Spider-Man
Adventure Game: Text/Illustrated · ZX-Spectrum 48K · 1 players · English
Adventure International · 1984 · Pound sterling 9.95
Also known as Questprobe Featuring Spider-Man (English)
Discussion
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Releases
- 1984Adventure International Sold as Questprobe Featuring Spider-ManPound sterling 9.95
- 1986Americana Software Ltd
Play
- spiderman.rzxRZX playback file
- Spider-Man.tzx.zipTape image English27 KB
- Spider-Man(different).tzx.zipTape image English27 KB
- Spider-Man.tap.zipTape image English29 KB
- Spider-Man(AmericanaSoftwareLtd).tzx.zipTape image English27 KB
Documents
- Spider-Man.txtInstructions English12 KB
- Spider-Man(EN).pdfInstructions English9,218 KB
Other files
- Spider-Man (1984)(Adventure International).pokPOK pokes file 1 KB
Files and rights
Distribution permission is on record, granted to another archive rather than to this one. Screens and pictures are copied here; everything else links to the archive that holds it.
- AllowedAdventure International → WorldOfSpectrum
Credits
- Brian Howarthcredited
- Teoman Irmakcredited
- Scott Adamscredited
- Al Milgromcredited
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Awards
- Crash SmashCrash14 · 1985
Scores
In the magazines
- Your Computer #41985 · Overall3/5
- Sinclair Programs #281985 · Rating70%
- Crash #141985 · Overall Value8/10
- Personal Computer Games #151985 · Overall7/10
Elsewhere on the web
- WorldOfSpectrum 26 votes7.92
In the magazines 75
ZX Computing #20Aug 1985 · p.38
Brian Robb
£9.95 Not being a fan of either Spiderman, or Scott Adams adventure, the combination of the two was not particularly appealing to me. This game is packaged similarly to it's predecessor "The Hulk", and comes complete with some rather lackluster instructions. These instructions consist of an explanation of the adventure game concept, followed by some examples. Both the explanation and examples are rather juvenile. This reveals an unresolved conflict in the game - young Spidey fans may want it, but it's difficulty rating is certainly not for someone new to adventure games, as the instructions would suggest. The game seems to be aimed at both the younger market, and the experienced adventurer, and I feel it fails in both aims. This adventure can be summed up in a single phrase - "Nice pictures shame about the game." The graphic representations of locations and of Spiderman's enemies are nothing short of stunning, but the game is not of good enough quality to support the graphics, and certainly doesn't do them justice. Stunning graphics, unfortunately, do not make for a stunning game, and "Spiderman" proves this. The meagre plot consists of collecting diamonds, fighting enemies, and replenishing your spider-web fluid. This, frankly, is all quite boring, so I spent most of my time in the lift shaft. This is a totally uninspiring game, but with excellent graphics. Not recommended, unless you prefer great pictures over a great game. For my money, the latter comes first every time.
Your Computer #4Apr 1985 · p.493/53/5
Overall 3/5
Paul Bond 3/5
ZX Spectrum Adventure International Graphic Adventure £9.95 Keep cool, pilgrim. Mary Jane, my ex, knows I'm really Peter Parker, my boss at the Daily Bugle doesn't dig the freelance photos I've been submitting, my aunt won't speak to me since I dropped out of graduate school, and my current girlfriend - the Black Cat - can't stand Peter Parker. Only likes me as Spider-man. No-one knows better than Spiderman what a tangled web we weave when first we practise to deceive. And so we enter the wacky twilight world of Marvel comics where the characters, with their secret identities and double lives, are cathartic reflections of the schizophrenia inherent in modern Western society (What's going on? - Ed). Spiderman is the second adventure in the Questprobe series, a combination of comics and computer adventure games that allow you to become your favourite Marvel superhero. The screen gives you a static display of the area you are standing in - watch out for piles of sand - they turn into Sandman.
