Cyberchase

2002
TV-Y
Altersfreigabe
Zulässig
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Folgen von Staffel 1 (20)

1 Codename Icky
11.2.02
In the watery depths of cybersite Aquari-yum, the kids and Hacker go in search of a giant cyber-slug, who feeds on pure energy. The kids and Digit travel underwater in two separate vessels, but Hacker has a listening device that taps into their communications system, allowing him to overhear their plans - and track every move they make. The kids outsmart Hacker by devising a series of codes so they can send messages back and forth in secret - even though Hacker can hear what they're saying. But unless the kids can reach the slug first, Hacker will use the slug to attack Motherboard's circuitry and disable her once and for all!
2 Totally Rad
31.3.03
Hacker takes over the Radopolis cybersite, declaring himself King. In an effort to dethrone him, the kids challenge Hacker's hired hands to an Olympic-like skateboard competition. There's just one catch: High-scoring tricks need as much area as possible and the configuration of the field's perimeter mysteriously keeps changing! With Digit as coach, the kids put on a dazzling display of skateboarding skills, but can they match their performance to the changing arena?
3 Borg of The Ring
4.5.04
The long lost Totally Rad Ring of Radopolis has been foundàand is soon swiped by Hacker. This powerful crown will grant the wearer his heart's desire, and Hacker is a cyborg who wants it all. From a new head of gorgeous hair to total cyberdomination, Hacker enjoys wreaking havoc with his new Ring. While racing to reclaim the Ring, the CyberSquad meets a mysterious teenborg named Slider. He seems nice, but whose side is he really on? The kids must all work together to get the Ring back from Hacker and put it inside the Circle of Supreme Safety before Hacker destroys Motherboard once and for all. But the Ring must be placed in the exact center of the circle - only then will it be safe from those who wish to use its power to harm others.
4 A World Without Zero
4.5.04
Why does glamorous Gollywood go ga-ga when a nobody like Mister Z skips town? It's a fiendish Hacker scheme, of course. Because of a poison pen campaign devised by Hacker, Mister Z feels worthless and unwanted. He decides to leave Gollywood, taking his zeroes with him. The sudden disappearance of the number zero causes confusion and chaos, exactly as Hacker planned. As Hacker becomes the biggest star in Gollywood, the kids and Digit must show Mister Z he does indeed have a value by demonstrating the importance of the number zero.
5 Castleblanca
22.1.02
Dr. Marbles is captured by Hacker and taken to Castleblanca, a cyberspace version of Transylvania. Hacker's goal: transfer Marbles' brainpower into his newly-built robot named Megabyte! Summoned by Motherboard, the kids and Digit arrive with the knowledge that Hacker has taken Marbles to a castle - but which one? There are hundreds and hundreds of castles. To find Marbles, the kids must master the art of properly collecting data, organizing it and graphing the results - which are sometimes surprising!
6 Trick or Treat
28.10.03
Hacker shows up at Motherboard Control Central. He pleads guilty to being the King of Chaos, but says he's sorry. He doesn't want to be a bad guy anymore. But when nobody's looking, he slips a strange frog into the air duct. What happens when this frog grows into a grotesque, alien creature that threatens to destroy Motherboard? And what will happen to the kids when they go inside Motherboard to track it down?
7 Shari Spotter and the Cosmic Crumpets
28.10.04
Shari Spotter, star student of Frogsnorts Sorcerers Academy, is in trouble! Entrusted with baking the all-powerful Cosmic Crumpets for the annual Sorcerers Ball, she burns the magical treats and must concoct a new batch. But she is stymied because the recipe contains strange, top-heavy fractions. Digit and the kids must help Shari sort out the confusion of the mixed numbers. But can they do it before Hacker earns a degree in Sorcery from the Wicked Witch and becomes the most powerful sorcerer in Cyberspace?!
8 Clock Like an Egyptian
31.1.02
Nur als Staffel
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!
9 Past Perfect Prediction
27.7.05
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?
10 Double Trouble
28.5.03
Out for revenge, Hacker invades Shangri-La and imprisons Master Pi. The kids and Digit arrive as Hacker searches for the Good Vibration - the source of peace and happiness on the cybersite. Trouble doubles with unexpected results for the kids as well as Hacker, Buzz and Delete. Will the good vibrations continue, or will Hacker turn Shangri-La into Shangri-Blah?
11 The Wedding Scammer
16.9.03
Believing that the Wicked Witch is really the long lost daughter of a powerful king, Hacker agrees to marry her, convinced that their union will double his power and Motherboard will never be able to defeat him. What Hacker doesn’t know is that Wicked has secretly hidden away the REAL long-lost daughter of the king and stolen her identity. The kids must think their way through an intricate series of puzzles to free the real daughter. Will they succeed and get back to the wedding before Hacker and Wicked say "I do"?
12 The Icky Factor
25.7.05
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?
13 A Broom of One's Own
6.10.05
When Wicked puts a CyberSquad Seal of Approval on her new Wickedy Brooms, it's up to Matt, Jackie, Inez and Digit to make sure the brooms are as good as Wicked claims. They try them out, figuring out their speed and how far the different brooms go in a given amount of time. The brooms pass the test but Wicked doesn't. They must race to Control Central and save Motherboard before Wicked's scheme succeeds! And where's Hacker? And what will he do when he finds out Wicked is trying to take over his turf?
14 The Creech Who Would Be Crowned
7.5.04
The CyberSquad is summoned to Tikiville to stop Hacker from winning a race that would allow him to take over the cybersite. Upon arrival, Matt and Jackie tease Inez about her big vocabulary, so she decides to say just one small word-"Bye!" She splits from the group and teams up with a Tikiville girl named Creech. Creech considers it her destiny to rule the land her family once ruled for so many years. Hacker, of course, is out to win any way he can. The kids have to overcome their differences as well as use their knowledge of direction and distance to help Creech take a shortcut to the finish line. But will they cross it before Hacker?
15 EcoHaven CSE
3.5.04
Someone has stolen the legendary cyberbeast Choocroca from cybersite EcoHaven, and the only clue is the culprit's footprint. Using the principles of "body math," the CyberSquad has to sleuth out who took Choocroca and rescue the massive beast. The suspects are members of a safari team. One of them is secretly working for Hacker, who wants to capture the creature and use it to take over Cyberspace. The CyberSquad must use forensic science to build their case and find both the culprit and the critter before Hacker gets his way.
16 And They Counted Happily Ever After
30.1.02
Hacker kidnaps the King of this fractured fairy tale world, and demands a ransom of golden eggs. The Wicked Witch then casts a spell, taking away everyone's ability to count and making it impossible for the fairy tale folk to gather the required large number of eggs. With the safety of the King at stake, the kids must help the fairy tale folk understand the role of place value in our number system before time runs out!
17 A Crinkle in Time
5.10.05
Nur als Staffel
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!
18 Starlight Night
31.12.04
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!
19 A Tikiville Turkey Day
7.10.05
Hacker steals the legendary Egg of Benedicta and the lush landscape of Tikiville wilts and turns brown. The spirit of the Tikians is crushed and Creech is in big trouble unless the CyberSquad can help! When their attempt to recover the Egg from Hacker fails, they hatch a new plan to replace the Egg. By studying patterns in nature, can they recreate the nest and restore peace and harmony to Tikiville?
20 Inside Hacker
18.4.05
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?

Über diese Serie

Three earth kids go on epic adventures to stop Hacker and save Cyberspace. Their weapon—brain power. Empowering kids ages 6 to 11 to be creative problem solvers, CYBERCHASE builds viewers math and environmental literacy skills.

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