Questa recensione non è ancora tradotta — mostriamo l’originale (English).
When a shareware disk with something called Halloween Harry showed up in the nineties, you'd glance at the cover art and either delete it immediately or play it three times in a row. Honestly, I didn't see a middle ground.

It's a straightforward run-and-gun where you move across the screen left to right, shoot flying bats and various monsters, and collect coins. Harry is a kid in an orange costume with a proud expression on his face—the type who'd rather be wrapping candy at a factory than trudging through half a graveyard. The individual levels are decorated with themed motifs—pumpkins, skeletons, cobwebs in trees—if you can call it quality when it's just three colors smeared together and a heart drawn that blinks every time you take damage. The game is obviously unaware of irony. It genuinely thinks it's spooky and scary.
The controls are brutally simple. You dance back and forth, hit the spacebar, and a little projectile pops out of the pistol. Within minutes you realize enemies fly in patterns, they're predictable, and Harry's orange suit is visible from four blocks away. Shooting feels stiff, movement feels stiff, jumping feels stiff. Each level lasts five minutes because there's no real design to them—you just plant your character where the horde of zombies is and wait for something to happen that doesn't. The difficulty doesn't come from challenge, it comes from your own movements being slower than the average bat's brain function. There are no weapon upgrades, no hidden shortcuts, nothing that would break up the monotony.
And yet people played it. Shareware in the nineties was garbage—everyone had a dozen games nobody remembers, and Halloween Harry fits right in without apology. The makers knew it, which is why they gave the game away for free and bet on four people trying it and one person donating fifty cents. The graphics look okay for about five minutes of retro nostalgia, then they look bad. Playability was limited even at release. Today it's a straightforward document from an era when games were made just to exist, not because they had anything to say.
Anyone clicking through it now via emulator or browser sees a historical curiosity, not a game. If you dig computer archaeology and can laugh at things that won't even play right in the shadiest web reader, it's interesting. Otherwise, there are no monsters, no excitement, nothing worth remembering it for. A waste of time.