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Sums Steam only; App Store, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99 | 62reviews | 73% | — | $14.8K |
| $4.99 | 41ratings | 63% | — | not modelled | |
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Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good
不是DX版,限制颇多
[h1]电子艺术的湍急洪流,8比特时代的浪漫——「游戏厅物语」[/h1] [h1]前言[/h1] 上世纪90年代左右,世界上首批8比特像素游戏的诞生,彻底拉开了第九艺术的帷幕。不管今日的游戏做的有多辉煌多绚烂,其源头却仍然闪耀的让人无法忘记。 不知道小伙伴们有没有去过游戏厅,可以说就是网吧的前身了,小学的时候还和朋友一起打过拳皇,玩过马里奥,不过现在几乎全部销声匿迹了。 本作《游戏厅物语》是由开罗工作室发行的,身为开罗系列中的一部,自然而然是围绕着模拟经营展开的。画风采用像素风格,玩家将扮演一位游戏厅的老板,采购游戏机,举办游玩会,吸引顾客来体验早起电子艺术的浪漫。 [h1]玩法介绍[/h1] 在游戏中玩家需要采购不同种类的游戏机,分为电子和体感两大类。电子中包含马里奥,燃烧物语等经典游戏,是让玩家身体保持不动就可以正常游玩的游戏机。体感则是抓娃娃机这一类考验协调能力的游戏机。 两者相互搭配可以提升人气,人气越高能吸引到的顾客就越多。玩家还可以从顾客中邀请人来参加游玩会,可以提升顾客的好感和经验。 努力完成目标提升游戏厅的阶级,一步一步成为最后欢迎的游戏厅吧! [h3]整体体验[/h3] 开罗这个系列我玩过很多很多了,从以前手机上玩盗版和移植,现在Steam上慢慢补票,每一部作品带给我的体验都是全新的。 本作主要以游戏厅为核心,说起来这个东西真的只存在于儿时和梦中,长大后我甚至一度怀疑我小时候到底有没有接触过,因为现在完全看不到游戏厅的影子,就好像有人在我的脑子中植入了这一段记忆一般。 不过我还是相信我接触过,从很小就埋下过这样一个游戏的种子在心中,从很久以前就体验到了电子艺术的罗曼蒂克。 游戏中很好的还原了游戏厅的很多内核,街机游戏,抓娃娃机,自动贩卖机等等,颇有一种梦回儿时的感觉。整体体验很中庸,但是题材我很喜欢。 [h1]总结[/h1] 开罗系列的定价都是38RMB。这个价格完全对得起游戏内容!内容非常丰富,而且可以玩好几个周目。但开罗系列独特的模糊教学法会让新手玩家在前期不知道该干啥,不仅要合理规划布局,还要控制财力和装修以及招募等。 相对的是游戏性非常高,可以玩很久很久,喜欢这个系列或者是对经营模拟玩法感兴趣的小伙伴可以尝试一下哦~ [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, Korean
| $13.99 |
| 28ratings |
| 85% |
| — |
| not modelled |
| $14.00 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
62个买完了,啥时候出新的
granny plays way too defensively
[h1]开罗游戏系列之我是游戏厅老板 [/h1] [h2]前言:[/h2] 又是一款经典的模拟经营玩法,圆了多少人小时候开一家游戏厅的梦。不过单纯游戏性的话,这一作在前作的难度偏高,后面玩起来才是正常爽感。 比较特殊的是游戏里内置了一个小游戏,还挺好玩的。 [h2]剧情: [/h2] 经典的作为一个游戏厅老板,经营自己的游戏厅,以及开罗必不可少的打比赛环节,参加各种比赛挑战对手然后努力去获得胜利。 [h2]玩法: [/h2] 格子布局的一贯玩法,从零开始布置自己的游戏厅,从采购游戏街机然后放置合适的位置,招揽顾客前来游玩,逐渐提升游戏厅的等级。 可以选择的游戏街机类型也狠毒哦,有格斗类的游戏街机、动作类的游戏街机、赛车游戏、以及跳舞机、棋牌类的,当然还有配套的抓娃娃机和吃点心的小摊贩。 我们需要通过布局不同的游戏机类型来吸引顾客前来,不同的街机种类可以吸引不同口味的客人,互相搭配摆放还可以触发专区效果,获得额外加成buff。 然后就是开罗每次都会出现的比赛环节,这一作的客人成为常客之后就可以报名参加格斗大赛,类似于一个拳皇游戏,然后这游戏还是我们亲自扮演上场的(什么?你说主教练正在热身?!) 这个小游戏环节其实还挺有意思的,有轻攻击、重攻击、必杀技、防御等按钮,还可以一套连杀搓出来带走对面。 [h2]游玩感想:[/h2] 但还是要批评一下,前期的开局难度还是偏高了这一作,开局资金少、没有机器,然后靠着参加拳皇赢奖金(我说这一作的本质就是拳皇有没有懂的) 至于拳皇比赛的手感,其实比较一般,虽然按钮少,但是搓招时机很怪,一些判定会弄不上。 但是等到有了一批固定客人和自己的游戏街机之后,生意就可以滚起雪球了,这就是原始积累的重要性啊! [h2]总结: [/h2] 《游戏厅物语》是开罗游戏系列中的一款模拟经营游戏,玩法融合了经营和格斗两种,同时内嵌了一个类似于拳皇的小游戏,玩家作为游戏厅老板,需要采购游戏街机、放置合理布局、招来更多的客人变成熟客。同时还可以在布局时利用好街机之间的联动buff,产生更多的收益。熟客可以报名参加电子格斗大赛,就是一款类似于拳皇的像素风小游戏,打赢可以获得奖励,前期可以利用这个获得一些资金。 [quote]关注「[url=https://steamcommunity.com/groups/45531088] 鸢尾花 [/url]」[/quote] [u][b] 致那一朵未至鸢尾花 [/b][/u]
[h1]时代的眼泪,却在电子游戏中熠熠生辉! [/h1] 游戏厅对于国内玩家而言,已经属于上上个时代的产品了,我小时候也就路过的时候看过一两次,后来就是网吧的天下了,甚至很多著名的格斗游戏我都是在以前的小霸王上面认识的。没想到多年后开罗竟然会出《游戏厅物语》这么一款有趣的主题模拟游戏,还原了一个曾经与我擦肩而过的辉煌时代。 本作的游戏玩法很有趣,不仅有基本的养成、布局、比赛还有新颖的小游戏可以玩,会给人一种新颖的感觉。特别是这次的设备中也只有夹娃娃机我认识,其余的还真都没玩过,甚至有的都没见过,也算是让我开阔了眼界。 玩家可以通过经营来达成一定的条件从而解锁新的游玩设施,然后一点点扩大游戏厅的规模,不过游戏厅的经营和其他模拟游戏有点差别,因为游戏的难度我们是可以调节的,游戏难,客人获得的趣味性越少。这个非常现实,长大后看很多街机游戏的视频讲解,很多人都会提到游戏厅老板改难度的事情。但难度又不能太难,要卡在一个合理的点。或者可以通过用不同的游戏举办交流会,再搭配小吃、零食之类的供应,获得一定的名声或者趣味。 另外比赛是电玩厅最重要的一个部分,我们要派我们的顾客和对面打比赛,获胜的话会获得奖金和道具,是非常重要的提升手段,要不然前期发展起来会很慢,每个月的收入才一两千,一套新的设备就要几万,这些前期资源必须要拿到。而且比赛环节我们玩家也是可以操控的,合理运用攻击、连击和防御,控制好能量的消耗,可以轻松获胜,也让玩家很有代入感! 总体来说,《游戏厅物语》的题材很新颖,不过任务拉的时间比较长,前期还很缺资源,节奏就会慢很多,第一年升不了星级评定是很正常的情况。与其他开罗游戏相比,本作的侧重点确实有些改变,不过鉴于题材的新颖,开罗粉丝倒是可以试一试! [quote] 专业评测 | 独立视角 | 帮你发现好游戏 欢迎关注 [url= https://store.steampowered.com/curator/45363287/]“🎮丨游戏高手鉴赏组丨🎮”[/url] [/quote]
