Spider-Man 2: Enter Electro

A 2001 Action Game based on the Marvel Comics character Spider-Man, Spider-Man 2: Enter Electro is about a hero with a name based on an arachnid fighting a dude who can fly with the power of electricity.

In a cold, dark night, Electro breaks out in a Bio-Tech Facility and steals a device for unclear reasons. Elsewhere, Spider-Man is trying to track a group of robbers, but he soon realizes there is a much bigger conspiracy in place when super-powered villain Shocker shows up to stop him. After stopping him, he sets off to a airfield where he deduces another robbery will happen.

It's a sequel to the PlayStation, Nintendo 64 and Dreamcast Spider-Man game, released on the PlayStation in 2001.

Developed by Vicarious Visions. Published by Activision.

Tropes used in Spider-Man 2: Enter Electro include:
  • And Your Reward Is Clothes: The costumes from the original, plus Alex Ross's famous ideas for the costume from the movies, Spider-Phoenix, a version of the Earth X Venom costume, the black and white Negative Zone costume Spider-Man wore, and an insulated costume worn to fight Electro once.
  • Boss Arena Idiocy: Sandman and Hyper Electro both stage their respective boss fights in locations peppered with sources of the only thing each one is vulnerable to (water pumps and power generators, respectively). This is lampshaded in the latter thusly:

Spidey: You'd think a guy would... get wise to this trick.

    • Justified with the Lizard. He would be unbeatable were it not for the fact that the serum used to turn him back into Dr Connors was being produced in the lab where you fight him.
  • The Cameo: The villains of the first game appear in the ending, and Doc Ock is still beating his head against the bars.
  • Easy Mode Mockery: As in the first game, some levels are half-finished for you on Kid Mode.
  • Energy Being: The result of the Bio-Nexus being used by Electro.
  • Giant Space Flea From Nowhere: Sandman largely appears out of nowhere twice, and has little to no speaking part in the entire game.
  • Large Ham: Electro, especially after he merges with the Bio Nexus.
  • Lightning Can Do Anything: Electro certainly finds inventive uses for it, including using it to move things around a room and animating a bunch of suits of samurai armour.
  • Most Common Card Game: Double subverted. In the ending, Hammerhead and Shocker are playing Poker. Hammerhead admits he doesn't know any other card games, and Shocker asks their fellow prisoners (Doc Ock and the other baddies from the first game )if they know how to play Go Fish.
  • One-Winged Angel: Hyper Electro.
  • Psycho Electro: Played pretty much as literally as possible.
  • Time Limit Boss: The Shocker.
  • Today X, Tomorrow the World!: One of the final boss' taunts.
  • Too Soon: The game was originally meant for release on September 18, 2001, but following the 9/11 attacks, Activision delayed its release and had the Twin Towers altered to look more like a generic skyscraper with a bridge connecting the two buildings, and several levels were also renamed for sensitivity reasons. The uncensored, pre-9/11 version was eventually leaked in 2015, which was likely to be sourced from a bootleg copy. This led to the popular misconception that the game was supposedly released in August 2001 and was quickly recalled from circulation and revised after the terrorist attacks.
  • "Wake-Up Call" Boss: The Shocker. He's also the first boss.
  • What Happened to the Mouse?: Beetle. He appears out of nowhere after the first fight with Sandman and is part of Electro's gang in the following FMV. After that, he plays no further role in the story.
  • The Unfought: Beetle.
  • The Voiceless: Lizard.