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- It's Motherboard's birthday and the Cybersquad is having a birthday party to celebrate it.
- Who knew Hacker was a nature lover? Seems it all started many Cyber-years ago, when Motherboard banished him to the Northern Frontier.
- When Wicked casts a spell on the Pompadorians to make them all adore her, Jackie and Digit must reproduce the only symbol that can break it - without being able to see what the symbol looks like. Matt and Inez can't get to Pompadoria to help, so they describe the symbol through their Skwak. But how can they describe the odd-looking spell-breaker accurately so Jackie can make a reproduction that works?
- The CyberSquad awaits the return of Kacy's Comet, but a glaring light in the sky blocks out all the stars.
- While shopping at Cornucopia Farm for their Giving Thanks Day feast, the CyberSquad forgets the pumpkins for Jackie's pumpkin pie recipe.
- The CyberSquad investigates a mysterious creature that tramples over Crestwood Park, leaving visitors too scared to enter.
- Hacker pursues a career as a singing idol and goes on tour, leaving behind a book that contains the secret to curing Motherboard's virus, buried in the windiest place on the Northern Frontier. Slider and the CyberSquad are determined to find it but to do so they must discover how to measure wind speeds in different places so they can compare them. Can the kids find the book before Buzz and Delete, who want to steal Hacker's secret? Stay tuned for the surprise ending!
- It's the annual Father's Day Parade in Tikiville, and Creech's father, Max (Matthew Broderick), is this year's Cyberdad of the Year. Max was once a schoolmate of Hacker's - and continually bested Hacker in all of their endeavors. Hacker has decided it's time to get even and this time he's got a really clever plan... Using secret codes and a band of bad guys, he rolls into action, cleverly changing the code each step of the way to keep those "earthbrats" from catching on. Will Hacker succeed in spoiling Father's Day and embarrassing Max? Or will our heroes figure out the pattern to his codes in time to stop him?
- The CyberSquad is in Gollywood making a movie when Glittertown's top designer, hairdresser and make-up artist go missing in a dense and unexpected fog. Turns out Hacker is responsible and has spirited the stylists away to his home base. Cyberspace's favorite weathercaster Stormy Gale (Janice Huff) helps the kids discover how to make fog, but to pull off a daring rescue, the kids have to find the elusive dew point at the Northern Frontier on their own. Can they figure it out and make their own fog to get the glam-makers back home safely?
- Digit is pet-sitting in Golftopia, taking care of Dewey, a lovable Deedle Beast. But suddenly Dewey starts going berserk on his daily walks. What's going on?! The kids arrive to help, but how do you figure out what's wrong with an animal that can't talk? The kids begin to see a pattern in the critter's odd behavior - and the plot thickens when they realize that Hacker has moved in right next door. What is the King of Chaos up to this time?
- Hacker has finally captured the Earth kids on the Wreaker, but an alarm goes off and the Wreaker is out of fuel! Hacker lands on the nearest cybersite, which is an eerie place with no one around! What will Hacker do next?
- Sensible Flats has been "Hackerized" - all the town folk look and act like the dastardly villain. But get this: Hacker didn't do it! While he sets out to find out who could have pulled off this fantastic feat, the CyberSquad rushes in to save the town. To do so, these novice climbers must scale a rocky cliff in less than 3 minutes. Can they improve their rock-climbing skills in time or will they be Hackerized themselves?
- Hacker's nemesis Ledge is back to settle the score with Hacker by finding the Bluebird of Zappiness - the key to fixing Motherboard's virus - before Hacker can. To stop him, Hacker makes an unlikely alliance - with the CyberSquad! Together they must figure out how clues from Motherboard - plus shadow math - can help them find it first. Can this unlikely team possibly succeed?
- The CyberSquad tags along as the Northern Frontier ducks migrate to Restoria, helping the flock avoid numerous hazards along the way.
- The CyberSquad investigates after the Lilting Loons of Botsberg go missing and their pond is replaced by trash.
- In Happily Ever Afterville, the Three Pigs just finished building their new cottage at the base of Mount Evermore - a peaceful spot without any direct sunlight. Trouble strikes when Hacker and Wicked accidentally zap the mountain away!
- The kids, Digit and Slider find Slider's father on a distant cybersite, but they're shocked to discover he is old beyond his years - a victim of magnetite. They must measure out the special formula of ingredients to cure Coop, then stop Hacker from activating his Transformatron. Will they be able to correctly measure out the formula? Will they be able to stop Hacker from activating his machine? And finally, what creature of chaos will Hacker transform into?
- There's a mega mystery in Megabays - the once-healthy kelp in Big Bay is washing ashore. The CyberSquad must work with Captain Skuttlebutt, keeper of the bays, to get to the bottom of it. They explore the marine ecosystem and discover that there are way more urchins than anything else... but why? Is it nature at work, or is something - or someone - causing the underwater kelp forest's collapse?
- Radopolis has a big problem: water bottles. Radsters are an active bunch, but their desire to stay hydrated has led to a huge bottle pile-up. Way Cool Arena has been turned into a bottle dump, and the beloved skate park is next! The kids and Slider must find a way to get rid of the heaps of empties and reduce future waste while making sure Radsters stay healthy. Can they prevent their rad cybersite from getting bottled up?
- Digit's cousin, Brigit, is in a bind. Her flowering cactus plants are not bearing any apple cactus fruit! Brigit thinks she knows what's going on, thanks to a chart of how many bats came to pollinate the cactus flowers.
