Whirlwind and Pinball FX’s Physics (Pinball FX Table Review)

Whirlwind
Platform: Pinball FX
Stand Alone Release ($5.49)
Included with Pinball Pass
Designed by Pat Lawlor
Conversion by Zoltan Pataki
Released to Pinball FX June 8, 2023
Awarded a Clean Scorecard by The Pinball Chick Team

Real tables of Whirlwind are infamous for popping bricked ramp shots. Each of the Vices had MULTIPLE instances of triggering fly-overs in this digital pin, only instead of going into the chute, the fly-overs would get “captured” by the right habitrail, which almost always led to a drain. The ball returning to the playfield was nearly impossible to defend against when it happened. It would have no speed or momentum and limply fall straight between the flippers. At one point, it cost me a world record in the arcade mode. Well, you know.. missing the shot ALSO cost me it, if you want to be technical, BUT THE FLY-OVER DIDN’T HELP, and it’s made worse by the fact that Angela took that same world record the very next game.

Whirlwind feels like the last Pat Lawlor table that came out of his mad scientist laboratory that didn’t completely make logical sense, before whatever epiphany he had where he suddenly could do no wrong for a six year stretch. Funhouse? Now THERE’S a table that makes sense. Whirlwind has a roughness to it that makes you raise a skeptical eyebrow, as if to say “you thought this was going to be a lot better, didn’t you?” I think Lawlor thought this would be his magnum opus, and it’s not even close. In fact, it might actually be Lawlor’s least elegant table that doesn’t rhyme with “Chafe Whacker.” The three spin discs just don’t add as much anarchy as you’d assume they would. I feared the slingshots a LOT more than the discs. Thankfully, on the default settings, even an average player should be able to grind out an extra ball in a couple seconds just by shooting the right ramp a few times followed by one wide-open drop target. If you were an arcade patron in the late 80s/early 90s, I imagine Whirlwind seemed like an astonishingly generous pin, a rarity for this era. Of course, that’s lost in translation on the journey home, along with the famous fan topper that spins when the discs on the table do. You could do what I did and hold a portable fan to your father and sister’s face when the discs start spinning, but I don’t recommend it UNLESS you’re 100% certain your family’s threats to murder you in your sleep are empty.

Since Pinball FX’s physics seem to be tailored to block not-so-advanced advanced moves like post transfers, we were forced to use the cellars for right-to-left passing. I suppose it helps drill the shot into muscle memory, but it also brings into focus the problem with Pinball FX: it REALLY doesn’t want you to pass the damn ball from flipper to flipper. You know, like you can in real pinball. This is a table that NEEDS passing to work perfectly to maximize its playability.

Still, one has to cheer for the absolutely bonkers design. Two clusters of jet bumpers, each with its own “mode” attached to it (for lack of a better term). Three spin discs. One of the finest uses of a raising/lowering ramp. This is a really visually striking pin. Of course, the biggest issue with Whirlwind’s design is that it only requires you to drill three shots into muscle memory: the upper cellar, the ramp, and the bat flipper’s left ramp shot. Those three shots alone score all the jackpots, light all the “modes” and allow you to play around the spin discs, which were never really that big a risk in the first place. Well, provided you don’t hit the right slingshot. It’s a serial killer, that one. You can shoot the compass lights if you want, but completing the left ramp checks off those lights too. Not only that, but it relights the cellar lamp, which is the table’s driver that activates the modes. While the left ramp is a difficult shot, it’s also not as risky as some of those compass lights are. This was why my father refuses to go above GOOD for Whirlwind: it’s an overvalued shot that throws Whirlwind’s risk/reward balance off a cliff, and that’s even when it’s not the jackpot shot for multiball. It offers more bang for your buck to shoot it instead of touring the board, giving you the cellar light AND inching you closer to multiball. Remarkably, it never feels like a grind, though. Even if you only take those three shots, they offer enough variation and challenge to make this a fun experience.

Jordi on Table Effects: With Whirlwind, Zen did a great job of capturing the concept of getting caught in a storm. As the three disks spin, the effects get better and, crucially, they never block the view of the ball. This is how the special effects SHOULD work on all tables. Indiana Jones, I’m looking at your airplanes.

There’s been a recent patch that seems to have eliminated the ability to shoot the left ramp, aka the most difficult shot on the table, using the plunger. I was baffled when that was a thing before, because if that’s something you can do on a real Whirlwind, I must have never played on a properly maintained table. Well, that’s gone, and that’s a positive step. What isn’t good is Pinball FX’s physics, ever since the BIG physics update that Pinball FX3 did after I started covering digital pinball, seems to be tailored to prevent advanced pinball moves. Whirlwind is a table that absolutely requires being able to cleanly and efficiently do a post transfer. This is like the most fundamental “advanced” pinball move, so much so that my father had taught me how to do them by the time I was 5 years old. NONE OF US can do them consistently on Pinball FX. The ball gets too much weird, undefined spin. Where is that spin coming from? It makes no sense.

