Elevator Action
The Game: As a daring spy, you break into a top secret enemy facility, trying to grab vital secrets and evade or kill as many enemy agents as you can. Your only means of getting from floor to floor through most of the game is via the elevator - which gives you an advantage and also makes you vulnerable. (Taito, 1985)
Memories: Almost a dead ringer for its arcade inspiration graphically, the NES edition of Elevator Action actually loses a few points for having lousy sound - something I rarely count off points for, truth be told. But by the time of the NES, the means were there to replicate the arcade sound - take a listen to Super Mario Bros. for proof. (Read more about this game…)
The Game: You are a marker, trying to claim as much of the playing field as you can by enclosing areas of it. Drawing your boundaries faster is safer, but yields fewer points. A slower draw, which leaves you vulnerable to attack from the Qix and the Sparx, gives you many more points upon the completion of an enclosed area. If the ever-shifting Qix touches your marker or an uncompleted boundary you are drawing, you lose a “life” and start again. And the Sparx, which travel only along the edges of the playing field and along the boundaries of areas of the screen you’ve already enclosed, can destroy you by touching your marker. And if you linger too long, a fuse will begin burning at the beginning of your unfinished boundary, and will eventually catch up with you. (Nintendo/Taito, 1990)
The Game: As a daring spy, you break into a top secret enemy facility, trying to grab vital secrets and evade or kill as many enemy agents as you can. Your only means of getting from floor to floor through most of the game is via the elevator - which gives you an advantage and also makes you vulnerable. (Taito, 1991)
The Game: You’re the pilot of a ground-based mobile weapons platform, and there are buttloads of alien meanies headed right for you. Your only defense is a trio of shields which are degraded by any weapons fire - yours or theirs - and a quick trigger finger. Occasionally a mothership zips across the top of the screen. When the screen is cleared of invaders, another wave - faster and more aggressive - appears. When you’re out of “lives,” or when the aliens manage to land on Earth… it’s all over. (Taito, 1997, for Playstation)
