8 Eyes: The Strange History of Thinking Rabbit’s Falcon-Fighting NES Adventure

In the crowded library of the Nintendo Entertainment System, some games became permanent fixtures of video game history. Super Mario Bros., The Legend of Zelda, Mega Man, and Castlevania became franchises recognized far beyond the generation that first played them. Other releases occupied a stranger position. They appeared on store shelves, earned magazine coverage, challenged a generation of players, and then gradually slipped toward the margins of popular memory.

8 Eyes belongs firmly in that second category.

Developed by the Japanese company Thinking Rabbit, 8 Eyes first appeared for Nintendo’s Family Computer in Japan on September 27, 1988. SETA published the Japanese version for ¥5,800. The game reached the United States through Taxan USA in January 1990, almost a year and a half after its original Japanese debut. Famitsu’s historical database and release calendar both confirm the September 27, 1988 Japanese date, while surviving North American records identify January 1990 without establishing a reliable specific day of release.

At first glance, 8 Eyes looks familiar. A sword-wielding hero explores enormous castles filled with staircases, skeletons, monsters, hidden items, and increasingly dangerous enemies. The resemblance to Konami’s Castlevania was obvious enough that comparisons would follow the game for decades.

Yet beneath that appearance was a considerably stranger experiment. 8 Eyes combined side-scrolling combat, nonlinear stage selection, puzzle solving, item management, password progression, boss weaknesses, and a fighting falcon that could either be controlled indirectly by one player or independently by a second player.

Even the version Americans received was not quite the same story Japanese players had encountered in 1988.

Thinking Rabbit Before 8 Eyes

The developer behind 8 Eyes had already established an unusual place in Japanese computer game history.

Thinking Rabbit was founded in 1982 around the work of Hiroyuki Imabayashi, creator of Sokoban. The deceptively simple warehouse puzzle game asked players to push crates into designated positions while avoiding situations that could make a puzzle impossible to complete. Sokoban became Thinking Rabbit’s foundational success and eventually developed into one of the most recognizable Japanese puzzle game concepts of the early computer era. Thinking Rabbit also became associated with mystery adventure games before moving into additional console development.

That background is important because 8 Eyes was not produced by a company whose history consisted mainly of conventional action games. Thinking Rabbit had roots in puzzles, planning, and adventure games, and some of that thinking can be seen underneath the sword fighting and monsters of 8 Eyes.

The game’s credits have been preserved through modern archival databases. Hiroyuki Imabayashi served as producer, Tōru Ishikawa as director, Hideki Shimura handled design, Hiroto Nakamura programming, Kanji Inomata the story, and Kenzou Kumei the music. Thinking Rabbit’s broader catalog during the period also included titles such as Fighting Road and several Sokoban releases.

When 8 Eyes arrived in September 1988, it represented a very different kind of project for a developer already comfortable asking players to think several moves ahead.

That tendency would become one of the game’s defining characteristics.

The Original Japanese Story

One of the most unusual parts of the history of 8 Eyes is how dramatically its story changed between Japan and North America.

Japanese accounts that summarize the original instruction manual describe a nineteenth-century setting tied to the British Empire and the Balkans. An archaeological expedition connected to the British Museum is massacred and its discoveries stolen. The theft is linked to Ruth Grandier, leader of a band of criminals associated with occult practices and a scheme involving forbidden artifacts.

The man sent to stop them is not Orin the Falconer.

He is Sir Julian James Bond, a British swordsman dispatched into the Balkans with his falcon, Cutlass. Japanese documentation identifies him as a baronet and military officer, giving the original game a bizarre mixture of Victorian adventure fiction, occult conspiracy, espionage, sword fighting, and Gothic fantasy.

Players familiar only with the North American cartridge would have had little reason to know any of this.

Taxan’s American release replaced that premise with an entirely different mythology. No nineteenth-century British agent remained. The Balkans disappeared. So did the original occult conspiracy.

In their place came nuclear war.

The Eight Jewels of a Ruined Earth

The North American instruction manual begins centuries after civilization has nearly destroyed itself.

