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In computing, rebooting is the process by which a running computer system is restarted, either intentionally or unintentionally. Reboots can be either a cold reboot (alternatively known as a hard reboot) in which the power to the system is physically turned off and back on again (causing an initial boot of the machine); or a warm reboot (or soft reboot) in which the system restarts while still powered up. The term restart (as a system command) is used to refer to a reboot when the operating system closes all programs and finalizes all pending input and output operations before initiating a soft reboot.

Terminology

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Etymology

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Early electronic computers (like the IBM 1401) had no operating system and little internal memory. The input was often a stack of punch cards or via a switch register. On systems with cards, the computer was initiated by pressing a start button that performed a single command - "read a card". This first card then instructed the machine to read more cards that eventually loaded a user program. This process was likened to an old saying, "picking yourself up by the bootstraps", referring to a horseman who lifts himself off the ground by pulling on the straps of his boots. This set of initiating punch cards was called "bootstrap cards". Thus a cold start was called booting the computer up. If the computer crashed, it was rebooted. The boot reference carried over to all subsequent types of computers.

Cold versus warm reboot

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For IBM PC compatible computers, a cold boot is a boot process in which the computer starts from a powerless state, in which the system performs a complete power-on self-test (POST).[1][2][3][4] Both the operating system and third-party software can initiate a cold boot; the restart command in Windows 9x initiates a cold reboot, unless the Shift key is held.[1]: 509 

A warm boot is initiated by the BIOS, either as a result of the Control-Alt-Delete key combination[1][2][3][4] or directly through BIOS interrupt INT 19h.[5] It may not perform a complete POST - for example, it may skip the memory test - and may not perform a POST at all.[1][2][4] Malware may prevent or subvert a warm boot by intercepting the Ctrl + Alt + Delete key combination and prevent it from reaching BIOS.[6] The Windows NT family of operating systems also does the same and reserves the key combination for its own use.[7][8]

Operating systems based on Linux support an alternative to warm boot; the Linux kernel has optional support for kexec, a system call which transfers execution to a new kernel and skips hardware or firmware reset. The entire process occurs independently of the system firmware. The kernel being executed does not have to be a Linux kernel.[citation needed]

Outside the domain of IBM PC compatible computers, the types of boot may not be as clear. According to Sue Loh of Windows CE Base Team, Windows CE devices support three types of boots: Warm, cold and clean.[9] A warm boot discards program memory. A cold boot additionally discards storage memory (also known as the "object store"), while a clean boot erases all forms of memory storage from the device. However, since these areas do not exist on all Windows CE devices, users are only concerned with two forms of reboot: one that resets the volatile memory and one that wipes the device clean and restores factory settings. For example, for a Windows Mobile 5.0 device, the former is a cold boot and the latter is a clean boot.[9]

Hard reboot

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A hard reboot means that the system is not shut down in an orderly manner, skipping file system synchronisation and other activities that would occur on an orderly shutdown. This can be achieved by either applying a reset, by cycling power, by issuing the halt -q command in most Unix-like systems, or by triggering a kernel panic.

Hard reboots are used in the cold boot attack.

Restart

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The term "restart" is used by the Microsoft Windows and Linux families of operating systems to denote an operating system-assisted reboot. In a restart, the operating system ensures that all pending I/O operations are gracefully ended before commencing a reboot.

Causes

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Deliberate

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Redundant power supplies in a computer system reduce the risk of an unexpected loss of power.

Users may deliberately initiate a reboot. Rationale for such action may include:

  • Troubleshooting: Rebooting may be used by users, support staff or system administrators as a technique to work around bugs in software,[10] for example memory leaks or processes that hog resources to the detriment of the overall system, or to terminate malware. While this approach does not address the root cause of the issue, resetting a system back to a good, known state may allow it to be used again for some period until the issue next occurs.
  • Switching operating systems: On a multi-boot system without a hypervisor, a reboot is required to switch between installed operating systems.
  • Offensive: As stated earlier, components lose power during a cold reboot; therefore, components such as RAM that require power lose the data they hold. However, in a cold boot attack, special configurations may allow for part of the system state, like a RAM disk, to be preserved through the reboot.[11]

The means of performing a deliberate reboot also vary and may include:

  • Manual, hardware-based: A power switch or reset button can cause the system to reboot.[2] Doing so, however, may cause the loss of all unsaved data.[12]
  • Manual, software-based: Computer software and operating system can trigger a reboot as well; both Microsoft Windows and several Unix-like operating systems can be shut down from the command line[1]: 509 [13][14][15][16][17][18][19][20][21] or through the GUI.
  • Automated: Software can be scheduled to run at a certain time and date; therefore, it is possible to schedule a reboot.[22]

Power failure

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Unexpected loss of power for any reason (including power outage, power supply failure or depletion of battery on a mobile device) forces the system user to perform a cold boot once the power is restored. Some BIOSes have an option to automatically boot the system after a power failure.[23][24] An uninterruptible power supply (UPS), backup battery or redundant power supply can prevent such circumstances.

