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Monopoly Rulesheet (Compliments of Jim Hicks) Please feel free to send comments, updates, suggestions to me (for now to Jim Hicks.) I will also have a section on game observations on the web version - let me know if I can use your comments in that section. Thanks in advance for any help you can provide. Jim Hicks --------------------------------------------------- Monopoly Pinball Rule Sheet Version 0.9 - October 2001 by Jim Hicks - jimhicks@justbecauseican.com Contributors: Bowen Kerins bkerins@massed.net Updates: preliminary version. All rules below are based on game software level 1.1 This rule sheet may be freely distributed or reproduced in any form, provided the above credits remain. Please e-mail me with any corrections or updates. The most current version of this rule sheet can be found at http://www.justbecauseican.com/monopoly/rules.html with pictures to illustrate key points or game areas. (pictures will be added to the web version soon) Overview Monopoly is the first game designed for Stern Pinball by Pat Lawlor Design and features a more varied and deeper rule set than the earlier Stern offerings. The game is bright and inviting and offers a wide variety of shots and modes. Multiple mulitball modes are available and none are of the "newbie-friendly-hit-the-flashing-shots-for-continuous-multiball" modes that have been traditionally featured on Stern pins. Credits Design: Pat Lawlor Software: Louis Koziarz, Greg Dunlap Artwork: John Youssi, Kurt Andersen Music: Chris Granner Mechanical Engineering: John Krutsch Additional Support: Stern Pinball, Incorporated (add) Artwork Backglass: The backglass, (actually a translite), features a Monopoly board against a rich blue background, with "Mr. Monopoly" (a.k.a. Rich Uncle Pennybags) striding along the outer edge, with his cane in his right hand and the title card for Boardwalk in his left. There is a wake of houses, hotels, money and tokens trailing behind his right foot. To the left of his front foot, adjacent to the first Community Chest space past GO is a chest open with moneybags inside. Two houses and a hotel partially cover the Income Tax and Reading Railroad spaces. Two dice are cover the light blue bar of Oriental Avenue, two houses on Vermont and a large race car token between St. Charles and the Electric Company. The traditional Monopoly logo is featured at the top, with "Own it all" in italics between the logo and the top left edge of the board. The Pat Lawlor Design logo is featured in the lower left corner and the Stern Pinball logo in the lower right hand corner. Playfield: The playfield features a modified Monopoly game board oriented on the diagonal as the major feature on the lower half of the playfield. Mr. Monopoly appears to be climbing over the top right side of the board, with his cane in his left hand, rolling the dice with his right. Smaller images of Mr. Monopoly are scattered about the playfield. Water Works pipes are featured under the lower jet area. The top center alley shot to the Roll & Collect lane feature two large dice over a white arrow. There are major areas of yellow/orange, pink, green, blue, orange and light purple. The artwork is bright and inviting and suggests the Monopoly theme very well. Cabinet: The cabinet is predominately black, with crisp looking artwork. The lockdown bar is black, as is the speaker panel. The backglass/translite is backlit by a single fluorescent tube located slightly below the Monopoly logo. The front has a standard coin door. The red start button is on the upper left. Directly below it is the GO square offset up from a red diamond. On the right, under the plunger is a similar offset square with a picture of Mr. Monopoly pushing a wheelbarrow. There is a Monopoly logo directly underneath the door. To the left of the logo is Mr. Monopoly holding his cane rolling a large pinball. In the bottom right corner, is the game slogan "Own it all". The side art features a colorized version of the traditional Monopoly logo, with a pinball flying away from Mr. Monopoly, as if he pushed it away. Just above the top left of the logo is a large "Own it all." Below the logo for the length of the cabinet is a repeating pattern of four game icons (Water Works spigot, The cop, Electric Company