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Recap / Numberjacks S 1 E 44 Data Day

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Five and Three are in the gym, and Three is preparing to play "Thinky-jump" (the game where you match objects on screens by jumping on them). Four is watching from a screen in the Cosy Room, while reading at the same time. She successfully matches two foods (banana and cake) and is proud, wanting to play again, but the alarm sounds.

Agent 17 calls in, but there doesn't seem to be a problem anymore: she's just reporting a girl wrapping up an animatronic toy dog that previously wasn't working but now is. Three volunteers to be launched, since it was a small problem and she's a small Numberjack, so she gets launched (with only the goldfish watching) and lands on a door.

Three, who is very happy to be on a mission and boasts about her bravery (despite nothing scary happening). Then, an agent reports a birthday party going awry. Things look fine, but the girl from before gives the toy dog to the birthday boy, only to find that it's stopped working again.

Agent 60 reports that a man in a cafe is acting like a dog, so the other agents come to a conclusion: the man and the toy dog have been swapped around. Three searches for what could be causing the swapping, as the Spooky Spoon appears behind her. The other Numberjacks alert Three to Spooky's presence.

Three confronts Spooky Spoon, but she doesn't pay much attention. Then, the man in the cafe starts tearing up some paper and throwing it. Three initially doesn't know why he's doing this, but then sees that the kids at the party are tearing and throwing paper during a game of Pass the Parcel.

Then, the children at the party play a game of Musical Chairs, which leads to the man in the cafe taking strangers' seats. Spooky also makes a trash bin come to life and start dancing.

Five imagines pencils playing musical chairs and breaking when the music stops, a knife and fork playing Pass the Bread, and things in a bathroom dancing.

The party isn't much better either: everybody's sitting still and, in some cases, writing on notepads instead of partying. Three is understandably mad at Spooky for making the party less interesting, but she tries to cover her tracks by claiming that Three can't prove the kids weren't always quiet and inactive. However, there is one good thing: if Three can prove it, Spooky will go away!

The agents have an idea: since Four has it all onscreen, he can simply play it back. So Four puts the pictures onscreen and the others send them (while also correcting the things and people Spooky affected) with brain gain. Spooky pretends to forget her promise, but Four shows the recording of her making the promise, so she goes away.

Three comes back and they recap the episode. Six asks the viewers to draw things which are lively and noisy, and things that are inactive and quiet.

This episode provides examples of


  • Artistic License – Biology: Five claims that the fish in their bowl never remember anything, when that's actually a misconception about fish, especially goldfish.
  • Birthday Episode: This episode is about an unnamed boy's birthday party being mixed up with day-to-day things and people.
  • Birthday Party Goes Wrong: First the toy dog stops working, then everyone is forced to sit around and write instead of playing the fun games.
  • Chekhov's Gun: Four records some of the mission to watch for later, due to the funny antics. Later, those recordings are used by Three to set everything back to the way they were.
  • Hypocrite: Spooky yells at Three that she doesn't like her as she's much too pink, but Spooky Spoon is pink herself.
  • Incredibly Lame Fun: Discussed when Spooky says that Three can't prove that the kids don't just enjoy sitting around and writing.
  • Speak in Unison: When the Spooky Spoon appears, Four, Five, and Six shout, "Behind you!" in unison.

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