- The long lost encryptor chip, the only computer component that can restore Motherboard to full power, unexpectedly appears on the popular cyberauction U-WANT, U-BID! To make matters worse, Hacker is the top bidder - and if he gets it, Motherboard is doomed! The CyberSquad and their friend Slider get jobs in Cyberspace, and figure out how much they need to save per day to outbid Hacker. They succeed in winning the auction, but are totally unprepared for what happens when they install the chip in MotherboardàHacker takes over Cyberspace!!!
- It's the CyberSquad's biggest challenge ever - Hacker is in complete control of Cyberspace! Jackie, Matt, Inez and Digit must find a way to bring Motherboard back to power and oust Hacker. Slider's "Syncolator" invention is the answeràbut some of the pieces are missing. With limited funds, the kids must go to various cybersites and purchase the necessary parts, wheeling and dealing with the nefarious owners, learning to spend their money wisely in the process. If they run out of money before the Syncolator can be fixed, Hacker will toss Motherboard's last hope for recovery into a black hole where it will be lost forever.
- In his quest for Cyberspace domination, The Hacker kidnaps a leading cyber-scientist called Dr. Marbles. Motherboard sends the three kids to rescue him from a mysterious tropical island using their mapping skills.
- Shari Spotter must perfect a complicated recipe to thwart Hacker from becoming a powerful wizard!
- All bets are off when Hacker stumbles upon the secret location of the "Program Proliferator"-a piece of hardware capable of reprogramming Motherboard's operating system. It's buried right under Dingerville Park.
- It's Valentine's Day, and borgs from cybersite Botlyn are enjoying the Botlyn Botanic Garden. Ren gives the CyberSquad a tour of the garden in preparation for his Valentine's Day party.
- To prove once and for all that he's smarter than the CyberSquad, Hacker challenges the kids and their friends to solve a series of puzzles. But this isn't just fun and games - the fate of cybersite Solaria hangs in the balance. Solve all the puzzles in under three hours, and Solaria is saved... but fail, and the favorite vacation spot will be reformatted into digital garbage!
- Jackie wins a chance to apprentice with fashion designer Fabio DeZine and learns it takes more than a pretty drawing to design something that makes a sustaining impact.
- The Dingerville Dragons need to get around traffic so they can get to the field to practice.
- Hacker has stolen the Prism of Power-a vital piece of Motherboard's Operating System.
- Matt, Inez, Digit, and Jackie are planning a friendship retreat: four epic days of camping in the wilderness on Camptopia.
- On the prowl for a new power source, Hacker descends on Frogsnorts School of Sorcery. His scheme? To steal Professor Stumblesnore's wand and harness its awesome magic to energize himself. Hacker's first task is to get star student Shari Spotter out of his way. He entraps Shari in Merlin's Maze by blocking her path with a series of heavy stone slabs. The CyberSquad learns of Shari's plight, but the slabs that block her escape are too heavy to move unaided. In their rescue mission, the kids experiment with levers and discover a proportional rule: Multiply the length of your lever and you will similarly multiply the weight you can lift. They free Shari, but not in time: Hacker has been successful and stolen Stumblesnore's magic! Is Shari's magic powerful enough to defeat him?
- The CyberSquad investigates a mysterious creature that tramples over Crestwood Park, leaving visitors too scared to enter.
- It's Valentine's Day and Hacker traps Dr. Marbles and Lady Ada Lovelace in a time machine and it's all up to the kids and Digit to get them out. Meanwhile, Hacker plans his celebration event with Wicked.
- The Leaders of Cyberspace have gathered to discuss Hacker's increasing influence, when they are suddenly interrupted by Hacker. Buzz and Delete, Hacker's henchmen, hide the leaders including Dr. Marbles, in the building and its' up to the kids to rescue them. Before long, the kids discover that they can only move between the building's levels by scaling its outside walls! So the kids turn the building into a giant ruler in order to keep track of the floors. And when they discover that there are levels beneath what they thought was "zero," the kids must tap into the power of negative numbers.
- Bird lovers across Cyberspace have arrived at the Migration Celebration - an event where the rare teal-footed trillers flock once every five years. But when the trillers are a no-show, host Professor Bobson knows something is wrong!
- The CyberSquad and their new friend Scanner embark on a quest to build a new Encryptor Chip for Motherboard and cure her virus. With Hacker in hot pursuit, the kids must run, ski, canoe and climb their way to the end of the mission. In the process, they learn that a little activity over time adds up. But will they also cure Motherboard?
- A popular new restaurant in Castleblanca serves delicious meals, but all the residents have become cranky and tired. The CyberSquad quickly learns the restaurant's food is unhealthy...and Hacker is behind it all. To get Hacker to stop making his unhealthy food, Digit challenges him to a cook-off. But if Hacker wins, the kids must leave Cyberspace forever! Who will win the hearts--and stomachs!--of Castleblanca?
- It's not easy being the most notorious villain in all of Cyberspace, and Hacker is really stressed out. Buzz and Delete surprise their mess-of-a-stress boss with a blissful day at Mount Bear Fresh Water Spa.
