Pinball Wizard (comic story): Difference between revisions

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{{real world}}
{{real world}}
{{ImageLinkComics}}
{{ImageLinkComics}}
{{Infobox Story
{{Infobox Story SMW
|image= DWA CS 015.jpg
|image= DWA CS 015.jpg
|series=[[DWA comic stories]]
|series = [[DWA comic stories]]
|doctor= Tenth Doctor
|doctor= Tenth Doctor
|companions= [[Rose Tyler|Rose]]
|companions= [[Rose Tyler|Rose]]
|enemy=  
|enemy=  
|setting= [[Planet (Pinball Wizard)|Unnamed planet]]
|setting= [[Planet (Pinball Wizard)|Unnamed planet]]
|writer= [[Davey Moore]]
|writer= Davey Moore
|artist= [[John Ross]]  
|artist= [[John Ross]]
|colourist= [[Adrian Salmon]]
|colourist= [[Adrian Salmon]]
|letterer= [[Paul Lang]]
|letterer= [[Paul Lang]]
|editor= [[Moray Laing]]
|editor= [[Moray Laing]]
|publication= [[DWA 15]]
|publication= [[DWA 15]]
|release date= [[17 October (releases)|17 October]] [[2006 (releases)|2006]]
|release date= 17 October 2006
|publisher= BBC Magazines
|publisher= BBC Magazines
|format= Comic - 1 parter (6 pages)
|format= Comic - 1 parter (6 pages)
|epcount = 1
|prev= Smart Bombs (comic story)
|prev= Smart Bombs (comic story)
|next= Gangster's Paradise
|next= Gangster's Paradise (comic story)
}}
}}
'''''Pinball Wizard''''' was a [[Doctor Who Adventures comic stories|''Doctor Who Adventures'' comic story]] featuring the [[Tenth Doctor]] and [[Rose Tyler]].
'''''Pinball Wizard''''' was a [[Doctor Who Adventures comic stories|''Doctor Who Adventures'' comic story]] featuring the [[Tenth Doctor]] and [[Rose Tyler]].
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While dodging the [[Erewon Armada]], the Doctor realises that the TARDIS' [[Xion crystal]]s 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. The TARDIS needs a big jolt.
While dodging the [[Erewon Armada]], the Doctor realises that the TARDIS' [[Xion crystal]]s 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. The TARDIS needs 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 mockups, baseballs, cars and route signs). Ironically, this giant pinball table is being used to punish [[Gameslave]]s (people who spend too much time playing [[computer game]]s) 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.
Luckily, the TARDIS lands inside a giant [[pinball]] machine with a strong [[1960s]] American theme (including the [[Statue of Liberty]], fast food mockups, baseballs, cars and route signs). Ironically, this giant pinball table is being used to punish [[Gameslave]]s (people who spend too much time playing [[computer game]]s) 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 manipulates 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.
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 manipulates 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.
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* [[Track R Ball]]
* [[Track R Ball]]


== References ==
== Worldbuilding ==
* The Doctor says that he spent a lot of time playing [[pinball]] back in the [[1960s]].
''to be added''


== Notes ==
== Notes ==
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''to be added''
''to be added''


== External link ==
== External links ==
{{dwrefguide|dwacomic10.htm#dwa15|Pinball Wizard}}
{{dwrefguide|dwacomic10.htm#dwa15|Pinball Wizard}}
{{Tenth Doctor DWA comics}}
{{Tenth Doctor DWA comics}}
{{TitleSort}}
{{TitleSort}}
[[Category:Tenth Doctor DWA comic stories]]
[[Category:Tenth Doctor DWA comic stories]]
[[Category:2006 comic stories]]
[[Category:2006 comic stories]]
[[Category:Rose Tyler comic stories]]
[[Category:One part comics]]

Latest revision as of 21:30, 20 January 2024

RealWorld.png

Pinball Wizard was a Doctor Who Adventures comic story featuring the Tenth Doctor and Rose Tyler.

Summary[[edit] | [edit source]]

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. The TARDIS needs 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 mockups, 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 manipulates 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[[edit] | [edit source]]

Worldbuilding[[edit] | [edit source]]

to be added

Notes[[edit] | [edit source]]

  • 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[[edit] | [edit source]]

Publication with page count and closing captions
  • DWA 15 (6 pages split 4/2) MORE ADVENTURES NEXT ISSUE!

Continuity[[edit] | [edit source]]

to be added

External links[[edit] | [edit source]]