Cyberchase Season 1
Cyberchase is an American/Canadian television series for children ages 7-13. The series takes place in Cyberspace, a virtual world, and chronicles the adventures of three children, Jackie, Inez, and Matt, as they use math and problem solving skills to save Cyberspace and its leader, Motherboard, from The Hacker, the villain. Cyberchase has received generally positive reviews and won numerous awards. Thirteen/WNET New York and Nelvana produced the first five seasons, while Thirteen, in association with Title Entertainment, Inc. and WNET.ORG, produced seasons six through eight. The show airs on Public Broadcasting Service and PBS Kids GO! in the United States. All episodes have been released free on the Cyberchase Website. Since July 2010, Cyberchase has been put on hiatus, but was announced that starting in November, Cyberchase will be revived and start airing new episodes with its 9th season.
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Cyberchase
2002 / TV-YIn the pilot episode "Lost My Marbles", Hacker infects Motherboard with a computer virus. At a library on Earth, while looking at a computer, Jackie, Matt, and Inez (who accidentally let Hacker unleash the virus by touching the computer map simultaneously) are sucked through an interdimensional portal into Cyberspace. In their first adventure, they go to an island to rescue Dr. Marbles. In subsequent adventures, they return to Cyberspace to thwart Hacker's evil plans, ranging from ruining Motherboard to trying to take over a Cybersite. Throughout the season, the Cybersquad searched for a new encryptor chip for Motherboard. In Episode 9, Buzz and Delete nearly retrieved the encryptor chip, but lost it in a dust storm, much to Hacker's frustration.
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Cyberchase Season 1 Full Episode Guide
Hacker kidnaps the Beast, a member of a famous band on Mount Olympus. Without him, the band can't perform their music properly and in sync, which causes the Cybersite to begin self-destructing. Its all up to the Cybersquad to reunite the band and save Mount Olympus.
Hacker pollutes Cyberspace with dangerous cyber-static by tampering with four satellites designed to keep everything free from cyber-static cling.
Digit and the Cybersquad are tricked into going to a land of giants, with Motherboard unaware of their presence. Hacker leaves them stranded, and threatens to send another deadlier virus to Motherboard. The Cybersquad must escape and stop Motherboard from receiving Hacker's virus.
Hacker has a statue which broadcasts his voice 24/7. This leads Cybersites to surrender once they can no longer bear it.
A Sky Wall is built to protect Happily Ever After from Hacker, but he plans to invade when Wicked's operatic voice will break it. One of the Three Little Pigs secretly aides Hacker after a promise of protection from the Big Bad Wolf, so the kids have to do double duty to expose him and stop Wicked from singing.
The kids chase Hacker around a building consisting of floors that have both positive and negative numbers.
After crashing into each other's ships and crash-landing, the kids and Hacker must deal with bartering with one another to repair their ships. Also, Buzz and Delete suddenly become brilliant, and an evil genie named Warren disobeys his mother's orders to stay inside his bottle.
Hacker's invention to clone himself accidentally clones Delete instead, leading him to produce 3 clones every time he sneezes. The kids and Digit enlist the help of clone catcher Cy Clone.
After Hacker kidnaps the kids, he crash-lands in Shangri-La, where Master Pi challenges both groups to a special contest. The winner is free to come and go at will, while the loser has to stay in Shangri-La until they learn to solve the problems.
Hacker steals all the water from Sensible Flats to buy up their land, and the kids must determine when this started and how to fix it.
Hacker steals the cyber slug Icky to destroy Aquari-yum, and the kids make a code to fool him.
Hacker challenges the kids and Digit to a game show entitled "Find Those Gleamers!", Gleamers being lightning bugs that power ships such as the Grim Wreaker. The kids have to make their ship, the Grim Wreaker 2, take off before time expires.
Motherboard is suddenly sickened by the green liquid because of Buzz and Delete. So it's up to Digit and the kids to heal her using blue liquid.
Professor Archimedes has the encryptor chip, but has to activate the emergency defense system when Hacker arrives to steal it. He and his building shrink to 2D, and the kids and Digit have to put him back to 3D.
Hacker decides he needs to change his luck from bad to good, so he hires Baskerville, a new henchman, to replace Buzz and Delete while the 10 good luck charms of Cyberspace ensure him good luck. The kids and Digit use logic to rescue the charms and stop Hacker.
The kids are assigned to steal a crystal that powers Hacker's gadgets, while distracting Hacker with a series of spa treatments.
Dr. Marbles builds Symmetria because of his passion of symmetry, but Hacker steals the symmetrizer and destroys Symmetria by splitting everything symmetrical in half. The Cybersquad has to figure out how to get the symmetrizer back from Hacker.
Dr. Marbles finds the encryptor chip in an ancient pyramid, but the Mummy who guards the pyramid finds Marbles. When the Cybersquad arrives, they must work their way through the chambers of the pyramid, find Dr. Marbles, and escape before a trap set by the Mummy seals them inside forever.
Wicked casts a spell that erases the memories of the citizens, so that they forget how to count.
Hacker attempts to take power from the vault in Poddleville for himself by stealing the residents' power pods, much to the detriment of the community. Each power pod has a shape and a number from 1 to 12, and after Inez and Matt are imprisoned it becomes a race to solve the pattern and enter the vault.
The kids fail to stop Hacker from stealing Pandora's box in Mount Olympus, so they must solve a riddle and complete challenges to satisfy Zeus and earn a second chance.
Hacker participates in a land rush in which participants cannot build property bigger than Judge Trudy's land. Hacker's land is accused of being bigger than Trudy's, but they turns out to be the exact same size.
Hacker is looking for an eternal power source, so he steals Solaria's Sunisphere. The Cybersquad has to get it back before the whole site freezes over.
Digit is lured to R-Fair City, a cybersite full of carnival games, where he is kidnapped by a disguised Hacker. The kids must find the unfair/crooked game to find Digit. Meanwhile, they learn about chance and how to spot an unfair chance of winning and losing. Along the way they meet Lucky, a cab driver, who offers them a chance to gain a free cab ride while they search for Digit. Digit is locked in a bird cage with Buzz and Delete as his guards.
Cybersquad must stop Hacker from activating his newest creation, Gigabyte, before the light of the midnight moon, or else Dr. Marbles mind will be transferred into the monster, and Hacker will learn about all of Motherboard's secrets. The kids and Digit know Hacker is in a castle on a spooky, Halloweenish site called Castleblanca. Unfortunately, Motherboard wasn't able to specify which castle he is in. The kids must survey the residents of Castleblanca to pinpoint the exact location where Dr. Marbles is being held captive.
A day at the library turns into a cyberventure when Jackie, Matt, and Inez learn that Hacker has kidnapped Dr. Marbles, the only person who can save Motherboard from an evil virus. The rescuers learn to use a map as a mathematical tool as they navigate across a cyber island in search of Marbles—then try to escape before a huge earthquake turns the island inside out.