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Back to Jokerz! info page
Review: James Greenhalgh on 17/08/2004
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Another month, another machine restored, and another review.
Jokerz is an unusual machine from Williams, and one that doesn't get much
time in the spotlight. I rescued one from a friends lock-up recently, and
having stripped it, cleaned it, repaired its boards, repainted it, and
reinforced some delicate irreplaceable parts, I've finally had time to put
some plays on it. Side note - isn't it depressing that no matter how well
you clean an old pin, the rubbers are slightly dirty again after only 30
plays? Forgot to do the trough again - take note...
The Jokerz playfield is quite open and symmetrical. Space has been used
really well, and there are a lot of things to shoot for without it feeling
cluttered at all. At the top of the playfield is a raised mini playfield,
this has 5 rollovers for the playing cards and a drop hole to just above the
pop bumpers. This playfield is fed by a long ramp on each side which starts
roughly halfway up the table. Beneath this playfield are the three
multiplier rollovers, which are fed by the saucers. The saucers are hit by
lanes to the left and right of the rollover/pop bumper area, and live under
the big ramps. One spots a card on the mini playfield, the other is for
poker hands. Under the left saucer entry lane is the upper left set of drop
targets, and to the right of this directly under the three rollovers and the
mini playfield drop hole, is a triangle of pop bumpers, point down.
Directly down from the third of these is the raised middle ramp which feeds
a twin ball lock lane in the left of the playfield. This raised ramp has a
spot target underneath it, which causes a drawbridge to raise up from under
the playfield for access. To the left and right of this section, just under
the long left and right ramps, are the lower left and right drop target
banks. Beneath these on the left is the ball lock eject, and on the right a
scoring switch on a similar shaped plastic. Then we have a standard
outlane/return lane/slingshot/flipper arrangement. As usual, a picture
paints a thousand words - please see the media section for images! One
final note is the backbox, which has a rotating disc with cards on it, to
complete the kings hand in the translight. A nice touch, and similar to the
Cyclone Wheel Of Fortune, and the Diner clock.
The artwork on the machine is quaint and quirky too just like the layout.
It's clean and simple looking, but actually contains lots of nice detail.
The king and queen beside the playing table in the middle (which counts
bonuses, multipliers and so on) are very well drawn, and there are small
jesters (or jokerz?) hidden in pretty much every nook and cranny of the
playfield. The jokerz are on the playfield art itself, on plastics, hidden right at the back
under the ramps, on the cabinet art, the score panel, literally all over the place. It's lit well too, the
lights at the mini playfield rollovers are particularly nice and
individually controlled for highlighting skill shots and for effect. The
flashers on the middle ramp don't actually do anything and are purely for
show, but the ones around the edges are used to great effect when cycled and
strobed, especially when the game has ended and the backbox and playfield
are cycling in unison. The translight is an absolute work of art, it really
is one of the best I have seen on a game, and continues the theme of old
fashioned looks, and jokerz hidden all over the picture. Note artist John
Youssi as the servant! Just below this are twin long displays, which have a
variety of small animations to accompany the game.
The audio fits the game perfectly. It's a mixture of baroque or medieval
sounding classical (if anyone can put their finger on it more accurately,
let me know :) Jokerz has a special stereo sound board only used on this
game, and it's used to good effect giving the tunes lots of depth, and
leaving the sound effects nicely separated - which include a selection of
little laughs from the jokerz - triggered by hitting two of the switches on
the playfield, and heard randomly all the way through multiball. When
multiball ends, the king says "Quiet! We are playing." and the jokerz fall
quiet again. Very unusual, and very welcome - another System 11 game with
great audio!
Jokerz looks simple, and essentially it is, but it has a selection of good
scoring elements if you're aiming to get your initials up on the displays.
Spotting all the cards on the mini playfield earns you the table bonus - but
this is dependant on which cards were hit to light all 5, as they're on a
lane switch with the flipper buttons. Hitting the ramps repeatedly is a
good way to earn points, as they build up bonuses individually. Getting up
to the 7x bonus is well worth while, as hitting the three rollovers more
times gives an increasing award, and shooting for the 'draw poker' lane is
essential. This causes the wheel in the backglass to spin, awarding you a
score based on the kings hand shown (yes, the game knows which cards are
where. Nice). The three sets of targets can be dropped to give 5 seconds
chance to drop any single set for 1 million, but better scoring can be
gained from multiball. If you manage to raise the ramp and lock a ball
twice, both will be ejected and the ramp stays up. To score the jackpot you
need to make 4 middle ramp shots while both balls are still in play. Much
harder than it sounds and a lot of fun! The final trick is 'double your
score'. This happens on the third (and last, so you get it again with
extras) ball - hitting both long ramps within 20 seconds will double your
score. Obviously the trick here is to trigger multiball on your third ball
just after the bonus countdown starts, make 4 ramp hits to get the jackpot,
and then both long ramps to double it.
As I said - simple, but clever. No complaints with the flow either - all
the shots feel pretty solid when aimed correctly, the ramps are very smooth
including the middle one, which due to the steep drawbridge you'd expect to
be a bit lumpy. If you're very accurate any of the three drop target banks
can be hit with a sweeping shot for extra bonus, although the lower pair are
much harder than the upper one. Learning to juggle the balls in play during
multi is challenging, it's definitely wise to use the upper playfield
rollover areas to take a ball out of play for a few moments. It's not the
fastest game in the world by any means, but it can move at a fair pace
around the lower playfield.
Overall, I like this game. I know I say that about many, but truly there
aren't many bad games on this hardware. Jokerz does stand out though from
the rest, with its unique sound and distinctive look. It's very involving
trying to build up the points, and I think is one of the more technical
games from the period. As for downsides, I think it would be nice if the
flashers on the middle ramp did something. I suspect modifying the game to
provide these wouldn't be very difficult as there's an ideal pair to twin
them up with underneath the drawbridge (maybe the proto had some here,
but airballs would annihilate them).
The biggest downside with Jokerz is that it's a rare machine now - anyone
who wants something a bit different should be on the lookout!
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