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History Recap / NumberjacksS1E10FourHesAJollyGoodFellow

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* SlapstickKnowsNoGender: Three ends up lying on the floor after crashing into Four.
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Six is in the Gym with Four and Three, explaining the rules to a game: close your eyes and listen to the noises the "Bloop Ball" makes. If you hear your number, head the ball without looking. Four is unsure because he doesn't have a very big head (Three teases him about not having a very big brain), so Six decides to demonstrate. Three and Four then play the game and the ball makes the bloop sound four times, but Three jumps to head it on the third one, so they end up crashing. This makes them both annoyed at each other because they both think the other shouldn't have jumped. Six explains that they have to wait for the last 'bloop' and just then, the alarm goes off.

Agent 28 tells the Numberjacks that the four on a girl's clock is missing. Three quips that a missing four would be good but Five disagrees and says that missing numbers are always a problem and can cause bigger problems. Everybody looks towards Four because they think he should go out as his number is the one that's missing and he reluctantly agrees.

The room is clear, so Four is launched and lands on a fence (although Five has a bit of trouble finding a four for him to land on.) Then, the four he just landed on disappears and sees the Numbertaker, who sucks up the four from the fence.

Four goes into the girl's living room where everyone observes that she looks sad because she doesn't know when it will be four o'clock. Four shrinks down and jumps onto the clock, but the girl hasn't seen him. Five suggests making a noise like a clock, so Four says, "Cuckoo, cuckoo". Five says, "Not a ''cuckoo'' clock," but then a man, three boys, and two other girls walk in saying, "Hooray!" and sit on the couch.

Four then sits on a birthday card and lies on a cake which also have fours missing. The man lights the candles with Four still lying on it and the girl blows them out. However, the man then goes to cut the cake with Four lying on it, so he rolls off and hits the floor.

Agent 68 then reports more problems: the wheels off a pram, a woman's paper bags, and some bowling balls have disappeared. The agents then extrapolate that the Numbertaker is taking those things because there is four of them. Five imagines the Numbertaker taking chair and table legs, the Dancing Cow's fences, then her legs.

At a restaurant, a waitress puts four glasses on a table and the Numbertaker sucks them up. The other Numberjacks are scared for Four's safety, but he says he is safe hiding behind three menus. However, the waitress then puts down a fourth one. The Numbertaker takes the menus and then goes after Four. Six then has an idea: sending four sounds for the Numbertaker to take instead. He sends them via brain gain. They then use brain gain to send four people and because humans are too big to suck up, the Numbertaker leaves.

Four comes home and they do the recap, after which Four, Three, and Six go back to their Bloop Ball game. Three and Six then ask the viewers how they can count things without looking or listening.
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Six is in the Gym with Four and Three, explaining the rules to a game: close your eyes and listen to the noises the "Bloop Ball" makes. If you hear your number, head the ball without looking. Four is unsure because he doesn't have a very big head (Three teases him about not having a very big brain), so Six decides to demonstrate. Three and Four then play the game and the ball makes the bloop sound four times, but Three jumps to head it on the third one, so they end up crashing. This makes them both annoyed at each other because they both think they other shouldn't have jumped. Six explains that they have to wait for the last 'bloop' and just then, the alarm goes off.

to:

Six is in the Gym with Four and Three, explaining the rules to a game: close your eyes and listen to the noises the "Bloop Ball" makes. If you hear your number, head the ball without looking. Four is unsure because he doesn't have a very big head (Three teases him about not having a very big brain), so Six decides to demonstrate. Three and Four then play the game and the ball makes the bloop sound four times, but Three jumps to head it on the third one, so they end up crashing. This makes them both annoyed at each other because they both think they the other shouldn't have jumped. Six explains that they have to wait for the last 'bloop' and just then, the alarm goes off.



