plays wonderfully still, especially with two players alternating floors of the same building.
- Elevators as weapons: squash enemies, shoot from cab tops, drop through hatches
- Lights-out stealth rooms where your gun silences and enemies blunder
- Document-collecting objective structure before the exit car
- Genuine 2-player alternating play on shared building layouts
Version History
- Arcade original1983
Taito coin-op, the version on this page.
- NES / Famicom1985-87
A licensed conversion with new building layouts.
- Elevator Action Returns1994-95
The arcade sequel on Taito's newer hardware.
Cheats & Secrets
DIP switches / service menuLives and difficultyStandard Taito operator settings; no verified secret codes.
Tips & Strategy
Squash, do not shoot
Dropping an elevator on an enemy is instant and free. Every ride you take can be a kill if you watch the floors below.
Shoot documents last
The glowing papers are your ticket out. Grab them while clearing a floor, but plan the route to the exit car before picking up the final one.
Use dark rooms as reloads
Enemies cannot aim well in unlit rooms. Fighting through darkness is far safer than a lit corridor duel.
Control the elevator mid-shaft
Reversing a cab to dodge fire works both ways - enemies ride too. Tapping direction keeps you off their floor.
Download Resources
Resource packs for this game are provided through the button below.
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