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Spider-Man 1, the spidey game before spider-man 2 enter electro is now on ROMSTATION! Just search it up. Its English, but its Dreamcast system, you can change the controls to PC, if you watch my other video of how to change the controls: 'Spider-Man 2 Enter Electro PC/PSX How To Change The Controls'. Also the Dreamcast version is exactly like the Playstation/PSX/PC version. So go ahead download the game that is before Spider-Man 2 Enter Electro. Please Subscribe, Rate & etc. If anyone wants to download the game before 'Spider-Man 2 Enter Electro', then watch my other video: 'How To Download Spider-Man PCPSX Full Version Free', if you didn't donwload the Romstation, then you can't get the game.

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•: October 19, 2001 •: October 26, 2001 Mode(s) Spider-Man 2: Enter Electro is an developed by and published by for the in 2001. It is the sequel to 's title, which was released the previous year. The game follows as he attempts to stop another old nemesis from obtaining a source of power known as the Bio-Nexus Device. Game bosses include,,, and the charged-up Hyper-Electro. The game is known for having its final level drastically changed after the.

Originally, the final battle between Spider-Man and Electro was set to take place during a atop the. A set piece of the level saw Electro destroying a portion of the North Tower. After the September 11 attacks, the level was changed to feature a battle atop a generic building.

Contents • • • • • • • Plot [ ] Shortly after the, a series of robberies led by have taken place throughout New York City. While out on patrol, Spider-Man spots one of the robberies taking place at a building owned by BioTech. Planting a Spider-Tracer on the head thief's motorcycle, Spider-Man follows it to an abandoned warehouse where the thief is passing off a stolen briefcase to a contact. Spider-Man takes out the thugs and interrogates one of them, but is then attacked by the head thief:. After defeating Shocker, Spider-Man follows the thug's tip and heads for the airfield, where the contact is heading towards.

Along the way, Spider-Man is forced to disable a bomb threat, take out a machine-gun nest, and stop a runaway airplane from crashing. As the contact escapes via helicopter, Spider-Man is able to plant another tracer on it and track it to a trainyard owned. Fighting through the mob-employed night staff and, Spider-Man races to catch a fleeing train and meets with the contact, who is revealed as. The masked villain escapes with his briefcase, but he unknowingly leaves Spider-Man a clue: an invitation to the Science and Industry Ball. Elsewhere, Electro explains his plan to the other villains.