- While enjoying a little R and R in Solaria, Hacker is delighted to see Wicked, who is also on vacation-but she's not alone! She's partnered with Nug Grommet, the handsome cyber-surfing champion in a dance contest. Turning even greener with jealousy, Hacker enters the contest to prove his superiority. Only there's one small problem - who can he coerce into being his partner? Enter the CyberSquad. Observing Jackie's prowess on the dance floor, Hacker has Buzz and Delete detain Inez, then forces Jackie to teach him the moves and dance with him in exchange for Inez's safe return. As the contest unfolds, it becomes apparent that the judges lack a workable scoring system to decide the winner. Determined to help Inez, Matt joins the judges to find a way to score the contest. And, as Wicked points out, it had better be fair or she will wreak her revenge! Should Matt give Hacker and Jackie a higher score than Wicked and Nug so Inez can go free? Or judge the contest fairly and hope Digit rescues Nezzie in time?
- Interest is lagging in the annual Mount Olympus Games, attendance is sagging, and Zeus is not happy. How can he restore the spirit of competition? With lightning bolt speed, he pits Team Motherboard, coached by Digit, against Team Hacker, coached by Wicked, The teams have to compete in the Triadditon, a relay-type race made up of an obstacle course, a swim race, and a foot race where each competitor does one event and tags their teammate to do the next. Bragging rights and hero worship go to the winners. But Wicked and Digit have their hands full when Hacker and Matt both insist on running the final event so that they can claim Zeus's glory. How can the kids convince Matt to let go of his personal pride - and rivalry with Slider who subs for the injured Jackie-for the good of the team?
- Three kids travel to Cyberspace to help a DJ who's antenna was sawed off by Hacker.
- Judge Trudy's prized Prickly Peach Cacti goes missing. Meanwhile, Buzz and Delete build their own garden.
- Kids in glamorous Gollywood have no safe place to play. When they discover an empty lot that can be converted to a park, they have only one opponent: Hacker. He wants the lot for his new Gollywood Tower, which he claims will broadcast entertainment to all of Cyberspace. (The tower is really meant to corrupt Motherboard's hard drive.) The CyberSquad goes up against Hacker at a city council hearing. Will they get their park, or will Hacker dazzle the council into approving his tower?
- Seeking a year's worth of Bottawa's energy, Hacker commands Delete to drain the power from the tank that lifts the Reboot Eve ball.
- When the kids fail to stop Hacker from stealing Pandora's box in mythological Greece, they must solve a riddle and complete challenges to satisfy Zeus and earn a second chance. In the course of their adventure, Matt, Jackie and Inez discover that a fraction is a problem in sharing.
- Disguised as a gypsy, Hacker lures Digit to a fantastic cyber amusement park and holds him captive. When the kids arrive, they analyze the games of chance, figuring out which games are fair and which ones are not, and use what they learn to find Hacker and beat him at his own game before it's too late! The Big Idea: A game of chance is fair when nobody can tell who will win, but everyone has the same chance of being a winner. (Math topic: probability and chance.)
- Hacker finds the Krystal of Kalmoor, the powerful orb that will give him eternal power. By possessing the Krystal, Hacker can roam cyberspace and create havoc without having to recharge his power. When the kids and Digit arrive to retrieve the Krystal, they are stymied by a series of switches, levers and buttons.
- The CyberSquad must find the thief who stole the mighty beast, Choocroca, using only one clue - the thief's footprint.
- Digit disappears while visiting his friends the Scritters, so Motherboard sends Matt, Jackie and Inez to investigate. They discover that Hacker has found a supply of Magnetite, and will use it to fill up a rocket capable of erasing all of Motherboard's memory disks. Can the kids stop Hacker before he collects a hundred percent of the Magnetite he needs to launch the rocket, or will Motherboard be shut down once and for all?
- Something is amiss with the bliss of Sensible Flats. The reservoir is dry. The town is out of water. And the folks who live there are leaving as fast as they can. But why? When the kids and Digit arrive, they use line graphs to reveal the true story of what happened - and all lines lead to Hacker, the newest resident of Sensible Flats.
- Our Cyber-Team is transported to a Wild West site to prove that Hacker has taken a larger piece of land than he is allowed. Hacker is in jail and the trial is about to begin, but is his homestead really larger than what Judge Trudy will allow? The kids must discover how to measure the area of his irregularly shaped property in order to find the answer.
- Hacker plans to launch a new virus at Motherboard: One that will crash her hard drive once and for all so he can take over cyberspace. To stop the kids and Digit from getting in his way, he tricks them into a cybersite from which escape seems impossible. In a confounding juxtaposition of scale and size, the kids first find themselves in a land of giants and then become giants themselves in a land of little people. The kids must cope with these disparities in scale and size, and use their brainpower to escape and warn Motherboard before Hacker can launch his virus.
- While attempting to rescue Dr. Marbles, the kids and Digit crash land on cybersite Nowhere, along with Hacker, Buzz and Delete. As a result of the crash, Hacker is shrunk, and Buzz and Delete become smart. In a race to rebuild their cybercraft and save Marbles, Digit and the kids learn to trade and barter and eventually create a monetary system. But who will finish first?!!
- A televised skate-off will decide ultimate naming rights for the new Radopolis skate park. Will it be named after Slider, the ace skateboarder of Cyberspace, or The Hacker, the vainest villain in the virtual universe? When the power mysteriously goes out at the skate park, the CyberSquad and Digit must find a way to turn it back on before the nighttime skateboarding extravaganza. They decide to use solar panels to collect energy during the day that can power the park at night. But will they have enough area to install the panels, and enough time to collect energy before sundown? And if they do, can their friend out-skate the ace cheater of Cyberspace?