Humanity has survived a nuclear catastrophe and slowly emerged from generations of chaos. A ruler known simply as the Great King has guided civilization back toward stability with the help of eight extraordinary jewels called the 8 Eyes. According to Taxan’s manual, the jewels formed at the centers of the eight nuclear explosions that nearly destroyed Earth.

The same objects that helped rebuild civilization could also destroy it.

The Great King’s eight Dukes seize the jewels, banish their ruler into the nuclear wastelands, and begin competing among themselves for power. Their struggle threatens to drag the recovering world into another devastating war.

The task of saving that world falls to Orin the Falconer, described in the manual as one of the King’s greatest guardsmen. His companion is Cutrus, a trained fighting falcon who is far more than a decorative sidekick.

Orin must enter the castles controlled by the eight Dukes, defeat their soldiers and mutated creatures, recover the eight jewels, and ultimately return them to the Altar of Peace so the Great King can finish rebuilding the world.

It is an elaborate premise for an NES action game, blending post-apocalyptic science fiction with medieval castles, swords, mutants, aristocratic rulers, mystical jewels, and falconry.

Modern authorized versions preserve essentially the same North American storyline, showing how completely that localization became the version of 8 Eyes remembered outside Japan.

Orin and Cutrus

The most important gameplay idea in 8 Eyes is the relationship between Orin and Cutrus.

Orin handles much like a deliberate sword fighter. Players move through rooms, climb staircases, jump between platforms, stab enemies, and use collected special weapons. Those weapons include boomerangs, daggers, power balls, ice balls, guns, and Molotov cocktails, all documented in Taxan’s instruction manual.

Cutrus creates the game’s unusual second layer.

In a single-player game, the first controller manages both Orin and the bird. Button combinations release Cutrus, recall him, and command him to attack. Some enemies can be approached more safely by sending the falcon ahead, while certain switches and environmental elements require the bird’s help.

The system becomes more interesting with two players.

When a second controller is used, one player controls Orin while the other takes direct control of Cutrus. Taxan’s manual specifically notes that the second player receives much greater freedom of movement with the falcon and can fly around the screen independently while attacking enemies or assisting Orin. Both players cooperate toward the same objective rather than competing against one another.

That feature gave 8 Eyes an identity that screenshots could not easily communicate. A still image might make the game resemble other Gothic side scrolling adventures of the period, but few NES games built their simultaneous cooperative design around one player controlling the human protagonist while another independently controlled an animal companion.

The falcon was not simply following the hero. Cutrus was part weapon, part puzzle solution, part second character.

Eight Castles and One Correct Path

8 Eyes also refuses to behave like a straightforward sequence of stages.

After beginning the quest, players can select among the first seven castles. The apparent freedom is deceptive because there is an underlying order that makes progression considerably easier.

Each completed castle awards Orin a new sword. The bosses, however, have particular vulnerabilities. Taxan’s manual explains that while special weapons and Cutrus can damage bosses, each can only be finished with the appropriate sword. The sword received from one defeated enemy is therefore especially useful against another.

The player’s challenge is not simply to clear seven levels.

It is to determine the proper relationship between them.

That structure reveals some of Thinking Rabbit’s puzzle game heritage. Progress depends partly on action skill, but also on understanding a network of dependencies. Choosing a castle is a strategic decision because victory provides the tool needed somewhere else.

The castles themselves are associated with Arabia, Spain, India, Africa, Germany, Italy, Egypt, and finally Ruth. The North American manual gives each ruler a distinctive identity and fighting style. Enriquez Bartona is presented as a fencer in Spain. Syfer Nasim of India can disappear and reappear during battle. Walter Schmitt rules the German castle and fights with a throwing weapon. Geno Comechio attacks with sharpened cards in Italy. Nari Tanatos guards Egypt using magical projectiles.

Ruth Grandier survives the enormous rewrite of the game’s plot and appears at the end as the ruler of the final castle, wielding a whip.

The names, stereotypes, and imagined geography reflect the exaggerated international adventure style common to games of the period, but their presence also leaves an intriguing remnant of the game’s Japanese narrative, where travel through foreign regions was much more directly connected to the story.

