Pinball Wizard (comic story): Difference between revisions
m (INFOBOX CLEANUP: Getting rid of appending pipe in an infobox line) |
m (linking to days of release or creating a single link from separate date and month links) |
||
Line 15: | Line 15: | ||
|editor= [[Moray Laing]] | |editor= [[Moray Laing]] | ||
|publication= ''[[Doctor Who Adventures]]'' [[DWA 15|15]] | |publication= ''[[Doctor Who Adventures]]'' [[DWA 15|15]] | ||
|release date= [[17 October]] [[2006]] | |release date= [[17 October (releases)|17 October]] [[2006]] | ||
|publisher= [[BBC Magazines]] | |publisher= [[BBC Magazines]] | ||
|format= Comic - 1 parter (6 pages) | |format= Comic - 1 parter (6 pages) |
Revision as of 03:52, 13 June 2013
Pinball Wizard is a Doctor Who Adventures comic story featuring the Tenth Doctor and Rose Tyler.
Summary
While dodging the Erewon Armada, the Doctor realises that the TARDIS' Xion crystals have been jolted out of line. The slippage caused the passivator to go into flux and leak coolant into the aethiopathic chamber, leading to the positioning system overheating. What the TARDIS needs is a big jolt.
Luckily, the TARDIS lands inside a giant pinball machine with a strong 1960s American theme (including the Statue of Liberty, fast food mock ups, baseballs, cars and route signs). Ironically, this giant pinball table is being used to punish Gameslaves (people who spend too much time playing computer games) by forcing them to take part in a giant, real-life game by being encapsulated in one of the game's balls. Spectators decide whether the "player" gets to live, based on their game performance.
The Doctor and Rose watch Track R Ball play the game, but Rose mistakenly gets to play the game instead of Joyce Tick. The Doctor, flashing his psychic paper, gets to take control of the game. He manipulate the ball to strike the TARDIS. The ball drops down a hole and the Doctor frees Rose. Both of them make a hasty escape in the TARDIS, which now works properly.
Characters
References
- On pinball: the Doctor says that he spent a lot of time playing it back in the 1960s. He was quite a wizard at it.
Notes
- The DWA comic strip adventures were aimed at a younger audience and the artwork and colours were bold and bright, reflecting the tone of the magazine.
- Self-contained, one-part stories were the norm in the early issues, later being expanded to two-parters.
Original print details
- Publication with page count and closing captions
- DWA 15 (6 pages split 4/2) MORE ADVENTURES NEXT ISSUE!
Continuity
- The TARDIS technobabble has nothing to do with any references made on screen.
- The Doctor uses his psychic paper to gain control of the pinball game.