- A popular new restaurant in Castleblanca serves delicious meals, but all the residents have become cranky and tired. The CyberSquad quickly learns the restaurant's food is unhealthy...and Hacker is behind it all. To get Hacker to stop making his unhealthy food, Digit challenges him to a cook-off. But if Hacker wins, the kids must leave Cyberspace forever! Who will win the hearts--and stomachs!--of Castleblanca?
- Three kids named Jackie, Inez, Matt, and their pet Digit try to save motherboard from the evil Hacker.
- Dr. Marbles finds the encryptor chip, which he needs to delete Motherboard's virus, in an ancient pyramid. But the Mummy who guards the pyramid finds Marbles. When the kids and Digit arrive, 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. How much time do they have? Unfortunately, they have no clock or watch to tell them how much time has gone by. Is the mission impossible? Not for the CyberSquad!
- The diabolical Hacker wreaks havoc when he steals the power pods of Poddleville, a cybercity filled with patterns. Our heroes must use math and logic to crack the double pattern that unlocks the Poddles' cyberpower vault before Hacker and his henchmen do!
- Hacker has located the second item he needs to activate his mysterious new machine: the Powerful Prism of Penguia, buried in the snowy, icy landscape of Cyberia. In trying to help the Penguin inhabitants stop Hacker, the kids and Digit find themselves trapped in an icy cave. They must master the principles of bouncing in order to escape. They succeed, and manage to stop Hacker from stealing the Prism. Or do they?
- Hacker & Wicked capture a king and demand a ransom of golden eggs.
- Convinced that his failure to defeat Motherboard is simply a result of bad luck, Hacker collects the Ten Lucky Charms of Cyberspace. The caper works. Hacker's luck changes, and good things begin happening to him. When Motherboard realizes what Hacker has done - she sends the kids and Digit to Hacker's hideout in the Northern Frontier to help the Lucky Charms escape. The kids use logic, Venn Diagrams and the understanding of the words "and", "or" and "not" to free the Charms.
- Hacker has discovered an army of awesome creatures he can use to rule cyberspace, but they are carved in stone on the walls of the Pyramid of Jimaya. To bring the animals to life, he must steal the Sphere of Being, a magical orb closely guarded by three ghosts (Hacker's worst nightmare). How can he distract them so he can steal the Sphere? Opportunity knocks when he tricks Jules, recently hired as tour guide, into pushing the wrong button and falling, along with the kids and Creech, into an underground arena from which there is no escape! Confronted by the Jam Master, the guardian of the pyramid, and the Pyramid's three ghosts, the kids are told they can go free if they can overcome the ghosts in a game of Jimaya Jam. The game is like basketball except for a few small quirks: When Matt tries to dribble and move the ball across the court, it breaks! And he can't move from where he stands on the court once he receives it. Coach Jackie struggles with a game plan until the kids realize that diagramming her plays makes it a whole lot easier to follow them. Down to their last ball, stopping Hacker rests on their ability to diagram and execute the right play.
- Hacker's niece Harmony returns to the Northern Frontier with a new pet, Sparkletoes, which quickly outstays his welcome.
- It's Starlight Night, the annual holiday when all the stars in Cyberspace are refreshed for the new year. But Hacker concocts a scheme to darken the stars of cyberspace forever. He sends Buzz and Delete to stop all production of the new star circuits and take inventor Archimedes away to the Northern Frontier. With the ceremony only hours away, the kids and Digit must find a simple way to make the complex circuits and rescue Archimedes - all before Hacker turns out the lights in cyberspace!
- In his passion for symmetry, Dr. Marbles has created Symmetria, a harmonious cyberplace where everything is made symmetrical by a symmetrizer. Hacker steals the machine and reprograms it so that he can undo symmetry. The kids must master the properties of symmetry before Hacker destroys beauty, balance and harmony throughout all of cyberspace!
- Hacker pollutes cyberspace with dangerous cyberstatic by tampering with four satellites designed to keep everything free from cyber-static cling. But is his plan only to trash cyberspace - or does he have something even more devious up his cloak? The kids learn the answer as they use balance scales and equations to restore the satellites and save Motherboard.
- Hacker has created a giant statue of himself in the Northern Frontier, with a voice recording of himself inside its mouth, broadcasting it to all of Cyberspace in a loud voice, with the help of large speakers. The Cybersites are required to surrender to Hacker if they want it to stop. Using their knowledge of measurement, the Cybersquad must enter Hacker's statue and turn off the voice recording before it's too late.
- The balance and harmony of the Mount Olympus cybersite is controlled and protected by the Music of the Spheres. When Hacker disrupts this balance and throws the site into utter chaos, the kids and Digit have until sunset to make the sound of the music right! For the beat to go on, the kids must recreate the music and find the missing element in the musical pattern.
- When Hacker strands Jackie atop Mount Wayupthere, the rest of the CyberSquad has to act fast to save her. In their search for the elusive Diamond Joe - the mysterious figure who holds the secret to Jackie's release - the CyberSquad meets spunky TW, a young Parallini who agrees to help them. Can they discover the power of parallelograms in time to launch a daring rescue mission?
