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Recap / Numberjacks S 1 E 16 Stop And Go

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Three and Four are playing Musical Statues in the gym, but Four isn't dancing very energetically, and Three keeps dancing even when the music has stopped. When she realises her mistake and freezes, both still wobble, and when Four is in the middle of denying his wobbling, he falls over. Three declares herself the winner, but Four thinks this is unfair and wants to play again. Zero enters, and he joins in but despite him winning, he never dances. They initially worry that something is wrong with him, but he makes questioning noises, so they reckon he's just deep in thought about "nothing".

The alarm goes off, so Three and Four leave, leaving a still-confused Zero behind. Agent 34 has discovered something amiss: a boy's toys aren't working. Six is launched and lands on an address number. At the boy's house, his blocks, pencils, and book are moving on their own.

Agent 52 reports problems in the park: the merry-go-round is not spinning. Then, some food at a cafe starts dancing around and a bin won't let a guy throw something away. When he finally succeeds and walks off, it chases him.

Spooky Spoon shows up and Five imagines her making the birds freeze in midair, the Dancing Cow stop dancing, and someone's old house move with them.

Then, a boy's scooter, a girl's bike, and a woman's car stop moving. Spooky takes a nap on the merry-go-round, and then Zero walks into the control room. Three starts up the brain gain machine and the agents suggest putting something which doesn't move much in the machine. She puts Zero in, and he succeeds in making brain gain to make the moving objects stop.

To make the stationary objects move, Three makes the brain gain because she's an active Numberjack. The things start moving again, and Spooky Spoon wakes up. They make the merry-go-round move faster, sending Spooky flying, and Six comes back.

After they retell the episode, Zero and Three take a nap, Four and Six go off for another game of Musical Statues, and Five asks the viewers to find three things which move and three things which don't.

This episode provides examples of


  • Bittersweet Ending: The day is saved, but Three gets tired.
  • Brought Down to Normal: Five imagines Spooky making the Dancing Cow stop dancing, making her just the Cow.
  • Genki Girl: Exploited; Three uses her active-ness as a way to create brain gain.
  • Say My Name: When Spooky Spoon arrives on the scene, Three, Four, and Five say her name in unison.
  • Speak in Unison: When Spooky Spoon shows up, Three, Four, and Five say her name in unison.
  • Who's on First?: When Six says, "It's Spooky!", referring to Spooky Spoon, Three thinks he's describing the situation as spooky.

 
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Spooky

Well, that's one way to announce a villain's presence.

How well does it match the trope?

4.67 (6 votes)

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