Lemonade Stand

Lemonade Stand

released on Dec 31, 1973
by MECC

Lemonade Stand

released on Dec 31, 1973
by MECC

Lemonade Stand is a business simulation game created in 1973 by Bob Jamison of the Minnesota Educational Computing Consortium. Charlie Kellner ported the game to the Apple II platform in February 1979. Throughout the 1980s Apple Computer included Lemonade Stand (along with other software) with the purchase of their systems. The game simulates a child's lemonade stand, where choices made by the player regarding prices, advertising, etc. will determine the success or failure of the enterprise. The game owed its success to offering just enough variables to make a complex challenge for users, but still providing a simply-grasped addictive introduction to the offsetting priorities facing a business. The choice of the right prices and quantities on the day of a heat-wave could instill the satisfaction unique to a greatly profitable private enterprise. The player is first given a weather report for the day (sunny, cloudy or hot and dry, each accompanied by a color drawing) and is prompted for three values: the number of glasses of lemonade to make, the number of advertising signs, and the cost of lemonade per glass. The program then gives a report of the earnings for that day. A thunderstorm, sometimes occurring on cloudy days and accompanied by a color animation, will void any profits and cause the player to lose any investment for the day. The game can be played either single-player or with up to 30 players (each player is independent and the sales of one do not affect another). The Apple II version included music, with bars from "Morning Mood," "Singin' in the Rain," "Raindrops Keep Fallin' on My Head," and "Summertime" played at appropriate moments.


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It’s not really fun, as it becomes quite repetitive very quickly. But it’s interesting to observe the mechanics of weather variation.

Not exactly the most enterprising use of my A-level business degree.

A duck walked up to a lemonade stand, and he said to the man, running the stand, "Hey, got any grapes?" (CW: old YouTube Poop humor) MECC, those pioneers of edutainment software from the former Silicon Valley of the Twin Cities, had a difficult task in the early-'70s: getting kids familiar with computing before the rise of personal computers. Their earliest and best known work, the perennial favorite Oregon Trail by Don Rawitsch & co., managed to spread across the United States over the decade—first in Minnesota, then in magazines and BASIC program publications. Meanwhile, this 1973 business game wouldn't have as much luck until later. Lemonade Stand remained a regular offering at local MECC-serviced schools until the consortium ultimately chose the new Apple II platform as their flagship microcomputer standard in '78. It took only a year for Charlie Kellner to port Bob Jamison's soft drink sales simulator, and Apple was so impressed they began bundling the game with new units via Applesoft BASIC catalogs.

Lemonade Stand became a staple on Woz & Jobs' iconic people's computer, either as an activity for one classroom to a PC, or just another doodad at home. It's the first notable translation of Hamurabi's numbers game into a simpler, more immediate package, among many others up till today. While that '68 precursor evolved over time through successors like Santa Paravia en Fiumaccio, Jamison's take on the concept meant distilling its profits-and-losses text interactions and formulas to their essence. We're not planning for the survival and growth of a Mesopotamian city, just trying to run daily profits and manage assets for the local beverage counter. All the player's worried about are how many drinks to make, how many ad signs to buy, and how much to charge customers for a cup. It's as straightforward as it sounds, with only the occasional thunderstorm or street market threatening your sales.

Yes, this sounds as simplistic and repetitive as it is. Maybe that's the point, though. Running shop isn't as glamorous as it looks, even in this most accessible form. Players merely need to hunt and peck some keys, then watch the results fly by. There's some cute lil' intermissions for each new day (or inclement weather), accompanied by beeper sound arrangements of tunes from Singin' in the Rain and other classics. By and large, though, the game's beaten once you eliminate obviously bad or sub-optimal mathematical choices, eventually finding the optimal sales formulas for each scenario. Doing this on your first go, all within 12 days in most versions, is a bit more of a challenge, but irrelevant when it's so easy to just start over and steamroll past the RNG for a high cash total.

Back then, even this all-ages rendition of the resource management experience first digitized in Hamurabi would have seemed tricky, or at least addictive. It promotes a 1-to-1 narrative of modern capitalism as rational, mostly predictable, and viable at any rung of society. After all, if a mere kid can solicit this much money from passers-by on the sidewalk during a heat wave, then what's stopping you from making it onto Shark Tank, huh?! Well?! Let's just overlook any possibility of, oh I don't know, selling a bad product while your competitors run you out with any mixture of better or more cunning practices. Lemonade Stand doesn't wants its K-6 audience to consider bad guys robbing your startup business, or the HOA banning this (and garage sales, and solar panels, and [insert cool thing here]) entirely. Nice sentiments are nice, but trying to sugarcoat capitalism only works for so long. It's one thing if I'm playing a hyper-detailed and demanding economy sim, of course. I never expected any trenchant critique of, or answer to, the social-economic hierarchy failing us for the benefit of a few. MECC themselves would do that way later with Logical Journey of the Zoombinis, thankfully.

It's no secret that the lemonade stand's been a trojan-horse metaphor normalizing the American Dream to kids for who knows how long. The concept, its connotations, and all that pop culture imagery was practically inescapable for me, growing up in sunbaked suburban Texas. I never ran such an establishment, being too shy and awkward to exercise that entrepreneurial spirit still reinforced today. Moreover, it seemed increasingly irrelevant—theoretically sound, but way harder than it looks in practice. Girl Scout cookies are the closest equivalent I see in my area nowadays, and it's telling how the most successful kids only sell those thousands of batches because it's their parents' side-gig. The myth of the all-American lemonade stand and its variations dates back to a pre-Internet, pre-9/11 era of good feelings and busy neighborhoods which I've only had the smallest taste of as a late millennial.

Emulating this now is easy-peasy thanks to the Internet Archive. I played this on lunch break, even knowing pretty much exactly how it would go. The more interesting thing is to imagine those coat-swaddled students piling into class, early on a snowy Midwestern morning, expecting the same 'ol usual as their teacher introduces this odd monitor and keyboard to them all. The CRT's green glow fades into view, the floppy disk drive whirrs excitedly, and this impressionable set of youngsters get their first peek into the Information Age at their fingertips. Lemonade Stand always worked best as an educational tool, letting everyone share this technology which you once needed a teletype and printer to enjoy. By selling these games and Apple IIs to so many faculty, MECC themselves promoted a unique edu-tech model that itself mirrors the allegory of the kid's streetside booth. I'm glad to see that history's vindicated the story-driven, more ambiguous paradigm of Oregon Trail and other adventurous software, but I think this game represents the organization's classic era best. Pixel pedagogy would only go up in design efficacy and ambition from here, not that it's bad place to start—just one that's happy to date itself, a self-deprecating lesson if any.

Fans of the 'Lemonade Stand Simulator' genre would love to play the classic that started it all.

Too bad I'm not one of them. It got boring after the second day.

A little simulation game where you run a lemonade stand by entering the amounts of things to purchase and try to build your capitalist empire in terms of cents. Mildly entertaining.

Rating: 2.5 - This game is fun but just not worthy of being called "good"