Follow TV Tropes

Following

History Recap / NumberjacksS1E6ForwardThinking

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EarlyInstallmentWeirdness: This is the only episode where Four isn't seen looking for a number, for the numberjack on the mission to land on. Instead, Six seems to land in the carpark immediately after he's launched.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* LiteralMinded: When Three tells One to keep her eye on the ball, One turns around and stares directly at the ball.


One, Two, Three, and Four are in the gym, and Three is keen to play something called the "Bloop Ball Game", but Four is his usual uneasy self. They line up in order of age/numerical order, except for Four, who is in charge of launching the Bloop Ball, but One does not pass the ball like she is supposed to. Instead, she just bounces and repeats, "Bloop!". Three tells One to keep her eye on the ball, so she stares at the ball for a while and gets back into line.

This time, they manage to play the game properly, with Five joining in. Five passes the ball back, and initially, it works fine, but Two is unable to pass it back. Then, the alarm sounds, so Three, Four, and Five go to the control room, leaving One and Two with the ball.

The agent says that the problem is quite small, but Six worries that it'll become bigger. The problem turns out to be that a boy's remote-controlled toy car is stuck due to a log blocking the way. Six is sent because he likes the toy car, and cars in general.

He lands in a car park, then goes over to where the little boy is. The Numberjacks fear that if the boy keeps trying to move the car forward (like he's doing), the car will break beyond repair, so they ask the agents for advice. The agents suggest stopping the car, which works, but then they notice that the car has been slimed by the Problem Blob.

Six begins to search for the Problem Blob and finds him on a building. He spits out a lot of slime and one glob lands on a random man's shoe. The man starts walking, but finds himself unable to go back for his bag. He is also unable to stop moving, until he bumps into a statue.

Three fires up the brain gain machine, where they make brain gain to get the car and man to go backwards. This works on the man, but unfortunately, he is now ''unable'' to go forwards. When he reaches the bench, the Blob slimes him again, resulting in him moving around in place as though dancing. The "dance" ends with him doing the splits.

Six and Three use brain gain to make the front-facing foot go backwards, the back-facing foot go forwards, and the man stay in place. He then runs away and Five imagines the Blob causing car crashes, balls to go back and hit the thrower, and people to age backwards.

Then, another little boy can't stop his roller skates, and Six can't keep up, so Five asks the agents for advice. They suggest using the toy car, so Six gives chase in it, and eventually stops the skating boy with brain gain. Finally, the Numberjacks defeat the Problem Blob by making him go forward with brain gain.

After the return and recap, the Numberjacks (except for Seven, Eight, and Nine) go back to the gym and try to play the Bloop Ball Game backwards. This time, they succeed, and Five asks the viewers to look for things that go back and forth.
Is there an issue? Send a MessageReason:
None


One, Two, Three, and Four are in the gym and Three is keen to play something called the "Bloop Ball Game", but Four is his usual uneasy self. They line up in order of age/numerical order, except for Four, who is in charge of launching the Bloop Ball, but One does not pass the ball like she is supposed to. Instead, she just bounces and repeats, "Bloop!". Three tells One to keep her eye on the ball, so she stares at the ball for awhile and gets back into line.

This time, they manage to play the game properly, with Five joining in. Five passes the ball back, and initially it works fine, but Two is unable to pass it back. Then, the alarm sounds, so Three, Four, and Five go to the control room, leaving One and Two with the ball.

to:

One, Two, Three, and Four are in the gym gym, and Three is keen to play something called the "Bloop Ball Game", but Four is his usual uneasy self. They line up in order of age/numerical order, except for Four, who is in charge of launching the Bloop Ball, but One does not pass the ball like she is supposed to. Instead, she just bounces and repeats, "Bloop!". Three tells One to keep her eye on the ball, so she stares at the ball for awhile a while and gets back into line.

This time, they manage to play the game properly, with Five joining in. Five passes the ball back, and initially initially, it works fine, but Two is unable to pass it back. Then, the alarm sounds, so Three, Four, and Five go to the control room, leaving One and Two with the ball.



He lands in a car-park, then goes over to where the little boy is. The Numberjacks fear that if the boy keeps trying to move the car forward (like he's doing), the car will break beyond repair, so they ask the agents for advice. The agents suggest stopping the car, which works, but then they notice that the car has been slimed by the Problem Blob.

to:

He lands in a car-park, car park, then goes over to where the little boy is. The Numberjacks fear that if the boy keeps trying to move the car forward (like he's doing), the car will break beyond repair, so they ask the agents for advice. The agents suggest stopping the car, which works, but then they notice that the car has been slimed by the Problem Blob.



