I wanna’ say a few things first. As the guy who put the Spider-Man 3 Token Maps that used to be up on Flickr back up on MySpace (www.myspace.com/spider-man3tokenmaps), as someone who has posted information about this game all over the Spider-Man 3 forums on www.xbox.com, as one of the less than 300 souls - a number that continues to grow (and who knows how many of them are legit? When I started the Trick Races in early 2008, there were only 50) on www.mygamercard.net with a 1,000 on this game, I have something to say: nothing is perfect.
Everybody says this game isn’t great, this game is this, this game is that. This game sucks. Well, this game has a fully built map of Manhattan, a handful of buildings that you can go inside of (Grand Central Station being the biggest, to name one) while still on the map AND a full on subway system underneath it all. This game has 42 Story Missions, 48 Trick Races, 11 Combat Tours, 8 Bomb Tours, 5 Skydives, 3 Endurance Arenas and 11 Timed Arenas. The developers went off. What more do you want, a lollipop?
Now, to be fair to all the naysayers, there were three things that the developers overlooked when they green lighted this game for release. The first major flaw would be the Skydives. They don’t work it seems, there is no actual way to move Spider-Man anywhere without causing him to fall faster, I don’t know. Anyway, if you’re going for 100% Game Completion, you only need to Bronze on the 5 of them which isn’t that hard to pull off. In fact, that’s really all the 100% is - a 950 Gamer Score, all the forgotten Arenas passed and 5 Bronze Skydives… 100%.
The second major flaw is the Trick Race times. They’re ridiculous. I always tell people these Races were clocked at 'developer speed' - meaning the devs made the times so tight that only they could pass them. Well, with enough knowledge of the Web Swing Engine, that doesn’t have to be the case. If you know how to control Spider-Man, the 1,000 is yours.
Which brings us to the third flaw, THE major flaw with Spider-Man 3 - why make a Web Swing Engine so perfect, so sensitive, so complex and then not bother to tell people how to use it? Why developers, why? Thankfully, that is where I come in. I’ve broken down the mechanics of the Web Swing Engine that was designed for speed and handling and, yet, never explained to the public.
This rant is your chance. I’m going to share with you what my fellow Spider-Man 3 alum friends and I discussed at great length when we were going for our 1,000 in this massive game that everyone says sucks so much. Our trial and error becomes your walkthrough. At this point, the ball is in your court. So, now that this information is in your hands, you have to ask yourself: “Does the game suck, or do I?”
Lastly, this doesn't cover all 48 Trick Races or any one Race in particular. This only arms you with the knowledge to take them on. If I were to do a Walkthrough for each Trick Race (and, believe me, I could I just don't have the time), I'd still be writing it. I'm not gonna' hold your hands through all 48 Trick Races but I will say this: if you always try something different, if you learn the Tricks of the Race - what the developers had in mind, if you can make this game your bitch, then you will prevail. If you have a Trick Race question, just message me on Xbox Live or send a friend request, all right?
Good luck to you all,
The Web Swing Engine
Web Swing (Pull and Hold RT) and Web Swing Boost (Pull and Hold to Swing, then Pull LT to Boost) - Boost at the beginning of your swing to propel yourself downward (essential for Race 28); Boost at the end of your swing to propel yourself upward; Boost in the middle of your swing to propel yourself forward - the fastest way to travel in the game. You must have something above you or in front of you to Web Swing.
Web Zip (Tap RT) and Web Zip Boost (Tap RT to Zip, then Pull LT to Boost) - very useful and Web Zip Boost is almost as fast as Web Swing Boost but is, for the record, slightly slower. What it’s good for is getting from one Checkpoint to another when they are spaced close enough together and roughly the same height off the ground. Web Zip is also for perfect for getting through the trees in Central Park (like in Bomb Tour 7 and Race 24) because, unlike Web Swing, you don’t get snagged in them. It is important to note that if you do this right, you will slingshot forward. If you’re traveling via Web Zip Boost and using it repeatedly, you must wait a second or so before using it again or you won’t slingshot as far as your initial Web Zip Boost. Waiting that half a second longer to Web Zip Boost again propels you twice as far and twice as fast - remember that. Also, you must have something below you or in front of you to Web Zip.
Jump (Press A) - understand that Jump is the most sensitive control in the Web Swing Engine and there is a lot you can do with it depending on how long you Hold A before you Release A. You also get an extra jump out of every single Swing, Zip or Jump that you do. Save your Jumps. They will save you.
Quick Jump (Tap A) – you can use this to break your momentum if you're traveling too fast. You can also use it to get off the ground for that first Checkpoint, you can use it to steady yourself coming out of a Checkpoint and you can use it to keep yourself in the air while you aim your camera with RS for the next Checkpoint.
