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Elevator Action (5 pcb version, 1.1)

  1. Game infos
  2. Parent and Clones
  3. Sound
  4. Driver
  5. Inputs
  6. Controls
  7. Display
  8. Dipswitchs
  9. Roms list
  10. Chips list
  11. Serie
  12. Categories
  13. MAMEinfo
  14. History
  15. High scores
Download elevator.zip (75 KB)
Snapshot

Game infos

Description Elevator Action (5 pcb version, 1.1)
Name elevator
Manufacturer Taito Corporation
Year 1983
Runnable yes
System arcade /
Number of players 2P alt
Added to MAME .018
Romset size 75 KB
Romset file 21 files
Romset zip 37 B
Language English
Evaluation 70 to 80 (Good)
Genre Platform

Parent and clones

Parent This game is the parent

Sound infos

Sound_channels 1

Driver infos

Driver status good
Driver emulation good
Driver color good
Driver sound good
Driver graphic good
Driver cocktail
Driver protection
Driver savestate yes

Inputs infos

Input service no
Input tilt yes
Input players 2
Input buttons
Input coins 3

Controls infos

type ways minimum maximum sensitivity keydelta reverse
joy 8 no

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 0 no 256 224 60

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade ba3__11.mc68705p3.ic4 2048 9ce75afc 4c8f5d926ae2bec8fcb70692125b9e1c863166c6 mcu 0 good no
arcade ea_10.2732.ic71 4096 f0a769a1 9970fba3afeaaaa7fd217f0704fb9df9cf13cf65 audiocpu 1000 good no
arcade ea_12.2732.ic69 4096 24e277ef 764e3b3a34bf0ec849d58023f710e5b0a0d0ccb5 maincpu 0 good no
arcade ea_13.2732.ic68 4096 13702e39 b72fea84f8322463ff224e3b06698a1ed7e305b7 maincpu 1000 good no
arcade ea_14.2732.ic67 4096 46f52646 11b68b89ab0f580bfe88047e59bd9bba237a2eb4 maincpu 2000 good no
arcade ea_15.2732.ic66 4096 e22fe57e 50888975e698c4d2a124e5731d0922df43eb01ef maincpu 3000 good no
arcade ea_16.2732.ic65 4096 c10691d7 a7657d3d661421d1fca3b04e4025725272b77203 maincpu 4000 good no
arcade ea_17.2732.ic64 4096 8913b293 163daa07b6d45469f18e4f4a1904b60a890c8699 maincpu 5000 good no
arcade ea_18.2732.ic55 4096 1cabda08 8fff75a354ee7589bd0ffe8b0271fd9111b2b241 maincpu 6000 good no
arcade ea_19.2732.ic54 4096 f4647b4f 711a9447d30b35bc38e149e0cf6e835ff06efd54 maincpu 7000 good no
arcade ea_20.2732.ic1 4096 bbbb3fba a8e3a0886ea5dc8e70aa280b4cef5fb26ca0e125 gfx1 0 good no
arcade ea_21.2732.ic2 4096 639cc2fd 0ba292ac34dbf779a929db6358cd842d38077b3d gfx1 1000 good no
arcade ea_22.2732.ic3 4096 61317eea f1a18c09e31edb4ec3ad7ab853f425383ca22314 gfx1 2000 good no
arcade ea_23.2732.ic4 4096 55446482 0767701213920d30d5a3a226b25cfbbd3f24437a gfx1 3000 good no
arcade ea_24.2732.ic5 4096 77895c0f fe116c53a7e8ac523a17249a56df9f40b503b30d gfx1 4000 good no
arcade ea_25.2732.ic6 4096 9a1b6901 646491c1d28904d9e662b1bff554bb74ec47708d gfx1 5000 good no
arcade ea_26.2732.ic7 4096 839112ec 30bca7f5214bf424aa10184094947496f054ddf4 gfx1 6000 good no
arcade ea_27.2732.ic8 4096 db7ff692 4d0d9ab0c9d8d758e121f2bcfc6422ffadf2d760 gfx1 7000 good no
arcade ea_9.2732.ic70 4096 6d5f57cb abb916d675ee85032697d656121d4f525202cab3 audiocpu 0 good no
arcade eb16.ic22 256 b833b5ea d233f1bf8a3e6cd876853ffd721b9b64c61c9047 proms 0 good no
arcade ww15.pal16l8.ic24.jed.bin 279 c3ec20d6 4bcdd92ca6b75ba825a7f90b1f35d8dcaeaf8a96 pal 0 good no