Finding the Scrolls

Defeating the bosses is not enough.

Hidden throughout the first seven castles are scrolls containing clues about the eight jewels. Players who ignore them can reach the conclusion of the adventure and still discover that they have missed information necessary to finish the game correctly.

After recovering the jewels, Orin must place them on the Altar of Peace in the proper arrangement.

The scrolls provide the clues needed to solve that final puzzle.

Again, the design is noticeably different from a simple action platformer. The game expects players to explore, remember information, determine an efficient boss sequence, manage Cutrus, conserve health, locate hidden items, and solve a final logic problem.

It is also unforgiving.

Taxan’s manual bluntly explains that 8 Eyes gives the player only one Orin. There are no conventional extra lives. Health can be replenished and increased through items, and passwords allow progress to be continued, but death ends the current attempt.

Combined with enemies that can drain health rapidly and the unusual movement and combat systems, that decision contributed to the game’s reputation for difficulty.

Taxan Brings 8 Eyes to America

The company responsible for bringing 8 Eyes to American NES owners was Taxan USA.

Taxan was connected to Kaga Electronics, a Japanese electronics company founded in 1968. Kaga’s own corporate history records the establishment of TAXAN USA in the United States in 1981 and the beginning of its home video game business in 1983.

By the end of the decade, the Taxan name appeared on a small but memorable collection of Nintendo releases.

8 Eyes reached the United States in January 1990 under product designation NES-8E-USA. Surviving cartridge records, instruction manuals, and release databases consistently identify Thinking Rabbit as developer and Taxan as the American publisher.

The timing placed the game in a very different marketplace than the one it had entered in Japan during 1988.

By early 1990, the NES library was packed with increasingly sophisticated action games. Players already knew Castlevania and its sequels. Ninja Gaiden, Mega Man 2, Batman, DuckTales, and numerous other titles had raised expectations for movement, graphics, level construction, and combat.

8 Eyes therefore arrived in North America not as a cutting edge Japanese release, but as a game already more than a year old competing against a rapidly evolving NES library.

Taxan nevertheless gave the game a genuine marketing push. Contemporary advertisements appeared around its American launch, while Nintendo and independent magazines continued covering it into the spring of 1990. The surviving advertisements and magazine references are important because they show that 8 Eyes was not simply dumped quietly onto American shelves. Taxan attempted to establish it within the increasingly competitive NES market.

The Video Game Magazines Take Notice

The American gaming press did not ignore 8 Eyes.

Nintendo Power included the title among its “Video Shorts” in Volume 11 for March and April 1990, placing it among the wave of NES releases reaching players during one of the system’s most successful periods.

Electronic Gaming Monthly reviewed it in its March 1990 issue. Its four reviewers awarded scores of 6, 6, 5, and 6, giving 8 Eyes a combined 23 out of 40, or an average of 5.75 out of 10. That placed the response squarely in the middle rather than among the magazine’s strongest recommendations.

VideoGames & Computer Entertainment followed with another contemporary assessment in April 1990, awarding the game 6 out of 10.

Those scores capture the strange position 8 Eyes occupied almost from the beginning.

The game had interesting ideas. Its atmosphere was memorable. The falcon system was unusual. Its nonlinear order and hidden clues gave the adventure more structure than a simple sequence of combat stages.

Yet those ideas existed inside a game that could be punishing, cryptic, and awkward for players who approached it expecting a conventional action title.

The result was neither a forgotten game from the moment of release nor an obvious classic.

It became something more complicated.

The Castlevania Comparison

No discussion of 8 Eyes can avoid Castlevania.

The visual resemblance is immediately noticeable. Both games feature a sword or whip-wielding protagonist moving cautiously through Gothic environments filled with staircases, monsters, projectiles, and large enemies. Orin’s deliberate movement and the castle architecture make the comparison especially difficult to ignore.

Modern players have spent decades arguing over whether 8 Eyes should simply be labeled a Castlevania imitation.

That description captures part of what the game looks like, but considerably less of what it actually asks players to do.

