Jokerz!

Partial

Williams1988SYSTEM11williams.jokerz.1988

2 unresolved conflicts

  • Legacy sources disagree on label: 'Lower Right Flipper' versus 'Right Flipper'. binding:pinmame.output.solenoid/46/None
  • Legacy sources disagree on label: 'Lower Left Flipper' versus 'Left Flipper'. binding:pinmame.output.solenoid/48/None

Wire it up

what an authoring tool needs first
Bind this ROM
jokrz_l6

3 ROM sets resolve to this machine. Clones share the definition unless a hardware difference is listed.

Controller platform
pinmame.system11

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays

No display inventory recorded yet.

Address space
Switches
-7–84 (60)
Solenoids
2–48 (26)
Lamps
0–122 (67)
Cabinet & flipper inputs
81flipper.upper.right82flipper.lower.right83flipper.upper.left84flipper.lower.left3cabinet.start4cabinet.coin.35cabinet.coin.26cabinet.coin.1

Portable roles — the consuming engine maps them to its own input actions.

Coverage

Partial

Real evidence exists, but authoring requirements are still missing or in conflict. Verify before shipping a table.

Catalog Identity
observed
Address Enumeration
candidate
Semantic Naming
candidate
Physical Wiring
candidate
Mechanisms
unknown
Variant Coverage
candidate
Recreation Knowledge
candidate
Still missing · 13
IdentityController PlatformInput EnumerationInput SemanticsOutput EnumerationOutput SemanticsDisplay InventoryMechanism InventoryMechanism BehaviorPolarityVariant DifferencesRecreation NotesProvenance

Switches

The addresses PinMAME reports as closed. Numbers are the public API values, not matrix hardware pins.

60 addresses

Switch map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
Hover or tap an address to identify it.

Outside the matrix-7, -6, -5, -4 — dedicated, diagnostic or flipper-column addresses. See the table below.

60 shown
# Name Device ID Role Evidence
-7
Advance
switch.advance
candidate
-6
Up/Down
switch.up-down
candidate
-5
CPU Diagnostics
switch.cpu-diagnostics
candidate
-4
Sound Diagnostics
switch.sound-diagnostics
candidate
1
Tilt
switch.tilt
candidate
2
Ball Roll Tilt
switch.ball-roll-tilt
candidate
3
Start Button
switch.start-button
cabinet.start
candidate
4
Coin Button 3
switch.coin-3
cabinet.coin.3
candidate
5
Coin Button 2
switch.coin-2
cabinet.coin.2
candidate
6
Coin Button 1
switch.coin-1
cabinet.coin.1
candidate
7
Slam Tilt
switch.slam-tilt
candidate
8
High Score Reset
switch.high-score-reset
candidate
10
Drain
switch.drain
candidate
11
Trough 1 (Front)
switch.trough-1-front
candidate
12
Trough 2 (Middle)
switch.trough-2-middle
candidate
13
Trough 3 (Back)
switch.trough-3-back
candidate
14
Right Return Lane
switch.right-return-lane
candidate
15
Center Ramp Down Position
switch.center-ramp-down-position
candidate
16
Center Ramp Up Position
switch.center-ramp-up-position
candidate
17
Top Lane Left
switch.top-lane-left
candidate
18
Top Lane Center
switch.top-lane-center
candidate
19
Top Lane Right
switch.top-lane-right
candidate
20
Left Outlane
switch.left-outlane
candidate
21
Left Return Lane
switch.left-return-lane
candidate
22
Right Outlane
switch.right-outlane
candidate
23
Right Return Lane Upper
switch.right-return-lane-upper
candidate
24
Standup Target
switch.standup-target
candidate
25
Bottom Left Drop Target 1
switch.bottom-left-drop-target-1
candidate
26
Bottom Left Drop Target 2
switch.bottom-left-drop-target-2
candidate
27
Bottom Left Drop Target 3
switch.bottom-left-drop-target-3
candidate
28
Left Inlane
switch.left-inlane
candidate
29
Right Inlane
switch.right-inlane
candidate
30
Left Spinner Lane
switch.left-spinner-lane
candidate
31
Right Spinner Lane
switch.right-spinner-lane
candidate
32
Center Lane
switch.center-lane
candidate
36
Bottom Right Drop Target 1
switch.bottom-right-drop-target-1
candidate
37
Bottom Right Drop Target 2
switch.bottom-right-drop-target-2
candidate
38
Bottom Right Drop Target 3
switch.bottom-right-drop-target-3
candidate
41
Top Left Drop Target 1
switch.top-left-drop-target-1
candidate
42
Top Left Drop Target 2
switch.top-left-drop-target-2
candidate
43
Top Left Drop Target 3
switch.top-left-drop-target-3
candidate
45
Bottom Left Kicker (Entry)
switch.bottom-left-kicker-entry
candidate
46
Bottom Left Kicker (Lock)
switch.bottom-left-kicker-lock
candidate
47
Right Saucer (Lock)
switch.right-saucer-lock
candidate
48
Spinner
switch.spinner
candidate
49
Left Ramp Entry
switch.left-ramp-entry
candidate
50
Right Ramp Entry
switch.right-ramp-entry
candidate
52
Center Ramp Target
switch.center-ramp-target
candidate
53
Rollover 1
switch.rollover-1
candidate
56
Rollover 2
switch.rollover-2
candidate
60
Top Pop Bumper
switch.top-pop-bumper
candidate
61
Middle Pop Bumper
switch.middle-pop-bumper
candidate
62
Bottom Pop Bumper
switch.bottom-pop-bumper
candidate
63
Left Slingshot
switch.left-slingshot
candidate
64
Right Slingshot
switch.right-slingshot
candidate
67
Tilt
switch.tilt.67
candidate
81
Upper Right Flipper
switch.flipper-upper-right
flipper.upper.right
candidate
82
Lower Right Flipper
switch.flipper-lower-right
flipper.lower.right
candidate
83
Upper Left Flipper
switch.flipper-upper-left
flipper.upper.left
candidate
84
Lower Left Flipper
switch.flipper-lower-left
flipper.lower.left
candidate