[h1] 「♥游戏厅物语 (Pocket Arcade Story)♥」 [/h1] [h2] 「♥游戏介绍♥」 [/h2] 游戏厅物语(Pocket Arcade Story)是开罗游戏制作的经典像素风模拟经营街机厅的游戏,本作以从零开始打造一个著名的街机厅为主。玩家在本作中化身街机厅店长,通过购买各种各样的街机游戏台摆放在游戏厅中,形成各种各样的游戏专区,培养老客户,带领游戏厅的老客户来和其他挑战者进行格斗大赛,获得胜利解锁更多的游戏台,举办线下活动提升玩家们的凝聚力和游戏研发进度,以成为最著名的游戏厅为目标吧! [h2] 「♥游戏内容♥」 [/h2] 游戏还是经典的开罗标志性的模拟经营和数值培养玩法,因为本作主要是经营游戏厅,所以本作淡化了之前的建造之类的系统,反而着重于自己街机厅的游戏摆放顺序和玩家们的培养,玩家首先要决定自己的游戏机难度等级,不同的等级会影响他们玩游戏的兴致和每次游玩后获得的经验值,通过不同的难度设置可以专门训练一批用来打比赛的高玩,让他们去参加格斗游戏大赛或者是其他游戏的游戏水平评定,来解锁更多的奖励和道具。 玩家主要分为玩家等级和单独的格斗游戏评级,他们需要通过自己游玩游戏来增加普通的常规等级,通过参加各种格斗大赛来提升特殊的格斗等级,增加完格斗等级之后会解锁新的顾客和新的设施等内容,是游戏的主线流程,除此之外还能举办各种各样维护顾客粘性的活动,让他们之间也达成良好的关系。 [h2] 「♥总结♥」 [/h2] 游戏厅物语是开罗旗下轻量化经营佳作,经典像素画风和游戏厅经营的主题也展现了本作的主要内容,看着自己一开始的三台游戏机变成一家非常巨大的游戏街区,一步步走过来也很不容易,适合上班摸鱼的玩家和喜欢开罗系列的老粉丝游玩。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
Pocket Arcade Story takes the familiar Kairosoft management formula and applies it to the colorful world of arcade entertainment, giving players control over a small game center that can gradually develop into a popular destination packed with machines and loyal customers. Developed and published by Kairosoft Co.,Ltd, the game combines business management, facility placement, customer development, arcade customization, and competitive tournaments. Its premise is easy to understand, but the steady flow of upgrades and new opportunities gives players plenty to manage as they work toward building a five-star arcade. The arcade begins on a relatively modest scale, making its eventual transformation one of the most satisfying aspects of the experience. Players can install different attractions such as racing games, dance machines, crane games, and photo booths while adding supporting facilities like vending machines, food stands, and benches. These additions are not simply cosmetic. A successful layout needs to keep visitors entertained and encourage them to remain inside for longer periods. Watching an initially quiet building become crowded with customers gives progression a strong visual quality, with the pixel-art presentation making the arcade increasingly lively as the business expands. Customer behavior plays an important role in determining how successful the arcade becomes. Visitors have their own gaming abilities, and stronger players can become particularly valuable customers. Improving the establishment is therefore about more than purchasing additional machines. Players must consider which attractions are popular, how customers interact with the available facilities, and what can be done to increase satisfaction and spending. Campaigns can help improve the arcade's appeal, while