In hindsight I probably should have played this for the site nearer to Christmas, when Amazing Spider-Man's 700th and final issue hit shops (and made a lot of people unhappy), but sadly extremely obvious ideas often take a fortnight to work their way into my brain.
To be honest I think he's overthinking this. Spider-Man comes out to catch them every time they commit a crime, they don't have to do anything special to lure him anywhere.
Peter finds a message telling him to tell Spider-Man to go to Coney Island Pier. Damn, they really are sure that these two know each other aren't they?
May be a trap, yeah... you can tell he's one of the smartest Marvel superheroes. Well to be fair, for all he knows it could actually be a diversion to keep him busy while they rob a bank or something. Or they could just be fucking with him.
Hey wasn't it night a minute ago?
Sorry, but I don't think tricking Spider-Man into thinking you work here is going to work out mate. For one thing, everyone in these games is always out to kill him, so you're getting a punch even if you're not in Doc Ock's gang.
Spider-Man game on the GBC, though a bit faster perhaps. He doesn't skid around anymore, there's less delay on his jumps and he can even turn in the air now. Plus there's no birds around to knock me out of the air.
Actually it's my 'point towards the next objective' sense, which is incredibly useful and I wish I had it around in the last game. With this I have a fighting chance to not end up hopelessly lost this time.
Here's another question: how did Doc Ock manage find and hire an army of henchmen willing to dress up as clowns and fist fight a guy strong enough to stop a speeding train? Seems like a lot of effort and planning for a guy who couldn't even be bothered to check if Peter Parker was home before knocking his door down.
Wait... shit, that means I've got to go down there doesn't it? Ew.
A FEW SECONDS LATER.
Mysterio likes to fire these energy blasts across the ground, which are easy to dodge but don't give me much room to run up and hit him afterwards. He disappears before I get a chance. I can try latching onto the ceiling, but then he switches to firing energy balls up at me, which are harder to dodge, and don't give me any time to hit him either.
I don't really get how I can hit him without taking damage here.
Fortunately the game was gracious enough to restart me right at the beginning of the boss battle, so I didn't have to pointlessly repeat all the stuff I'd already done. No return trip to the sewers for me.
Plus the password's very much appreciated.
This level's turning out to be more of the same, though I had to go get a key instead of flipping sewer grate switches.
My tactic this time has been to try to tie him up with webs, punch him, then get the fuck out of the way before he breaks frees. It was working out a lot better for me when I still had web fluid left.
I'd be tempted to give the game a gold star just because of its pause music, but it does have a few other things going for it. The game is incredibly similar to Spider-Man 1 in gameplay, but all the little tweaks and improvements made it a lot more bearable for me. The combat is definitely less of a pain, and more satisfying as the enemies stay down, and there was never any doubt to where I should be going next. It's definitely the superior Spider-Man.
So yeah, I can see myself voluntarily playing this some more, so SM2:TSS (GBC) gets a shiny gold star (for not being crap).
Comments are always welcome, especially if they're halfway relevant to anything I just wrote. Feel free to share your opinions!