Controlled devices

Everything the ROM can energise, grouped the way a table author builds it.

Coils, magnets & motors

15
15 shown
# Name Device ID Kind Evidence
2
Ball Release
device.ball-release Coil candidate
3
Bottom Left Drop Target Bank Reset
device.bottom-left-drop-target-bank-reset Coil candidate
4
Bottom Right Drop Target Bank Reset
device.bottom-right-drop-target-bank-reset Coil candidate
5
Left Eject Kicker
device.left-eject-kicker Coil candidate
6
Top Left Drop Target Bank Reset
device.top-left-drop-target-bank-reset Coil candidate
7
Bottom Left Kicker
device.bottom-left-kicker Coil candidate
8
Knocker
device.knocker Coil candidate
10
GI Relay
device.gi-relay Relay candidate
15
Center Ramp Motor
device.center-ramp-motor Motor candidate
16
Right Eject Saucer
device.right-eject-saucer Coil candidate
23
ROM Started
device.game-on Coil candidate
34
Upper Right Flipper
device.flipper-upper-right Coil candidate
36
Upper Left Flipper
device.flipper-upper-left Coil candidate
46
Lower Right Flipper
device.flipper-lower-right Coil candidate
48
Lower Left Flipper
device.flipper-lower-left Coil candidate

Flashers

11
11 shown
# Name Device ID Evidence
9
Main Flasher (Central Ramp) x2
device.main-flasher-central-ramp-x2 candidate
11
Wheel Flasher (Backbox)
device.wheel-flasher-backbox candidate
22
Lifter Ramp Flashers
device.lifter-ramp-flashers candidate
25
Back Wall Flasher "JO"
device.back-wall-flasher-jo candidate
26
Back Wall Flasher "KE"
device.back-wall-flasher-ke candidate
27
Back Wall Flasher "RZ"
device.back-wall-flasher-rz candidate
28
Back Wall Flasher "!"
device.back-wall-flasher candidate
29
Double Scores Flashers
device.double-scores-flashers candidate
30
Main Flasher Top Left
device.main-flasher-top-left candidate
31
Main Flasher Left
device.main-flasher-left candidate
32
Main Flasher Right
device.main-flasher-right candidate

Lamps

67

Lamp map

Sequential addresses, grouped in columns of eight.

used unused
 
+0
+1
+2
+3
+4
+5
+6
+7
1–8
9–16
17–24
25–32
33–40
41–48
49–56
57–64
65–72
73–80
81–88
89–96
97–104
105–112
113–120
121–128
Hover or tap an address to identify it.

