Monopoly

Stern Pinball, 2001 — shot-by-shot rules and strategy guide.

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Monopoly was Pat Lawlor's first design for Stern, and it is far deeper than the Stern games that came before it. The lower playfield is taken up by a lit game board turned on the diagonal, with GO sitting between the flippers. Your token moves around that board, and where it lands decides what you play. Land on a property and you collect the whole colour group and start its mode. Land on a corner and a multiball begins. Own all eight groups and all four railroads, and you get Land Grab.

The layout

Roll and collect

This is the loop the whole game runs on. Shoot the right ramp to light Roll & Collect, knock the Cop drop target down so it stops blocking the lane, then take the lane. The dice roll, your token walks the board, and you are paid a thousand times the printed price of whatever you land on. New York Avenue at two hundred dollars pays two hundred thousand. The rolls are quietly weighted in your favour — the game steers you toward colour groups you do not yet own, and when there is nothing in range it aims you at an unowned railroad or a corner instead.

The eight colour groups

Landing on any property in a group hands you the entire group and starts its mode, so you never need to revisit a colour twice. Light blue runs Token Race, where your car races the dog and every major shot advances you. Violet is Free Money, where each Bank door hit locks a digit of the payout on the Electric Company ticker. Orange is a hurry-up starting at half a million on the Bank door. Red is Board Chase, where Cop hits reverse your token's direction and keep it away from the Go To Jail corner. Yellow turns the jets into a scoring engine and stacks with other modes. Green pays a flat one, two or three million. Purple maxes a jet bank. Dark blue lights either an extra ball or a Special, depending on which square the dice pick — and you only get one of the two per game.

Five different multiballs

Land Grab

Own it all. All eight monopolies and all four railroads light Roll & Collect one more time, and taking it starts a timed four-ball multiball where you build property as fast as you can shoot. The centre ramp builds one house. The Free Parking ramp builds four and adds time to the clock. The Electric Company builds hotels. The right ramp moves you on to the next property. Both of the high-value shots want the upper right flipper, so getting a ball parked up there early is worth more than a fast start.

What to actually do

How Monopoly plays

Monopoly turns the board game into pinball: a lit token laps the board between the flippers, and every property you land on hands you the whole colour group and starts its mode. Own all eight groups and all four railroads to reach Land Grab, the build-it-all wizard multiball.

The loop

  1. Hit the right ramp to light Roll & Collect, knock the Cop drop target out of the lane, then take the lane by the Bank door -- the dice throw moves your token and pays you for the space it lands on.
  2. Landing on a property gives you its whole colour group and starts that group's mode; landing on a corner or a railroad space starts a multiball or an award instead.
  3. Lap the board past GO to light lock, drop a pair of balls into Jail with centre-ramp shots, and start Monopoly Multiball at the right ramp.
  4. Feed the Electric Company from the upper right flipper to climb its power meter toward the extra ball, and complete the A-B-C lanes and the loops to build the bonus multiplier.
  5. Own every colour group and all four railroads to qualify Land Grab, then race to raise houses and hotels across the board.