Sinclair Programs #29Mar 1985 · p.43
Cathy Foot
QUESTLINE CATHY FOOT LOOKS AT SPIDERMAN, THE LATEST IN THE QUESTPROBE SERIES, AND THE SANDMAN COMETH, FROM STARDREAMS. Psst - hey, you out there - wanna trade places with Spiderman? You can now, you know! There is never a dull moment in this job - only yesterday I was Spiderman, opening lift gates with my super spider powers, since I had become tired of waiting for a lift that would not come, climbing up the lift shaft, and generally being Spiderman to the best of my poor ability. There I was, trying my wings as Spiderman for the first time. I knew already that I was expected to move in three dimensions in this game, rather than its being all on the same level - it was for this reason that I was told not to map the games being reviewed this month , after all - but the durn lift would not come and I was unable to find the stairs, so I exerted my spider powers and snapped those gates open - still no lift! Ah, well, now was as good a time as any to find out whether I was Spiderman or Peter Parker at that moment. I stepped out bravely into the void and found myself clinging to the side of the lift shaft. I tried going down, but "something stops me". The Health and Safety boys slipped up badly over the fire regulations on this building, since the only means of access between floors seems to be a non-operating lift: I found no sign of a staircase taking off from any of the lobbies nor even any way out of the building for anyone not in the possession of super powers. But the building is even weirder than that - what I have said so far merely makes it a fire trap. Take a GOOD look at the design of this building, I'm VERY glad I was specifically told NOT to produce any maps for this month's issue! Have you spotted what is wrong with the building yet? Take it very slowly - open the lift doors and go up a floor; you come out onto a very small amount of floor space, so small that it consists of only the waiting room. There is an exit from the waiting room, but you NEED to be a Superhero to take it, since, when you go west from here it is punningly correct for a normal person, because you find yourself clinging to the OUTSIDE wall at the TOP of a skyscraper (you can get onto the roof of the building too, by the way!). Now go back in, re-enter the lift shaft and go up a floor, where you will find five rooms cunningly balanced on top of the ONE room below them, and one floor ABOVE the top floor. The Planning Department must have been drunk to a man when they passed this one! Euclid's enemies strike again! While wandering round this aMAZEing building you will discover many enemies going about their nefarious businesses - or should I say "staying" about their businesses, since they never seem to leave their rooms. Funny, that. For a moment, at least, I thought I was in the Daily Bugle offices, but even Jonah would not employ these guys . The only thing that I have found for sure that works in the room with the gem fragment and the Natter Energy Egg, is to back out again fast, otherwise you need to take an interesting side trip into Limbo - somewhere below Heaven and above Earth , I gather - before getting back to the nitty-gritty of solving the game and saving the world . Another problem I hit was in playing around with the chemicals - you always seem to have too many to be able to mix them together but, since the Spectrum recognises the word "mix," it must be possible to mix them somehow. Try a stricter segregation between the ingredients you want to mix and the rest - such as putting a closed door between them. One of the more pleasant aspects of this game is the ease with which one can shrug off one's disappointments. Somehow, finding that the solution of the first problem leads directly to the emergence of a fresh one can be accepted with equanimity - like the problem of walking about on walls. Something stops me. Since it cannot be sheer terror that stops Spiderman, it is more than likely to be problems with web. Yes, web dispensers are empty. O.K. that must be what some of the chemicals are for, to make some more. Even if this is not what is stopping me from moving over the sides of the building, Spiderman cannot fight with empty web dispensers. It would be like asking James Bond to fight with an empty gun. If you remember that Spiderman is never a vandal, you may save yourself time and effort, although there is at least one place where he is allowed to break something - he is allowed to remove some wire mesh in order to enter the ventilation system. At no time in Spiderman did I actually get down and chew the carpet in rage and frustration, although other games have left their mark and, until SOMEONE invents a logical, acceptable vocabulary AND MAKES IT STICK, there will always be programs best worked at from inside a padded cell and with expert medical advice on hand. Spiderman is produced by Adventure International, [redacted] and costs £9.95.
