Spider-Man made his comic-book debut in August 1962, gracing the pages of Amazing Fantasy issue 15 with his striking costume, arachnid abilities, and a refreshing dose of youthful angst. Almost immediately, it was clear that Spidey was destined for a greater fate than a throwaway appearance in a second-tier title.
This feature originally appeared in issue 101 of the Australian edition of Game Informer magazine.
Stan Lee and Steve Ditko’s creation – more relatable than the stoic, godlike superheroes of the day – was a runaway success with younger readers. Though teenagers couldn’t necessarily relate to having their scientific mentor turn into a giant lizard, the fact that Peter Parker, Spidey’s true identity, still had to get his homework done while dealing with said giant lizard hit home.
By 1963 he’d been given his own comic, The Amazing Spider-Man, which continues to this day. Domination of the pop-culture world followed, with a now-heavily-memed animated series, big-budget (and a few extremely low-budget) movies, and countless action figure and lunchbox appearances.
His video game life, however, was slow to start. Although he’s now starred in nearly 40 titles of his own, not to mention cameo appearances in everything from fighting to skateboarding games, Spidey’s gaming journey didn’t begin until the early 1980s...
Spider-Man (1982)
With video games exploding in popularity during the 1970s, Marvel saw a revenue source it could no longer ignore. For the first time the comic-book giant licensed out one of its characters to a game developer – the now-defunct Parker Brothers taking the honors.
The result was 1982’s Spider-Man for the Atari 2600 and Sears Video Arcade (essentially a rebadged Atari 2600 sold exclusively in Sears stores). Although it was repetitive and simplistic, the game did, to its credit, explore the power fantasy of being Spider-Man – which, as we all know, largely revolves around swinging on webs and climbing buildings. The fact that Spidey’s blue and red costume was somewhat recognizable while rendered with a few dozen pixels also meant that the visuals were considered impressive at the time. Seriously.
Players had to scale a skyscraper using the webhead’s signature abilities while dodging baddies with a penchant for sticking their heads out of windows. Upon reaching the top, Spidey had to get past the Green Goblin and defuse his “Super Bomb.” Web fluid was a resource to be managed, and, in a nifty touch, you could stop yourself from falling to your death by shooting a web onto a wall before you plunged too far. Unfortunately, in the grand tradition of arcade games of the day, after completing a stage an almost identical building needed scaling and an identical Super Bomb needed diffusing. Variety was not this game’s strong point.
Questprobe: Featuring Spider-Man (1984)
Scott Adams holds the distinction of being the first person to make an adventure game for PCs with 1978’s Adventureland. In 1984, he took a similar approach with Questprobe, a planned 12-part adventure series that would feature a different superhero in each episode.
The bankruptcy of Adventure International, Adams’ publishing company, put a halt to those plans after only three entries, the middle of which featured Spidey (Hulk, and Human Torch and The Thing featured in the other two).
Players needed to enter simple text commands (“Look Table”, “Talk Mysterio,” etc.) to navigate Spider-Man through a mysterious apartment building, confronting villains like Sandman and Electro, while collecting gems for Madame Web. Many of the puzzles were illogical, and finding the exact verb-noun combination was often a matter of trial and error.
But the biggest problem was conceptual: nothing says “thrilling superhero experience” like a puzzle-based text adventure!
The Amazing Spider-Man and Captain America in Dr. Doom’s Revenge! (1989)
Paragon Software’s 1989 effort for Commodore 64, Amiga, Atari and DOS PCs is notable not only for its unwieldy title but for setting the template for the next decade of Spider-Man games. No more text adventures or score-attack arcade titles – the indefinite future was combat-focused action games viewed from a sidescrolling perspective.
Dr. Doom, seeking to foil this unusual dynamic duo, constructed a doomsday weapon in his Latverian castle. For added protection, he solicited the help of a rogues gallery of extremely B-list Marvel villains, including Rhino, Batroc, Boomerang, Electro, Grey Gargoyle, Hobgoblin, Eduardo Lobo, and Oddball (Dr. Doom’s funds were, presumably, tight).
Like a fighting game, Spidey or Cap needed to beat down on these goons one at a time, whittling down a single health bar while protecting their own, each bout taking place on a single screen. Unlike a fighting game, these duels required very little skill.
Cap could throw his shield, and Spider-Man could fire web balls and climb on walls, but he lacked the ability to swing on web strands. In fact, the action was so simplistic that only six pages out of the game’s 24-page manual were devoted to play instructions – the rest featured character bios and an introduction from Stan Lee himself.
In a creative touch, each fight was interspersed with comic book-style panels explaining the context for the action, but, like the combat system, the story was simplistic and uninspired. Dr. Doom’s Revenge was, however, considered a visual spectacle for the time.
The Amazing Spider-Man vs. The Kingpin (1990-1993)
The year 1990 saw a trio of Spidey platformers arrive. Both Oxford Digital Extremes and Rare released games called The Amazing Spider-Man (Oxford’s for PCs, Rare’s for the Nintendo Gameboy), but it was Sega’s first crack at the Spider-Man license, handled by developer Technopop, that best captured the web-slinging fantasy.
The Amazing Spider-Man vs. The Kingpin launched first on the Sega Master System, and was ported to the Mega Drive, Game Gear, and Sega CD over the next few years following its runaway success. A sidescrolling platformer, it was the first Spider-Man game to capture the joy of moving through the air in high-speed web parabolas, allowing players to swing from strand to strand across levels that ranged from warehouses, to cityscapes, to spooky forests.
Unlike Dr. Doom’s lackluster recruiting efforts of 1989, Kingpin managed to round up a posse of A-list thugs to take on Spidey, including Doctor Octopus, Sandman, The Lizard, Hobgoblin, Vulture, Mysterio, Electro, and Venom.
The game attempted to dramatize the Peter Parker side of the equation, as well – namely being broke – and required players to take photographs of the villains for The Daily Bugle in order to earn money to pay for replenishing your web fluid.
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from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2018/04/24/a-tangled-web-the-history-of-spider-man-video-games.aspx
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