The falcon system has no direct equivalent in early Castlevania. Neither does the simultaneous cooperative mode built around controlling Orin and Cutrus separately. The selectable castles, sword vulnerability system, hidden scrolls, and jewel arrangement puzzle give 8 Eyes a structure closer to a hybrid of action game and puzzle adventure than a simple linear Gothic platformer.

Even Japanese retrospective writing has made the same point, acknowledging the obvious visual influence while arguing that the central mechanics distinguish the game from Konami’s series.

The comparison is therefore useful, but only to a point.

8 Eyes borrowed a visual language that NES players already understood. Thinking Rabbit then built something much stranger inside it.

A Second Life Decades Later

For many years, 8 Eyes remained primarily an original cartridge experience remembered by collectors, NES enthusiasts, and players exploring older libraries.

Eventually, the game returned commercially.

Piko Interactive brought an authorized version to Windows through Steam on August 14, 2019. The modern release continues to credit Thinking Rabbit as the original developer and preserves the cooperative mode, password system, story, and other fundamental features of the NES game.

The game later appeared through additional retro platforms and digital distribution. GOG now carries an authorized release, while MobyGames records the GOG edition in May 2023 and an Antstream release in January 2022.

That revival matters because many games from the 1980s and early 1990s exist today primarily through aging cartridges, unofficial emulation, or private collections. 8 Eyes has instead managed to survive as a commercially available piece of the NES era.

Players encountering it today can therefore approach the game in a way that was almost impossible when the cartridge first reached American stores.

They can see the North American localization beside information about the original Japanese story. They can recognize Thinking Rabbit as the company that grew from Sokoban. They can examine the strange relationship between action and puzzle design. They can compare the surviving Taxan manual with the finished game and trace how magazines responded during its original launch.

What once looked like a mysterious cartridge on a rental store shelf has become a small but unusually revealing artifact of late 1980s Japanese game development and early 1990s NES publishing.

Why 8 Eyes Matters

8 Eyes never became a major Nintendo franchise.

There was no long line of sequels. Orin never joined the ranks of enduring NES heroes. Thinking Rabbit became far more historically significant for Sokoban than for its falcon-wielding action game, and Taxan’s brief presence in the American console market eventually ended.

Yet video game history is not made only from the titles that sold millions of copies.

Games like 8 Eyes show how experimental the 8-bit era could be beneath familiar appearances. Thinking Rabbit took the visual form of the side-scrolling castle adventure and filled it with ideas drawn from another design tradition. Players were expected to discover relationships between stages, search for clues, use different swords against different opponents, control two characters with radically different abilities, and solve a final puzzle before the adventure could truly end.

Its international history is equally revealing. Japanese players entered a nineteenth-century adventure involving British institutions, occult thieves, the Balkans, and a hero named Sir Julian James Bond. American players instead discovered a post-nuclear Earth, a Great King, rebellious Dukes, mystical jewels, mutants, and Orin the Falconer.

The cartridge was largely the same.

The world surrounding it was rewritten.

More than three decades later, that combination of strange localization, difficult action, puzzle design, two-player falcon combat, and an unmistakable late NES atmosphere is exactly what makes 8 Eyes worth remembering.

It may never have become one of Nintendo’s defining adventures, but as a surviving fragment of the period when Japanese developers, American publishers, magazine critics, and players were still learning what an NES action game could be, 8 Eyes has a history far richer than its obscurity suggests.

Sources & Further Reading

Taxan Consumer Division. 8 Eyes Instruction Manual. NES-8E-USA. 1990. Transcribed by World of Nintendo. Accessed October 8, 2026. https://www.world-of-nintendo.com/manuals/nes/8-eyes.shtml

Famitsu. “エイト・アイズ [8 Eyes].” Famitsu.com. Accessed October 8, 2026. https://www.famitsu.com/games/t/2595/

Famitsu. “1988年9月発売 ファミコンのゲーム発売日スケジュール.” Famitsu.com. Accessed October 8, 2026. https://www.famitsu.com/schedule/fc/198809

Bi-Weekly Famitsu. No. 59. October 14, 1988. Advertisement for 8 Eyes. Archived by MobyGames. Accessed October 8, 2026. https://www.mobygames.com/game/10041/8-eyes/promo/group-141023/image-1277216/

