Advanced search
- TITLES
- NAMES
- COLLABORATIONS
Search filters
Enter full date
to
or just enter yyyy, or yyyy-mm below
to
to
to
Exclude
Only includes titles with the selected topics
to
In minutes
to
1-50 of 148
- 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.
- 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!
- Hacker steals the Totally Rad Ring of Radopolis and uses it to make his most dastardly wishes come true.
- 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!
- Hacker seizes peaceful Shangri-La in an attempt to steal its Good Vibration forever.
- 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 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?
- 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?
- 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.
- 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!
- 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.
- 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!
- 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.
- 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!
- Wicked attempts to marry Hacker and take control of a powerful cybersite.
- The kids challenge Hacker to a "winner takes all" skate-off that will determine the fate of Radopolis.
- 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.
- 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!
- Wicked uses magic brooms to sweep in a new scheme.
- 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 precious Egg that keeps Tikiville green and peaceful.
- 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 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?