light bulb, Free Parking car), linked on the diagonal by dice, across two rows. The head side art features the Monopoly logo at the top, drawn as if Mr. Monopoly was rolling two dice toward the viewer, over a background of alternating black and multicolored squares. The colored squares feature Water Works, Electric Company and Railroad icons. A red border frames the checked pattern. Goal Each player starts the game with 1500 points. Each player moves around the Monopoly board, attempting to collect all eight of the property groups. Once all the monopolies are obtained, LAND GRAB is started. LAND GRAB is a timed, four ball multiball mode where the object is to build houses and hotels to acquire points. Game Instruction Card OBJECT Own it all Collect as much property as possible. SKILL SHOT The Water Works hole collects Skill Shot COLLECT PROPERTY Shoot for ROLL & COLLECT when lit. This will move you around the board & collect any property. When you collect any property watch the display for instructions on how to play that mode. ROLL & COLLECT is RE-LIT on RIGHT RAMP. EXTRA BALL Extra Ball is awarded by getting the ELECTRIC COMPANY to a higher power %. The upper POPS (bumpers) raise the ELECTRIC COMPANY'S power. BONUS X Awarded on the outer loop shots when lit or when completing the A B C lanes. MULTIBALL Advancing around board to GO lights LOCK. LOCK 2 balls by shooting for the center ramp. Then start MULTIBALL by shooting up the RIGHT RAMP. CASH GRAB The LEFT RAMP closes the bank door. Hitting the closed door spells "B-A-N-K". This starts CASH GRAB. IN CASH GRAB, ALL RAMPS WORTH BIG POINTS! JACKPOT While in MULTIBALL shoot for the LEFT RAMP or the ELECTRIC COMPANY. The TRAIN ramp RE-LITES JACKPOT. CHANCE Shoot for the left CHANCE ? CARD scoop when lit for random awards. HINT: Collect all property to play LAND GRAB! Note to Beginners: To score better, shoot at the ( FLASHING SHOTS ) !! Be sure to LOOK UP at the Dot Display for instructions when possible. Playfield layout and basic rule set Flippers: There are four flippers on the game, three are controlled by the players by the flipper buttons. Two standard size flippers are in the normal position at the lower part of the playfield between the slings. There is a standard size flipper about halfway up the playfield on the right side (similar to the layout on Whirlwind or No Good Gofers) and a small, game-controlled rotating flipper, which protects the WATER WORKS saucer. Ramps: There are four ramps on the game. The left ramp, protected by the BANK vault door, has a diverter that allows the ball to be returned to either the left flipper inlane or to JAIL, where balls are locked for multiball. The right ramp also has a diverter and will return the ball to either the right flipper inlane or to the shooter lane (to activate Multiball). The "Free Parking" ramp is actually a second entrance located mid-way on to the left ramp, prior to the diverter. At the top of this ramp entrance is the "Free Parking" space and yellow standup target on the far top left of the playfield. "Free Parking" can be made only from the upper right flipper. Shooting the "Free Parking" ramp collects available Jackpots. The "Railroad Ramp" is an open silver wire ramp that quickly returns the ball to just above the left flipper. This ramp can be shot to either "Relight Jackpot" or "Advance to Next Railroad" as when the corresponding light on the sign immediately above the entrance is lit. Major playfield areas, targets or shots, clockwise from bottom center OUTHOLE / FLIPPERS - Main flippers are here in standard position, above Mr. Monopoly in a pile of money. On some European games, Mr. Monopoly's head is the center ball save post, activated by the second set of flipper buttons. Standard left and right sling bumpers and inlanes. The SHOOT AGAIN lamp is directly above Mr. Monopoly's head and five Bonus Multiplier lights (2X, 3X, 4X, 5X, 6X - Light Extra Ball), each in the side of a hotel, are arranged in a row above that. MONOPOLY BOARD - Animated game board, rotated 45 degrees, with the GO! space centered between the flippers, is directly above the Bonus Multiplier inserts and occupies the main open portion of the lower playfield area. The board has fewer spaces than the board game, with only 9 spaces on a side (32 total space, rather