We nicknamed the right slingshot “Murder Inc.” This is arcade accurate, by the way. As big a problem as Zen has with overly-sensitive and violent slingshots in their original works, real Whirlwinds absolutely murderlize balls with the slings.

That’s what I think the most notable thing about Whirlwind is: it highlights why the current Pinball FX physics are even further apart from being lifelike than Pinball FX3’s were when I started covering pinball. Post transfers? Free catches? Alley transfers? Really basic “advanced” moves? SIGNIFICANTLY harder to do, if not impossible, and it seems to be tied to the ball’s rotation since it appears to have backspin and completely loses its momentum on a dime. This happens CONSTANTLY in Pinball FX and prevents even fundamental moves from being viable. The only possible explanation I could come up with was that it was done to beef-up the difficulty for professionals by taking away their “cheats” or something. Take that, Tarek Oberdieck! How else do you explain why, in 2023, Zen Studios keeps putting out tables with worse and worse physics when the technology running the simulations is getting better? Maybe they cut off their nose to spite their face (and pros) because someone saw the same handful of players on top of the leaderboards and panicked. Even if I’m wrong as to WHY they did it, they did it, and some tables suffer for it. Whirlwind certainly does, along with every Williams pin. But hey, I wish I could pass the ball in their recent Mandalorian table too, so even their original works suffer.

If you think the physics are murderous in Whirlwind, hoooo boy, just wait until we finish THIS review.

Meanwhile, they never updated the Star Wars Pinball collection on Switch, where I can literally feel the difference. I can pull off the same type of moves I do on a real table on there, despite the fact NONE OF THOSE WERE EVER REAL TABLES! It’s much more life-like! I switched back over to Pinball FX, tried fundamental passes, and the ball would just stop halfway and fall lifelessly down the drain. Another sign that they’ve tweaked the physics can be found in their Jurassic World build for Pinball FX, where the mode start sinkhole just lifelessly drops the ball literally right at the drain. I’m not talking about bad luck. I mean the mode start just sort of lets go of the ball AIMED directly between the flippers. It didn’t used to do this. Angela played three games of Jurassic World this week where, including ball saves, the mode start VUK threw an unplayable EVEN WITH NUDGE (and nobody seems to like Pinball FX’s nudge but they stubbornly refuse to improve it) in 75% of the times she hit it. This is what it looks like (sorry, we play in table mode).

Now, to be clear, Jurassic World is the only Pinball FX3 table that is so busted by the translation to Pinball FX that The Pinball Chick Team has no choice but to rate the table BROKEN. But, I still wish Zen Studios would completely overhaul their physics. We’ve all reached the point where we prefer Zaccaria, because we can actually pull-off the moves that you can really do in pinball. It’s 2023. Why is this not better? Why is Pinball FX’s physics REGRESSING towards feeling more like video pinball and less like a video pinball simulation. Is it to make it compatible with the (100% optional if you’re on a Williams table) enhanced graphics? Because in today’s Pinball FX, you can’t pass the ball. You can’t do live catches. Three physics modes and none of them feel right. That’d be impressive if not for the fact that it’s not as good as tiny upstart Magic Pixel’s physics? In fact, it’s not even really close anymore. Can I do a transfer pass? No? Then it’s not pinball. It’s video pinball. If Zen’s fine with that, cool. It’s not a deal breaker for us, obviously. The angles off the flippers and the ball speed MOSTLY are accurate. It’s just hugely disappointing given they were on the right track years ago, then the train went completely off the tracks. The ball behavior never feels right, and it used to. If their goal was to stop Tarek, fail. He still dominates the leaderboards for the Williams pins. He’s a good shooter, and that’s really the only aspect of pinball that Pinball FX is #1 with: shooting angles. My muscle memory from real tables works on Pinball FX. That’s 80% of the struggle in making realistic video pinball. But finesse? Do you know what the key to playing Whirlwind is? Passing. And what is ten times harder to do on Pinball FX today than the Pinball FX3 that I started playing video pinball with? Passing. You can do better physics, Zen, and I know you can BECAUSE YOU ALREADY HAVE!
Cathy: GOOD (3/5)
Angela: GREAT (4/5)
Oscar: GOOD (3/5)
Jordi: GREAT (4/5)