Compara los precios de HAUNTED: Halloween '86 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Retrotainment Games. Publicado por Retrotainment Games. Lanzado el 28/3/2017. Disponible en PC, Xbox. Géneros: Action, Indie.

A genuine NES homebrew that punches zombie heads clean off and means every pixel of it. Retro devotees and Halloween-obsessed beat-'em-up fans, this one was built for you.

I keep a soft spot for the games that arrive without fanfare and just quietly do something nobody else bothered to try. HAUNTED: Halloween '86 is one of those. Retrotainment Games didn't fake the aesthetic by slapping a scanline filter over a Unity project. They wrote the whole thing in 6502 Assembly, honored every hardware restriction the original NES imposed, and shipped it on an actual orange cartridge before it ever touched a digital storefront. The PC and Xbox releases are that same game, uncompromised, running through an emulation layer but carrying genuine 8-bit DNA underneath. That matters more than it sounds. The setup is straightforward and charmingly corny: it's Halloween night 1986 in the sleepy town of Possum Hollow, and 11-year-old Donny and Tami have stumbled into a monster apocalypse. Skeletons, rabid crows, mutant fish, zombies, floating spirit heads, and a handful of genuinely tough chapter bosses stand between them and a quiet trick-or-treat. You pick your fighter and the Tag Team mechanic lets you swap between Donny and Tami on the fly, each carrying their own health pool. It sounds like a novelty but it actually adds quiet strategic texture: burning through Donny on a hard room, then swapping to a fresh Tami for the boss fight feels satisfying rather than gimmicky. Donny leans toward punches, Tami toward kicks, though both share the same core moveset. That moveset grows as you collect option items, unlocking a double jump and a slide attack alongside the standard uppercut, which you absolutely want to master because uppercuts launch zombie heads into the air and you can then hurl those heads at other enemies. That detail alone reveals what kind of game this is. Seven levels carry you through a dungeon, a mine, caves, an old mill, and the town itself, each environment rendered in vibrant sprite work that pushes color contrast hard. Some backgrounds are genuinely striking, silhouetted playgrounds and grain silos against a dying orange sky, the kind of mood an actual licensed NES horror game from 1986 would have struggled to achieve. The chiptune soundtrack, composed entirely in Famitracker, is split across critics: some found it energetic and atmospheric, others found individual tracks repetitive after extended play. For me, the title screen theme alone communicates that someone cared. The built-in music player in the options menu, where you can browse tracks by level, is a small touch that says everything about the team's pride in the work. The friction is real and worth naming. Hit detection is occasionally loose enough that you will take damage you feel you earned an escape from. The platform jumping, while nowhere near Castlevania's cruel geometry, uses physics that some players find floaty or unnatural. Enemy pop-in is a documented artifact of the five-sprite-at-once hardware cap, not sloppiness, but it can punish fast movement through auto-scroll sections. There is no persistent save in the classic mode, only a chapter-end password system, so have a notepad ready. The story is tissue-thin even by NES standards. None of this erodes the core loop if you accept the contract: this is a short, punchy, 8-bit beat-'em-up that wants you to learn its rhythms, not steamroll it. An Onslaught survival mode adds a horde-rush layer for players who clear the campaign and want to stay in Possum Hollow a little longer. Easy, Normal, and Hard difficulty settings mean the experience scales reasonably, even if Easy still carries the genre's inherent bite. Who should play this? Retro collectors, NES homebrew enthusiasts, and anyone who grew up with Double Dragon or River City Ransom and wants something new that speaks the same language. Players who need modern save systems, analog stick movement, or a plot with weight will bounce off it. But for the right person, HAUNTED: Halloween '86 is one of the most honest things on Steam: a small team that set itself an extraordinarily hard technical constraint and then made something genuinely worth playing inside it. Kai, Scout Team

HAUNTED: Halloween '86

HAUNTED: Halloween '86

28 mar 2017Retrotainment Games
GamerScout opina

A genuine NES homebrew that punches zombie heads clean off and means every pixel of it. Retro devotees and Halloween-obsessed beat-'em-up fans, this one was built for you.