- Penguins can't fly - or can they? In Cyberspace, on one special night each year, the penguins of Penguia take flight to deliver gifts to young borgs across the virtual universe. For the first time ever, the CyberSquad's friend Fluff is participating, and invites his pals Matt, Jackie, Inez and Digit to join him in the impressive Penguin March. They head to the Ice Palace, where the gifts are made and where magic snowflakes are sprinkled on the penguins so they can fly. But Hacker, up to his usual ruinous tricks, doesn't want a happy holiday (let alone happy little borgs) so he creates a giant ditch in front of the Ice Palace and traps all the penguins in its icy depths! The CyberSquad must get the penguins ice-shoes so they can climb out before midnight, but how many do they need? With too many to count, the answer lies in the kids' ability to sample the penguin population to make a close estimate. Can the CyberSquad save the penguins and their favorite holiday too??
- Trouble is brewing beneath Serene Greens. Hapo the earthworm needs help underground, but how can the CyberSquad possibly help their minuscule friend?
- Castleblanca's most famous food critic, Bone Appetit, is coming to Digit's restaurant, and Digit must make a meal that's out-of-this-world.
- Contestants from all over Cyberspace have come to Gardenia for its annual flower-growing contest. Hacker is sure his flower will win, but when he loses to Inez he is furious and plots a plant-based revenge!
- Convinced that the last piece he needs to activate his powerful new machine is hidden in Slider's garage, Hacker threatens to evict the teen unless he pays up on an old debt. Enter the kids and Digit. As a way to raise the money, they convince Slider to open the garage for business, just like his dad did. They do, but quickly discover that there's more to it than meets the eye. Can they unlock the past to find the key to saving Slider's future?
- Determined to destroy Motherboard in any way possible, Hacker cleverly clogs up her cooling system. Digit brings the kids into cyberspace to help fix her, but the special coolant Motherboard needs, cryoxide, is found only in Castleblanca - and the supply is closely monitored! To bring back exactly enough cryoxide for Motherboard, the kids have to figure out the exact volume of Motherboard's tank. In the process, they discover the importance of a standard unit of measure - and fill a most unusual container with the precious cryoxide.
- When Digit's systems go wonky, Motherboard sends him to the caves that house the Synchronizer, the beautiful crystal that keeps all borgs correctly timed. But before he can be put back in sync, he gets a glitch and tosses his crystal synchrometer into a tunnel and then flies off the wrong way down into a deep, dark chasm. Called in to help, Jackie, Matt and Inez meet Jules, the cave's timid guard, who teams up with them to find the synchrometer (using the unique geometry of crystals) and to find Digit, who's hopelessly lost. To thwart their plans, Hacker steals the Synchronizer. Can the kids figure out how to replace it and save their friend?
- Thanks to Hacker, Wicked puts a spell on Motherboard to turn all the Cybersites mean and green. The kids gather ingredients to break Wicked's spell and prevent Motherboard from doing this.
- It's Mother's Day in cyberspace - and Hacker is determined to ruin it for everyone, especially Motherboard, by derailing the train that picks up the rare and colorful Madre Bonitas. This beautiful flower symbolizes Mother's Day, and it must be harvested on this one day only. It's a race against time, as the kids and Digit try to repair the breaks in the line and save Mother's Day.
- Hacker returns to Poddleville with a peace offering: a magnificent statue of the Mayor of Poddleville. But at the unveiling party, Hacker accuses someone of stealing the key to his recharger chair. The accused claims he's innocent. Like Sherlock Holmes and Watson, the kids and Digit investigate the crime by interviewing eyewitnesses and recreating the crime scene. But the more they investigate - the more the accused is placed at the scene of the crime. Everyone saw him. It appears that Hacker has nailed the right man. But has he? And what's that strange noise coming from inside the statue?
- Hacker, longing again for Wicked, devises a deliciously dreadful plan to impress her: He sneaks into Happily-Ever-Afterville, uncovers the Book of Unhappy Endings, releases them across the site and crowns himself king! Wicked, duly impressed, becomes his Queen and together they delight as unhappy endings unfold. To rescue the site, the CyberSquad must get the Book back from Hacker to recapture the unhappy endings, and seal it inside 3 nesting boxes with precisely fitting lids ... all before sundown! Of course, Hacker has destroyed the lids, but the kids enlist the carpentry skills of one of the Three Little Pigs. Can the team figure out how to cut new lids in time - or will this tale end Unhappily Ever After?
- Perfectamundo isn't so perfect anymore - the trash is out of control! A giant garbage heap threatens to break through the cybersite's dome, and the CyberSquad must become garbologists in order to reduce the rubbish. Hacker, meanwhile, is digging through the very same heap for some mistakenly discarded seeds that will allow him to grow an army of monster plants to take over Cyberspace. Will he find the seeds before the Perfectamundians solve their trash problem? Or is the dome doomed?
- Hacker seizes peaceful Shangri-La in an attempt to steal its Good Vibration forever.
- Hacker steals the powerful Eye of Rom from Binky the Cat's pyramid, placing the Ancient Egypt cybersite in jeopardy. The kids and Digit set out to retrieve the Eye from Hacker, but the journey is packed with a maze of exciting, action-filled gambits that force them to first do and undo a series of complicated steps.
- Wicked attempts to marry Hacker and take control of a powerful cybersite.
- Digit and the kids go on a rescue mission to save Slider, searching for their friend all over a mysterious cybersite called Ticktockia. But it's all a big trick by Hacker, and Slider's not even there! And if the CyberSquad doesn't leave soon, they'll be stuck forever. Can they learn enough about gears to escape before the clock strikes 9? Only time will tell!
