Subway

by Gottlieb
Ranking
432
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Rating:
3.89 / 5
Average Prices: USD $600 to $1,200
Produced: October, 1966
Production Run: 3,200 units
Machine Type: Electro-mechanical
Players: 1
Design by: Ed Krynski
Art by: Art Stenholm

In October 1966, D. Gottlieb & Co. introduced Subway, an electro-mechanical (EM) pinball machine that captured the urban rhythm of its era. Conceived and designed by Ed Krynski, with artwork by Art Stenholm, Subway emerged as a distinct entry in Gottlieb's extensive portfolio, offering a unique blend of thematic charm and challenging play. Krynski, credited with the machine's concept, animation, and mechanical design, imbued Subway with a distinct personality that resonated with players. With a production run of 3,200 units, Subway solidified its place within the mid-1960s pinball landscape, showcasing Gottlieb's mastery of EM mechanics and engaging themes. A notable technical detail is that Subway, alongside its replay counterpart Cross Town, marked the final Gottlieb machines to feature a manual ball-lift mechanism, a characteristic that further ties it to a specific period of pinball manufacturing. The machine’s thematic inspiration drew directly from the bustling city environment, with its focus on transportation and urban life setting it apart.

Signature Features and Design

Subway distinguishes itself through several key design elements that contribute to its distinctive identity and gameplay experience. Central to its allure is the mechanical animation integrated into the backbox. As the game progresses, illuminated subway doors in the backglass cycle open and close, a visually engaging feature that enhances the machine's thematic immersion. This movement is often accompanied by a satisfying "bong-bong" sound, a subtle yet effective auditory cue that reinforces the subway concept. Art Stenholm's artwork across the playfield and backglass is another defining characteristic. His style for Subway is often described as solid, interesting, and charming, capturing a particular "Mad Men" era aesthetic. Details like the "goofball tuba players" add a whimsical touch, and the overall composition is not overly busy, allowing players to appreciate its subtle nuances. While conservative for its time, the artwork consistently reinforces the urban transportation theme. The inclusion of the Add-A-Ball (AAB) specialty further defines Subway's design philosophy, extending gameplay beyond a traditional game-over scenario and encouraging players to continue their pursuit of high scores.

Playfield and Mechanics

The playfield of Subway presents a deceptively simple yet highly engaging layout. It features two flippers at the bottom, positioned below a notably wide flipper gap that serves as a core design challenge. Above the flippers, players encounter four pop bumpers, two passive bumpers, and two slingshots, all strategically placed to create dynamic ball movement. Three standup targets and a single rollunder complete the primary interactive elements. A prominent feature on the playfield is the central target ladder, a key objective that offers satisfying feedback upon completion.

The design philosophy behind Subway's layout emphasizes quick action and precise shot-making. Despite its EM nature, the game plays with surprising speed, demanding constant player attention. The wide flipper gap is a deliberate design choice that significantly impacts playfield flow. It necessitates careful shot selection and control, often requiring players to master the art of the "bounce pass" or a delicate trap to maintain control of the ball. This feature, while challenging, creates a higher skill ceiling and rewards players who adapt their strategies. The artwork on the playfield integrates seamlessly with the overall urban theme, depicting elements of city life and transportation. The lighting, typical of EM machines, provides clear visibility of targets and features, guiding the player's focus without distraction. The aesthetic is cohesive, contributing to an immersive experience that transports the player to a bustling metropolitan environment.

Gameplay Dynamics

Subway operates on an electro-mechanical scoring system, with mechanical reels tracking points earned. Its primary gameplay mechanic revolves around the Add-A-Ball (AAB) system. Unlike traditional pinball machines that typically end after a set number of balls, Subway allows players to earn additional balls, extending the game and encouraging prolonged engagement. This feature is central to the machine's appeal, providing a tangible reward for skilled play.

The core objective is to achieve high scores and, crucially, to earn extra balls. There are distinct pathways to secure these additional plays: by completing specific rollovers that light up corresponding indicators, by reaching certain score thresholds, or by completing specific light patterns on the playfield. The central target ladder stands out as a primary objective. Systematically hitting these targets contributes significantly to score and progresses towards unlocking various game features. The game's challenges are designed to keep players returning. The wide flipper gap is a constant factor, demanding players to identify "safe" shots versus those that carry a high risk of an immediate drain. Mastering controlled shots and developing a keen sense of ball trajectory are essential strategies for extended play. The game's rule set, though seemingly straightforward, contains subtle details that provide depth and maintain its freshness over repeated plays. The distinct "bong-bong" sound accompanying the backbox animation and the loud 100-point bell serve as satisfying auditory cues, further enhancing the gameplay experience.

Reception and Legacy

Subway has garnered an overwhelmingly positive reception within the pinball community, consistently regarded as a classic and a highly collectible electro-mechanical machine. Its strengths are frequently highlighted: the unique and engaging theme, particularly its "Mad Men"-era urban charm, is a consistent point of praise. The mechanical backbox animation, with its distinctive "bong-bong" sound, is often cited as a beloved and memorable feature. Art Stenholm's artwork, celebrated for its solid design and charming details, contributes significantly to the machine's aesthetic appeal.

Players frequently comment on Subway's surprising speed for an EM machine and its open playfield, which fosters a dynamic gameplay flow. The central target ladder provides a satisfying and skill-based objective, adding to the game's challenge. The Add-A-Ball (AAB) mechanic is widely appreciated for extending gameplay sessions, encouraging players to push their limits for longer runs. The machine is often characterized as "simple but never easy," a testament to its enduring challenge and replayability. Its unique rule details are credited with keeping players engaged, preventing the game from becoming tiresome.

While widely praised, Subway does present specific challenges that some players perceive as weaknesses. The most frequently discussed aspect is the wide gap between the flippers. This design choice can lead to frustratingly quick drains for less experienced or less precise players, resulting in shorter game times. For some, this difficulty contributes to a steep learning curve. The machine's relative scarcity can also make it difficult to acquire for collectors. Despite these points, the overall sentiment remains one of strong admiration for Subway's blend of thematic charm, mechanical ingenuity, and challenging, rewarding gameplay. Its place as a beloved "wedgehead" and a benchmark for skill-oriented EM play remains firmly established within pinball history.


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