GamePro. Issue 4. November 1989. Taxan advertisement for 8 Eyes. Archived by MobyGames. Accessed October 8, 2026. https://www.mobygames.com/game/10041/8-eyes/promo/group-141023/

GamePro. Issue 6. January 1990. “ProViews: 8 Eyes.” Accessed October 8, 2026. https://www.retromags.com/magazines/usa/gamepro/gamepro-issue-6/

Electronic Gaming Monthly. Issue 8. March 1990. Sendai Publishing. Accessed October 8, 2026. https://www.retromags.com/magazines/usa/electronic-gaming-monthly/electronic-gaming-monthly-issue-8/

Electronic Gaming Monthly. Issue 8. March 1990. Video Game History Foundation Library. Accessed October 8, 2026. https://library.gamehistory.org/repositories/2/digital_objects/5814

Nintendo Power. Vol. 11. March–April 1990. “Video Shorts.” Nintendo of America. Retromags index. Accessed October 8, 2026. https://www.retromags.com/forums/topic/104-nintendo-power-index-1990/

VideoGames & Computer Entertainment. Issue 15. April 1990. Review of 8 Eyes, 38. Accessed October 8, 2026. https://www.abandonware-france.org/bibliotheque/magazines/video-games-computer-entertainment-174/numero-15-7713/

GamePro. Issue 9. April 1990. Coverage of 8 Eyes. Accessed October 8, 2026. https://www.retromags.com/magazines/usa/gamepro/gamepro-issue-9/

GamePro. Issue 10. May 1990. Taxan advertisement for 8 Eyes. Archived by MobyGames. Accessed October 8, 2026. https://www.mobygames.com/game/10041/8-eyes/promo/group-141023/image-1260758/

Nintendo Power. Vol. 12. May–June 1990. Nintendo of America. Retromags index. Accessed October 8, 2026. https://www.retromags.com/forums/topic/104-nintendo-power-index-1990/

Kaga Electronics Co., Ltd. Corporate History. Tokyo: Kaga Electronics. Accessed October 8, 2026. https://www.taxan.co.jp/en/ir/upload_file/m005-m005_10/20230627_E.pdf

Arcade-History. “8 Eyes [Model KKS-8E].” Arcade-History. Accessed October 8, 2026. https://www.arcade-history.com/game/53796/8-eyes-model-kks-8e

Arcade-History. “8 Eyes [Model NES-8E-USA].” Arcade-History. Accessed October 8, 2026. https://www.arcade-history.com/?id=54862&n=8-eyes-model-nes-8e-usa&page=detail

NesCartDB. “8 Eyes.” NES Cart Database. Accessed October 8, 2026. https://nescartdb.com/profile/view/272/8-eyes

MobyGames. “8 Eyes.” Accessed October 8, 2026. https://www.mobygames.com/game/10041/8-eyes/

MobyGames. “8 Eyes: Releases.” Accessed October 8, 2026. https://www.mobygames.com/game/10041/8-eyes/releases/

MobyGames. “Thinking Rabbit Inc.” Accessed October 8, 2026. https://www.mobygames.com/company/2765/thinking-rabbit-inc/

MobyGames. “Taxan USA Corp.” Accessed October 8, 2026. https://www.mobygames.com/company/3164/taxan-usa-corp/

Game Developer Research Institute. “Thinking Rabbit.” Accessed October 8, 2026. https://gdri.smspower.org/wiki/index.php/Thinking_Rabbit

GameFAQs. “8 Eyes Release Information for NES.” Accessed October 8, 2026. https://gamefaqs.gamespot.com/nes/587061-8-eyes/data

VideoGameGeek. “8 Eyes.” Accessed October 8, 2026. https://videogamegeek.com/videogame/77218/8-eyes

Piko Interactive. 8 Eyes. Steam, August 14, 2019. Accessed October 8, 2026. https://store.steampowered.com/app/1136080/

Piko Interactive. 8 Eyes. GOG.com. Accessed October 8, 2026. https://www.gog.com/en/game/8_eyes

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