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Episodes (26)
Jan 21, 2002
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.
Jan 23, 2002
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!
Jan 23, 2002
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.)
Jan 24, 2002
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)
Jan 01, 2002
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.
Mar 22, 2002
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.
Jan 29, 2002
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!
Jan 01, 2002
Hacker & Wicked capture a king and demand a ransom of golden eggs.
Mar 27, 2002
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!
Mar 20, 2002
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!
Jan 01, 2002
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.
Jan 01, 2002
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.
Jan 01, 2002
The CyberSquad searches for Archimedes, who has the encryptor chip that can save Motherboard.
Jan 01, 2002
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.
Jan 01, 2002
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.
Jan 01, 2002
The Cybersquad devises secret codes to conquer the spying Hacker.
Jan 01, 2002
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.
Apr 09, 2002
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 ...
Jan 01, 2002
Delete clones invade R-Fair City, multiplying into more every time he sneezes.
Jan 01, 2002
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?!!
Jan 01, 2002
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 ...
Jan 01, 2002
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?!!!
Jan 01, 2002
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.
Jan 01, 2002
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.
Jan 01, 2002
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.
Jan 01, 2002
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.
About
Cyberchase Season 1 (2002) is released on Jan 21, 2002 and the latest season 12 of Cyberchase is released in 2019. Watch Cyberchase online - the English Animation TV series from Canada. Cyberchase is directed by Larry Jacobs,J. Meeka Stuart,Brandon Lloyd,Jason Groh and created by George Arthur Bloom with Novie Edwards and Annick Obonsawin. Cyberchase is available online on Amazon Prime Video and PBS Kids Amazon Channel.
CYBERCHASE takes kids on a wild ride through cyberspace where they are challenged to use the power of math in a classic good-vs-evil battle. When dastardly villain Hacker (played deliciously by Christopher Lloyd) launches a mad mission to conquer the virtual universe, Motherboard calls upon three Earth kids for help. They are Jackie, Matt and Inez--the heroes of CYBERCHASE--who travel from their real-world realm with wisecracking cyber-bird Digit (comic actor Gilbert Gottfried) to the colorful virtual vistas of cyberspace, where they vanquish the bad guys in an all-out battle of wits. Each episode takes the kids on a thrilling adventure driven by a different math concept--from tackling time in ancient Egyptian tombs, to cracking codes in creepy caves, or making sense of numbers in a fractured fairy tale world. In their quest, the heroes use minds, not muscles, to overcome obstacles and danger everywhere. Every episode of CYBERCHASE concludes with a "For Real" live action segment in which a young comic actor encounters a situation which reinforces the math concept explored in the animated storyline.