Design malls for hungry shoppersConstruct and upgrade stores, hire employees, and plan special eventsOvercome circumstances such as broken products, theft and heavy litter
So, like, here's like, the thing. I like, have a mall and you like, don't. Like, not yet, anyway. Also, I'm like going to stop using the word "like" now because it's, like, so like annoying. Instead, I'll tell you about Mall-a-Palooza from RTS Casuals, a time management sim that's all about building stores and nurturing a thriving mall crowd, complete with annoying teenagers with a proclivity for the word "like"!
Each level starts with a handful of empty booths just waiting for your eager cursor. Click the space and choose which type of store to build, ranging from clothing boutiques to books, toys, electronics stores and more. Once built, you'll need to pick an employee to run the place (the honor system never works well in malls). Sift through the selection of potentials, reading their quote to see if they have an interest in the type of store you're staffing. You wouldn't want a computer geek to run a women's clothing store, for example. Making the right employee choice nets you a bonus, so it's worth taking a little time to find the right one.
After staffing is complete, you start earning cash. Levels are timed in terms of days, and you can see how long you have left by checking the upper left corner of the screen. Income is earned on a per-store basis, so you've always got a little cash coming in. Use the moolah to upgrade shops and attract more customers. Building similar shops next to each other also nets you a bonus, so keep that in mind when planning your mall's layout.
One of the more interesting elements of Mall-a-Palooza is that you're not just working on a level-by-level basis, you're building an entire mall. Playing each level to its fullest affects the rest of your game, as the more you earn here the higher rating your mall will get. And let's face it, we all want a stylin' mall, don't we? Buy up several of the same kind of store early on, as things get more expensive as your mall becomes more popular.
Analysis: Mall-a-Palooza doesn't re-invent the time management/building genre. Instead it focuses on the simple act of having fun. Mall-a-Palooza never asks you to be a serious business manager even though you're planning an entire shopping mall and your decisions affect every level of play. Instead, your job is to sit back, build a few stores, hire a few employees, schedule a few fun events, and sip a fruit smoothie in the food court. You know, after you build the food court.
After every mall setting is complete, you unlock a surprisingly satisfying bonus level. These levels are untimed and feature lofty goals to complete, leaving you with as much wiggle room as you like to buy, sell, build and upgrade shops as you please. Even though time is never really a pressure in Mall-a-Palooza, it was nice having these more relaxed levels built in to the game.
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Create a shopper's paradise in Mall-A-Palooza, a casual construction sim that allows you to put all of your favorite stores under a single roof! You start off with a newly reconditioned mall waiting to be built out. As you prove your ability to turn an empty space into a bustling shopping Mecca, your bosses allow you to build bigger and better malls. Colorful characters and vivid locations then materialize right before your eyes as you entice more and more customers to visit your shopping center. It's not as easy as it seems, though: things break, stores get robbed and a giant mall doesn't just clean itself!
Mall Madness, (sometimes called Electronic Mall Madness) is a shopping themed board game released by Milton Bradley. The original game was released in 1988, followed by an electronic talking version in 1989. Milton Bradley updated the game with a new design in 1996, and an updated version was released in 2004. Another redesigned version was released in 2020.
The game was designed for players aged 9+ and mainly targeted a demographic of young teenage girls. Milton Bradley made several commercials for the game. In one from 1990, the camera showed alternating shots of four girls shopping in a real shopping mall and playing the game at home. After one girl moves her pawn to the game board's parking lot (see Gameplay), she exclaims: "I win!" The other three demonstrate dismay at having lost. The commercial's last line is "Mall Madness, it's the mall with it all!"Another version has recently been released; a Hannah Montana special edition and a "Littlest Pet Shop Edition". The Hannah Montana version was the first version to picture a male on the front of the box.
The board is a three-dimensional field representing a mall with two stories, the bank, and the speaker being located in the center. Some stores and locations are on the second floor and can only be reached by the stairs or elevator.
The game featured an electronic computer that dictated gameplay. Its color varied from game to game but was almost always peach or grey. The computer uses four AA alkaline batteries. All computers in the early version of the game were manufactured in the United States, and Milton Bradley copyrighted the computer in 1989. The computers complied with Part 15 of the FCC's rules. The top of the computer featured three buttons; one to start or reset gameplay, one to begin and end turns, and one to repeat the last announcement. The computer has two voices, one is female, the other male. There are two slots on the computer's top. Both of these slots were designed for the credit cards that accompanied the game. One slot was to buy items, the other was to use the banking feature. The 2004 version uses only a female voice.
The game had two components of currency; paper cash and credit cards. These were used together to accomplish the game's objective.Four credit cards were included, one for each player. The names of the credit cards are: Fast Cash (from Good Cents Bank), Quick Draw (from Dollar Daze Bank), MEGAmoney (from Big Bucks Bank), and Easy Money (from Cash n' Carry Bank). In the 2004 edition, they were simply known as "cash cards".
The object of the game is to be the first player to purchase six items on the player's shopping list and get back to the parking lot or go to their final destination, depending on the version of the game. For more challenging gameplay, the goal could be increased up to ten items in the 1989 and 1996 editions.
The game takes place on a board representing a two-story shopping mall. The game is designed for two to four players. Each player receives $150 ($200 in previous versions) from one player who is designated to be the banker. The banker dispenses cash in the following manner: one $50 bill (two in previous versions), three $20 bills, three $10 bills, and two $5 bills. The first player presses the computer's gameplay button, which directs the player to move a random number of spaces. Players can move horizontally (across) or vertically (up and down), but not diagonally. Players do not have to move the full count to enter a store and can only move into a store through its doors and not its walls. When arriving at a store, each player can make purchases with a cardboard credit card by inserting it into the computer's "buy" slot, and the computer tracks the gameplay. After the player purchases items with the credit card (signified by a cash register sound), he/she will pay the banker with the appropriate amount of cash, and then use a peg to mark that item off on their shopping list. Once a player buys an item from a particular store, they cannot shop at that store again. At the start of each turn, an electronic voice announces a clearance at one store and sales at two others. Players can use these sales to their advantage since it takes up a turn to get to the ATM.
Once a player gets six of the items on their list, they must be the first to reach their respective parking lot (1989, 1996, and 2020 editions) or final destination (which may change at any time; 2004 and "Littlest Pet Shop" editions). The first person to accomplish this wins the game.
Milton Bradley released a line of digital electronic voice board games following Mall Madness. In 1990, Milton Bradley under its Parker Brothers brand, released an updated version of the 1984 Mystery Mansion board game, adding an electronic voice device. Then in 1992, they released Omega Virus, taking place on a space station infected by an extraterrestrial computer virus. Unlike previous electronic voice games by Milton Bradley games, Omega Virus was unique in that it was the only one that had a countdown timer that would end the game if not completed before time ran out. Michael Gray, who created Mall Madness, also designed Omega Virus as well as another electronic game called "Dream Phone."
The main event of Puglie Palooza 2021 was the Detective Game - Puglie and the Disappearance of the Delicious Doughnuts, an online choose-you-own-adventure game that spanned across multiple artists and sites.
The game was inspired by another fan, who after experiencing a digital scavenger hunt I had last year on Pugliepug.com, suggested a larger one that was like a game of detective, the idea stemming from her studies in criminology. As with all my plans, it always starts with a story, and all it took was me thinking, "What if someone ate Puglie's doughnuts?" 2b1af7f3a8