Outside the matrix0 — dedicated, diagnostic or flipper-column addresses. See the table below.

67 shown
# Name Device ID Evidence
0
GI (General Illumination)
lamp.gi-general-illumination candidate
1
Playfield Lamp 1
lamp.playfield-lamp-1 candidate
2
Playfield Lamp 2
lamp.playfield-lamp-2 candidate
3
Playfield Lamp 3
lamp.playfield-lamp-3 candidate
4
Playfield Lamp 4
lamp.playfield-lamp-4 candidate
5
Playfield Lamp 5
lamp.playfield-lamp-5 candidate
6
Playfield Lamp 6
lamp.playfield-lamp-6 candidate
7
Playfield Lamp 7
lamp.playfield-lamp-7 candidate
8
Playfield Lamp 8
lamp.playfield-lamp-8 candidate
9
Playfield Lamp 9
lamp.playfield-lamp-9 candidate
10
Playfield Lamp 10
lamp.playfield-lamp-10 candidate
11
Playfield Lamp 11
lamp.playfield-lamp-11 candidate
12
Playfield Lamp 12
lamp.playfield-lamp-12 candidate
13
Playfield Lamp 13
lamp.playfield-lamp-13 candidate
14
Playfield Lamp 14
lamp.playfield-lamp-14 candidate
15
Playfield Lamp 15
lamp.playfield-lamp-15 candidate
16
Playfield Lamp 16
lamp.playfield-lamp-16 candidate
17
Playfield Lamp 17
lamp.playfield-lamp-17 candidate
18
Playfield Lamp 18
lamp.playfield-lamp-18 candidate
19
Playfield Lamp 19
lamp.playfield-lamp-19 candidate
20
Playfield Lamp 20
lamp.playfield-lamp-20 candidate
21
Playfield Lamp 21
lamp.playfield-lamp-21 candidate
22
Playfield Lamp 22
lamp.playfield-lamp-22 candidate
23
Playfield Lamp 23
lamp.playfield-lamp-23 candidate
24
Playfield Lamp 24
lamp.playfield-lamp-24 candidate
25
Playfield Lamp 25
lamp.playfield-lamp-25 candidate
26
Playfield Lamp 26
lamp.playfield-lamp-26 candidate
27
Playfield Lamp 27
lamp.playfield-lamp-27 candidate
28
Playfield Lamp 28
lamp.playfield-lamp-28 candidate
29
Playfield Lamp 29
lamp.playfield-lamp-29 candidate
30
Playfield Lamp 30
lamp.playfield-lamp-30 candidate
31
Playfield Lamp 31
lamp.playfield-lamp-31 candidate
32
Playfield Lamp 32
lamp.playfield-lamp-32 candidate
33
Playfield Lamp 33
lamp.playfield-lamp-33 candidate
34
Playfield Lamp 34
lamp.playfield-lamp-34 candidate
35
Playfield Lamp 35
lamp.playfield-lamp-35 candidate
36
Playfield Lamp 36
lamp.playfield-lamp-36 candidate
37
Playfield Lamp 37
lamp.playfield-lamp-37 candidate
38
Playfield Lamp 38
lamp.playfield-lamp-38 candidate
39
Playfield Lamp 39
lamp.playfield-lamp-39 candidate
40
Playfield Lamp 40
lamp.playfield-lamp-40 candidate
41
Playfield Lamp 41
lamp.playfield-lamp-41 candidate
42
Playfield Lamp 42
lamp.playfield-lamp-42 candidate
43
Playfield Lamp 43
lamp.playfield-lamp-43 candidate
44
Playfield Lamp 44
lamp.playfield-lamp-44 candidate
45
Playfield Lamp 45
lamp.playfield-lamp-45 candidate
46
Playfield Lamp 46
lamp.playfield-lamp-46 candidate
47
Playfield Lamp 47
lamp.playfield-lamp-47 candidate
48
Playfield Lamp 48
lamp.playfield-lamp-48 candidate
49
Playfield Lamp 49
lamp.playfield-lamp-49 candidate
50
Playfield Lamp 50
lamp.playfield-lamp-50 candidate
51
Playfield Lamp 51
lamp.playfield-lamp-51 candidate
52
Playfield Lamp 52
lamp.playfield-lamp-52 candidate
53
Playfield Lamp 53
lamp.playfield-lamp-53 candidate
54
Playfield Lamp 54
lamp.playfield-lamp-54 candidate
55
Playfield Lamp 55
lamp.playfield-lamp-55 candidate
56
Playfield Lamp 56
lamp.playfield-lamp-56 candidate
57
Playfield Lamp 57
lamp.playfield-lamp-57 candidate
58
Playfield Lamp 58
lamp.playfield-lamp-58 candidate
59
Playfield Lamp 59
lamp.playfield-lamp-59 candidate
60
Playfield Lamp 60
lamp.playfield-lamp-60 candidate
61
Playfield Lamp 61
lamp.playfield-lamp-61 candidate
62
Playfield Lamp 62
lamp.playfield-lamp-62 candidate
63
Playfield Lamp 63
lamp.playfield-lamp-63 candidate
64
Playfield Lamp 64
lamp.playfield-lamp-64 candidate
111
Wheel Flasher (Backbox)
lamp.wheel-flasher-backbox candidate
122
Lifter Ramp Flashers
lamp.lifter-ramp-flashers candidate

