
Developed/Published by: Taito
Released: March 1980
Completed: 08/08/2026
Completion: 3100 points, but if I wanted to stick with it I could do way better.
Steel Worker is the third Taito game (chronologically) available via the Egret II Mini system, though they chose to skip over two balloon-based arcade games (Balloon Bomber and Crazy Balloon) that supposedly came out of the same month as this, both of which have seen modern re-releases. I’m not sure what the bigger mystery is: why Taito was so into balloons in 1980 or why they’re against them now–maybe someone on the Egret II Mini team is scared of balloons? Based on my viewings of Taskmaster, more people are scared of them than you’d think?
Steel Worker is a really interesting one, because it’s another example of someone inventing a game idea before it can really be implemented well enough for it to become a huge success (or they just get some basic assumptions wrong.) I’ve seen this a few times–the Atari 2600 is really good for this one; Air Sea Battle is almost Space Invaders, Human Cannonball is almost Scorched Earth1–but Steel Worker is interesting because it’s almost Lemmings, but pre-figures it by almost ten years!
In Steel Worker, a tiny man is attempting to cross from one side of the screen to the other, and the player must select a variety of girders and stairs selected from a menu to ensure that he does so (said tiny man is the steel worker of the title, and as he approaches the end of one placed piece, he places the next if prompted in time.) You must ensure the girders he places connect with the central platform–which is set at different heights on each attempt/level–and time the crossing so the steel worker doesn’t get bonked by the pulley system that’s (seemingly pointlessly) just raising some containers up and down endlessly. To do that, you’ve got nine opportunities to reverse the direction of the worker, who speeds up his moment occasionally (and suicidally.)
Obviously, this sounds incredibly similar to Lemmings, like a simplified version where you’ve really only got builders. But it’s not quite so direct, because the interface and timing is so different, undoubtedly affected by the early hardware Steel Worker is running on.
For one, the game is fast–and the input is very strict. Once you have selected a piece for the steel worker to place, you can no longer move the cursor. From a modern perspective, you want to be able to selecting the pieces in quick succession, but the game is not about planning the route–it’s about the seconds between the last girder being placed and the race to select the next correct one from the menu in time, praying that the steel worker hasn’t sped up for some reason (because when he does, you’ve got no chance.)
So when you start playing Steel Worker, you’re going to wonder what all of the pieces are really for–because you’ll work out the quickest route using simple stairs fairly quickly and feel some success apart from the levels where the steel worker throws himself off the edge about one second after the level loads. But Steel Worker isn’t actually about getting to the other side of the screen as quickly as possible–it’s a high score game after all. You get 50 points for every girder you place up to fifteen times, so your goal is actually to place as many girders as possible while still being able to navigate to the end of the level. The idea is to end with a quite circuitous route to the end where tiny vertical stair shafts are your multiplier, playing chicken with the steel worker’s urge to kill himself at random (well, we all have intrusive thoughts, I guess.)
Steel Worker isn’t great. It’s a bit too random, and with only one obstacle on screen, it quickly gets boring. It might feel surprising there aren’t more obstacles to be avoided, but I suspect they simply couldn’t guarantee a safe route through a screen if they did so without designing multiple screens, and there probably wasn’t enough memory–I’m sure they thought randomly placing the central platform was enough variety.
It’s not, sadly, but I think anyone playing Steel Worker now would go “there’s something here to work with” which makes it all the odder that no one did at the time. The only design I can find that’s close to Steel Worker is the NES’s not-especially beloved Gumshoe, which was released over five years later (and not in Japan, weirdly) and that’s more of a lightgun auto-runner. Games such as Guttang Gottong–probably the earliest other “autonomous character” game I can find–are more of a sliding puzzle. Steel Worker really does stand alone as the first example of this kind of thing (well, at least as far as my research has taken me, anyway.)
I’d rather play Lemmings, though…
Will I ever play it again? Mmm. No. Though I did realise I technically own Balloon Bomber and Crazy Balloon because I’ve got a Taito Legends kicking about here somewhere. So I guess I have to look at those…
Final Thought: Lemmings has come up before, actually. In my writing about UFO 50 I’ve pointed out the collection’s anachronistic designs–which I don’t think is a criticism as such, but I’m do think it’s interesting where they’ve allowed more modern quality of life features and where they haven’t–and I definitely noted that Mortol fit more into the early 90s era than early 80s era. Nothing about Steel Worker changes that–they feature very different aspects of the Lemmings design–but Steel Worker does at least prove that these kinds of ideas were floating about in the ether in that era, just waiting to be implemented well!