Reading the lights

  • Colour Groups & Land Grab (status) — lit: Each colour group you own lights on the board, and an owned group is yours for the rest of the game -- there is nothing to defend and no reason to revisit a colour you already hold. · then: Every group you land on adds itself here permanently and starts that group's mode. Own every colour group and all four railroads and Roll & Collect lights for Land Grab; because ownership never resets, each new group is one step closer to the wizard.
  • Roll & Collect (shot arrows) — lit: The right ramp lights Roll & Collect, and while it is lit the lane beside the Bank door is armed to roll the dice; you relight it on the right ramp each time you spend it. · then: Take the lit lane -- the ball runs the vault into the saucer and the dice roll, quietly weighted toward the groups and railroads you do not own yet. Knock the Cop drop target down first, because while it stands it blocks the lane and kills the shot.
  • B-A-N-K Vault Door (letters) — lit: Each hit on the closed vault door lights the next letter of B-A-N-K, and the door only takes letters while it is shut -- an open door scores nothing until you close it again. · then: Shoot the centre ramp to slam the door shut, then bash it to finish B-A-N-K and blow the vault open for Cash Grab, where every ramp, loop and lit shot pays a rising value. The game usually spots you a letter at the start and one more each ball, so you rarely need more than a hit or two.
  • Bonus Multiplier & A-B-C Lanes (multiplier) — lit: The bonus inserts climb 2X, 3X on up to 6X and then Light Extra Ball; the lit rung is your current multiplier on the end-of-ball bonus, which counts your board laps, railroads and monopolies. · then: Finish the three A-B-C top lanes, or take a lit outer loop, to click the multiplier up a rung. Finishing A-B-C also jumps your token eight spaces -- your biggest move without a dice roll -- so those top lanes pay you twice.
  • Electric Company Power (ladder) — lit: The power meter fills five percent per Electric Company shot and holds its level between shots; its lit thresholds relight Roll & Collect, light your extra ball, and top out at Special. · then: Work the Electric Company from the upper right flipper -- about six shots reaches the extra ball at thirty percent, and the upper jets nudge the meter up on their own. Push it all the way to full for Special.
  • Monopoly Multiball & Jackpot Ramp (shot arrows) — lit: Lapping your token past GO lights lock; a lit lock resets the centre-ramp diverter to send balls into Jail instead of back to the inlane. · then: Lock a pair of balls into Jail with centre-ramp shots, then launch the multiball at the right ramp. Every jackpot but Railroad's lives on the Free Parking ramp, and the two-million super arms when you shoot the Railroad ramp and cash it at the Electric Company. Both of those shots are made only from the upper right flipper.
  • Railroads (shot arrows) — lit: An outer loop lights Advance To Next Railroad above the Railroad ramp; a railroad you collect stays banked toward the four you need. · then: Collect the lit railroad on the Railroad ramp, whose return drops the ball right above the left flipper for an easy repeat. Four railroads light Railroad Multiball -- the one multiball whose jackpot is the Railroad ramp itself -- and they also tick toward Land Grab.
  • Free Parking Value (status) — lit: The Free Parking standup pays a value opening at seventy-five thousand and rising each hit, while a separate jackpot figure builds alongside and persists between whole games up to a ceiling, so a machine fed across many games starts you far higher than one just switched on. · then: Feed the target in normal play to bank both values, then start Free Parking Multiball -- the rare multiball that collects its jackpot right on the standup rather than up the ramp. That built figure resets low the moment the multiball is over, so cash it while it is high.
  • Chance & Community Chest (mode) — lit: Whatever insert glows under the far-left scoop sets its award -- a Chance card, or the Community Chest hidden behind it, and only a throwaway Pocket Change when neither is on. · then: Take Chance only when it is lit -- relight it on the Free Parking ramp -- for a card that can be anything from small points to an instant multiball. During Land Grab, with a Chance already collected, the scoop hides Community Chest, whose award doubles on every successive collect until the last ball drains.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Beat the sweeping flipper for the Water Works skill shot, then get Roll & Collect running on the right ramp -- the dice roll is the engine that banks colour groups, starts modes and feeds every multiball. Bank the groups the dice hand you as you go. — Water Works Skill Shot, Roll & Collect, Own The Eight Groups
  • Building — Lap the board for Monopoly Multiball and gather railroads for Railroad Multiball, climb the Electric Company power meter to the extra ball, and build the bonus multiplier on the A-B-C lanes and the loops. — Monopoly Multiball, Railroad Multiball, Power Up The Electric Company, Build The Bonus Multiplier
  • The big one — Bank every colour group and each of the four railroads and Land Grab lights at the Roll & Collect lane: a four-ball, timed race to stack houses on the centre ramp, four at once on the Free Parking ramp, and hotels off the Electric Company. Chase the hidden Community Chest at the scoop while it runs, since its award doubles on each successive collect. — Land Grab, Community Chest

Does Monopoly have an action button?

The lockdown bar is bare. This is a 2001 Stern, built well before the era of a button in the middle of the bar, so you get a manual plunger, two flippers and a start button. Your token moves because you made a shot, never because you pressed something.

Goals in Monopoly

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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