Chips list

name tag type clock
8-Bit R-2R DAC dac audio
AY-3-8910A ay4 audio 1500000
DISCRETE dacvol audio
MC68705P3 mcu cpu 3000000
Speaker speaker audio
Z80 audiocpu cpu 3000000

Serie

Serie : Elevator Action
  1. Elevator Action (Prototype) (1983)
  2. Elevator Action (5 pcb version, 1.1) (1983)
  3. Elevator Action (4 pcb version, 1.1) (1983)
  4. Elevator Action (bootleg) (1983)
  5. Elevator Action (Jpn) (1985)
  6. Elevator Action (Jpn) (1985)
  7. Elevator Action (UK) (1986)
  8. Elevator Action (1986)
  9. Elevator Action (UK) (1987)
  10. Elevator Action (USA) (1987)
  11. Elevator Action (Euro, USA) (1991)
  12. Elevator Action II (Ver 2.2A 1995/02/20) (1994)
  13. Elevator Action Returns (Ver 2.2O 1995/02/20) (1994)
  14. Elevator Action Returns (Ver 2.2J 1995/02/20) (1994)
  15. Elevator Action (Jpn) (19??)
  16. Elevator Action EX (Euro) (2000)
  17. Elevator Action - Old & New (Jpn) (2002)

Categories

MAMEinfo

0.18 [Nicola Salmoria]


Artwork available


Bugs:

- Elevator Action sound. jaw970 (ID 06527)


WIP:

- 0.182: Replaced M68705 CPU3 with MC68705P3.

- 0.178: caius and The Dumping Union added clone Elevator Action (4 pcb version, 1.1). Cleaned up rom labels/locations for the Elevator Action sets and added notes. Noted that the 4 and 5 board sets dumped so far of Elevator Action are the exact same code and gfx, just split differently [Lord Nightmare]. Added ww15.pal16l8.ic24.jed.bin. Changed parent description to 'Elevator Action (5 pcb version, 1.1)'.

- 0.170: Corrections to some rom names and labels on Elevator Action based on PCB pictures [Lord Nightmare, brizzo].

- 0.148: Kevin Eshbach added partial DIP locations for Elevator Action.

- 0.138: hap and MASH fixed Elevator Action (some graphics on the escalators shift when you ride on them).

- 0.133u1: Renamed (elevatob) to (elevatorb).

- 0.128u4: David Haywood fixed Elevator Action, which freezes after coin insert with "8".

- 0.126u4: Guru added README for Elevator Action.

- 0.122u6: Changed M68705 CPU3 clock speed to 3MHz.

- 29th December 2007: Guru - Elevator Action... this is a strange one, the dumped matches the 'elevatob' set in MAME, but this is definitely an original PCB, so I suspect the existing dump is really from an original PCB (4-board unprotected version) and the bootleg set is the same thing exactly.

- 21st December 2007: Guru - A huge box arrived today. That 19.75kg box looks mighty impressive, although I'm not sure that all of it is going to be useful. Some could be alt. versions but most don't work so I'll need to dump all of these before I can tell exactly what they are. It contains Elevator Action (Taito 1982, original SJ hardware without MCU!) and others. Thanks to Tingoes for sending these out.

- 12th November 2006: Mr. Do - Elevator Action artwork has been "optimized" by Ad_Enuff; much smaller file size (up to 80%) with no loss in quality.

- 3rd September 2006: Mr. Do - Ad_Enuff optimized Elevator Action bezel. File sizes are now half of what they were (with no loss in quality).

- 0.96u2: Nicola Salmoria fixed several sprite priority issues in Elevator Action and the car wrapping around at the end of a level. Added sprite clipping at the sides of the screen. This was verified to happen on the real board, and it affects bullets wrapping around in Elevator Action. I'm only 99% sure that the clipping is correct this way.

- 0.84u6: Changed 4-way Joystick to 8-way.

- 0.61: Stephane Humbert fixed "Bonus Life" dipswitch is wrong in Elevator Action.