- Statues of Hacker are popping up all across Cyberspace. It's his latest scheme - art therapy! Heartbroken after losing to the kids yet again, Hacker throws himself into sculpture and gives his work away. Problem is, wherever one turns up, the power goes off. The CyberSquad investigates to see what's causing all these changes. Is Hacker back to his old tricks? Or has he finally had a change of heart? And what's with the sparkly purple dots on the sculptures?
- Hacker steals the powerful sunisphere from Solaria, causing the cyberworld's sunny vacation paradise to be covered in snow! In a fun-filled chase across the snowy terrain, the kids discover the power and speed of estimation in order to recover the glowing orb from Buzz and Delete before the temperature reaches zero and the site freezes over forever. The Big Idea: Sometimes using a close answer is good enough for the problem you are solving. (math topic: Estimation)
- The Hacker challenges Jackie, Matt and Inez to a contest on cyber-wide television! In order to prove to all of Cyberspace that Hacker's not as powerful or smart as he seems - the kids return to Topsy-Turvy Island on the Northern Frontier for the contest. Their mission is to power up a Mini-Wreaker using cyber-fireflies of varying power before the island turns inside out at sunset. The kids must use algebraic equations to determine how many Gleamers - and how much power - they'll need.
- It's the CyberSquad's most ingenious plan ever - and most dangerous! If they can insert a new memory chip into Hacker's H-Drive, they can turn him from evil to good. Once he's been shrunk and is inside Hacker, Matt's mission goes like clockwork until a force field is activated and envelops the H-Drive. All seems lost until Digit remembers a robot that Dr Marbles made that can break through any force field. They can shrink it down and send it in to help Matt...but must first figure out how to make it follow their commands. Can Inez, Jackie and Digit program the robot in time?
- The main Cybrary is under attack. Hacker, disguised as an exterminator called the Verminator, has released a mysterious, fishlike cyberbug that is systematically destroying certain information - but Ms. Fileshare, the overworked Cybrarian is too busy to notice. While Hacker uses bar graphs to confuse the Cybrarian, the kids create bar graphs of their own to counter his contentions. Which graph will the Cybrarian believe? And what information is Hacker trying to destroy?
- Delete clones invade R-Fair City, multiplying into more every time he sneezes.
- Hacker steals the Totally Rad Ring of Radopolis and uses it to make his most dastardly wishes come true.
- Hacker steals the precious Egg that keeps Tikiville green and peaceful.
- The CyberSquad and their new friend Scanner embark on a quest to build a new Encryptor Chip for Motherboard and cure her virus. With Hacker in hot pursuit, the kids must run, ski, canoe and climb their way to the end of the mission. In the process, they learn that a little activity over time adds up. But will they also cure Motherboard?
- When Hacker discovers that the liquid ooze that feeds the animals of EcoHaven also gives him a super energy boost, he decides to drain the pond and take the ooze home. He builds a fort around the pond, so the CyberSquad must figure out a way to get in without being noticed. They take inspiration from the Greek myth of the Trojan Horse and build a giant "Trojan Ducky." After testing a model of their invention to be sure it works, they hide inside the duck, and fool Delete into taking them to Hacker. But how will they stop Hacker's nefarious plot?
- To protect themselves from Hacker's constant attempts to capture cybersite Happily-Ever-After, the King and his fairy-tale subjects construct a glass Skywall to keep Hacker out of the kingdom. But Hacker unfolds a brilliant scheme to crack open the Skywall using the Wicked Witch's voice! Can the kids use models to outwit Hacker before Wicked sings?!!!
- Hacker arrives at Motherboard Control Central claiming heÂ's a changed borg Â- is it a trick or a treat?
- Hacker becomes a good guy! Can this possibly be true? A new, reformed Hacker runs for election against Motherboard, claiming to have done five good deeds, and promising to turn over a new leaf. Can the kids find a counter example that proves his claims to be false - or will Hacker be elected the new ruler of cyberspace?
- Hacker makes Buzz's dream come true and gives him his very own donut shop in Radopolis. But it's just part of Hacker's latest scheme. Working out of the donut shop, Hacker makes confetti out of magnetite, and uses it to put all the Radsters to sleep, so he can take over the cybersite. The kids must engineer a huge "confetti cleaner" to save the Radsters, but encounter problem after problem with their invention. Has the CyberSquad finally found something they cannot do?
- Digit must face off against the unscrupulous Hacker in a cooking competition that will decide the fate of Cyberspace.
- Wicked designs the perfect husband for her, but wounds up transforming Digit, who is kidnapped by Hacker later. To rescue Digit and transform him back to himself, they must trust Wicker's wand and go through challenges using blueprints.
- When Matt, Jackie and Inez get stuck in the vortex of a cyberportal, it's up to Digit to rescue them. He just needs to find the U.V.O. - the Universal Vortex Opener. But all the portals are jammed, so how's he supposed to travel anywhere? Assistance comes from a surprising source - Wicked! Digit and Wicked must work together to solve the puzzling clues that will reveal the location of the U.V.O. But they have to hurry - if the kids aren't rescued soon, they'll dematerialize! Can Digit and Wicked find the UVO in time? And is there even a fraction of truth to Wicked's claim she only wants to help out?