Recreation notes

Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.

Coverage
partial - source-derived recreation knowledge requiring validation

Overview

Legacy evidence identifies this candidate as Williams (1988). The information below is preserved for recreation work but is not automatically treated as validated physical-machine fact.

Playfield devices

Switch, lamp/GI, and controlled-device candidates are in the adjacent machine definition. Source-specific implementation notes are retained below.

Custom mechanisms

No custom mechanism conclusion has been validated. Manuals, schematics, PinMAME source, and gameplay evidence still need to be checked.

Ball-state transitions

Ball paths, trough ordering, locks, kickouts, and causal transitions have not yet been normalized. Relevant source notes follow under Evidence notes.

Controller interactions

Controller callbacks and bindings are candidate evidence only until reconciled against PinMAME and physical documentation.

Service and setup information

Unknown; locate operator/service documentation.

Timing and tuning observations

Source timing values may describe a particular VPX implementation rather than physical hardware and require review.

Recreation guidance

Do not treat this partial definition as a complete authoring specification. Resolve every coverage requirement and conflict before promotion.

Evidence notes

  • games/jokerz.json#/switches/0._note: Pulsed via vpmTimer.PulseSw 10
  • games/jokerz.json#/switches/4._note: Labeled 'lanes' in script
  • games/jokerz.json#/switches/5._note: Ramp position switch — set when ramp is lowered (LowerRamp sub). Not a physical switch object.
  • games/jokerz.json#/switches/6._note: Ramp position switch — set when ramp is raised (RiseRamp sub). Initialized to 1 in InitCenterRamp.
  • games/jokerz.json#/switches/10._note: Labeled 'lanes' in script
  • games/jokerz.json#/switches/11._note: Labeled 'lanes' in script
  • games/jokerz.json#/switches/12._note: Labeled 'lanes' in script
  • games/jokerz.json#/switches/13._note: Labeled 'lanes' in script
  • games/jokerz.json#/switches/14._inferred_type: standup_target
  • games/jokerz.json#/switches/14._note: Pulsed via vpmTimer.PulseSw 24
  • games/jokerz.json#/switches/15._inferred_type: drop_target
  • games/jokerz.json#/switches/15._note: Left bank — reset by solenoid 3 (SolBLDropTgt)
  • games/jokerz.json#/switches/16._inferred_type: drop_target
  • games/jokerz.json#/switches/16._note: Left bank — reset by solenoid 3 (SolBLDropTgt)
  • games/jokerz.json#/switches/17._inferred_type: drop_target
  • games/jokerz.json#/switches/17._note: Left bank — reset by solenoid 3 (SolBLDropTgt)
  • games/jokerz.json#/switches/23._inferred_type: drop_target
  • games/jokerz.json#/switches/23._note: Right bank — reset by solenoid 4 (SolBRDropTgt)
  • games/jokerz.json#/switches/24._inferred_type: drop_target
  • games/jokerz.json#/switches/24._note: Right bank — reset by solenoid 4 (SolBRDropTgt)
  • games/jokerz.json#/switches/25._inferred_type: drop_target
  • games/jokerz.json#/switches/25._note: Right bank — reset by solenoid 4 (SolBRDropTgt)
  • games/jokerz.json#/switches/26._inferred_type: drop_target