Crash #14Mar 1985 · p.98Crash Smash8/108/108/109/108/108/10
Atmosphere 8/10
Vocabulary 8/10
Logic 8/10
Debugging 9/10
Overall Value 8/10
Derek Brewster 8/10
DEREK BREWSTER'S ADVENTURE TRAIL THERE IS A FAULT, PLEASE ADJUST YOUR SETS I read George Orwell's book way before 1984 but found it strange the way everyone last year went to great lengths to point out how modern society bore little relationship to the one portrayed in the novel. I was one of the few people to take the opposing view. If I remember rightly, and it is a long time since I read Orwell (at Primary school - it was slotted in between the Red and Orange Books and Peter and Jane go Ferreting) the book tells of how telescreens impose a highly ritualised life-style on the island's inhabitants. Statistics were used to show how things were getting better when it was plain things couldn't get much worse. What of our society? During the last cold winter the electricity board met with very high demands on electricity, supplying in excess of 45,000 megawatts. Although this demand, brought on by the severe temperatures, was exceptional it was exceeded by the confluence of the end of a final episode of a BBC television series and a commercial break in a film on ITV. What this tells us about society is startling and leads me to think the power wielded by television is out of all proportion to its authority. To give Orwell's novel renewed topicality, simply substitute the word telescreen with the word television. Or to paraphrase a learned Canadian, if the medium is the message then I'm afraid the news isn't good. So what has all this got to do with software? Well let's first take newspapers as an example. The light-weights of Fleet Street would have little to do with TV during its infancy yet now find it profitable to devote up to two-thirds of their space to the gogglebox and its plethora of soap operas and petit politics. The crucial point with software is not that tie-ins with programmes is a bad thing in itself, it's just that, if TV is not quite Big Brother, it is large enough to intimidate anyone with the idea of buying rights to a TV programme into parting with a considerable amount of money. The point is, big business, delightfully absent in the early days of software, scares me an awful lot because big business needs a big turnover to realise big profits to get even bigger. It can get to the ridiculous stage where you either buy what they tell you to or you buy nothing at all. (If you don't think things could ever get that bad try buying a decent pair of shoes in the High Street). Remember, you can't beat the imagination of one lone programmer or a small team huddled in deep thought around a project and also, TV seldom comes up with new ideas itself but in almost every case relies on a steady stream from books, stories, newspapers or the good old radio. It would be nice to think that we could choose what we particularly like from books, comics etc, rather than wait for some comfy TV people to decide this for us. And I would hope the same could be true for software. SPIDER-MAN Producer: Adventure International Retail Price: £9.95 Language: Machine code Author: Scott Adams, conversion by Brian Howarth Spider-man follows The Hulk as the second instalment in the Questprobe link-up between Marvel Comics and Scott Adams marketed in the UK by Adventure International. In keeping with the theme, the background to the adventure and the loading instructions are contained within a comic which features a long comic strip episode entitled 'Mysterio times two!'. In it we learn how Peter Parker, a freelance photographer at the Daily Bugle in New York, dons a spider suit and uses his powers of spider-sense (which warns him of impending danger) and icky-sticky spider webbing to become Spider-man, a character often swinging spectacularly about skyscrapers in his never-ending fight against crime. His assailant in this episode is the former Hollywood special effects designer Quentin Beck, otherwise known as Mysterio. He wields his power of hypnosis and illusion from behind a fishbowl helmet supplied with oxygen to isolate him from the thick gas emitted from his canisters which obscure Spider-man's vision and spider senses. We can learn more of Spider-man's friends and foes in a glossary of Marvel characters in the back of the comic. Details go as far as personal attributes such as Mysterio's five feet and eleven inches height, 175lbs weight, blue eyes and black hair. Two unusual objects, and one imposing character dominate the storyline. The objects are a matter energy egg and the other a bio-gem. The bio-gem is one of many such fragments each protected by an egg. Should the gem try to break free, or anyone be foolish enough to move it before neutralising its energy, the egg explodes. The dominant character is the Chief Examiner, familiar to those who have played The Hulk. At first Spider-man