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  • Stop and Go
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  • The Teletubbies play a round and round game with a Voice Trumpet, then the Magic Windmill spins from the Start Spinning animation and the Teletubbies watch some children playing Stop and Go. The Teletubbies are giggling and they were playing a Ready Steady Go game by running, jumping, crawling and walking backwards They then played the Ready Steady Go game anyway they wanted to. Featuring: The Children of The African Caribbean Project, Leamington Spa
  • Stop and Go is the 16th episode of season 1. It airs in 19/2/2007. SUMMARY: Things are moving when they shoudn't - thanks to Spooky Spoon. 6 goes on the mission. When 3 and 4 are playing Musical Statues, 4 isn't moving enough. When the music stops, 4 kept still, and 3 still moved. 4: "3, the music stops. You're supposed to be a statue." 3 holds still. 4 felt like woobling and fell. 0 wants to join in. When the music starts, 0 kept still while 3 and 4 moved. When the music stops, 0 won. But 0 still doesn't feel like moving to the music. 5 and 6 call for trouble. Agent 34 says the problem is that the rc car and the robot is stopped. 6 is going out. 4 found a 16 on a brick wall for 6 to land on. The blocks and the pencils and the book are moving. Agent 52 came in and says that the roundabout
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  • Stop and Go is the 16th episode of season 1. It airs in 19/2/2007. SUMMARY: Things are moving when they shoudn't - thanks to Spooky Spoon. 6 goes on the mission. When 3 and 4 are playing Musical Statues, 4 isn't moving enough. When the music stops, 4 kept still, and 3 still moved. 4: "3, the music stops. You're supposed to be a statue." 3 holds still. 4 felt like woobling and fell. 0 wants to join in. When the music starts, 0 kept still while 3 and 4 moved. When the music stops, 0 won. But 0 still doesn't feel like moving to the music. 5 and 6 call for trouble. Agent 34 says the problem is that the rc car and the robot is stopped. 6 is going out. 4 found a 16 on a brick wall for 6 to land on. The blocks and the pencils and the book are moving. Agent 52 came in and says that the roundabout can't spin. Problems at the restaurant! The salt-and-pepper shakers ands the saugages are moving! At the park, the trashbin is moving! The man threw away his rubbish and as he is walking and rubbish bin follows him. It's Spooky Spoon mixing things up again! 5 wonders what would happen. "If birds are flying, they might stop. Or if the Dancing Cow is dancing, it might stop dancing and be an ordinary cow. Or if you are moving a house, the house might move with you." More problems! The scooter, the bike, and the car aren't moving and the trashbin is still chasing the man. 3 started the Brain Gain machine and called 0. 0 goes first. When he isn't moving, imanimate things that are moving stops. 3 is at it. When she moves, things that go are moving! 6 sorts out Spooky and returned to the sofs. They watched a replay of what happened. Then 5 wondered, what else is moving and not moving? CHARACTERS: 0, 3, 4, 5, 6, Spooky Spoon NOTES: This is the first time an even Numberjack has encountered Spooky Spoon. QUOTES: SIX: It's spooky. THREE: I just said that. SIX: No, it really is spooky. Look! SPOOKY SPOON: Ha ha! Hello, everyone. I'm back. THREE, FOUR, AND FIVE: Spooky Spoon!
  • The Teletubbies play a round and round game with a Voice Trumpet, then the Magic Windmill spins from the Start Spinning animation and the Teletubbies watch some children playing Stop and Go. The Teletubbies are giggling and they were playing a Ready Steady Go game by running, jumping, crawling and walking backwards They then played the Ready Steady Go game anyway they wanted to. Featuring: The Children of The African Caribbean Project, Leamington Spa
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