  • games/jokerz.json#/switches/26._note: Top bank — reset by solenoid 6 (SolTLDropTgt)
  • games/jokerz.json#/switches/27._inferred_type: drop_target
  • games/jokerz.json#/switches/27._note: Top bank — reset by solenoid 6 (SolTLDropTgt)
  • games/jokerz.json#/switches/28._inferred_type: drop_target
  • games/jokerz.json#/switches/28._note: Top bank — reset by solenoid 6 (SolTLDropTgt)
  • games/jokerz.json#/switches/29._inferred_type: kicker
  • games/jokerz.json#/switches/29._note: Two-stage kicker — ball enters sw45 first, then sw46 is enabled
  • games/jokerz.json#/switches/30._inferred_type: kicker
  • games/jokerz.json#/switches/30._note: Kicked by solenoid 7 (SolBLKicker). Both sw45 and sw46 cleared on kick.
  • games/jokerz.json#/switches/31._inferred_type: kicker
  • games/jokerz.json#/switches/31._note: Kicked by solenoid 16 (bsREject). Ball lock saucer.
  • games/jokerz.json#/switches/32._inferred_type: spinner
  • games/jokerz.json#/switches/32._note: Pulsed via sw48_Spin
  • games/jokerz.json#/switches/33._note: Ramp switch with physical primitive animation (sw49p)
  • games/jokerz.json#/switches/34._note: Ramp switch with physical primitive animation (sw50p)
  • games/jokerz.json#/switches/35._inferred_type: standup_target
  • games/jokerz.json#/switches/35._note: Pulsed via vpmTimer.PulseSw 52
  • games/jokerz.json#/switches/36._note: Pulsed via vpmTimer.PulseSw 53
  • games/jokerz.json#/switches/37._note: Pulsed via vpmTimer.PulseSw 56
  • games/jokerz.json#/switches/38._inferred_type: bumper
  • games/jokerz.json#/switches/38._note: Pulsed via vpmTimer.PulseSw(60)
  • games/jokerz.json#/switches/39._inferred_type: bumper
  • games/jokerz.json#/switches/39._note: Pulsed via vpmTimer.PulseSw(61)
  • games/jokerz.json#/switches/40._inferred_type: bumper
  • games/jokerz.json#/switches/40._note: Pulsed via vpmTimer.PulseSw(62)
  • games/jokerz.json#/switches/41._inferred_type: slingshot
  • games/jokerz.json#/switches/41._note: Pulsed via vpmTimer.PulseSw(63)
  • games/jokerz.json#/switches/42._inferred_type: slingshot
  • games/jokerz.json#/switches/42._note: Pulsed via vpmTimer.PulseSw(64)
  • games/jokerz.json#/switches/43._note: vpmNudge.TiltSwitch = swTilt (swTilt=67 from S11.VBS framework)
  • games/jokerz.json#/coils/0._vbscript_callback: SolRelease
  • games/jokerz.json#/coils/0._inferred_type: ball_management
  • games/jokerz.json#/coils/0._note: Kicks ball from sw11 (front trough position)
  • games/jokerz.json#/coils/1._vbscript_callback: SolBLDropTgt
  • games/jokerz.json#/coils/1._inferred_type: drop_target_reset
  • games/jokerz.json#/coils/1._note: Raises drop targets sw25, sw26, sw27
  • games/jokerz.json#/coils/2._vbscript_callback: SolBRDropTgt
  • games/jokerz.json#/coils/2._inferred_type: drop_target_reset
  • games/jokerz.json#/coils/2._note: Raises drop targets sw36, sw37, sw38
  • games/jokerz.json#/coils/3._vbscript_callback: bsLEject.SolOut
  • games/jokerz.json#/coils/3._inferred_type: kicker
  • games/jokerz.json#/coils/4._vbscript_callback: SolTLDropTgt
  • games/jokerz.json#/coils/4._inferred_type: drop_target_reset
  • games/jokerz.json#/coils/4._note: Raises drop targets sw41, sw42, sw43
  • games/jokerz.json#/coils/5._vbscript_callback: SolBLKicker