Charged Jump (Hold A) - did you know you can charge your Jump during a late Web Swing Boost (upward) and release it at the end of your swing? Well, you can and it shoots you up into the sky like a rocket. This is useful for going from a low checkpoint (on or near the ground) to a high checkpoint (on or near a rooftop) very quickly.
Double Jump (Tap A while in mid-Jump) - all it is, is the second jump. Your Double Jump cannot be charged.
Fine Tuning in Mid Air (LS) - you can actually fine tune your speed in mid air after a Swing, Zip or Jump by simply pushing forward or pulling back on the LS to extend your motion or slow your speed as needed.
Blind Web Swing, Blind Web Zip, Blind Web Swing Boost, Blind Web Zip Boost - there will be times in the Trick Races (if you choose to endure them) when you will be moving one way but you need to be moving the other way fast. To do a complete 180 at 90 m.p.h., simply initiate a Web Swing, Web Zip, Web Swing Boost or Web Zip Boost (depending on the situation) over your shoulder. Then, straighten out your camera to match your trajectory (so you're no longer blind) on the fly - literally. These four moves are not guaranteed to save you (nothing is, save for you) but you will find yourself at some point using some variation of at least one of them out of necessity...
The Trick Race Checkpoints
Anything (Get through Checkpoint any way possible) - self explanatory.
Land (Touch the ground) - self explanatory.
Wall Crawl (Hold B while pushing into the Wall) and Wall Crawl Boost (Hold B and Hold LT) - to grab the wall, hit B. Use LS to crawl, Hold LT to crawl faster. There are some Races that end with a Wall Crawl. If you grab the wall outside just outside the Checkpoint, Wall Crawl Boost might get you in there under the Gold time. Laugh all you want but every fraction of a second helps. I forget what Race it was but I’ll never forget that I missed its Gold time by .042 seconds, then by .024 seconds, and then by .012 seconds and, mind you, you only get that perfect run maybe one in ten times if you’re lucky.
Web Swing (Pull RT) - you don’t necessarily have to Swing through this Checkpoint and you can Zip through it. The only thing that matters is that you Pull RT while you’re inside it.
Wall Sprint (Pull and Hold LT and Press B while pushing into the wall) - you can aim Wall Sprint with LS but it is important to note that letting go of LS and RS and simply holding LT and B is Wall Sprint neutral. In other words, once you’ve aimed, landed and begun Wall Sprinting in the right direction, let go of LS and RS to Wall Sprint straight. This is imperative when you are required to Wall Sprint around the corner of a building (Race 35.) If you try to aim with LS while turning the corner, you’re likely to shoot off the wall completely. Wall Sprint is the touchiest part of the Web Swing Engine (more so than Wall Jump, I think) for that reason and this one: how you hit the wall heading into a Wall Sprint can make or break your Race. Hit it right, and you’re set. Hit it wrong, and you must restart.
Wall Jump (Press A while Wall Sprinting) - sounds easy right? Yes and no. The Wall Jump only registers after you Release A. You can also do a Quick Wall Jump (while Holding LT and B, Tap A) and a Charged Wall Jump (while Holding LT and B, Hold and Release A). So, depending on where your next Checkpoint is, you can do a Quick Wall Jump to hop for that close one or you can do a Charged Wall Jump to leap for that far one.
Poleswing (Hold B while near a pole) - the faster you hit the Poleswing, the faster you can do your two to eight Revolutions required to pass the Checkpoint. In other words, if you can hit it coming out of a Swing, Zip or Jump, you’ll pass it quickly. If you can hit it coming out of Swing Boost, Zip Boost or Charged Jump you’ll pass it quickly and fly out of it to boot. You can also Poleswing Boost (while Poleswinging, rapidly tap LT to Boost.) It is important to note that, if you let go LS and RS while Poleswinging, you will Poleswing neutral. Releasing B out of Poleswing neutral or Poleswing Boost neutral shoots you straight up into the air. That is the secret to Race 48, by the way.
Orbit (Attach a webline within the Checkpoint and Orbit around the Checkpoint) and Orbit Boost (While Holding RT, Press LT) - it is important to Boost in mid-Orbit so as to launch out this Checkpoint and thus towards the next one.
Loop (Attach a webline within the Checkpoint and Loop around the Checkpoint) and Loop Boost (While Holding RT, Press LT) - it is important to Boost in mid-Loop so as to launch out this Checkpoint and thus towards the next one.
Thank you all for reading.
Always have fun gaming,