than the normal 40). The "Income Tax", "Electric Company", "Water Works", "Luxury Tax", all but the first "Community Chest" and last "Chance" spaces are not represented. All other property groups, railroads and the four corner spaces (GO, Jail/Just Visiting, Free Parking, and Go to Jail) are depicted as in the standard American version of the Monopoly board game. Each space and the Chance and Community Chest card locations in the center of the board are lit and are animated as each player moves around the board. Each time the dice are rolled, you hear the token move accompanied by a flashing light moving across the board spaces on the playfield with animation of Mr. Monopoly hopping across the dot matrix display (DMD). The effect on the playfield is particularly well done. LEFT OUTLANE - Special is available here (when lit) JAIL - Multiball lock area to the far left of the playfield. Accessed when the left ramp diverter is active. Balls are dropped from the ramp and physically locked here. CHANCE and COMMUNITY CHEST - Scoop located about 1/3 way up on the far left side of the playfield, similar to that found on Whirlwind. There is a sign above with two sections and lamps ("COLLECT CHANCE CARD w/LIT" and "COLLECT COMMUNITY CHEST w/LIT"). CHANCE - Award one of the following awards:
CHANCE is re-lit by shooting the "Free Parking" ramp. COMMUNITY CHEST - No rule is currently implemented for COMMUNITY CHEST. This lamp should only be illuminated during light shows, multiball modes or jackpot sequences. RAILROAD RAMP - The ramp entrance is located just above the orange property group on the board. The ramp takes a sharp right turn and drops the ball back on to the playfield just above the left playfield. See additional information in Ramps section above. Shooting the outer loop lights "Advance to Next Railroad". Collect all 4 railroads to light Railroad Multiball. LOWER JETS - Three jet bumpers with red caps are located about mid-way up the playfield on the far left. There is a an outer loop shot when the ball follows a path from the lower right flipper through the lower jets up and around the back of the playfield. There is a large lamp insert "5000 when flashing" (check wording) in between the jets. UPPER JETS - Three jet bumpers with white caps are located just below the top left A B C lanes, centered around a large lamp insert labeled "5000 WHEN FLASHING" A B C INLANES - Three lanes in the top left hand corner of the playfield. When completed, the Bonus Multiplier is advanced. "COP" TARGET - Angled slightly off-center between the Roll & Collect lane entrance and the Bank door in from of the "B" insert. The target can be made from any of the three player controlled flippers and generally blocks shots to the Roll & Collect lane. ROLL & COLLECT LANE - Immediately to the left of the Bank door. Ball guides direct the ball around the Bank, under the left and right ramps and into he Roll & Collect saucer. This shot is also used to collect the Extra Ball when the Extra Ball light is lit. A sign above the Roll & Collect lane indicates whether Roll & Collect and/or Extra Ball is available. BANK VAULT - A small door that guards the primary entrance to the left ramp. The door is opened when B-A-N-K inserts directly in front of the door are lit, which then starts CASH GRAB. The door is closed when the left ramp shot is made. ROLL & COLLECT SAUCER - Located in the upper right section of the playfield, this saucer can be made from either the shooter lane or the Roll & Collect lane. TOP RIGHT SQUARE STANDUP TARGET - This target is directly in front of the Roll & Collect saucer and immediately to the right of the right ramp entrance. There are four awards indicated on lamp inserts in front of the target:
