This game is mobile device friendly and Iphone compatible. Enjoy!
Instructions and Keyboard Controls towards bottom of page.
Click “Game Reset” or F12 to Start Game
If you grew up in the 80’s you shouldn’t need instructions!! You might find some help at http://en.wikipedia.org/wiki/List_of_Atari_2600_games and look up the game you need assistance playing.
Click “Game Reset” or F12 to Begin/Restart Game
Arrow Keys – Move
Space bar to fire/action button
A VIDEO GAME CARTRIDGE FROM PARKER BROTHERS SPIDER-MAN FOR ATARI(R) & SEARS(R) VIDEO GAME SYSTEMS Rules (C) 1983 Parker Brothers, Beverly, MA 01915. Printed in U.S.A. SPIDER-MAN & GREEN GOBLIN TM & Copyright (C) 1982 Marvel Comics Group Spider Man: "New York City--at the mercy of the GREEN GOBLIN! He's booby-trapped the city's skyscrapers with SUPER BOMBS! I must save the city NOW. But the GOBLIN will try to stop my every move. Criminals and time bombs--even the GREEN GOBLIN himself--stand between me and the SUPER BOMBS! Can I save the city in time?" OBJECT The object of the game is to defuse as many Super Bombs as possible--and to score the most points along the way. SETTING THE CONSOLE CONTROLS 1. To select a game number (see Game Selection Box), press down on the GAME SELECT switch. The game number will appear at the top of the screen. 2. Press down the GAME RESET switch--and you're ready to start the action! THE JOYSTICK CONTROLLERS Make sure you plug the Joystick controllers firmly into the jacks at the back of your video system. use the LEFT controller jack for one-player games. Use the Joystick and the red "fire" button to move SPIDER-MAN up the side of the skyscraper. First, press the fire button. Then push the Joystick up, to the left, or to the right. A line of web fluid will shoot up diagonally to the left or right, depending on the direction you move the controller. (NOTE: You can also shoot a web down to move SPIDER-MAN down the building, but only after you've moved SPIDER-MAN up the building from his starting position.) Release the fire button at the desired web length. The web line goes from short (by quickly releasing the button and controller at the same time) to long (by pressing the button and holding the controller in one direction until the web line stops). Once you shoot a web, you can lengthen or shorten it by pushing the Joystick controller up or down. You can also cancel the web before moving SPIDER-MAN by quickly pressing and releasing the fire button. Once you've made your web line, use the controller to move SPIDER-MAN up the skyscraper. If the web line is directly above SPIDER-MAN, move the Joystick controller UP. SPIDER-MAN will make a vertical "climb" UP to the end of the web line. If the web line is diagonal to SPIDER-MAN, he'll swing back and forth at the end of the line until you move the Joystick controller UP. SPIDER-MAN will then swing UP to the end of the line. During a climb, you can stop SPIDER-MAN before he reaches the end of the web by quickly pressing and releasing the fire button. The end of the web line must land on the building(not a window) or the tower. If it lands on a window or on any portion of the sky, SPIDER-MAN will fall. To catch him, shoot another web fast! Green Goblin: "Let's see what your super-hero powers can do against me, SPIDER-MAN. I'm far more dangerous than you think, web-slinger!" PLAYING This illustration shows the entire skyscraper--and its high voltage tower--that SPIDER-MAN must climb to get to the Super Bomb. This view is given for information only. You will never see everything pictured here at the same time on your screen. Instead, as SPIDER-MAN advances up the building--or falls DOWN to the street--you'll see sections of what is shown here. You'll start the game with 3 "SPIDER-MEN." The first one is shown on the side of the building, ready to begin the climb to the top. The remaining "SPIDER-MEN" are shown at the lower left-hadn corner of the screen. WEB FLUID Each SPIDER-MAN has only a limited amount of web fluid which decreases with time. The web fluid is monitored by the red line located in the lower right-hand corner of the screen. To gain web fluid, SPIDER-MAN must capture criminals and bombs. If SPIDER-MAN's web fluid runs out, he'll fall. The game then continues with a new SPIDER-MAN. SCALING THE BUILDING When the tune starts to play, SPIDER-MAN starts his mission on the side of the first skyscraper. But watch out for the criminals! Their job is to stop SPIDER-MAN from reaching the high voltage tower. The criminals will randomly pop up in windows. If SPIDER-MAN's web line crosses a criminal, the criminal will cut the web, causing SPIDER-MAN to fall. Shoot another web fast, or you'll lose this SPIDER-MAN! However, SPIDER-MAN can capture the criminals by crossing his body over them. For every criminal captured, you earn 30 points--and SPIDER-MAN gets more web fluid! MOVING ONTO THE HIGH VOLTAGE TOWER Once SPIDER-MAN