- Hacker has crowned himself Emperor of Penguia and deposited the real emperor as a frozen statue in a distant corner of the site. The CyberSquad arrives just as a crippling snowstorm makes its way across Penguia in a path that seems destined to collide with their rescue. Digit uses updates on the storm's progress from cyberweathercaster Stormy Gale (Janice Huff) to help the kids track the storm. Will the kids be able to predict where and when it will hit next - or will the storm stop them from saving the Emperor from a frozen fate?
- All is not well in Perfectamundo, a dome-enclosed cybersite, when orange spots are discovered building up on the dome's interior surface, blocking the site's precious sunlight. What source could be responsible for the spots multiplying so fast? Is it Hacker's new factory that pours out orange clouds through smoky stacks? It can't be that new Digifizz toy, with its tiny burst of colorful sparkles shooting into the air each time it gets used. With time running out, the CyberSquad must come to grips with the power of multiplication and use it to undo the site's pollution problem.
- It's Arbor Day in Cyberspace, but Buzz is more interested in his video game than planting a tree, so Delete calls on the CyberSquad for help.
- Hacker is holding the kids captive aboard the Grim Wreaker, when a storm forces the Wreaker to land on a snowy mountaintop. They are taken prisoner by a peaceful but mysterious Zen Master, who devises a game of strategy to test their problem solving skills. The winner of the game will be set free - the loser will remain a prisoner. In the battle of brainpower, the kids discover that each of them has a different way of solving problems - and that despite anger and frustration, they need to be tolerant of these differences. Hacker, of course, has his own way of solving problems. Working together, the kids find a way to defeat Hacker and gain their freedom.
- The CyberSquad searches for Archimedes, who has the encryptor chip that can save Motherboard.
- The annual "Halloween Howl" bash in Castleblanca promises to be spooktacular...until Hacker takes over the Mayor's Castle and brings its seven stone gargoyles to life. Obeying Hacker's every command, the gargoyles capture the Mayor and imprison him in the dungeon. To gain control of the creepy creatures, the CyberSquad must figure out how to use division to evenly split up bunches of garlic and rock candy. But can they do it in time to rescue the Mayor and save The Halloween Howl?
- Shari Spotter is selected by Headmaster Stumblesnore to make a film about Frogsnorts. Matt is the director. Inez the writer. Jackie the producer. And Digit is the camerabird. The team collaborates well until they realize they're spending too much too fast. The solution: create a budget. Their efforts are complicated by The Hacker, who places Stumblesnore under a spell in an effort to become the new headmaster of Frogsnorts.
- In their quest to rescue the important cyber-scientist Dr. Marbles, the three kids travel to the creepy country of Castleblanca. They must use data collection and data graphing to figure out which creepy castle Dr. Marbles is in... before The Hacker transfers his brain into a diabolical robot and takes over Cyberspace!
- The kids challenge Hacker to a "winner takes all" skate-off that will determine the fate of Radopolis.
- Wicked uses magic brooms to sweep in a new scheme.
- Motherboard mistakenly sends a treasure map to Hacker. The treasure is the secret to the legendary cyber-pirate Ivanka the Invincible's invincibility. If Hacker finds it, cyberspace is doomed! To help Motherboard, the kids must find the secret treasure before Hacker does, and use their skill with angles to read the strange map that contains only riddles about twists and turns.
- The Cybersquad devises secret codes to conquer the spying Hacker.
- The CyberSquad helps a girl defeat Hacker in a road-race that will determine who's the Big Kahuna of Tikiville.
- A trip to R-Fair City nearly turns into a monster mash when Hacker abducts Glowla, a beautiful cyberlady who radiates pure energy. Hacker is able to snatch Glowla by reprogramming her trick whale, Snout. As a result, Snout goes on a rampage. Digit and the kids must find Glowla and stop Snout before he totally destroys R-Fair City.
- Hacker launches his most dastardly and secretive scheme ever! He's building a device so dastardly, victory over Cyberspace is in his sights. His cunning contraption calls for an unusual power source: the Electric Eel of Aquari-Yum. To get the eel, Hacker traps its guardian, cyberslug Icky, far from home. The kids and Digit must use the concept of factoring to save the day. But can they rescue Icky and stop Hacker from stealing the Electric Eel?
- Under the guise of a peace mission, Wicked arrives at Control Central with a handful of bad guys. But someone's up to no good, and steals Motherboard's precious Memory Integrator. Whodunit? Where is it?? And what does it look like??? Digit and the kids must figure out what they know - what they don't know - and what they need to know. Can they do it all before Motherboard's memory is lost forever?
- Hacker causes bedlam among Gollywood celebs by eliminating the number zero.
- The kids have a really cool plan for Digit's b-day-a surprise party! But in order to keep the secret, they pretend to forget his big day. Disappointed, Digit goes off on his own and runs into Hacker. The vexatious villain is only too happy to take advantage of the situation: If he can convince the dejected Digit that he is his one true friend, he can reprogram the cyboid to gain access to Motherboard! Meanwhile, the kids have a special gift made for their pal-a chocolate "Digit" sculpture. But to get it to the party, they must cross a desert where the heat threatens to melt the sweet treat. By observing how wearing a wet bandana keeps them cool, the kids figure out that evaporation is key to keeping the choco-sculpture from melting. But can they get it to Digit in one piece before Hacker cons him into changing sides?