RIGHT SPINNER - Silver spinner on the upper right of the playfield starts the right outer loop shot, which feeds to the A B C lanes (?). MID-PLAYFIELD STANDUP TARGETS - Two yellow standup targets located on the right side of the entrance to the Railroad ramp entrance. Made from the upper right flipper. ELETRIC COMPANY - One of the primary shots from the upper right flipper. A small "speed bump" ramp feeds the ball into the lower jets. Each shot into the Electric Company increases the accumulated voltage and each subsequent jet hit raises the voltage slightly. Extra Ball is lit when an (operator selectable?) % level is reached. Directly above the ELECTRIC COMPANY is a three position red LED display that is used to augment information displayed on the main DMD. This sign is also used in attract mode to display over one hundred sometime humorous messages. WATER WORKS SAUCER - See Skill Shot Skill Shot Monopoly features perhaps the most unique skill shot yet in a pinball game, the WATER WORKS shot. There is a saucer immediately to the left of an entrance from the shooter lane, about 1/3 up the playfield from the plunger. A small orange flipper continuously rotates over the hole that can both block the shot or clear the ball once the shot is made. The Skill Shot bonus multiplier starts at 1X for the first WATER WORKS shot made, 2X for the second, and 4X for the third. Once the shot has been successfully made the flipper will change speeds and directions. The shot can be harder than it looks, as you have to have both the right touch to make the shot and have timed the action of the flipper movement to be successful. If the ball misses the entrance to WATER WORKS when launching the ball, it can make the Roll & Collect saucer or go all the way up to the A-B-C top lanes. Unlike most skill shots, the shot can also be made with the ball is in play and successful saucer shots are scored the same as if made on a skill shot. Ball saver There is a timed ball saver at the beginning of each ball. Video Mode As in all Pat Lawlor games, there is no video mode. The closest is "Token Race", started when you land on the light blue property group. You are the silver racecar token, racing against the dog token. Each playfield switch that is hit advances your token to the other side. Sparks fly if you shoot the ball into the ELECTRIC COMPANY during the mode. Modes When a player lands on a property, the corresponding mode or award for that color property group is activated. There are eight game modes in Monopoly, and each is started when a player lands on the corresponding property group color. Once any property in a property group has been landed on, the entire monopoly is obtained. Some groups have multiple options (Purple, Green, Blue). For these groups, the award corresponding to the property landed on is activated. For example, if you land on "Park Place", EXTRA BALL is lit. If you land on "Boardwalk", SPECIAL is lit. However, you may only get one or the other the same game (property state may get reset once LAND GRAB is reached - need to check this). Collect all eight monopolies to start LAND GRAB. Purple: Lower Jets to Max or Upper Jets to Max Just as the description implies. All three pop bumpers in the corresponding jet group award maximum points (value?) Light Blue: Token Race Your token (the race car) races the dog across the DMD display. You advance every time a playfield switch is made. See note in Video Mode section above. Violet: Free Money Timed mode. Make BANK shot multiple times for Free Money. Each shot locks a digit in the amount of cash available, shown scrolling on the ELECTRIC COMPANY ticker (thousands, 10Ks, 100Ks). When amount displayed, shoot the Bank door to collect. Orange: Tax Refund Shoot Bank. Collect Pocket Change at CHANCE/COMMUNITY CHEST scoop. Red: Board Chase Cop chases Mr. Monopoly around the board. Hit "COP" (drop) target to ... Yellow: Utility Overload Green: Millions Collect 1M points (Pacific), 2M points (North Carolina), or 3M points (Pennsylvania), depending on the square landed on. Blue: Extra Ball (Park Place) or Special (Boardwalk) CASH GRAB: Started when Bank door is opened. Each COP target hit adds 5 seconds to the mode duration. Shoot ramps, loops and lit shots to collect displayed values. Value starts at 250K and increases by 25K for each shot made. LAND GRAB: Timed, four ball multiball mode, available when all eight property groups have been collected. (Do what) to build houses and hotels. Multiball There are five (?) multiple multiball modes - four corner modes (Breakout, Free Parking, Ripoff), Railroad, and regular "Multiball". Shooting the "Free Parking" ramp collects jackpots. (add detail from page 3 notes)
Attract mode ticker quotes There are over 100 quotes that scroll by on the ELECTRIC COMPANY display in attract mode:
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