Joker Super Reels Slot Review
Purple carpet, potted palms, green-and-gold columns and a row of glowing cabinets stretching into the dark: Joker Super Reels sets itself on a casino floor at night, framed by rival machines whose screens wash the scene in blue and magenta. The strange thing about this game is that you never really get paid – every base game win is swept into a meter instead of your balance, and the whole point of the five-line grind is building the bankroll for one 64-ways shot at the Super Game. For a three-reel classic wearing this much neon, that’s a bolder design than the lobby suggests.
Underneath the cabinet art, Joker Super Reels from ReelPlay is a 3×3 reel playing five lines at a 10-credit stake, mid-to-high volatility, and a total RTP of 96.081% to 98.790%. That’s a very different animal from the studio’s sprawling El Dorado Infinity Reels and Hypernova Megaways, closer in spirit to the lean cabinets the backdrop itself is showing off.
The Base Game
Five lines for 10 credits per spin, all wins multiplied by the base bet. The highest combination is what gets paid on each line, and coinciding wins are simply added together. None of that will surprise anyone who has spun a classic three-reeler.
The Jester is the wild, substituting for all symbols during the base game only, and three of them on a line pay 200 coins, with the Super Game version worth 500. That base-game-only restriction matters, because the Jester’s role changes entirely once the meter gets involved. There’s no scatter to hunt either – every route into the game’s bigger pays runs through the meter, not through a symbol landing in a corner.
The paytable is split between the base game and the Super Game, and the Super Game rows are where the real money sits. Base game values, in coins for three of a kind:
- Top base game icon – 80 for three
- Mid symbols – 30 for three
- Lower symbols – 20 for three
- Jester (wild) – 200 for three
The Super Game pays better across the board, with the Seven leading a ladder that runs:
- Seven (Super Game) – 400 for three
- Second Super Game icon – 300 for three
- Third Super Game icon – 200 for three
- Fourth Super Game icon – 30 for three
- Lower Super Game icon – 20 for three
- Jester (Super Game) – 500 for three
So the Super Game quintuples the top of the ladder relative to the base game, from 80 up to 400 coins for three of the best symbol, and the Jester itself rises in value from 200 to 500. That gap is the entire incentive structure of the game: the base game’s modest pays exist to be fed upward rather than collected.
Worth spelling out what that means in practice. A base game win never lands in your balance as spendable credit – it goes to the counter above the reels, where it sits as a running tally you can watch climb spin by spin. Two small line hits in quick succession don’t pay out twice in any sense you can withdraw; they stack. That single design choice is what turns a five-line three-reeler into a game with a long game attached.
Super Meter and Super Game
All base game wins transfer to the Super Meter rather than straight to your balance. It’s the classic meter gamble: bank the win, or let it sit in the counter and play on. The full loop, in order:
- Land a winning combination across the base game’s five lines
- The whole win amount moves to the Super Meter instead of the balance
- Keep spinning until the meter holds at least 50 coins
- Choose a Super Game stake of 100 or 200 credits
- Play the Super Game as a 64 ways game on the same 3×3 display
The fixed numbers around the meter are few:
- Minimum meter balance to enter the Super Game – 50 coins
- Maximum meter balance – 10,000 coins
- Super Game format – 64 ways on the same 3×3 display
- Super Game stakes – 100 or 200 credits
The Super Game runs on the same three-reel display but plays as a 64 ways game, ditching the five-line setup entirely. Ways instead of lines on a 3×3 grid means far more combinations can land as winners, which is how the juicier paytable above justifies itself. Where the base game needs symbols arranged on one of five specific lines, the Super Game pays for matching symbols anywhere the ways allow.
The Jester Super Game Win
The Jester’s second job is here, and it pays better than its first. Betting 100 credits in the Super Game, a Jester anywhere on the middle reel wins 100 to 2,000 coins at random. Betting 200 credits widens that to a Jester anywhere on the reels, for the same 100 to 2,000 coin range.
That stake doubling is the whole decision in the Super Game: pay twice as much for the Jester hit zone to cover the full grid instead of a single reel. Given the Jester can drop up to 2,000 coins on a single appearance, the 200-credit option is where the mid-to-high volatility earns its rating. In the base game the same symbol is a humble line-pays wild; here it’s the prize the whole structure is built around.
The size of the gap between those two stakes is worth sitting with. On the middle reel alone, the Jester can only occupy one of three visible positions; across the full grid it can appear in any of the nine. The random payout doesn’t change, but the chance of seeing it at all rises sharply with the wider coverage, and that’s precisely what the doubled stake is buying.
Our Honest Verdict
Overall Rating: 7.2/10
This is a game about waiting. You spin a modest five-liner in a gorgeous neon lobby, watch every win vanish into a counter, and keep going until there’s enough banked to take the one shot that matters. That build is the reason to choose it: no other part of Joker Super Reels pays enough to be the point.
The Super Game justifies the wait. Sixty-four ways on the same small grid, a paytable up to five times richer, and a Jester that can drop 2,000 coins out of nowhere make it genuinely tense once the meter’s charged. The weakness is everything before it: the base game’s pays are small, the entry takes a while to reach, and the long stretch between memorable moments is real.
It’s for players who like banking a meter and deciding when to strike, and who don’t need a bonus round every few spins. Anyone chasing constant action will find the slow climb tedious. For the patient, the Jester’s grin at the top of the ladder is a payoff worth the neon.
Joker Super Reels FAQs
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What is the RTP of Joker Super Reels?
The theoretical return to player is 96.081% to 98.790%. -
Is Joker Super Reels high volatility?
It’s rated mid to high volatility, so wins can be spaced out with the bigger results concentrated in the Super Game. -
How many paylines does Joker Super Reels have?
The base game plays five lines for a 10-credit stake. The Super Game switches to a 64-ways format instead of fixed lines. -
How does the Super Meter work in Joker Super Reels?
Every base game win goes into the Super Meter instead of your balance, and you need at least 50 coins banked there before the Super Game unlocks. The meter holds a maximum of 10,000 coins. -
What does the Jester symbol do?
In the base game the Jester is a wild that substitutes for all symbols. In the Super Game it pays 100 to 2,000 coins at random: anywhere on the middle reel when betting 100 credits, or anywhere on the reels when betting 200 credits. -
What is the grid size of Joker Super Reels?
It’s a 3×3 grid, used for both the base game and the Super Game. -
What is the biggest prize in Joker Super Reels?
The Jester can award up to 2,000 coins on a single hit in the Super Game, and the Super Meter itself caps at 10,000 coins. There’s no fixed maximum win multiplier beyond that meter cap. -
Who makes Joker Super Reels?
Joker Super Reels is made by ReelPlay. Its release date is 16 September 2020.


