For us, October means that Pinball Expo is here. Fortunately, we were able
to find STERN's brand-new release for this October issue. We decided to take
a deep look at STERN's new game, MONOPOLY®, for
all of you pinball fans before Pinball Expo happens. It will also be shown
at the Amusement and Music Operators Association (AMOA) Expo early in October.
In addition, we also took a look at Konami's MoCap Boxing and Sega's Shootout
pool.
MONOPOLY®/STERN Pinball
All we can say is FINALLY!!! It took about four years, but Pat Lawlor now
has a new game for us to enjoy. Following the fantastic Austin Powers, STERN
keeps trucking along. Personally, we haven't been this excited to see a pinball
machine since the release of Episode One from Williams.
Playfield: The best way to describe the playfield
is with the help of Pat's former games. Excuse us for the references, but
this should give you a pretty nice picture of how things look. The left side
of the playfield bares a resemblance to Whirlwind. The Chance drop hole and
the Railroad Ramp are similar to Whirlwind's set of Cellar drop holes.
The left side also contains three jets on the bottom and three jets on the
top.
The ball-locking holding area is also like Whirlwind. Shooting the left ramp
will either return the ball to the left flipper or drop it into this holding
area.
Moving into the center area of the playfield, the game starts to resemble
Funhouse. The center loop feeds the balls around to the right side where they
are kicked out towards the upper flipper. This is also the staging area for
where the various modes are started. Over on the right side, the game suddenly
takes on a No Good Gophers shape. The left and right ramps feel very similar,
with a spot target in between the right ramp and right loop being the only
difference.
The left ramp has a swinging Bank door in front of it. This door opens and
closes during game play depending on the mode in play. The upper flipper has
a similar shot spread to what we've seen in the past from Pat. The side ramp
sends the ball around to the left flipper, similar to Gophers. The difference
is the Free Parking spot target at the top of the ramp. The Electric Company
shot is just below the side ramp. The shot angle is very similar to the trap
door in Funhouse.
The ball is then kicked into the lower jets. Down on the bottom right area
is something unique to MONOPOLY® pinball. A small
red flipper constantly rotates at different speeds and directions to block
the Water Works drop hole. This hole can be reached by shooting the plunger
softly, along with the random bouncing around in that area.
Analysis: Because to is Pinball Expo time,
we decided to break the game down even more than usual in case some of you
don't have a chance to see one before the weekend of the Pinball Expo.
Modes: Shoot Light Ramp to Light Roll and
Collect. Shoot middle loop to collect.
Dark Purple-lights upper/lower jets
Light Blue-Token Race (shots move your car
as you race against the dog)
Light Purple-Free Money (shoot bank three
times to break combination and receive points)
Orange-Tax Refund (shoot bank to collect countdown
value)
Red-Cop Chase (shoot cop or stand-up target
to collect value; mode ends when you land in "Go to Jail" space on the MONOPOLY®
board)
Yellow-Utility Overload (jets score 10,000
a hit. Value can be increased as well as the timer)
Green-Big Points (receive one, two, or three
million points, depending on which property you land on)
Dark Blue-Park Place lights extra ball; Boardwalk
lights special
Multiballs:
Breakout Multiball-Land on Just Visiting
space on MONOPOLY® board (side ramp scores
increasing jackpots).
Free Parking Multiball-Land on Free Parking
space on the MONOPOLY® board (target on top
of the side ramp scores increasing jackpots).
Rip-off Multiball-Land on Go to Jail space
on the MONOPOLY® board (side ramp scores increasing
jackpots).
Complete all railroads-Railroad Multiball
(railroad ramp scores 250,000 each shot).
Regular Multiball-Pass GO to light lock. Shoot
left ramp to lock your ball. After two balls are locked, shoot the right
ramp to start multiball.
Side ramp is worth 1,000,000. To relight, shoot the railroad ramp. Jackpot
is again the side ramp for 1,000,000, or the double jackpot is in the electric
company.
Land Grab: After all modes are completed,
shoot the center loop to start Land Grab. The goal during this wizard mode
is to place as many houses and hotels on your properties as you can. Players
get unlimited balls for 35 seconds.
Shooting the left ramp awards two houses. The side ramp awards four houses
and adds time. The Electric Company shot adds a hotel. The right ramp during
this mode advances you two spaces. Also, items such as spinners, water works,
etc. are all lit during Land Grab. Similar to Lost in the Zone, the ball drains
when the time is up and players start all over with an empty board.
Other Items: Cash Grab-Spell B-A-N-K to start.
Every shot is lit for increasing points. This starts at 250,000 and increases
by 25,000 with every shot.
Bonus X-Can be completed by shooting the
right or left loops when lit. Players can also complete the A-B-C lanes
at the top. Extra Ball is lit at 6X.
Skill Shot-Plunge the ball into the Water
Works hole to collect.
Spot Target-Players can receive different
awards, depending on what is lit. Awards range from points to advancing
to GO.
Electric Company-Upper jets increase the power
percentage, along with shooting the electric company side shot. Players
receive different awards including lighting dice roll, extra ball, and more.
Water Works-Lower jets increase water works
value. Players collect it by landing in the hole underneath the rotating
flipper. This value resets after each ball.
Cop-By shooting the side cop target (Cousin
It), a drop target will pop up to block your center loop shot. Every time
you hit this shot, the drop target will again pop up to collect a random
award.
Chance-Shooting the side ramp lights the Chance
drop hole. Shoot the drop hole to collect a random award.
Pros: Before playing the game, we noticed
the incredible artwork both on the backglass and playfield. John Youssi really
did a professional job in bringing the board game to the pinball community.
The geometry of the game and flow from shot to shot is amazing. Pat Lawlor
is the master at this. The comparisons to the other games he's designed only
goes to prove that once you master something, why change it? For players like
us, the game is deep enough to provide a great challenge. Looking at it from
a novice's perspective, awards such as Cash Grab are relatively easy to get
and fun to play. Also, with new flipper coil, the feel of the game has improved.
Cons: Looking at the game from a novice's
perspective, the same question from Pat's other designs pops up? Is this game
too difficult for the common person to understand? The hope that players will
understand this game after a few balls is a long shot. It took us two years
to understand all the rules to Twilight Zone, and that's having it in our
bedroom! This game isn't as tough as TZ, but there is a lot to deal with.
From talking with players at the MONOPOLY® pinball
test location, there were uncertainties about the rules of the game. However,
all that aside, everyone enjoyed hitting the shots, and that's what is important.
Overall: STERN takes a giant leap in the right
direction with this game. Bringing in Pat Lawlor Design was a great idea.
The design team, out of Marengo (Illinois), has set out to make a Williams
quality game, and they have more than accomplished that goal. If you covered
the STERN logo on the backglass, we would have sworn that Williams was back
in business. Hopefully, STERN will utitlize the effort of Pat Lawlor Design
again, and we can look forward to seeing one Pat game a year (we can always
hope).
Overall Rating: **** (Four Stars)"