moves to the top of the building, he's faced with some tricky maneuvering to scale the high voltage tower. Remember, if SPIDER-MAN's web lands on any part of the sky, he'll fall! He's also faced with another danger on the high voltage tower: time bombs planted by the GREEN GOBLIN! The time bombs count down toward explosion, changing from black to red. SPIDER-MAN can defuse a bomb by crossing his body over it. For every black bomb he defuses, you earn 50 points; for every red bomb, 80 points. And SPIDER-MAN gets more web fluid, too. BUT if SPIDER-MAN's web crosses a bomb, or if a bomb explodes near SPIDER-MAN, he'll fall. Shoot another web fast, or you'll lose this SPIDER-MAN! STARTING THE TIMER ON THE SUPER BOMB The GREEN GOBLIN doesn't want SPIDER-MAN to capture his criminals or defuse his tiem bombs. So he's decided he'll make SPIDER-MAN's mission even harder! He's set limits on how many criminals and time bombs (red or black) he'll let SPIDER-MAN capture...but he won't tell what those limits are. If SPIDER-MAN captures too many criminals and time bombs, the GREEN GOBLIN will start the timer on the Super Bomb. As you move SPIDER-MAN up the building, listen closely. When you hear a low-pitched sound, that means the timer has started on the Super Bomb. Get set to move SPIDER-MAN tyo the Super Bomb--and fast! APPROACHING THE SUPER BOMB At the top of the high voltage tower is the Super Bomb--and the GREEN GOBLIN! To get to the Super Bomb, first you'll have to move SPIDER-MAN past the GREEN GOBLIN. If the GOBLIN touches SPIDER-MAN or any part of his web, SPIDER-MAN will fall. Shoot another web fast, or you'll lose this SPIDER-MAN! Get SPIDER-MAN past the GREEN GOBLIN, and get set to difuse the Super Bomb. Pass any part of SPIDER-MAN's body over the Super Bomb before it explodes--and you've defused the Super Bomb! You'll earn bonus points equal to the number of points scored while scaling that building and tower. SPIDER-MAN then moves onto the side of another building to begin the action again at a different level (see Game Difficulty). If SPIDER-MAN doesn't defuse the Super Bomb before it explodes, you'll lose that SPIDER-MAN. However, the action will continue at the base of the same building with a new SPIDER-MAN. GAME DIFFICULTY Each time you defuse the Super Bomb, you'll hear a short tune. Then the game will continue at a more difficult level with your remaining "SPIDER-MEN." The building and high voltage tower will either increase or decrease in size (see illustration in "Approaching the Super Bomb"). The web fluid will run out more quickly. And the GREEN GOBLIN will move faster and will be anywhere--ready to dog you every step of the way on your mission to defuse the SUPER-BOMB! END OF GAME The game ends when no "SPIDER-MEN" are left. To Play Again: In a one- or two-player game, press the GAME RESET switch to play again at the same game number. To play at another game number, use the GAME SELECT switch. GAME VARIATIONS SPIDER-MAN has 6 game variations. Games 1, 3, and 5 are one-player games; 2, 4, and 6 are two-player games. The left player goes first; players then alternate turns. Your turn ends when you lose a SPIDER-MAN; you begin your turn with your remaining "SPIDER-MEN." Each player's score is displayed throughout his or her turn. The game ends once both players have lost all their "SPIDER-MEN." At the end of the game, the 1st player's score shows at the top of the screen; the 2nd player's score shows at the bottom. SCORING Your score is displayed throughout your turn. Points accumulate as follows: Capturing a criminal..................30 points & web fluid Defusing a black time bomb............50 points & web fluid Defusing a red time bomb..............80 points & web fluid Defusing a Super Bomb.................double the points scored on the last building and high voltage tower. Every time you score 10,000 points, you'll get another SPIDER-MAN! GAME SELECTION BOX Game Numbers Game Levels ------------------------------------------- 1 2 Easiest 3 4 More Difficult 5 6 More Difficult If you should have any difficulty operating or playing SPIDER-MAN, call our Electronic Service Department at these toll-free numbers: In Massachussetts 1-800-892-0297 All other states 1-800-225-0540 (not available in Alaska, Hawaii, or Canada) Lines are open 8:30am to 4:30pm (EST) Mon.-Fri. (excluding holidays) If you are unable to reach us via the Answer Service Line, write to the Consumer Response Department in the location nearest you: In the USA: Parker Brothers, P.O. Box 1012, Beverly, MA 01915 In Australia and New Zealand: Parker Games, 104 Bourke Road, Alexandria, N.S.W. 2015. In the United Kingdom: Parker Games, Owen Street, Coalville, Leicester LE62DE England. This document typed and converted to html by email@example.com.
Emulation on mobile devices will drain your battery quite fast. I recommend playing while device is plugged into charger.