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Acerca de HAUNTED: Halloween '86

I keep a soft spot for the games that arrive without fanfare and just quietly do something nobody else bothered to try. HAUNTED: Halloween '86 is one of those. Retrotainment Games didn't fake the aesthetic by slapping a scanline filter over a Unity project. They wrote the whole thing in 6502 Assembly, honored every hardware restriction the original NES imposed, and shipped it on an actual orange cartridge before it ever touched a digital storefront. The PC and Xbox releases are that same game, uncompromised, running through an emulation layer but carrying genuine 8-bit DNA underneath. That matters more than it sounds. The setup is straightforward and charmingly corny: it's Halloween night 1986 in the sleepy town of Possum Hollow, and 11-year-old Donny and Tami have stumbled into a monster apocalypse. Skeletons, rabid crows, mutant fish, zombies, floating spirit heads, and a handful of genuinely tough chapter bosses stand between them and a quiet trick-or-treat. You pick your fighter and the Tag Team mechanic lets you swap between Donny and Tami on the fly, each carrying their own health pool. It sounds like a novelty but it actually adds quiet strategic texture: burning through Donny on a hard room, then swapping to a fresh Tami for the boss fight feels satisfying rather than gimmicky. Donny leans toward punches, Tami toward kicks, though both share the same core moveset. That moveset grows as you collect option items, unlocking a double jump and a slide attack alongside the standard uppercut, which you absolutely want to master because uppercuts launch zombie heads into the air and you can then hurl those heads at other enemies. That detail alone reveals what kind of game this is. Seven levels carry you through a dungeon, a mine, caves, an old mill, and the town itself, each environment rendered in vibrant sprite work that pushes color contrast hard. Some backgrounds are genuinely striking, silhouetted playgrounds and grain silos against a dying orange sky, the kind of mood an actual licensed NES horror game from 1986 would have struggled to achieve. The chiptune soundtrack, composed entirely in Famitracker, is split across critics: some found it energetic and atmospheric, others found individual tracks repetitive after extended play. For me, the title screen theme alone communicates that someone cared. The built-in music player in the options menu, where you can browse tracks by level, is a small touch that says everything about the team's pride in the work. The friction is real and worth naming. Hit detection is occasionally loose enough that you will take damage you feel you earned an escape from. The platform jumping, while nowhere near Castlevania's cruel geometry, uses physics that some players find floaty or unnatural. Enemy pop-in is a documented artifact of the five-sprite-at-once hardware cap, not sloppiness, but it can punish fast movement through auto-scroll sections. There is no persistent save in the classic mode, only a chapter-end password system, so have a notepad ready. The story is tissue-thin even by NES standards. None of this erodes the core loop if you accept the contract: this is a short, punchy, 8-bit beat-'em-up that wants you to learn its rhythms, not steamroll it. An Onslaught survival mode adds a horde-rush layer for players who clear the campaign and want to stay in Possum Hollow a little longer. Easy, Normal, and Hard difficulty settings mean the experience scales reasonably, even if Easy still carries the genre's inherent bite. Who should play this? Retro collectors, NES homebrew enthusiasts, and anyone who grew up with Double Dragon or River City Ransom and wants something new that speaks the same language. Players who need modern save systems, analog stick movement, or a plot with weight will bounce off it. But for the right person, HAUNTED: Halloween '86 is one of the most honest things on Steam: a small team that set itself an extraordinarily hard technical constraint and then made something genuinely worth playing inside it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5NES HomebrewTag-Team CombatBeat-em-upChiptune SoundtrackHalloween ThemePassword Save SystemOnslaught ModeDifficulty SettingsPixel Craft

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 10
Storage
200 MB available space
Graphics
Any DirectX 10 capable
Processor
Intel Core i3-4350

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Información del juego

Desarrolladora
Retrotainment Games
Distribuidora
Retrotainment Games
Fecha de lanzamiento
28 mar 2017

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¿Cuánto cuesta HAUNTED: Halloween '86?

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¿En qué plataformas está disponible HAUNTED: Halloween '86?

HAUNTED: Halloween '86 está disponible en PC, Xbox.

¿Cuándo se lanzó HAUNTED: Halloween '86?

HAUNTED: Halloween '86 se lanzó el 28 de marzo de 2017.

¿Quién desarrolló HAUNTED: Halloween '86?

HAUNTED: Halloween '86 fue desarrollado por Retrotainment Games.