Mike - Can excerpts from the series such as voices and animations be used in the game ?
Each Thunderbird would have their own mode. Each character would have their own picture (as in the control room wall mounted pictures), and as the player progresses through the modes, that character would interact with the player. This feature could be similar to Dr Who's "doctor's" lights on the speaker panel. The player is effectively Jeff Tracy.
All the different machines are denoted by Drop targets on 2 or 3 banks on the playfield. This is important for the game modes.
As the player starts the game, one of the character's "eyes" lights up to start a mode. As Jeff Tracy, the player responds to that mode. The modes are random.
As an example, the game mode is "Pit of Peril" (as per the episode). The call comes in to Jeff Tracy, and then Gordon's eyes in the picture light up.
To achieve this level, you have to hit the drop target for the machines required (driller from memory), and then a outhole for Thunderbird 2's cargo hold is ball capture "1". You then have to hit a an in line drop target sequence (the feature for T2) - the first activates the loading of the machine for T2's cargo hold, the second loads the the cargo, the third drops T2 on the cargo. Then the mode starts with an animation of Brains telling you what to do to save the sidewinder. If Brains was required in the episode, you have to hit his corresponding drop or spot target so he get's a ride with Gordon (depending on the episode). Since a captured ball is in T2's cargo hold, you have two balls to complete the mission - which will be something different (I'll think of that a bit later..)
the idea of locking a ball in T2's cargo can be a feature for other machines - even T4.
As each mission is completed as per the episodes, a playfield light much like the mansion in TAF records the player's progress.
The rules will be the deciding factor with this game. Toys are a "given", but I think the rules should be consistent with the episodes..