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Mega Mall Story
Management sim ยท 2011 ยท Kairosoft
Kairosoft's department-store classic: grow a corner shop into a 12-floor mall by stacking combos, floor bonuses and transport into demand. Its exclusive per-store floor bonus is what separates it from the Hot Springs series.
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Core mechanics
How the systems multiply| Mechanic | How it works |
|---|---|
| The core loop | Build a store, let customers in to spend, collect Hearts and cash, spend Hearts on store upgrades and cash on floors and investments, raise your star rating to unlock more stores. |
| Three multipliers (the heart of this game) | Combos (31 of them, three buildings adjacent on one floor) x floor compatibility (a store placed on the right floor earns extra Rep and Quality) x transport and population investment (which decides how many customers arrive and where they enter). These multiply. Pouring everything into one of the three returns very little. |
| How combos actually trigger | Three specific buildings must be adjacent on the same floor. This is the biggest mechanical difference from the Hot Springs Story series, where two buildings within two tiles is enough. Here it is three, and they must share a floor. |
| Floor compatibility is two layers | Layer one is universal: every store on 12F-10F gets +50 Rep, 9F-7F +40, 6F-4F +25, 3F-1F +10, B1F-B2F +20, B3F +30. Layer two is per-store: 67 stores each have specific floors where they earn extra (the full matrix is on the Layout page). The two stack, and both stack on top of combos. |
| The four investment lines | Residential, Park and Office decide which customers show up. Mall decides how many floors you can build. The community wiki is explicit about the order: fund housing, parks and offices first, expand the mall later. Customer volume comes before floor area. |
| What Hearts are for | Hearts buy upgrade perks. The same perk is rated tricky at low store levels and gets easier as the store levels up. So upgrading beats spreading: at a higher level the same Hearts buy a stronger perk. |