eb-head is back in town, and this time he has brought his wife! Or at least he would have, if she had not been snatched by arch-bad guy Mysterio. Now our ‘friendly neighbourhood wall crawler’ has to save her from a fate worse than death. Well, just plain, simple, death actually.
In traditional supervillain manner, Mysterio has told Spidey the exact address, telephone number and zip code of the film studio hideout where he is hiding Mary Jane. All that Spidey has to do is break in, avoid a mass of traps and then beat seven buckets out of Mysterio. Spiderman must methodically work through each and every room in the film studio complex searching for his good lady.
Naturally the place is crammed full with of old film sets, and each section of the game takes a famous movie theme for both its décor and traps. Most of the dangers are deactivated or diverted by switches which Spidey can hit with his hands, feet or webs. The trick is finding the right order, quickly enough.
Spiderman can walk on walls or ceiling and fire webs, which are useful for reaching high ledges or swinging over dangerous holes in the scenery. Even these abilities are not enough – are they ever? – to guarantee success and it is up to you to supply the split-second timing and perfect jumping to see him through this test of superheroism.
Webby has to overcome zero gravity space sets, vulture-culture Wild West scenes and Indy Jones filled with burning floors, rolling balls, electrified fences and robo zombies. With only one life the Wall Crawler must make reaching the six energy refreshing clapperboard rooms his prime objective – they also act as game save points – if he is to be the first heroine to meet the sticky end promised by the villain?
Amiga Format, Issue 17, December 1990, p.p.74-75
GRAPHICS AND SOUND
Arachnophobics fear not! This spider is deliberately made small allowing him to strike 256 different animated positions and whole rooms to be viewed at once on the screen so you can see what pressing that particular switch actually achieves. The spider sprite, although a good mover, behaves oddly, sticking to everything, which makes negotiating smaller gaps interesting, as Spiderman seems to insist on standing sideways rather than obeying the rules of walking we all know and love.
|Peter Parker, high school wimp, was bitten which granted him the proportionate strength and speed of an arachnid, as well as a powerful spider sense which can alert him to all forms of danger. Devising a powerful synthetic web fluid and donning a lurid red and blue costume, Parker became the amazing Spiderman fighting crime on the streets of New York. Created by Stan Lee and Steve Ditko and first appearing in Amazing Fantasy 15, 1962, the Marvel Comic’s character now stars in four titles and his popularity shows no sign of declining.|
fter twenty years of crime busting Spiderman is more popular than ever, with the latest in the long line of Spiderman comicbooks topping the million sales mark. It is a remarkable achievement, especially for Tod McFarlane, the writer and illustrator, who was rumoured to have collected a cool quarter of a million dollars for the first issue in royalty payments.
This is Spidey’s second computer outing. He was previously spinning his stuff on 8-bit machines, in an adventure game from Adventure International. Strangely, this time it is a puzzle game. It might nog seem such a good idea on paper considering the average gung-ho trigger happy computer gamesplayer, but on screen everything comes together, with absorbing puzzles, and a more than adequate challenge for your joystick skills.
Mysterio, one of Spidey’s oldest adversaries, has kidnapped the web slinger’s missus, Mary Jane Watson Parker, and hidden her in an abandoned movie lot. Obviously this gives a lot of scope for traps and characters. In fact the first bad guy on screen looks rather like R2D2, setting the mood for some really bizarre events later on.
In an industry which is increasingly leaning towards big graphics and countless frames of animation (usually at the expense of playability), it is ncie to see something which goes against the grain. The main Spiderman sprite is extremely small, neat and fun to control. Spidey can crawl on most surfaces, shoot webbing at the bad guys and, of course, swing around from line to line.
At the start the puzzles involve flicking switches and levers to free yet more switches and levers which will ultimately reveal a final exit, letting you into another themed section. Further on in the game the puzzles become more elaborate, set over several screens with plenty of bad guys. For instance, there is a complex laser matrix that you have got to negotiate or else you will end up getting fried, and escape can only be accomplished by flicking a lever on the previous screen.
There is a novel restart system. When a level is finished Spidey arrives ina room with a huge clapper board. Jumping on its arm triggers a restart switch letting your continue from that point if anything untoward should happen. A Spiderman graphic at the side of the screen shows how much energy he has left, slowly transforming into a skeleton as he weakens. Should a full frame appear then it is scratch one arachnosapien.
Releasing a potential action licence as a puzzle game is a daring move. The game is well executed and a lot of fun, so much so that I could not really envisage a Spiderman shoot em up now that I have played this. Controlling Spiderman is sometimes awkward, especially when you first start playing, but it is only a matter of learning how things work.
CU Amiga, December 1990, p.p.79-80
Empire, C64 £9.99 cassette, £14.99 disk; Amiga £24.99
he evil Mysterio is holding Spidey's wife, Mary-Jane, hostage in the Rockwell Film Studios.
Your friendly neighbourhood webswinger immediately goes to the rescue. But the route to Mysterio's lair is filled with traps and plenty of energy-draining nasties.
Spidey can temporarily freeze these by firing webs which he can also swing from and climb up.
Most times though, he simply walks up the wall! Apart from various creatures, the main obstacle to Spidey's progress are the barriers and doors which can only be opened by finding the relevant switches.
However, some traps - like electrified floors and spikes - are also activated by switches.
Additional hazards include slippery and magnetic surfaces, as well as holographic illusions.
Zzap! Issue 69 January 1991, p.88