confuses the Examiner with Mysterio and hence the title 'Mysterio times two', but later realises, when he passes through the dark void of the Examiner's portal, that he represents a great power which oversees all the Marvel superheroes. It is here that Spider-man has his mind stripped of everything he knows, every experience, every thought, every sensation he has ever had is laid bare to the probing portal. To find out what goes on in the portal we are directed to the adventure program. Following the comic strip, and after a brief introduction to what adventures entail the comic goes on to give examples of valid sentence structures e.g. TAKE GEM FROM THE AQUARIUM and TALK TO MADAME WEB along with the extremely useful (especially early on) TAKE EVERYTHING and DROP ALL. Continuing in this helpful mode a list of 24 useful words are provided. If you are over the tender years of fourteen or so, and you are wondering why you should engross yourself in the antics of a cartoon superhero then perhaps it's worth noting that these comic strips can be, in a self-deprecating fashion, genuinely amusing, much as the classic Batman TV Series. Spider-man, for example, must swing about the skyscrapers on a sultry summer's evening to keep cool wondering what sort of society has glamorous hero-types unable to afford an air conditioner. His finances are low because his editor at the newspaper wants something a little more than just shots of Spider-man in action (how exactly Spider-man can take pictures of himself is not explained). The crux of the adventure is how you go about dealing with Spider-man's friends and foes from Madame Web, a friend with useful psychic powers, to the likes of Sand-man, who can convert all or part of his body to sand, and the Ringmaster, another foe, who runs a circus of crime, hypnotising and robbing his audiences. Although the solution to the encounters with these characters can be gleaned from the information in the glossary, there are still one or two places which left me puzzled. Moving a crib is apparently beyond the powers of a superhero like Spider-man; there are one or two locations which lead to an abrupt 'something stops me' but I never quite worked out what, and, despite keen super senses, in the dark our hero falls and breaks his neck. There is one major programming niggle which you will most certainly come across. On picking up an object, or setting one down, the scene is taken from the screen momentarily and then redrawn so quickly it results in an awkward flash. Picking up several items quickly can leave you dazed by all the flashing. This is simply poor programming. Spider-man is another good game from Scott Adams where the Marvel characters really give the game that edge. The graphics are superlative and capture the scenes right down to the smallest detail. The mix of comic book hero, fascinating plot and super graphics will ensure the game's success. COMMENTS Difficulty: quite difficult Graphics: in all locations, some repeated, generally excellent Presentation: average Input facility: accepts reasonably complex sentences Response: fast
Personal Computer Games #15Feb 1985 · p.817/108/107/107/107/10
Atmosphere 7/10
Complexity 8/10
Interaction 7/10
Overall 7/10
Steve Cooke 7/10
MACHINE: Spectrum, Commodore 64, BBC, Amstrad, Electron PRICE: £9.95 Meanwhile, back in the £8-10 range, Adventure international have just released Spiderman, Scott Adams latest Marvel Comics spin-off. The Hulk has already been a great success - how does Spiderman shape up? Well, there's no doubt about it, the wispy-bearded man from Florida has done it again. To my mind, Spiderman is even better than The Hulk. The graphics are excellent, of course, but this time the game is set in more Earth-like surroundings, though the characters you come across look as if they've come straight out of a comic, which of course they have. The game's available on five machines, but only Spectrum and '64 owners get the graphics. Ah well.... As you explore the sky-scraper in which you appear to be temporarily imprisoned, you'll encounter such oddities as Sandman (that's right, you're standing on him - Ouch!) and Hydroman, who's really rather wet. You'll have fun messing about with deadly chemicals, consulting Madam Web, or fighting it out with the Lizard. The game is different from Scott's earlier adventures in that it is no longer limited to simple verb/noun input, but will accept complex sentences. This means you can 'Talk to Madam Web', for example, and string commands together using commas or the word 'then'. Once again you must collect bio-gems and outwit your adversaries, and yes, there's another Natter Energy Egg to be dealt with (don't try eating THIS one!). The game is initially somewhat easier than The Hulk, but rapidly becomes very challenging. The White Wizard is currently deeply involved and urges other adventurers to join him.
Spidermanic action.