  • games/jokerz.json#/coils/5._inferred_type: kicker
  • games/jokerz.json#/coils/5._note: Kicks from sw46, clears both sw45 and sw46
  • games/jokerz.json#/coils/6._vbscript_callback: vpmSolSound SoundFX("Knocker_1",DOFKnocker),
  • games/jokerz.json#/coils/6._inferred_type: knocker
  • games/jokerz.json#/coils/7._vbscript_callback: FlashSol109
  • games/jokerz.json#/coils/7._inferred_type: flasher
  • games/jokerz.json#/coils/7._note: Controls two flasher objects via Lampz indices. F09 central ramp flasher.
  • games/jokerz.json#/coils/8._vbscript_callback: SolGi
  • games/jokerz.json#/coils/8._inferred_type: gi_relay
  • games/jokerz.json#/coils/8._note: Inverted logic: Enabled=GI off, Disabled=GI on. Controls Lampz.state(0) and backglass brightness.
  • games/jokerz.json#/coils/9._vbscript_callback: FlashSol111 / SetLamp 111,
  • games/jokerz.json#/coils/9._inferred_type: flasher
  • games/jokerz.json#/coils/9._note: Desktop mode uses SetLamp 111; VR mode uses FlashSol111. Controls card wheel backbox flasher.
  • games/jokerz.json#/coils/10._vbscript_callback: SolRamp
  • games/jokerz.json#/coils/10._inferred_type: motor
  • games/jokerz.json#/coils/10._note: Drives center ramp up/down via RampTimer. Position tracked by switches 15/16.
  • games/jokerz.json#/coils/11._vbscript_callback: bsREject
  • games/jokerz.json#/coils/11._inferred_type: kicker
  • games/jokerz.json#/coils/11._note: Kicks ball from sw47 (right saucer/lock)
  • games/jokerz.json#/coils/12._vbscript_callback: SetLamp 122,
  • games/jokerz.json#/coils/12._inferred_type: flasher
  • games/jokerz.json#/coils/12._note: Controls Lampz index 122 (f122a, f122b) and drawbridge flash primitive
  • games/jokerz.json#/coils/13._vbscript_callback: Flashsol125
  • games/jokerz.json#/coils/13._inferred_type: flasher
  • games/jokerz.json#/coils/13._note: Back wall JOKERZ! letter flasher — JO
  • games/jokerz.json#/coils/14._vbscript_callback: Flashsol126
  • games/jokerz.json#/coils/14._inferred_type: flasher
  • games/jokerz.json#/coils/14._note: Back wall JOKERZ! letter flasher — KE
  • games/jokerz.json#/coils/15._vbscript_callback: Flashsol127
  • games/jokerz.json#/coils/15._inferred_type: flasher
  • games/jokerz.json#/coils/15._note: Back wall JOKERZ! letter flasher — RZ
  • games/jokerz.json#/coils/16._vbscript_callback: Flashsol128
  • games/jokerz.json#/coils/16._inferred_type: flasher
  • games/jokerz.json#/coils/16._note: Back wall JOKERZ! letter flasher — !
  • games/jokerz.json#/coils/17._vbscript_callback: FlashSol129
  • games/jokerz.json#/coils/17._inferred_type: flasher
  • games/jokerz.json#/coils/17._note: F29 — VR-only flasher effect
  • games/jokerz.json#/coils/18._vbscript_callback: FlashSol130
  • games/jokerz.json#/coils/18._inferred_type: flasher
  • games/jokerz.json#/coils/18._note: Flupper dome flasher
  • games/jokerz.json#/coils/19._vbscript_callback: FlashSol131
  • games/jokerz.json#/coils/19._inferred_type: flasher
  • games/jokerz.json#/coils/19._note: Flupper dome flasher
  • games/jokerz.json#/coils/20._vbscript_callback: FlashSol132
  • games/jokerz.json#/coils/20._inferred_type: flasher
  • games/jokerz.json#/coils/20._note: Flupper dome flasher
  • games/jokerz.json#/coils/21._vbscript_callback: SolRFlipper
