Things are wrong, but not for long! The Numberjacks - animated superhero numbers solve problems in the real world. Things are wrong, but not for long! The Numberjacks - animated superhero numbers solve problems in the real world.
Browse This Program
November 13, 2009
4 and 8 are jumping up and down a staircase of buddy blocks that has been set up In the Gym. Out on location, there are problems with a bike, a car and a lady's ring. 4 flies out. The Numbertaker is halving the number of things each time. The Numberjacks double them back to normal. The Numbertaker halves 4, and the Numberjacks double him up. They double the number of Numbertakers, who suck each other away.
A Record in the Charts
November 12, 2009
In the Gym, some of the buddy blocks are getting excited playing on the Jump Pad. The Numberjacks keep a record of who has had a go already. In the café some customers have no food, and some have too much, and children at the school can't agree what to do. 4 flies out. The waitress uses pictures to remind her of the orders, and the children vote with pieces of card. The Puzzler is defeated.
Carry On Counting
November 11, 2009
The Numberjacks are playing with two hover dice in the Gym. 0 keeps going back to the beginning. People keep going back to the beginning of things and start counting again. 6 flies out to battle with the Problem Blob. The Numberjacks send Brain Gain to get people to carry on counting from where they are rather than starting again. 6 gets blobbed too, but Brain Gain saves him. All is sorted.
November 10, 2009
In the Gym, 4 is helping 3 get out lots of boxes. She wants to put one beautiful thing in each box, then changes her mind when she sees how lonely each looks. A boy has two bike helmets, then none, and the diners in the café have similar problems. 5 flies out, and discovers that Spooky Spoon is the culprit. The Numberjacks send Brain Gain to make everything one each. But then the diners have only one bit of each type of food each - so the Numberjacks send new Brain Gain - sometimes one thing each is good, sometimes two or more things is good.
Hundreds and Thousands
October 30, 2009
The Numbertaker is taking tens, hundreds and thousands...oh no!
More Ways than One
October 29, 2009
The Puzzler has trapped 8 in his bubble and will only release him if the Numberjacks solve his tricky puzzles.
October 28, 2009
7 is telling 0 and 1 a bedtime story about the Numberjacks at night, and daytime activities start happening at night.
October 27, 2009
3 and 4 are having trouble sharing 5's buddy blocks, the blocks get bored and wander off...
The Dreaded Lurgi
October 26, 2009
6 can't jump on the seesaw- and 4 feels ill too- they've got the dreaded lurgi!
Areas of Concern
October 23, 2009
The Puzzler is at work again and 6 has to meet his challenges and defeat him.
A Different Sort
October 22, 2009
Brain Gain manages to sort the mess that Spooky made.
October 21, 2009
Numberjack 1 plays a trick on Numberjack 4, always making the number of buddy blocks on the seesaw unbalanced.
A Circle at Both Ends
October 20, 2009
5 has to fly out when a boy has trouble with his chalks. Other cylinder problems caused by the Shape Japer need sorting.
A Close Thing
October 19, 2009
In the gym 2, 4 and 6 are practising jumping with the measurer. On location the Problem Blob is at work and 6 is sent to sort things out.
October 12, 2009
6 and his buddy sticks are measuring things in the Gym. Out on location, things are changing length, including pencils, trousers, and brushes. It's all the fault of the Shape Japer. The Numberjacks send Brain Gain to change things back to normal by matching them to things that haven't changed. Later 6 uses the buddy sticks to measure ties and mops and restore them to normality. They change the size of the Shape Japer and she goes off in a huff.
Did You Notice Anything?
October 9, 2009
3 and 4 are in the Cosy Room, and 3 says 4 isn't good at noticing things. On location, a teddy bear jumps around and things disappear, but a girl doesn't notice. The Numbertaker is causing trouble, as 4 discovers. A pile of chairs collapses, a lady's lipstick turns to tomato sauce, a teacher's scissors turn into bananas, and a gorilla appears - but no-one notices. The Numberjacks stop the Numbertaker taking things away, and get people noticing - but then he starts taking people away. Brain Gain helps the kids to notice what's going on and chase the Numbertaker away.
We Three, Phone Home
October 8, 2009
In the gym 3 is trying to get 1 to play with the Hover Dice and the number track. A girl has one, then two, then three strange things. 1 boy does one, then two, then three silly movements. Adults have the same problem with strange things and silly movements. The Puzzler challenges 3 to find the pattern. 3 says it's 1, 2, 3. The pattern changes to 4, 5, 6, and finally Numberjacks 7, 8, and 9 help 3 to find the last pattern and defeat the Puzzler.
October 7, 2009
In the Cosy Room 1, 3 and 4 play "stepping stones" with triangles and rectangles to get from one side of the room to the other. A girl's blackboard is changing size, as is a man's writing paper, and the flag on the back of a boy's bike. In a school kids are playing with hoops that change size. 6 flies out - the problem is down to the Shape Japer. The Numberjacks realise they are dealing with rectangles, triangles, and circles. They sort the shapes, even when they become extreme shapes, and discover that the stretched circle is called an oval.
On the Move
October 6, 2009
In the gym 3 and 4 play sliding blocks in to the circle. 3 thinks they need recounting if they move. Out on location, a girl thinks the same about her toys, and the waitress, and man and a teacher have the same problem. It's the Problem Blob at work, as 5 discovers. The Numberjacks protect everything form the blobs to stop them moving - but things move anyway, so they are all counted all over again. The Numberjacks send Brain Gain to stop people counting things when they move. All is sorted, and the Blob goes off in a huff.
Ups and Downs
October 5, 2009
5 and 2 are playing with the Jump Pad. Agent 18 calls in - he is upside down. So are is a boy's car and a girl's paintbrush, and a doorman has inverted trousers, glasses and hat. 4 flies out to help, but he is turned upside down by Spooky Spoon and can't control the Brain Gain, so Numberjacks 8 (who is much the same both ways up) flies out to help. Numberjack 1 helps out with the Brain Gain, Spooky is turned upside down herself, and all is well.