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 149
- Three kids, Jackie, Matt, Inez, and their bird friend Digit, must save cyberspace from the evil Hacker with the use of strategy and math skills.
- Getting a miner to cough up some stolen diamonds, extracting porcupine quills from a homeless man's posterior, tending to a patient struck by lightning, retrieving severed fingers from a woodpile - Just an average day in the life of a student in the world's most challenging Med School - Hard Rock Medical.
- Welcome to the planet Kazoo where music is more than just a career, it's a way of life. Benedict, Sunnyside, Yolky and Scramble are our four eggy heroes whose mission it is to find new sounds. Join them on their fun-filled adventures in space - you'll have a smashing time.
- A children's classic for more than 40 years, Pierre Berton's The Secret World of Og has the other-worldly aspect of "The Lion, the Witch and the Wardrobe", together with thematic elements of the "The Indian in the Cupboard". It's a coming of age story about four Berton siblings, Penny, Pamela, Patsy and Peter, who discover a cavern beneath their clubhouse floor. A tapestry of adventure and imagination, the animated series starts with the Berton kids' inaugural journey to locate their lost baby brother (Paul or "Pollywog"), and continues on, along the underground river, as they explore, investigate, and attempt to solve mysteries along the way. Imagine ... learning life lessons ... but learning them in a secret world all your own. No one else knows of its existence ... and no one can be permitted to know. It's your world, and your responsibility to keep the people that dwell there a secret. But who are these Ogs? Where did they come from? How long have they remained hidden in the cavern and why? The history of the Ogs is at the very core of the series. Along the winding river, past the mushroom valleys, is a mystery waiting to be solved. Buried in thick layers of antiquity are stone statues, strange ruins and ancient relics ... all clues to a grand mystery. But it's also a voyage of self-discovery - for the Ogs as well as for the kids.
- When Yama's uncle is kidnapped by the most powerful cat in Catropolis, he vows to find him. What he finds instead is his destiny, in an ancient o-icho, a sumo top knot, which when worn, transforms Yama into Sumo Mouse.
- The Quantum Tamers brings together over a dozen of the planet's brightest minds to show how the weird is becoming wired and why a new era of quantum technologies is going to rock your world. Featured by XIVETV.
- 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?
- 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?
- 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.
- In the first episode of this enchanting animated series, Siblings Penny, Pamela, Peter and Patsy discover a magical village beneath a trapdoor in their playhouse floor. Soon, the rambunctious siblings are captured by mysterious little green men called Ogs!
- In Episode 2, Penny fails to return from her mission, so her sisters paint brother Peter green and send him to her rescue. As he tries to find his sister, Peter encounters some unexpected trouble. Based on the best-selling novel by Pierre Berton, "The Secret World of Og" is an enchanting animated series full of fun, action and adventure!
- In Episode 4, the children discover that the magical Og village is deserted. They must now sail down the underground river to investigate the mysterious disappearance. Based on the best-selling novel by Pierre Berton, "The Secret World of Og" is an enchanting animated series full of fun, action and adventure!
- In Episode 7, four of the kids are on a tour with an Og guide when a troll blocks their path and makes them answer riddles in order to pass. Can the siblings work together to solve the puzzles? Based on the best-selling novel by Pierre Berton, "The Secret World of Og" is an enchanting animated series full of fun, action and adventure!
- In Episode 6, Peter is bullied at school when the other kids discover his dream of being a garbage truck driver. But things look up when he meets Ogre who lives in a garbage dump. Based on the best-selling novel by Pierre Berton, "The Secret World of Og" is an enchanting animated series full of fun, action and adventure!
- In the final episode, Pamela accidentally introduces the idea of voting for a leader to the Ogs. Now they have a close election campaign that could have disastrous results! Based on the best-selling novel by Pierre Berton, "The Secret World of Og" is an enchanting animated series full of fun, action and adventure!
- In Episode 8, Captain Kidd finds the perfect present inside the children's house. Can the kids clean up the Og's mess before their mom gets home? Based on the best-selling novel by Pierre Berton, "The Secret World of Og" is an enchanting animated series full of fun, action and adventure!
- The Ogs have an enemy: the Glogs. Now others know the Ogs exist, so Penny has only hours to get the Ogs back underground before they are discovered.
- 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 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)
- 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 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?
- 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 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?
- Digit must face off against the unscrupulous Hacker in a cooking competition that will decide the fate of Cyberspace.