Numberjacks seaside adventure
Then Five asks if any of them are ready. She asks One and Nine and they both are ready.
All the Numberjacks, with the exception of Zero and Seven, are playing in the control room. Then, Five reveals that it's time to go on holiday. So, Nine, One, Eight, and Two get launched out. Three is grumpy because she isn't going, but Four tries to console her by saying that Zero also isn't going. Three retorts by saying that Zero likes doing nothing, so he doesn't count.
Numberjacks seaside adventure
The Numberjacks go on holiday to the beach, but they face trouble with not just one meanie, but all five of them! As they get ready to be launched into the real world, Three is sulky about not going, but Four tells her that Zero isn't going either, which Three says that it's because he likes doing nothing. Three goes into the cosy room, looking in her mirror, the shimmer sheets, feeling happier after not being invited. Four then heads in and Three tells him that he would look different the opposite way round anyway. As the alarm rings, they head to the screen where Five and Six are already there. When Agent 39 rings in, instead of saying that things have gone wrong, she instead rings in to say that things are fine and soon leaves, confusing the Numberjacks in a matter. The same thing happens when Agent 91 rings in, saying to Six that he doesn't know any problem around and rudely says to them that he has better things to do, And Then Says ''Bye, Bye, Numberjacks'' Aswell. Four questions his behaviour, but Five realises straight away what has happened to both 39 and 91, they've both been blobbed. Three realises that things have gone wrong, with Six adding on that they've gone wrong in a way that's never happened before. Five speculates that all the Agents have been the victim of blobbing, and Six goes off to sort it out. Six lands near Agent 20 , one of the most reliable agents, to find her sunbathing. However, the blobbing causes her memory to be wiped, forgetting who the Numberjacks are and claiming that things going wrong are right. Eventually, Six finally notices the Problem Blob , blobbing everyone in sight and making People do the opposite thing - i. Eventually, a newer agent - Agent , suggests they should do the opposite of the opposite. After fixing the problems, Six is about to send the Problem Blob packing, but his shot is blocked by Spooky Spoon appearing out of nowhere, missing his shot.
Three realises that things have gone wrong, with Six adding on that they've gone wrong in a way that's never happened before.
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New 'The Bikeriders' Trailer. Numberjacks Seaside Adventure. NR 45 min. The Numberjacks are ten small superhero numbers 0 1 2 3 4 5 6 7 8 and 9 They go about their everyday lives inside their sofa until a call comes in from a reallife child Agent who reports a problem that needs solving One or two of the Numberjacks fly out on location to investigate The Numberjacks have to work out how to put things right and thwart the dastardly intentions of the Meanies After much fun adventure and powerful thinking the Numberjacks win the day until next time Adventures with the superhero numbers who solve problems in the real world and battle against the Puzzler Spooky Spoon and the Numbertaker The programme aims to help children to develop early maths skills and have fun This special feature length episode Seaside Adventure sees our numerical friends head to the beach. Movie Details.
Numberjacks seaside adventure
The Numberjacks are ten small superhero numbers: 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9. They go about their everyday lives inside their sofa until a call comes in from a real-life child Agent, who reports a problem that needs solving. One or two of the Numberjacks fly out on location to investigate. The Numberjacks have to work out how to put things right, and thwart the dastardly intentions of the Meanies. After much fun, adventure and powerful thinking, the Numberjacks win the day - until next time. Adventures with the superhero numbers who solve problems in the real world and battle against the Puzzler, Spooky Spoon and the Numbertaker. The programme aims to help children to develop early maths skills and have fun. This special feature length episode, Seaside Adventure, sees our numerical friends head to the beach.
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Eight and Nine soon reveals that One and Two have gone missing, but before Five can find a way to help the numbers out, Agent 20 reports that people are now having trouble with their hands. She finds a way to use the shiny shapes and the torch to form a rainbow to find Seven. Seaside Adventure. When an agent calls in, it's simply to say that things are fine. Happy Dance : When Two lands, he jumps about and says, "Hurrah! Involuntary Dance : When the Numbertaker affects people's toes, they start dancing. She saw Three when her torch shined a rainbow light at the Shape Japer. They've been slimed, so Six flies out to find Agent Two says he's going to be sick but he doesn't vomit. Six and Four, the next two numbers needed, unite by riding the helicopter and the shoe again respectively. The vacationing Numberjacks land on house numbers. Luckily, the agents decide to make it the opposite of opposite. In the Cosy Room, it has turned out that Zero has adopted Cylinder as a sort of pet and the other Numberjacks wonder what would happen if the Puzzler chose a different number instead of ten. They all go to the Launcher and get launched out.
All the Numberjacks, with the exception of Zero and Seven, are playing in the control room. Then, Five reveals that it's time to go on holiday. So, Nine, One, Eight, and Two get launched out.
Be Careful What You Wish For : Three is bored due to not getting to go on the trip, so she hopes that something will go wrong. Attack of the Foot Whatever : Five imagines a baby growing very large. Two says he's going to be sick but he doesn't vomit. Although the Shape Japer soon joins the other Meanies, they notice they're too late, as the Numberjacks have found five ways to make ten - Nine and One, Eight and Two, Three and Seven, Four and Six, and with the power of the Shimmer Sheets, Five and Five, which defeats them all - sending them all blasting off. It begins in the control room. Chekhov's Gun : The mirrors that Three and Zero play with later come in useful when Five needs another five. The agents advise the Numberjacks to make more brain gain, and Six hides in an old boot. She found a room of diamond 3D shapes and a torch. Sign in to edit. The numbers then return to the Sofa, and all the problems caused by the Meanies are fixed. Three retorts that that's how the mirrors work and uses them on him. Seven went to the cave to find Three. Luckily, the agents decide to make it the opposite of opposite.
I am sorry, that I interrupt you, but I suggest to go another by.