- In the company of the ghostly pirate Ivanka, the elusive Doctor Marbles is back, and this time he's discovered a powerful cybermineral he can use to help Motherboard. Located deep inside a volcano on the cybersite Corsario, this "Magmalux" is strong enough to override the virus Hacker inflicted on the beloved Cyberspace ruler. Unfortunately, Hacker is on to Marbles and traps him on Skull Island so he can retrieve the Magmalux for his own evil purpose. Enter the CyberSquad: Digit tracks Hacker while the kids solve another problem: how to rescue Marbles! Hacker has destroyed the bridge to Skull Island, and the water surrounding it is infested with electric eels. Can they build a new bridge-with just an old sign to work with-and get to the volcano in time to stop Hacker?
- In his latest and possibly maddest scheme ever, Hacker traps Digit and the kids in one of the dreaded Spheres of Fears, a mini-galaxy of orbs populated by eerie creatures called Creepers. He wants them out of the way so that Delete, in a diva star turn, can impersonate Motherboard and convince everyone in Cyberspace to cause chaos everywhere. No one can stop him now! To unlock the door and escape their Sphere, the kids must find the codebook-which Digit remembers is at the opposite end of the Sphere's diameter. And there is no way any of them will make that creepy journey alone! As chaos builds in cyberspace, the team uses the relationship between circumference and diameter to overcome obstacles, and their fears, in the search for the codebook. But can they find it in time? If they fail, chaos will reign supreme, and Hacker will take over the virtual universe forever!
- Hacker returns to wreak his revenge on Ms. Fileshare and hides her away in the Cybrary. Jackie, Matt, Inez and Digit must use deductive reasoning to sort through a maze of confusing facts to find Ms. Fileshare and help her escape. If they fail, that beastly 'borg will steal the Cybrary's most precious books - that reveal the most secret inner-workings of Motherboard!
- It's the day before his all-important "Changing of the Shell" Ceremony and the young Prince of the Crab Kingdom has been struck by a terrible cyberglitch - now he can't stop telling lies! If the glitch isn't fixed pronto, the prince will never be king. To cure him, Motherboard sends the kids and Digit to get the Grapes of Plath from the Fountain of Truth. Hacker overhears the mission and wants the cure for himself. The CyberSquad must save the grapes for the Prince and keep them away from Hacker by estimating their way through a series of underwater adventures.
- When Digit heads off alone to dispose of the powerful Network Interface Card (NIC), calamity strikes. A sinister cyvulture steals the NIC right out from under Digit's beak and gives it to Hacker! At a secret location on the Northern Frontier, Hacker uses the NIC to power up his dastardly Transformatron and transforms himself so he can slip into Control Central and replace Motherboard. To find the Transformatron and reverse its power, the CyberSquad must discover how an object can be pinpointed using two straight lines - before Hacker takes over Cyberspace forever!
- Introducing Memoryville, home to a vast storehouse of Cyberspace data, where The Slugball Open, a Cyberspace version of baseball, is in progress. In their attempt to win for a day the Key to the City, Team Motherboard has made it to the finals ... along with, you guessed it, Hacker! Unbeknownst to most (except, of course, to Hacker), this Key opens all doors to the city-including the door to the data storehouse! With surefire plans to win, Hacker can hardly wait to delete the data and create untold chaos. Undaunted by the awesome array of Hacker's bad guys, Team Motherboard discovers distinctive patterns to these nefarious sluggers' past performances. But can the hit charts they develop be enough to help the good guys win?
- Delete is having a bad day. Hacker yelled at him and Buzz made fun of his first-ever invention, a "Bunny-Copter." When he wishes things were better, Delete discovers he has a Fairy Borg Father named Zanko, who appears and grants him nine wishes. Chaos ensues from Delete's wacky wishes, and the CyberSquad is called in. When Zanko and Matt end up stuck on a ledge inside hazardous Statico Chasm, Inez and Jackie must 'refine and optimize' the Bunny-Copter to rescue them. Can they do it in time?
- An episode about odds.
- Inez grapples with passing her beloved stuffed animal to her younger brother, Leon. Delete sets off on his own and starts a new job on Isle 8.
- The CyberSquad tries to keep cool as a heat wave sweeps through the cybersite during the annual Factoria Flower Show.
- Buzz, Delete and Digit take a wild ride on the wreaker; Inez and her sister have different ideas about how to fix up their building's courtyard -- Inez wants to plant trees but Camila wants a skatepark.
- An odd green haze threatens Stellandia.
- Something causes chaos at the Dingerville ball field; Inez is forced to share her room with her younger sister.
- When Buzz's plans the perfect birthday party for Hacker cause too much pollution, Delete brings in the CyberSquad to help.
- A quiet day at Jackie's house is ruined by a noisy snowblower; loud music in Botsberg spoil two cyberkids' dream of setting a new domino record.
- Matt gets his mom two adopted alpacas for Mother's Day; the CyberSquad goes on a wild adventure helping Hannah find the ideal spot for growing Mother's Day cyberberries.
- The Cyber Squad has a slumber party, but bad air from a renovation makes everyone sick, so they go to Gnome Depot to get some plants. Unforunately, Hacker stole them all in an attempt to create a Plantasaurus to gain control of Cyberspace.
- Digit's friend Pearl says her town is in trouble. The water levels in Canalia keep getting lower, but Canalians don't see the problem. Pearl builds a time machine to travel with the CyberSquad and prove she's right!