Box cover of the "ELECTRONIC MALL MADNESS" board game featuring an illustrated shopping mall with players and a large headshot of a smiling girl, with text highlighting that the game talks and is for ages 9 and up, for 2 to 4 players.
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Mall Madness (1988)

Mall Madness

“Mall Madness” is a shopping-themed board game released by Milton Bradley in 1988. The game was designed to capture the excitement of going on a shopping spree with friends and has been active since its initial release. The game has been re-released several times, including a 2020 edition.

Why is Mall Madness Popular?

The game is popular due to its nostalgic appeal and its ability to simulate the experience of shopping in a mall. It was released at the height of the 1980s shopping splurge, making it a perfect fit for the time. The game has been featured in commercials targeting a younger female demographic and has even had special-edition versions, such as Hannah Montana and Littlest Pet Shop.

Game Components of Mall Madness

  • Game board representing a two-story shopping mall
  • Electronic computer with voice announcements
  • Instruction manual
  • Six plastic wall pieces
  • Four rubber pads to prevent wall pieces from slipping
  • Four cardboard shopping lists
  • Two sale signs and one clearance sign
  • Eight plastic pawns (two for each color: red, blue, yellow, and green)
  • Forty plastic pegs for marking shopping lists
  • Paper money (color-coded for the game)
  • Four cardboard credit cards (named Fast Cash, Quick Draw, MEGAmoney, and Easy Money).

    How To Setup Mall Madness

    To set up the game, players first assemble the game board, which includes attaching the plastic wall pieces and ensuring the rubber pads are in place to prevent slipping. Each player receives a shopping list and $150 in game money (or $200 in later editions), distributed in specific bill denominations. The electronic computer is placed at the center of the board, and the credit cards are distributed to each player. The game is ready to start once all players have their money, credit cards, and shopping lists.

    Gameplay Mechanics and Game Objective

  • Objective: Be the first player to purchase six items (or ten in some editions) on the shopping list and return to the parking lot or final destination.
  • Player Movement: Players move horizontally or vertically based on the electronic computer’s random direction announcements.
  • Store Access: Players can enter stores only through the doors, not the walls.
  • Purchases: Players use credit cards to buy items, and the banker collects the cash.
  • Sales and Clearances: The electronic computer announces sales and clearances at various stores, aiding players in strategic shopping.
  • Credit Card Use: Players use credit cards to avoid using the ATM and conserve cash.

    Player Experience

    Playing Mall Madness is an immersive experience that simulates a shopping spree. Players navigate a detailed, two-story mall with various stores, utilizing an electronic computer that provides voice announcements about sales and clearances. The game encourages strategic thinking about when to use cash versus credit cards and how to take advantage of sales to complete the shopping list efficiently. The competitive element of being the first to return to the parking lot adds a thrilling rush to the game.

    Pros

  • Engaging Theme: The shopping mall setting is relatable and fun.
  • Interactive Electronics: The talking computer enhances the gameplay experience.
  • Strategic Depth: Players must manage cash and credit cards strategically.
  • Nostalgic Value: For many, it’s a nostalgic reminder of 80s and 90s shopping culture.

    Cons

  • Complex Setup: Assembling the board and understanding the rules can be time-consuming.
  • Limited Replayability: The game’s structure can become repetitive after multiple plays.
  • Criticism on Spending: Some critics argue it promotes reckless spending and credit card use.

    Personal Thoughts on Mall Madness

    Mall Madness is ideal for children aged 9 and above who enjoy interactive and competitive games. It teaches basic financial management skills, such as budgeting and decision-making, albeit in a somewhat simplistic manner. For those nostalgic for the malls of the 80s and 90s, this game provides a fun and nostalgic experience. However, it may not be as appealing to players seeking more complex strategies or those who are critical of its financial themes.

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