carefully selected amenities make it easier to maintain a steady flow of visitors. One of the more entertaining features is the ability to adjust certain aspects of the arcade machines themselves. Crane games, for example, allow the player to alter claw strength, while other settings can influence how easily customers receive rewards. These small details help create the impression that the player is actively operating the arcade instead of merely decorating a building. The economic simulation remains intentionally approachable, however. Pocket Arcade Story is more concerned with rewarding gradual improvement than creating an unforgiving business challenge, making it suitable for casual management fans while potentially feeling simplistic to players seeking highly detailed financial systems. The tournament mechanics add another layer to the usual management routine. Regular visitors can improve their gaming abilities through activities such as mixers and competitions, eventually becoming capable of representing the arcade in fighting-game tournaments. Success in these events can increase the establishment's popularity and attract additional customers. This creates an enjoyable relationship between business growth and customer development, since certain visitors evolve from ordinary patrons into skilled competitors who can contribute directly to the arcade's reputation. These competitions give the game additional personality, although the fighting portion should not be mistaken for a fully developed fighting game. It functions primarily as another management and progression mechanic. Players who enjoy nurturing characters and watching their abilities improve will probably appreciate the tournament system, while those primarily interested in construction and economic optimization may find it less engaging. Even so, it prevents the experience from being entirely centered on placing machines and collecting income. Progression remains the central source of motivation. New facilities, improved customers, successful events, stronger competitors, and greater popularity continually feed into the goal of earning a five-star reputation. There is an appealing sense of momentum when several systems begin working together. Better attractions bring more customers, additional visitors generate more resources, and those resources allow further improvements. Kairosoft's compact pixel-art presentation complements this cycle because changes to the arcade are immediately visible, making even relatively simple upgrades feel rewarding. The game's greatest weakness is repetition. Once its major systems become familiar, much of the experience revolves around variations of the same routine: observe customers, generate revenue, improve facilities, develop visitors, and wait for new opportunities. Players who prefer demanding strategy games with complicated economics may find that important decisions eventually become predictable. The compact interface and streamlined