Sinclair Programs #28Feb 1985 · p.1570%70%
Rating 70%
June Mortimer 70%
PRICE: £9.95 GAME TYPE: Adventure Super powers may be useful in many circumstances, but they certainly make adventure games no easier to solve. Ouestprobe stars the player in the role of Spiderman, continuing the adventure depicted in the Marvel comic supplied with the game. With super strength, the ability to climb walls and Spiderman's many other powers, things should be relatively easy but, in point of fact, it is difficult to remember what your new-found powers are, let alone where and when to use them. Spider strength soon comes in useful as you attempt to leave your start location by way of the lift. The ability to climb walls is less immediately useful, things seem to look just the same from the wall as from the floor. The graphics of the adventure are superb, the Marvel comic characters such as the Sandman, Hydroman and the Ringmaster appear in full colour immediately you enter a location. Despite the quality of the graphics, they do not appear to be overly useful. Objects you can see quite clearly are not recognised by the program, while objects which are described as soon as you examine a location are not visible in the pictures. The adventure itself is excellent, with enough puzzles appearing immediately to keep any adventurer involved and intrigued. One slight problem lies with the instructions. Your object in the game is described, but why is no mention made of the gems which can be collected, what they are, and what is to be done with them? Questprobe is produced for the 48K Spectrum by Adventure International.
Personal Computer News #95Jan 1985 · p.28
Bob Chappell
SPINNING A WEB The amazing Spider-Man, like his comic strip colleague The Hulk, has entered the realm of advantage games. Bob Chappell marvels at Spidey's progress. Tired of trudging through damp caves and endless forests? Do you find it difficult to stifle a jaw-cracking yawn as you bash your umpteenth Orc? Are you just that teensiest bit jaded with the same old stock characters and situations being trotted out in adventures? Well, just hurry on down to your nearest software store and take a long hard look up at the shelves: see the garish masked figure on the package? Is it a bird? Is it a plane? Is it some twit who's got lost on his way to a fancy dress ball? That last guess was nearly right, for that lithe slab of muscle in the gorblimey garb is none other than Marvel Comics Superhero, Spider-Man, taking the starring role in Adventure International's follow up to the successful Hulk adventure, being the second by Scott Adams in the Questprobe series. As with Hulk, SpiderMan combines text with attractive and instantaneous hi-res graphics of every location. Spidey delivers a swift slice of knuckle pie to any idea you might have about meeting the standard set to wizards, goblins, and other over-familiar foes. The wackiness of the adversaries in this adventure make your average troll seem as normal as Julie Andrews. SANDBAGGED Take Sandman for instance - a neat variation on those old Charles Atlas ads if ever I saw one. Sandman has the mildly disconcerting property of being able to transform himself from a small portion of beach into a sandstone strongman. And there's more where those weirdos came from. Hydro-Man is a big drip - literally: he's made of water. Electro is not the best of people to greet with a handshake, as his body contains 100,000 volts of grade A electricity. Ringmaster looks and acts like he's just escaped from the big top and now craves a bit of privacy - he throws you out of his computer lab every time you enter. The Lizard is Doc Conners in one of his reptilian moods. You are not completely without friends. Madame Web, though blind, is able to scan other people's thoughts and can sometimes predict the future. The Chief Examiner (remember him from Hulk? All the evidence points to the conclusion that the CE is none other than Scott Adams himself) may offer advice and a way of escape. The basic plot is pretty much the same as in Hulk: find and store all the gems. Since you can bet your suction-padded boots that some of the jewels are being protected by the oddballs above, the job is not going to be easy. DOUBLETAKE I began in a hall, way up in a high-rise building. Thinking to explore some of the other floors, I made my way to the very obvious lift and pressed the even more obvious call button. You're right, that was too obvious. Think again, Spidey. At one point in my perambulations, I began to think that either my computer had gone on the blink or I was suffering from double vision. Turned out that I had encountered another fiendish foe, Mysterio. His speciality is hypnotism and special effects. Good job I didn't ring the TV repair man or Optician. It helps if you have read the comic that comes with the game, especially the potted biographies of the characters. The puzzles range on a scale from candy-from-a-baby to hurl-micro-through-window. The packaging describes the difficulty level as moderate - a fair assessment. I foolishly believed I was doing brilliantly by finding eight of the gems (you shouldn't have too much hardship in finding where to store them), but my score showed that I still had a long way to go. There is a much improved command analyser, allowing you to move away from the normal verb/noun input. Now you can enter compound orders and use a more English-like structure. I still found myself using two-word input (old habits die hard), but I particularly liked being able to 'TAKE ALL' objects in a room, instead of picking them up (or dropping them) one by one. Response to your input is, as ever, immediate. Spider-Man is good, zany fun and provides as wild a collection of characters as you could wish to meet, together with the usual teasing puzzles of Scott Adams, and walking on the ceiling certainly makes a change from battling with dragons. CLOAK DOOM I do declare, an adventure for the Atari and a welcome rarity it is too. Cloak of Death (by Mind Games) is a text and graphics romp through a haunted house where you've wagered to spend the night. I haven't made much progress yet, but what I've seen I've liked. The game has a comprehensive vocabulary (67 verbs and 94 nouns), decent graphics for each location (you can turn them off), and a reasonable assortment of puzzles. It also displays a dry sense of humour (when I typed 'SCORE', I was told to give myself ten out of ten if I got out alive). An enjoyable adventure - versions are also available for the Spectrum and Commodore 64. DUNGEONADE Returning to Questprobe, some Hulk fans cannot find anything in the dome by the small holes. Just DAMT EG. If ants are your problem, why not SEYE ESOL C. (Dungeon Master at your service.)
