Watts but fails and Electro grabs the sapphire. Spider-Man throws the sapphire but misses in an attempt to grab it again, once he has Dr. Watts if Spidey gives Electro the sapphire. Watts and says he will give Spider-Man Dr. As Spidey and Electro fight, Electro manages to grab Dr. Upon defeating Sandman, Spider-Man sees a news report about the Bio-Nexus' power source a sapphire on display in a local museum called Zeus's Tear. Spidey arrives at the lab and finds out about the Bio-Nexus' power source, when suddenly, the Sandman appears and the two fight. Curt Connors who explains to Spider-Man that the mastermind of the plot is Electro, and that he plans to steal a Bio-Nexus device and that Spider-Man should make his way to Dr. After a brief battle, the Lizard morphs back into Dr. Spider-Man, out of leads, decides to investigate BioTech for clues, where he encounters the Lizard. Spider-Man fights Hammerhead, but by the time Spidey wins, he finds that Sandman has escaped with Dr. Fighting the Sandman and defeating him, Spidey then flees aboard a train, where he sees Beetle disapear, but not before he leaves a clue for Spidey to find.įollowing the clue to a Science and Industry ball, Spider-Man witnesses Hammerhead kidnapping Dr. Spider-Man frees the Pilot who manages to take control of the plane, stopping it from crashing, Spider-Man begins to chase down the helicopter to a train yard where he finds the Sandman. When he finally reaches the airfield, Spider-Man sees a plane being taken off, but when he finds that the supposed pilot is unconscious, he places a tracer on an accompanying helicopter. Defeating him, the Shocker mentions an airfield and on his way to the airfield, Spider-Man helps contain a bomb scare. The thug tells Spidey where his boss, The Shocker, is, and Spider-Man takes off to battle Shocker. As Spidey follows them to a warehouse, he finds himself in a warehouse where he takes out all the thugs, saving the leader for last who he then interrogates. Intervening, the thieves take off but Spider-Man quickly places a tracer on the leader's motorbike. Having met up with the Beast from the X-Men and recieved a brief lesson, Spider-Man finds that somebody is staging a robbery at a company called BioTech. Hand animations were also updated, so as to not have characters constantly just waving fists during cutscenes. When Spider-Man goes to the training section, he finds himself in the X-Men Danger room being guided by Professor X and Rogue. Also the player doesn't have to stop to fire a web ball, now able to do so in mid air, which is usefull during combat. Unlike that game however, Enter Electro presented itself as city level streets, that were shown in an almost grid like form, as opposed to fee roaming from the last game. In the prior game, if a player swung too low, they would be engulfed by a poison yellow mist and fall to their death. The gameplay and design of Enter Electro follow the same path as the previous game, one of the main differences including playing at ground level. All of the costumes from the previous game are also included in Enter Electro. Many of them give Spider-Man certain different abilities. The game is sectioned off into 24 levels, usually having accompanying cutscenes before and after to set the scene.īy playing the game players can achieve certain goals and claim new costumes. A sequel to the Spider-Man game from 2000, largely following the same action-adventure brawler blueprint.