Agent 48 then reports more problems: the wheels off a pram, a woman's paper bags, and some bowling balls have disappeared. The agents then extrapolate that the Numbertaker is taking those things because there is four of them. Five imagines the Numbertaker taking chair and table legs, the Dancing Cow's fences, then her legs.

to:

Agent 48 68 then reports more problems: the wheels off a pram, a woman's paper bags, and some bowling balls have disappeared. The agents then extrapolate that the Numbertaker is taking those things because there is four of them. Five imagines the Numbertaker taking chair and table legs, the Dancing Cow's fences, then her legs.
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Six is in the Gym with Four and Three, explaining the rules to a game: close your eyes and listen to the noises the "Bloop Ball" makes. If you hear your number, head the ball without looking. Four is unsure because he doesn't have a very big head (Three teases him about not having a very big brain), so Six decides to demonstrate. Three and Four then play the game and the ball makes the bloop sound four times, but Three jumps to head it on the third one, so they end up crashing. This makes them both annoyed at each other because they both think they other shouldn't have jumped. Six explains that they have to wait for the last 'bloop' and just then, the alarm goes off.

Agent 28 tells the Numberjacks that the four on a girl's clock is missing. Three quips that a missing four would be good but Five disagrees and says that missing numbers are always a problem and can cause bigger problems. Everybody looks towards Four because they think he should go out as his number is the one that's missing and he reluctantly agrees.

The room is clear, so Four is launched and lands on a fence (although Five has a bit of trouble finding a four for him to land on.) Then, the four he just landed on disappears and sees the Numbertaker, who sucks up the four from the fence.

Four goes into the girl's living room where everyone observes that she looks sad because she doesn't know when it will be four o'clock. Four shrinks down and jumps onto the clock, but the girl hasn't seen him. Five suggests making a noise like a clock, so Four says, "Cuckoo, cuckoo". Five says, "Not a ''cuckoo'' clock," but then a man, three boys, and two other girls walk in saying, "Hooray!" and sit on the couch.

Four then sits on a birthday card and lies on a cake which also have fours missing. The man lights the candles with Four still lying on it and the girl blows them out. However, the man then goes to cut the cake with Four lying on it, so he rolls off and hits the floor.

Agent 48 then reports more problems: the wheels off a pram, a woman's paper bags, and some bowling balls have disappeared. The agents then extrapolate that the Numbertaker is taking those things because there is four of them. Five imagines the Numbertaker taking chair and table legs, the Dancing Cow's fences, then her legs.

At a restaurant, a waitress puts four glasses on a table and the Numbertaker sucks them up. The other Numberjacks are scared for Four's safety, but he says he is safe hiding behind three menus. However, the waitress then puts down a fourth one. The Numbertaker takes the menus and then goes after Four. Six then has an idea: sending four sounds for the Numbertaker to take instead. He sends them via brain gain. They then use brain gain to send four people and because humans are too big to suck up, the Numbertaker leaves.

Four comes home and they do the recap, after which Four, Three, and Six go back to their Bloop Ball game. Three and Six then ask the viewers how they can count things without looking or listening.

!! This episode provides examples of
* AnArmAndALeg: Not really, but Five imagines the Numbertaker amputating the Dancing Cow as part of his taking of groups of four.
* BadPeopleAbuseAnimals: At least, they do in Five's imagination-- she imagines the Numbertaker taking the Dancing Cow's legs.
* BirthdayEpisode: The episode focuses on an unnamed little girl's fourth birthday.
* HappyBirthdayToYou: When the little girl blows out her birthday candles, nobody sings "Happy Birthday", presumably because it was still under copyright when the episode was being made. Oddly enough, they don't sing anything at all.
* LightIsNotGood: The Numbertaker, who's a meanie despite wearing white clothes, is the main antagonist.
* LoudGulp: Four audibly gulps after he discovers the Numbertaker.
* {{Sizeshifter}}: Four shrinks to sit on the clock.
* SlapstickKnowsNoGender: Three ends up lying on the floor after crashing into Four.
* StickyFingers: In this episode, the Numbertaker steals fours.
* TemptingFate: Four says he's safe behind the three menus, but then a waitress adds a fourth one.
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