KowalLazy

The Amazing Spider-Man 3: Invasion of the Spider-Slayers

Nov 20th, 2016
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  1. The Amazing Spider-Man 3: Invasion of the Spider-Slayers
  2. Speed Run notes: any%
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  4. First, heads up for new players - this game is less about precision platforming and quick reflexes than it is about wrestling with the controls. Lots of the easier looking tricks in the game require a little extra finesse, whereas the stuff that looks hard is usually very easy. Don't be discouraged by the frustrating mechanics.
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  6. Second, the power-ups for Spidey are probably all essential to the speed run. They boost Spidey's damage output, which is especially huge against Scorpion and Smythe. There are some that boost his defense and max out his health as well, and with such a long load screen between deaths any unintentional deaths can cost a lot of time.
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  8. Third, double jumps off walls are almost always easier if you face Spidey towards the ground first. For whatever reason he jumps at weird inconsistent angles if you leave him facing up.
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  10. 1-1: Skateboarders count as muggers. Trenchcoat dudes count as muggers only after they've completed the gun drawing animation. There appears to be some way to manipulate the skateboarders in to spawning more rapidly if you have trenchcoat guys on screen, but I'm not convinced it's a consistent strategy. This level is super RNG dependent, and can be between 1:30 and 2:30 depending on how long it takes to find 20 muggers.
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  12. 1-2: There's a quick kill available for the xenomorph, provided you've collected the power up in the trees in 1-1. For whatever reason kicking him from the right side towards the left before he enters his attack routine results in his death in 3-4 kicks, rather than the usual 8-10 the fight takes otherwise.
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  14. 1-3: This level is also super RNG-heavy, as every time the bird's head spawns and shoots fireballs it is almost impossible to dodge and knocks you off your webs and platforms. The best way to deal with it is to gain or lose altitude very quickly as it will despawn the bird for one more cycle.
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  16. 1-4: It's generally faster to eat a fireball to the face so you have the i-frames necessary to get a good kick in early in the fight. Gets a lot easier over time, but try to finish with at least 2 full health balloons since you won't get a health up for a while. Any less and I recommend taking an intentional death at the beginning of 2-2.
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  18. 2-1: Electro takes 5 low kicks to defeat if you get him on his first cycle. If he runs past you, hits you, or you miss, it takes significantly longer. Reset if you whiff.
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  20. 2-2: The last really RNG heavy stage, the robot in the center and Electro's positioning can ruin the climb through the central shaft. There are a few tiles that look climbable and aren't, so be careful. Electro needs to shoot the switch (after you've picked up the power up) so I run back and forth there to try to spawn Electro on the opposite side of the shaft. The game has a hard limit on the number of projectiles on screen it can display, so if the robot is on screen Electro will not shoot. The jumps to get out are the hardest jumps in the game.
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  22. 3-1: Face-tank the little spiders before you grab the left powerup, since it's a life-up.
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  24. 3-2: Lots of jumping facing down. A little RNG from the little planes. The double jump to the first conveyor takes a little practice but is pretty consistent once you get the timing down.
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  26. 3-3: The the 2nd to last platform in this stage appears in one of two half-cycles, and it may be faster to despawn it off-screen and come back than it would be to attempt the very difficult jump to it in the suboptimal spawn location.
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  28. 3-4: This stage has the only skip I'm aware of, as you can leap over the top of the screen halfway through the stage and save nearly a minute. Stupidly, this auto-scroller stops scrolling if you're too far to the right, and going through the left side of the screen instant-kills you. Also the fire jets do minor damage, but the metal things they shoot out of are instant kills. Weird level.
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  30. 3-5: I believe there is a quick kill to defeat Scorpion before the little metroid-looking spider slayer clamps on Spidey, but I don't believe the game flags the level as completed until after Scorpion shoots it so the quick kill is likely a death.
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  32. 4-1: The first spider takes 3 web bolts and 3 low kicks in a perfect world, but usually it'll be more like 6 web bolts and 2 low kicks. Remember that Spidey does extra damage with kicks compared to bolts, and bolts never kill these construction site spiders. The second spider stays stunned from web bolts long enough to get two kicks in, and usually dies in 4. I recommend grabbing the health powerup after killing the 2nd spider, so you don't take unintentional deaths in 4-2. My strategy for the 3rd spider could probably be improved, but it has relatively low health and dies from three kicks.
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  34. 4-2: You only need 4 kicks and this guy doesn't move much. Easy fight.
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  36. 5-1: Remember the powerup on the opposite side of the shaft.
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  38. 5-2: Six low kicks defeat these dudes, and while they're in i-frames they can't hurt you. I try to pin down in one corner and pop them three times each time they drive through the room.
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  40. 5-3: Smythe needs 12 kicks to die. If you get in to a rhythm, you can low kick him each time as he emerges from i-frames and stunlock him. He occasionally will just beat your timing with a gunshot or a jump, but this strategy is very consistent and these occurrences are very rare. Time ends when the music stops.
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