Agent 17
The player-controlled spy, tasked with entering guarded buildings, collecting secret documents, and escaping.
Documented for this version
Arrow LeftArrow Right | Move left or right |
|---|---|
Arrow UpArrow Down | Use ladders and elevators |
A | Jump |
B | Fire the pistol |
Arrow Up | Enter a door Stand at a red or blue door. |
Start | Pause the game |
Controls use the NES directional pad and buttons.
Elevator and door actions require suitable positioning.
How it plays
Agent 17 moves through multi-floor buildings from a side-view perspective. The objective is to enter every red door, collect the documents inside, and then reach the getaway car at street level.
The player can run, jump, use elevators, descend through openings, enter doors, and fire at guards. Elevators alter the route between floors, while red doors are required for completion and blue doors are not. The game progresses through a sequence of increasingly demanding buildings, with failure sending the player back to the current stage.
Plan your run
Watch guard patrols before moving through a floor, especially when an elevator is approaching. Enter red doors as soon as the route is safe, since missing one prevents a successful escape.
Use elevators to control the timing of encounters, and avoid reckless jumps near shafts. Fire at guards from a safe distance, but remember that movement and positioning are often more important than shooting quickly.
Meet the cast
The player-controlled spy, tasked with entering guarded buildings, collecting secret documents, and escaping.
Armed guards who patrol the buildings and try to stop Agent 17.
Before you begin
Prioritize red doors; they contain the documents required to finish the building.
Use elevator timing to separate Agent 17 from guards.
Avoid jumping into an elevator shaft or onto an unsafe floor.
Elevator Action is a side-view action game developed and published by Taito for the Nintendo Entertainment System in 1987. It adapts Taito's 1983 arcade game, placing the player in control of Agent 17, a spy infiltrating guarded buildings to recover secret documents. The game received attention for its compact combination of platforming, gunplay, elevators, and doors. Each building is a self-contained mission with a clear objective, while the limited screen space makes timing and positioning important. Its simple rules are easy to understand, but enemy patrols, elevator movement, and hazardous drops give the short stages a distinctly tactical rhythm.
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