- 22nd November 1999: Tatsuyuki Satoh fixed a cpu interleaving problem in Elevator Action.

- 0.36b1: Added layer prom eb16.22.

- 0.35: Added new MCU cpu3 rom (2k).

- 0.35b6: Replaced M6805 CPU3 with M68705.

- 0.35b3: Changed M6805 CPU3 clock speed to 1.5MHz.

- 0.34b1: The original Elevator Action now works, using the 68705 MCU rom which was missing. Since there is one additional CPU to emulate, it is slower than the bootleg version [Nicola Salmoria]. Added M6805 (3MHz) CPU3.

- 0.33b6: Nicola Salmoria removed the partially working protection emulation in Elevator Action, so people will hopefully understand that it doesn't work and use the bootleg instead.

- 0.30: Known issues: Some sprite priority problems (people half disappearing behind doors etc).

- 0.29: The hardware of the Taito games (Elevator Action, Jungle King, Wild Western, Front Line) is emulated more faithfully. Playfield priority is accurate in Jungle King, however this broke Wild Western - strange. Front Line works. Merged all the drivers into Taito driver [Nicola Salmoria].

- 0.28: Mike Balfour added high score saving to Elevator Action.

- 0.27: Elevator Action sound is perfect now. Elevator Action, Jungle King and Wild Western now use the same Taito video hardware driver. Known issues: The original version doesn't work consistently due to the copy protection. Use the bootleg version instead.

- 0.26: Tatsuyuki Satoh fixed sound tempo speed in Elevator Action (tempo speed is 37.5Khz).

- 0.25: Nicola did some fixes to Taito Games (Jungle King and Elevator Action) about background placement and coins per credit dipswitch. Plus vertical scroll support in Jungle King (used in ground shake), correct sprite priority, and no more rubbish is present during change of stage. DELETE ELEVATOB\ELEVATOB.DSW, JUNGLEK\JUNGLEK.DSW, JHUNT\JHUNT.DSW, OTHERWISE THE GAME WILL NOT WORK CORRECTLY.

- 0.22: Added preliminary sound support to Elevator Action. Fixed credit bugs in Elevator Action. REMEMBER TO DELETE THE PREVIOUS .DSW FILES OTHERWISE THE GAMES WON'T WORK PROPERLY! Added audio CPU roms ic70/71 and gfx roms ic4/5.

- 0.21.5: Nicola Salmoria fixed colors in Elevator Action (100% correct colors).

- 0.21: Fixed dipswitch DSW3 in Elevator Action. Control: Arrows = Move around, CTRL = Fire1 and ALT = Fire2. YOU'LL HAVE TO DELETE THE PREVIOUS DSW FILE IN "ELEVATOB" DIRECTORY IN ORDER TO GET IT RUN CORRECTLY.

- 0.20: Nicola Salmoria fixed missing sprites when exiting from doors in Elevator Action. There are still some sprite priority bugs. Also better colors.

- 0.19: Added clone Elevator Action (bootleg). The original version doesn't work because of copy protection. The graphics are almost OK now, albeit quite slow. Nicola Salmoria found how Elevator Action background works. Also updated all drivers that have a scrolling background. Known issues: Collision detect not yet implemented. Game should run on hardware similar to Jungle King. Set the dipswitches to free play to play the game. Added background graphics roms to parent.

- 0.18: Nicola Salmoria added 'Elevator Action' (Taito 1983). VERY preliminary and not playable. Runs on the same hardware as Jungle King.


STORY:

- Agent 17 code name "OTTO" is to secure top secret documents from the security building. Enemy spys are in pursuit, and their orders are to stop him at any cost. After reaching the tip of a 30 story building, Agent 17 has to make his way down to the basement and the awaiting getaway car. Otto is relyinmg on your skills so GOOD Luck!


PLAY INSTRUCTIONS:

- The object of the game is to make it through the building, get secret documents, & get to an awaiting getaway car. You can use the jump kick button to dodge bullets and kick bad guys. Use the fire button to stop enemy agents. Go in the red doors for surprise bonus points. You must go through all red doors to get the top secret documents, or you can't escape.


