Quoted from Newsom:The rules on mono are horrible. Cash grab is more lucrative than Land Grab?!?!
Jackpot values do not increase?!? Not a bad layout, but weak weak rules.
Horrible? No, they're not horrible. That's a can't-take-it-back classification. I'll fully spot that the software for Monopoly is pretty *weak*, and your citations are very good reasons why, in addition to others.
What it really needed, as you plainly alluded to, was *more*. More strategy, more/deeper rule paths, more reason-for-being. It seems that a lot of time was spent on things that are hardly even a part of play (Free Parking multiball and the other Chance-awarded multiballs, for example), than were devoted to Land Grab, 3-ball multiball, modes, et cetera. I mean, certain modes are almost literally pointless, while others are absolutely must-play.
There are some subtleties that I enjoy: stacking Cash Grab with a multiball is epic, if possible; the quick-shot bonus multipliers with danger (dangerous through-the-bumpers shot on the left, mini-flipper blockage on the right) if you want to light EB; the decent use of the Cop Stop Drop. It's not completely without merit, but in the end, you're right: it leaves you feeling a bit on the empty side. Not *nearly* as empty as playing Roller Coaster Tycoon, though.
And that's part of the problem, isn't it? Pat's games for Stern are pretty much across-the-board lower than the standard he had at WMS. Family Guy being the undebatable best machine he had for Stern, it's still not anywhere close to the upper echelon he had in his WMS days. Most are *far below* that standard, and Monopoly fits the bill to some degree, but not as close as RCT, CSI, and perhaps Ripley's and NASCAR do.
It's pretty disturbing when the succeeding game is far, far worse than its predecessor, which is the case with Monopoly and RCT.