* DeathByDeaging: Five imagines an old man turning into a slightly younger man, then a middle-aged man, then a young man, then a teen, a preteen, a grade schooler, a preschooler, a toddler, then finally a baby before disappearing completely.

to:

* DeathByDeaging: Five imagines an old man turning into a slightly younger man, then a middle-aged man, then a young man, then a teen, a preteen, a grade schooler, grade-schooler, a preschooler, a toddler, then finally a baby before disappearing completely.



* MerlinSickness: Five imagines an old man ageing backwards after getting blobbed.

to:

* MerlinSickness: Five imagines an old man ageing aging backwards after getting blobbed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

One, Two, Three, and Four are in the gym and Three is keen to play something called the "Bloop Ball Game", but Four is his usual uneasy self. They line up in order of age/numerical order, except for Four, who is in charge of launching the Bloop Ball, but One does not pass the ball like she is supposed to. Instead, she just bounces and repeats, "Bloop!". Three tells One to keep her eye on the ball, so she stares at the ball for awhile and gets back into line.

This time, they manage to play the game properly, with Five joining in. Five passes the ball back, and initially it works fine, but Two is unable to pass it back. Then, the alarm sounds, so Three, Four, and Five go to the control room, leaving One and Two with the ball.

The agent says that the problem is quite small, but Six worries that it'll become bigger. The problem turns out to be that a boy's remote-controlled toy car is stuck due to a log blocking the way. Six is sent because he likes the toy car, and cars in general.

He lands in a car-park, then goes over to where the little boy is. The Numberjacks fear that if the boy keeps trying to move the car forward (like he's doing), the car will break beyond repair, so they ask the agents for advice. The agents suggest stopping the car, which works, but then they notice that the car has been slimed by the Problem Blob.

Six begins to search for the Problem Blob and finds him on a building. He spits out a lot of slime and one glob lands on a random man's shoe. The man starts walking, but finds himself unable to go back for his bag. He is also unable to stop moving, until he bumps into a statue.

Three fires up the brain gain machine, where they make brain gain to get the car and man to go backwards. This works on the man, but unfortunately, he is now ''unable'' to go forwards. When he reaches the bench, the Blob slimes him again, resulting in him moving around in place as though dancing. The "dance" ends with him doing the splits.

Six and Three use brain gain to make the front-facing foot go backwards, the back-facing foot go forwards, and the man stay in place. He then runs away and Five imagines the Blob causing car crashes, balls to go back and hit the thrower, and people to age backwards.

Then, another little boy can't stop his roller skates, and Six can't keep up, so Five asks the agents for advice. They suggest using the toy car, so Six gives chase in it, and eventually stops the skating boy with brain gain. Finally, the Numberjacks defeat the Problem Blob by making him go forward with brain gain.

After the return and recap, the Numberjacks (except for Seven, Eight, and Nine) go back to the gym and try to play the Bloop Ball Game backwards. This time, they succeed, and Five asks the viewers to look for things that go back and forth.

!! This episode provides examples of
------
* BabySeeBabyDo: When Three tells One to keep her eye on the ball, she repeats, "On the ball".
* BuffySpeak: When the brain gain works on making the man go backwards but renders him unable to go forwards, Three remarks, "Too much backwards".
* DeathByDeaging: Five imagines an old man turning into a slightly younger man, then a middle-aged man, then a young man, then a teen, a preteen, a grade schooler, a preschooler, a toddler, then finally a baby before disappearing completely.
* GoneHorriblyRight: The brain gain succeeds in making the man go backwards, but it makes him ''only'' capable of going backwards.
* InvoluntaryDance: At one point, the Blob makes the man move his arms and legs around as though dancing, and eventually do the splits.
* MerlinSickness: Five imagines an old man ageing backwards after getting blobbed.
* NonSequitur: When it's Two's turn to pass the ball, he randomly says, "Left! Right!".
* ShareTheMalePain: When Four sees the footage of the man being forced to do the splits, he remarks, "Ooh, that's painful!".
* SubvertedCatchphrase: Instead of "Anything could happen!", Five says, "That Problem Blob could make almost anything happen!".
* TemptingFate: Five remarks, "Let's hope there's no more trouble!", and then a ''split second'' later, more trouble arises.
* ThrowingOffTheDisability: In Five's imagining of an old man de-ageing, when he turns middle-aged he throws away his walking stick, then when he turns into a young adult he throws away his glasses.
------

Top