Tips47
- Sinclair User #117Nov 1991 · p.38
- Sinclair User #105Nov 1990 · p.39
- Your Sinclair #34Oct 1988 · p.106
- Crash #54Jul 1988 · p.53
- Your Sinclair #25Jan 1988 · p.78
- Crash #48Jan 1988 · p.59
- C&VG (Computer & Video Games) #73Nov 1987 · p.114
- Crash #44Sep 1987 · p.71
- Crash #42Jul 1987 · p.64
- Crash #41Jun 1987 · p.68
- Crash #40May 1987 · p.58
- C&VG (Computer & Video Games) #66Apr 1987 · p.64
- Popular Computing Weekly #8Feb 1987 · p.23
- C&VG (Computer & Video Games) #63Jan 1987 · p.71
- Sinclair User #57Dec 1986 · p.100
- ZX Computing #29Sep 1986 · p.42
- ZX Computing #28Aug 1986 · p.40
- ZX Computing #27Jul 1986 · p.38
- Crash #30Jul 1986 · p.80
- Your Computer #7Jul 1986 · p.77
- Crash #29Jun 1986 · p.94
- ZX Computing #25May 1986 · p.92
- MicroHobby #76Apr 1986 · p.30
- C&VG (Computer & Video Games) #54Apr 1986 · p.70
- C&VG (Computer & Video Games) #53Mar 1986 · p.71
News/Note5
- ZX Computing #18Apr 1985 · p.21
- Personal Computer Games #13Dec 1984 · p.110
- Your Computer #11Nov 1984 · p.55
- Personal Computer Games #9Aug 1984 · p.86
- Popular Computing Weekly #51Dec 1983 · p.1
Map3
- Crash #57Oct 1988 · p.45
- MicroHobby #158Dec 1987 · p.14
- Sinclair User #63Jun 1987 · p.82
Review3
- MicroHobby #19Mar 1985 · p.14
- Home Computing Weekly #103Mar 1985 · p.30
- Home Computing Weekly #96Jan 1985 · p.42
Feature3
- Home Computing Weekly #105Mar 1985 · p.19
- Big K #8Nov 1984 · p.78
- Micro Adventurer #13Nov 1984 · p.10
Two-page ad3
- Crash #11Dec 1984 · p.76
- C&VG (Computer & Video Games) #37Nov 1984 · p.204
- Crash #10Nov 1984 · p.100
Solution2
- MicroHobby #158Dec 1987 · p.12
- Sinclair User #63Jun 1987 · p.82
CompoEntry1
- C&VG (Computer & Video Games) #38Dec 1984 · p.55
Preview1
- C&VG (Computer & Video Games) #38Dec 1984 · p.54
Licensed from
Related
- Ports
- (Atari 8-bit), (BBC Micro), Questprobe 2: Spiderman (Commodore 64), (Commodore Plus/4), (Atari ST), Questprobe 2: Spider-Man (Commodore 64), (Commodore Plus/4), (Acorn)
- Tags
- Superhero, Questprobe
- Elsewhere
- Speccy Screenshot MapsWikipediaCASAMobyGamesRZX ArchiveThe TipshopUVLModern ZX-Retro GamingSpectrum Computing RZX - YouTubeRZX Archive - YouTubeModern ZX-Retro Gaming
- Same entry at
- Spectrum ComputingZXInfo
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