LEVELS: 1


Recommended Games (Action):

Elevator Action

Elevator Action Returns

Action Fighter

Quartet

Rolling Thunder

Rolling Thunder 2

Bionic Commando

Bullet

Super Ranger

Crack Down

Crack Down (Mega-Tech)

Secret Agent

S.P.Y. - Special Project Y

Spark Man

The Cliffhanger - Edward Randy

The Super Spy

ThunderJaws

Power Blade (PlayChoice-10)

The Outfoxies

Biomechanical Toy

Confidential Mission

Ninja Assault

Lupin The Third - The Shooting

Lupin The Third - The Typing

Demon Front

Dolphin Blue


Recommended Games (Mafia):

Elevator Action

Elevator Action Returns

N.Y. Captor

Shoot Out

Shooting Master

Empire City: 1931

Dead Angle

Gang Busters

Dead Connection

Hard Times

Rapid Fire (Gangster)

History


Arcade Video game published 36 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.

* The upright version came in the standard 'Taito Classic' cabinet, which was the same one used for Jungle Hunt, Zoo Keeper, Alpine Ski, and many others. These cabinets normally did not have side art that advertised the name of the game, instead they had a painted design of lines and shapes, along with a Taito logo. Different titles had different designs and color schemes, although they have been known to ship games in the wrong cabinets. But lets get back on track here. Elevator Action should come in a brown cabinet with a Taito logo up near the top. The marquee shows a scene of Agent 17 waiting for an elevator while an enemy agent shoots at him. While the monitor bezel shows agents on either side, has game instructions at the bottom, and shows an elevator floor display at the top. This bezel artwork is silk screened on glass, and is prone to peeling, be very careful if you have to handle one of these. The control panel has a single 4-Way ball-top joystick mounted centrally, with jump and fire buttons located to either side.
Internally the machine uses a 19 inches open frame monitor mounted horizontally, and a set of game boards that conform to the 'Taito Classic' wiring standard. Many other early Taito games (such as "Jungle Hunt" and "Bubble Bobble") will plug directly into this cabinet without modification.

* The cocktail version came in a table similar in design to the one used for Space Invaders and Carnival. It was not decorated except for a pair of instruction cards underneath the glass. Most Japanese game makers purchased their tables from the same few manufacturers, and were quite likely to change the exact model of cocktail that they shipped in mid production. So assume any Elevator Action cocktail is original unless it is obviously converted from another title.

Runs on the "Taito SJ System" hardware.
Prom Stickers : BA3 / EA

Players: 2
Control: 4-way joystick
Buttons: 2 (FIRE, JUMP)

- TRIVIA -

Elevator Action was released in July 1983.

G. Ben Carter, Jr. holds official the record for this game with 143,450 points.

- SCORING -

Shooting an enemy agent : 100 points
Jumping on an enemy agent : 150 points
Dropping a light on an enemy agent : 300 points
Getting a secret document : 500 points

The bonus is 1,000 points x the level you are on. After 10th level, you will get 10,000 points per level completed.

- TIPS AND TRICKS -

* When you start the game, a quick animation will show a hook with a line connecting to the top of the elevator. Then your character will slide down the line to the roof. Then he will enter the building, in the elevator, at the 30th floor. It is now up to you to get all the secrets and make it to your car. The first thing you must know, obviously, is how to eliminate the enemy agents that are after you. There are a few ways you can do this :
1) Just shoot them. Of course, especially in the later levels, enemy agents make themselves an impossible target by lying down. You can only take them out by riding an elevator down.
2) Jumping on them will take care of them. In addition, you may avoid some of their fire.
3) On the non-dark floors, shoot the light down on top of an enemy agent. You must do this from the elevator. This also has the added effect of causing temporary darkness in the building, making enemy agents harder to see.
4) Crush an enemy agent using the elevator. This is hard to do since they move around. You may get lucky, however, and get one under or on top of the elevator you are on.
5) This way is pretty hard. You might be able to get an enemy agent to follow you and fall down the hole created by the missing elevator.

* You must know how to use the escalators and open the red doors :
1) To use the escalators, just stand on the little rectangle. Then push the joystick UP or DOWN depending on which direction you need the escalator to take you.
2) To open the red doors, stand on the little rectangle. Face the doorknob and press RIGHT on the joystick.

* You have full control over any elevator you enter. This means you can move UP and DOWN on a dime to keep your character safe. This works until the alarm goes off.

