The Game: The Green Goblin and his henchmen are terrorizing the city once more, and it’s up to Spider-Man to restore order. But the odds are against him: he can only attach his web to the surface of the building, naturally, but the Goblin’s underlings are ready and eager to cut Spidey’s web should it be planted near them. Worse yet, the difficult-to-navigate high voltage tower at the top of the building is riddled with the Goblin’s bombs, and even if Spidey can defuse them, there’s a Super Bomb waiting for him at the top of the building – and he can only put it out of commission after dealing with the Green Goblin personally. (Parker Brothers, 1983)
Memories: What if…Crazy Climber was mad as hell and wasn’t going to take it any more? That’s almost what Spider-Man seems like on the Atari 2600. Though I will step away from the comparison and point out that Spider-Man is a lot more challenging than the 2600’s less than stellar rendition of Crazy Climber. Simply getting a “foothold” (web-hold?) for your next ascent is a huge challenge, and getting to your next temporary destination is always a dicey deal. Unlike that other scaler of buildings, however, Spidey can catch himself in mid-fall – if he’s in the right place and you’re really fast.
Even on the easiest setting, it takes a lot of practice to guide Spidey through the appropriately web-like structure at the top of the building. Adding to the challenge is the threat that anything could inspire the Green Goblin to start the Super Bomb countdown: you might catch too many of his henchmen, or disable too many of his bombs, or maybe you’re just taking too long to reach him – or maybe he just feels like it. He’s a card-carrying bad guy – face it, he doesn’t need a reason!
Quite a challenging little number for the players who are a cut above the rest. Are you good enough for it? Tune in next time, true believers.