Jokerz!

Williams, 1988 — shot-by-shot rules and strategy guide.

Open Jokerz! in the Pinball Genie app →

Jokerz is a late-eighties Williams with a short rule set and one shot that does almost everything. A raised upper level at the back holds five card lanes; below it sit three banks of drop targets, two side ramps, a raisable centre ramp and a draw poker saucer that spins a wheel in the backglass. It is not a deep game, but it rewards a player who picks one plan and repeats it.

The layout

The gate is the game

One shot advances four things at once. Shooting the gate lights the lowest card you do not yet have, then ejects the ball into the B-E-T rollover area, where the pop bumpers knock it back through the rollovers repeatedly and build your bonus multiplier for free. A fair proportion of the time the ball comes back out through the gate on its own, and the cycle starts again. The upper left drop bank also tends to clear itself while you work the shot — one third of the Millions qualifier for free. It is comfortable from the right flipper and an easy backhand from the left, and low risk in a game where several other shots are not.

Filling hands

Light all five upper level cards and the game pays a hundred thousand plus your current bonus. Because the payout includes the bonus, when you complete a hand matters as much as whether you do. Finishing two hands on one ball with a maxed multiplier is the single biggest score the machine offers, since you then collect the bonus again at the end of the ball. Completed hands are counted by the lit bells in the joker's hat, and finishing the set — three by default, though operators can raise it — lights a Special in the draw poker saucer. That saucer is a left-flipper shot and effectively cannot be backhanded.

Ramps, locks and the centre target

The side ramps are a build-and-cash pair. Each left ramp shot raises the award through roughly ten, twenty five, fifty, a hundred, two hundred and fifty and five hundred thousand at the ceiling. The right ramp collects the lot and drops the value back to the bottom, so only cash when it is worth the risk. Both share a hazard: a ball that trips the top switch then rolls back down comes out between the flippers, so keep a slap save ready. The centre target is worse. Hit dead centre from a trapped ball it returns straight down the middle, and off-line it kicks off a post rubber into an outlane. The safe version is to flip at a live ball already rolling down the inlane at an angle, which bounces the target and sends the ball back into play.

Multiball and the jackpot

A plan that works

There are two ways to an extra ball. The reliable one is the bonus multiplier: push it to the flashing value and the light comes on over the in and outlanes. It only works once per ball, but the multiplier carries over, so each ball starts closer than the last. The other is the draw poker wheel, which is luck. So the plan is simple — grind the gate every ball until the extra ball lights, take it, and only risk the centre target once you have that cushion. Save the score double for your genuine last ball. It gives you one window to double everything by hitting both side ramps, the window shrinks by five seconds for every million you already have down to a floor of ten, and progress does not carry onto an extra ball. If you have one lit on ball three, score first, collect it, and make the attempt on the extra ball instead.

Goals in Jokerz!

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

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