Cyberchase

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Season 1

Overview

In 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.

Episodes

1. Lost My Marbles
Jan 21, 2002

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.

0.0 30 min
2. Castleblanca
Jan 22, 2002

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.

0.0 30 min
3. R-Fair City
Jan 23, 2002

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.

0.0 30 min
4. Snow Day to Be Exact
Jan 24, 2002

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.

0.0 30 min
5. Sensible Flats
Jan 25, 2002

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.

0.0 30 min
6. Zeus on the Loose
Jan 28, 2002

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.

0.0 30 min
7. The Poddleville Case
Jan 29, 2002

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.

0.0 30 min
8. And They Counted Happily Ever After
Jan 30, 2002

Wicked casts a spell that erases the memories of the citizens, so that they forget how to count.

0.0 30 min
9. Clock Like an Egyptian
Jan 31, 2002

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.

0.0 30 min
10. The Secrets of Symmetria
Feb 1, 2002

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.

0.0 30 min
11. A Day at the Spa
Feb 4, 2002

The kids are assigned to steal a crystal that powers Hacker's gadgets, while distracting Hacker with a series of spa treatments.

0.0 30 min
12. Of All the Luck
Feb 5, 2002
Episode 12

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.

0.0 30 min
13. Eureeka
Feb 6, 2002

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.

0.0 30 min
14. Cool It
Feb 7, 2002

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.

0.0 30 min
15. Find Those Gleamers!
Feb 8, 2002

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.

0.0 30 min
16. Codename: Icky
Feb 11, 2002

Hacker steals the cyber slug Icky to destroy Aquari-yum, and the kids make a code to fool him.

0.0 30 min
17. Return to Sensible Flats
Feb 12, 2002

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.

0.0 30 min
18. Problem Solving in Shangri-La
Feb 13, 2002

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.

0.0 30 min
19. Send in the Clones
Feb 14, 2002

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.

0.0 30 min
20. Trading Places
Mar 14, 2002

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.

0.0 30 min
21. Less Than Zero
Jul 3, 2002

The kids chase Hacker around a building consisting of floors that have both positive and negative numbers.

0.0 30 min
22. Model Behavior
Jul 10, 2002

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.

0.0 30 min
23. Fortress of Attitude
Jul 17, 2002

Hacker has a statue which broadcasts his voice 24/7. This leads Cybersites to surrender once they can no longer bear it.

0.0 30 min
24. Size Me Up
Jul 24, 2002

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.

0.0 30 min
25. A Battle of Equals
Jul 31, 2002

Hacker pollutes Cyberspace with dangerous cyber-static by tampering with four satellites designed to keep everything free from cyber-static cling.

0.0 30 min
26. Out of Sync
Aug 7, 2002

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.

0.0 30 min
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