DJ
A cautious but determined boy who investigates the living house with his friends.
How it plays
The game presents a room-by-room adventure centered on exploring the haunted house. Players guide the children through connected areas, fight animated household enemies, avoid hazards, and search for a route toward the house’s central threats.
Progression comes from advancing through new sections and using the three protagonists as the story requires. Encounters emphasize ranged attacks and movement rather than complex inventory management. The campaign follows the film’s premise and is primarily a single-player experience.
Plan your run
Explore each room methodically before moving on, since hazards and enemies can be easy to miss in the house’s compact spaces.
Use movement to maintain distance from threats and avoid standing in predictable attack paths. Switch characters when the situation or story requires it, and conserve opportunities to recover before major encounters.
Meet the cast
A cautious but determined boy who investigates the living house with his friends.
DJ’s energetic friend and a member of the group exploring the house.
A resourceful girl who joins DJ and Chowder in confronting the house.
Before you begin
Search the edges of rooms for paths and useful pickups.
Keep moving during ranged encounters instead of attacking from one position.
Monster House is a 2006 Game Boy Advance action-adventure game developed by Artificial Mind & Movement and published by THQ. It is based on the animated film of the same name and follows three children investigating a hostile, living house. The game combines exploration with light shooting action, using the characters’ equipment to clear rooms and confront supernatural threats. Players can switch among DJ, Chowder, and Jenny, each contributing to the group’s progress. Its compact portable presentation and film-based structure made it a straightforward tie-in rather than a major showcase for the system. Reception was generally mixed, with the premise and character variety receiving some interest while repetition and limited depth were common criticisms.
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