* Speaking of elevators, your character cannot duck while in an elevator. Also, while riding the escalators, your character cannot duck, jump, or fire his weapon.

* Also on elevators, you do not have control when you are riding on top of them. This means you are at the mercy of the elevator or the enemy agent controlling it. Be very careful if you ride on top of the elevator. You also cannot go past the bar on the top of the elevator.

* Enemy agents usually come out of the doors on the current floor or the floor above and below. A lot of times it is good to lay a wall of fire down a hallway. This way, you can pick off any enemy agents that happen to come out of one of the doors.

* When you enter through one of the red doors, the enemy agents will lose track of your character but will have a general idea of where your character is. When you exit the room, crouch and lay down fire both left and right to clear off the floor.

* As the levels progress, the enemy agents get better at their tactics. They start to crouch more to mess up your fire. They also may lay down which makes it impossible to hit them unless you are on an elevator and can shoot along the floor.

* As you move up in levels, there will be red doors in odd areas. Areas such as on the lower five floors where only elevators can take you across. Of course, if you get good with the jump button, you can jump those gaps to get to either side quicker. The downside is that enemy agents will usually flood the area and lay down a lot of fire.

* If you happen to get to the B1 floor and you have forgotten to get a red door, the game will automatically put your agent at the door you missed. If it is multiple doors, then you will be placed at the highest floor first.

* There is an internal time limit on how long you can take to get everything out of the building. If you take too much time, an alarm sounds and the following things occur :
a) Although you still have control over the elevators, it is much harder to get them to respond to your commands. If you are in a tight situation that requires a little bit of time, don't wait till the last minute or you may be an ex-agent.
b) The enemy agents move much quicker and their shots move faster. Plus, additional enemy agents will start appearing to really make your life miserable.
c) If your character happens to die, the next man will still be facing the same alarm situation. The only way to resolve the situation is to get all of the secrets and make it out of the building.

* Watch out for the double elevator. If you are in the top car, it will stop two floors short of the bottom since there is a one floor gap, and the bottom car. Try to always get into the bottom car of a double elevator so that you can make a hasty exit and not be trapped with enemy agents firing on you.

- SERIES -

1. Elevator Action (1983)
2. Elevator Action Returns (1995)
3. Elevator Action EX (2000, Nintendo Game Boy Color)
4. Elevator Action - Death Parade (2009)
5. Elevator Action Deluxe (2011, PSN)

- STAFF -

Music by : Yoshino Imamura

- PORTS -

* CONSOLES:
[US] Atari 2600 : planned, but never released
[US] Atari 7800 : unreleased prototype
[JP] Nintendo Famicom (june.28, 1985) "Elevator Action [Model 04 TF-4900]"
[JP] Sega SG-1000 (1985) "Elevator Action [Model C-55]"
Sega SG-1000 [TW] (198?) "Die Dui Die"
[US] Nintendo NES (aug.1987) "Elevator Action [Model NES-EA-USA]"
Sega Saturn (Feb 14, 1997) "as hidden/unlockable game in Elevator Action Returns"
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends"
[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]"
[US] Microsoft XBOX (oct.25, 2005) "Taito Legends"
[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]"
[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]"

* HANDHELDS:
[EU] Nintendo Game Boy (1991) "Elevator Action [Model DMG-EA-NOE]"
[JP] Nintendo Game Boy (aug.9, 1991) "Elevator Action [Model DMG-EAA]"
[US] Nintendo Game Boy (dec.1991) "Elevator Action [Model DMG-EA-USA]"
[JP] Nintendo GBA (dec.20, 2002) "Elevator Action - Old & New [Model AGB-ANWJ-JPN]"
[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]"
Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket"
[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"

* COMPUTERS:
[EU] Sinclair ZX Spectrum (1987) "Elevator Action [Model QSS 142]"
[US] Commodore C64 [EU] (1987)
[EU] Amstrad CPC (1987)
[JP] MSX (1985) "Elevator Action [Model MSX-7]"
[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends"
[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends"

* OTHERS:
Mobile Phones [US] (nov.20, 2003)

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=747&o=2

High scores

MAMESCORE records : 02/04/2017 13:01

sawys__________________________90.650
fly_saya_______________________38.300
zarouk_________________________31.600
vikleroy________________________8.400
animexbox74_____________________8.000
hulkiii_________________________5.750