  • games/jokerz.json#/coils/21._inferred_type: flipper
  • games/jokerz.json#/coils/21._note: sLRFlipper=46 from core.vbs
  • games/jokerz.json#/coils/22._vbscript_callback: SolLFlipper
  • games/jokerz.json#/coils/22._inferred_type: flipper
  • games/jokerz.json#/coils/22._note: sLLFlipper=48 from core.vbs
  • games/jokerz.json#/lamps/0._note: Non-matrix. Controlled by solenoid 10 (SolGi). Lampz.obj(0) = GI collection. Inverted logic.
  • games/jokerz.json#/lamps/57._note: Desktop-only (no callback)
  • games/jokerz.json#/lamps/58._note: Desktop-only (no callback)
  • games/jokerz.json#/lamps/59._note: Desktop-only (no callback)
  • games/jokerz.json#/lamps/60._note: Desktop-only (no callback)
  • games/jokerz.json#/lamps/61._note: Desktop-only (no callback)
  • games/jokerz.json#/lamps/62._note: Desktop-only (no callback)
  • games/jokerz.json#/lamps/63._note: Desktop-only (no callback)
  • games/jokerz.json#/lamps/64._note: Desktop-only (no callback)
  • games/jokerz.json#/lamps/65._note: Solenoid-driven flasher (sol 11). Lampz index 111.
  • games/jokerz.json#/lamps/66._note: Solenoid-driven flasher (sol 22). Lampz index 122. Also f122b.
  • games/jokerz.json#/_source/confidence_notes: High confidence on switches/coils from SolCallback and sw*_Hit handlers. Uses S11.VBS (System 11). Manual trough implementation (sw11/12/13 with UpdateTrough cascade, not cvpmTrough). Drain is sw10 (pulsed). Ball release is solenoid 2 (kicks from sw11). Solenoid 10 is GI relay (inverted logic in SolGi — enabled=off, disabled=on). Ramp motor solenoid 15 drives center ramp up/down with position switches 15/16. Card wheel mechanism uses cvpmMyMech. Flipper solenoid numbers (sLRFlipper=46, sLLFlipper=48) come from core.vbs S11 constants. swTilt=67 from S11.VBS framework. Flasher solenoids (9,11,22,25-32) use Lampz indices 109-132 for lamp state. Lamp indices 1-64 from Lampz.MassAssign. Lamp 0 is GI (non-matrix, solenoid-driven via sol 10).

Unresolved questions

  • Is the I/O enumeration complete for every supported physical/controller variant?
  • Which inferred VPX behaviors reflect real hardware, and which are table-script conveniences?
  • Are all mechanism home states, sensors, motion constraints, and ball interactions documented?

Sources

  • legacy.game.jokerz: games/jokerz.json at the pinned migration revision.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
jokrz_l6Jokerz (L-6) 1989
jokrz_l3Jokerz (L-3) 1989jokrz_l6
jokrz_g4Jokerz (G-4 German) 1989jokrz_l6

Parent set: jokrz_l6 — clones share this definition unless a hardware difference is noted.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • Legacy definition

    legacy.game.jokerz

    games/jokerz.json; origin=vbscript-parser

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • Legacy definition

    legacy.platform.system11

    platforms/system11.json

    by
    pinmame-game-defs contributors
    rev
    4ea106d08072
  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    PinmameGetGames

    by
    PinMAME contributors
    rev
    4ec52ff0ac13

Something wrong or missing?

This definition still has 13 unmet requirements, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Same platform