Friendly Neighbourhood Spider-Man!
For all those who love to read the rubbish I post, you might remember this article: "5 Random Atari ST Games". I was mightily impressed with Spiderman because I loved the saboteur element as I sneakily explored each location. That concept transformed what I expected to be a tacky platformer into something quite different. So, you've guessed it: I figured it was time to try this again and hopefully dig a little deeper into it.
The Amazing Spider-Man was released in 1990 by Empire Software and programmed by John Wood of Oxford Digital Enterprises - the same guy responsible for one of the quirkiest adventures, Sleeping Gods Lie. This game was an alternative, open-world game, but it brings a bag of pebbles as it's worth playing!
Getting back on topic, this is an intriguing platformer set in a hostile Hollywood world, with each stage split into movie sets. This makes for a great place to chase the dreaded Mysterio, who has kidnapped our girlfriend, Mary Jane. That means one thing: it's time to mask up and save the day. And get the girl, of course.
Before the game starts, we are treated to a comic strip representation of the realistic storyline...

This is a great intro, and the series of images only goes to prove two things:
1) Gingers are some of the sexiest women. 2) Not so much for redheaded men!!
Erm, let's Marvel?
Unlike most platformers, this one feels different and looks more like an older 8-bit platformer with small sprites. That's something I like, as too many ST games went big and thus felt clunky (ala 9 Lives). Controlling Spidey surprised me because the ST's joystick was never meant to do much beyond its single-fire functionality. So, I was curious how Spidey was going to scale walls and ceilings like I had imagined.
Well, I love the joystick controls because they are incredibly well thought out. He can walk left/right, but when coming into contact with a wall, move the joystick as if you were following the shape of that. Same for the ceilings, but hanging upside down is weird - as pushing upwards will crouch and pulling down allows him to stand. I think I've made the controls sound awkward! Tough to explain, but actually fun to play.
Of course, we wouldn't be Spider-Man if we weren't able to shoot webs out from our wrists. It's dead easy for an integral part of the game - hit the fire button whilst choosing from eight directions using the stick. There is an unlimited supply of goo, which we use to stun enemies, hit switches, and swing like Pitfall Harry!
Subtle Hollywood references are used throughout. This is Godzilla atop a Manhattan skyscraper...

These are two of my favourite screens because of their excellent mechanics.
Note the slippy wall parts leading to the dinosaur! Can you also see the exit up there?
Playing in DC World
This isn't a complex platformer, and each room is a part of the larger puzzle, using puzzle elements to work out your route through to Mysterio, who is hiding in the executive offices of Rockwell Film Studios. This is a labyrinth with many pathways blocked by obstacles, so it won't be easy. To get by every so-called puzzle, we must source the switch and hit it with our webs (or walk over it). However, some areas are quite tough and may require a series of switches to hit in order, but that's about as complex as it gets. Very enjoyable!!
Mysterio isn't daft, and the environment is riddled with traps that force Spidey to use his abilities: laser beams, fire, greased walls, and electrified water will require him to crawl along surfaces to pass safely. However, the madman also has many henchmen, such as robots, mummies, and rats, so our arachnid powers are needed to fire webs - stunning for a short period, but it's enough to execute any tactical plans.
A giant self-image appears on the right side to represent energy levels. As they deplete, his flesh will strip away from his bones - Atic Atac style! Getting worried about that? Then look out for Clapperboard rooms.
It's time for a screenshot, and here is the opening room where we can experiment with the controls...
The screen information is a bit pointless - at the top is your score with a bar that indicates progress through the current stage. That heart beats faster the more you are hurt, but tbh, none of this matters much. Just keep your eyes on the massive Spider-Man figure, which depicts our energy levels. Skeleton = Death!!
Graphics
I was surprised to discover Deathbringer artists Colin Swinbourne and Kevin Ayre are responsible for the visuals. That game wasn't great, but it was a visual feast with large sprites, colourful landscapes and parallax scrolling. In fact, it was quite the showcase product, albeit without utilising the Atari STe. Ah well...
Anyhow, this game is the complete opposite, with static screens, a reduced gameplay window, and intricate designs in a style reminiscent of older 8-bit platformers. However, it's the sprite animations that make this game very special, as Peter Parker's movements are nothing less than exceptional for all his actions.
Hey, do you want a zippy-zappy laserbeam screenshot? You got it...
I love how integrated each room is, and these two follow on perfectly.
Find a way to bypass the mummy, but the next screen is very tough. Do you see all the switches?
Audio
Sadly, the audio fares worse than the gorgeous visuals. The title music is fine, but there is little else, with only a few effects used for actions like firing our webs. Impressively, they didn't wimp out and used samples that work well. I love hearing the distant Mysterio laughing. It's pointless, but I enjoy additions like that!
Sadly, it's not all good because whoever made the effects has a sinister streak deep within their soul. Try walking over something dangerous or touching a baddy, and you will hear an eardrum-bursting noise - extremely irritating! Perhaps it was meant to be, but until you've heard it, you won't realise how sadistic it is.
Here's the final run of screenshots from the dreaded sewer screens! Ugh, use that clapperboard...

What were they thinking? This is the most frustrating room in the entire game!!

These rooms offer access to later stages and are also handy for replenishing energy.
The CryptO'pinion?
This game is all about being sneaky, and I love that aspect. Getting around is fascinating, but the real challenge comes from exploration as a saboteur. Lying in hiding, waiting, and waiting for when to stun enemies to avoid contact to make a safe pass. It's invigorating and makes this a game I wholeheartedly recommend.
However, the odd room is terrible in design and frustrated me no end: the sewer region! Thankfully, that is a small selection of rooms from the entire game, but it took me ages to beat, and I didn't enjoy a single second of it. In fact, it's not challenging; it's badly designed with too many environmental hazards, enemies and stupid switches. Thankfully, this is a small region, and the rest of that level is a joy to crawl around.
So, the game ain't perfect, but what is? Well, I feel positive about the perfect controls, interesting rooms, and stunning animations. We're not really Spidey, but a sneaky saboteur who silently and tactically explores each location. I find that thrilling, especially as I can't think of another Atari ST game quite like this.
With that in mind, I cannot help but highly recommend this peculiar platformer!!

This is the fully mapped opening level. It might look small, but this was challenging to finish!!
[ Clicking on it shall download the glorious high-resolution version ]