systems also reflect the game's accessible design origins rather than the complexity normally associated with large PC management simulations. Despite these limitations, the arcade theme is an excellent match for Kairosoft's style. Racing cabinets, dance games, crane machines, crowds of visitors, competitions, and colorful decorations naturally create a busy miniature environment. There is also an element of nostalgia for anyone familiar with traditional arcades, especially as the building evolves from a small collection of machines into a thriving entertainment center. The appeal comes less from realistic business administration and more from seeing continuous improvements produce visible results. Pocket Arcade Story ultimately succeeds as a relaxed arcade-management game with a charming progression structure. Its variety of machines, customer development mechanics, customizable attractions, facility management, campaigns, and tournament competitions provide enough interconnected elements to make growing the arcade consistently enjoyable. The experience could benefit from greater strategic depth and more variety during its later stages, but its simplicity also makes it easy to understand and comfortable to play in shorter sessions. For players who enjoy Kairosoft's recognizable approach to management simulations, Pocket Arcade Story delivers an appealing interpretation of arcade ownership. It emphasizes steady expansion and experimentation rather than punishing economic difficulty, while its tournament system gives customer development a meaningful role beyond generating revenue. It is a pleasant and accessible simulation whose charm comes from watching a humble arcade gradually become a busy gaming destination. Taking its enjoyable progression, distinctive setting, customization, and customer mechanics into account alongside its repetitive tendencies and relatively limited strategic complexity, Rating: 7/10
游戏厅物语 [h2]经营自己的游戏厅!小朋友们把硬币交出来![/h2] 我很喜欢一部电影叫无敌破坏王,讲述的就是游戏厅的故事。小时候很喜欢叔叔家的游戏机,对于游戏机最大的印象还是年代秀里的小霸王,现在虽然也去万达或者大商场里的游戏厅去玩,里面的设备也相比较之前有了很大的改变,但还是喜欢以前的游戏机厅,以及那段和小伙伴一起游玩的风光,和朋友一起去拿几个币,去玩拳皇,合金弹头,飞机大战,那时候真的很快乐,在电脑出现之前,游戏厅真的是段很难忘的回忆。尽管现在的自己没法经营一家游戏厅,但是可以在游戏里开一家啊!收割小朋友们的硬币我最在行了! 《游戏厅物语》是一款由开罗制作的模拟经营类游戏,经典开罗风格,经典的像素风模拟经营,美术和UI经典一脉相承。喜欢开罗游戏的玩家直接冲就完事了。只不过这一次,你选择开一家游戏厅,目标是成为全世界最著名的游戏厅。游戏开始就已经提供了两台免费机子,但你还是可以继续购买其他的机子,饮料机,抓娃娃机等等,最重要的是让客人开心,举办一些游戏活动。 理想很丰满,现实很骨感。由于经营不善,我买了一堆游戏机,每天扣掉维修费,只能勉强不赔本,还要举办活动攒客人,还要战胜同行。与其比赛挑战后,只要胜利就可以获得正反馈的一系列道具和其他道具,还要兼顾提升员工和店铺属性,干什么都不容易啊。 [h2]总结[/h2] 经营自己的游戏厅!小朋友们把硬币交出来!《游戏厅物语》是一款由开罗制作的模拟经营类游戏,经典开罗风格,经典的像素风模拟经营,美术和UI经典一脉相承。如果你很喜欢开罗的模拟经营类游戏,还想像我一样满足童年回忆,开一家游戏厅,那么不要错过这款游戏,它还算有趣,也是开罗的经典玩法,收割着孩子们的硬币,看着他们玩着自己游戏的感觉真不错,真的是一种很有趣的体验。这也是模拟经营的又一大现实意义。 [quote] 专业评测 | 独立视角 | 帮你发现好游戏 欢迎关注 [url= https://store.steampowered.com/curator/45363287/]“🎮丨游戏高手鉴赏组丨🎮”[/url] [/quote]
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Where this game's players are, estimated from review languages.
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