Random reboot

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"Random reboot" is a non-technical term referring to an unintended (and often undesired) reboot following a system crash, whose root cause may not immediately be evident to the user. Such crashes may occur due to a multitude of software and hardware problems, such as triple faults. They are generally symptomatic of an error in ring 0 that is not trapped by an error handler in an operating system or a hardware-triggered non-maskable interrupt.

Systems may be configured to reboot automatically after a power failure, or a fatal system error or kernel panic. The method by which this is done varies depending on whether the reboot can be handled via software or must be handled at the firmware or hardware level. Operating systems in the Windows NT family (from Windows NT 3.1 through Windows 7) have an option to modify the behavior of the error handler so that a computer immediately restarts rather than displaying a Blue Screen of Death (BSOD) error message. This option is enabled by default in some editions.

Hibernation

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The introduction of advanced power management allowed operating systems greater control of hardware power management features. With Advanced Configuration and Power Interface (ACPI), newer operating systems are able to manage different power states and thereby sleep and/or hibernate. While hibernation also involves turning a system off then subsequently back on again, the operating system does not start from scratch, thereby differentiating this process from rebooting.

Simulated reboot

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A reboot may be simulated by software running on an operating system. For example: the Sysinternals BlueScreen utility, which is used for pranking; or some modes of the bsod XScreenSaver "hack", for entertainment (albeit possibly concerning at first glance). Malware may also simulate a reboot, and thereby deceive a computer user for some nefarious purpose.[6]

Microsoft App-V sequencing tool captures all the file system operations of an installer in order to create a virtualized software package for users. As part of the sequencing process, it will detect when an installer requires a reboot, interrupt the triggered reboot, and instead simulate the required reboot by restarting services and loading/unloading libraries.[25]

Windows deviations and labeling criticism

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Windows 8 & 10 enable (by default) a hibernation-like "Fast Startup" (a.k.a. "Fast Boot") which can cause problems (including confusion) for users accustomed to turning off computers to (cold) reboot them.[26][27][28]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
ReBoot is a Canadian computer-animated science fiction adventure television series created by Gavin Blair, Ian Pearson, Phil Mitchell, and John Grace. Produced by the Vancouver-based Mainframe Entertainment, it is recognized as the first half-hour animated series to be produced entirely using 3D computer-generated imagery (CGI). The show originally aired on YTV in Canada starting September 10, 1994, and ran until 2001, consisting of four seasons and 47 episodes, with international broadcasts including on ABC in the United States. Set within the digital city of Mainframe inside a computer, follows the guardian program Bob, a sprite tasked with maintaining order, alongside his allies such as and her brother , as they combat threats from superviruses like and while surviving disruptive "games" initiated by the unseen human User. The series blends action, humor, and serialized storytelling, featuring a diverse cast of characters including basic "binomes" and more advanced sprites and viruses, all rendered in a groundbreaking early 3D CGI style. ReBoot received widespread acclaim for pioneering CGI animation on television and for its sophisticated narratives aimed at both children and adults, earning multiple Gemini Award nominations and wins, including for Best Animated Program or Series. Its innovative approach to depicting a helped pave the way for future CGI-animated shows and films, influencing the animation industry by demonstrating the viability of full-length 3D animation for broadcast television. The series developed a dedicated fanbase and has been celebrated for its prescient themes of cybersecurity and digital life, leading to releases and ongoing discussions of potential revivals as of 2025.

Premise and setting

Series overview

ReBoot is a Canadian animated television series created by Gavin Blair, Ian Pearson, , and John Grace, and produced by the Vancouver-based Mainframe Entertainment. The series originally aired from September 10, 1994, to November 30, 2001, initially broadcasting on ABC in the United States and YTV in . It spans four seasons comprising a total of 47 episodes. The core premise centers on the adventures of guardian sprites, such as Bob and , within the digital city of Mainframe, a bustling computer system where inhabitants known as sprites and binomes must defend against invading viruses and other threats originating from the enigmatic "User." These stories explore the inhabitants' efforts to maintain order in their cybernetic world while navigating internal conflicts and external dangers. Episodes typically run approximately 23 minutes and blend elements of , and , featuring self-contained narratives alongside developing overarching story arcs that build across seasons. holds historical significance as the first half-hour television series produced entirely in (CGI), marking a pioneering in broadcast animation by demonstrating the viability of full CGI for extended episodic storytelling.

Digital world and key concepts

The digital world of ReBoot is set within Mainframe, a bustling, utopian representing the interior of a , structured as a multi-level city complete with sectors, ports, and central hubs that mirror computing architecture. This environment personifies various elements of , such as firewalls as protective barriers and ports as entry points for data flow, creating a vivid for digital operations. Mainframe functions as a self-contained system where inhabitants navigate daily life amid constant threats, emphasizing the interconnected yet vulnerable nature of computational ecosystems. Key inhabitants include sprites, , programs that serve as intelligent, anthropomorphic entities responsible for higher-level system functions, such as guardianship and management. In contrast, binomes represent basic binary lifeforms, depicted as small, robot-like figures embodying the foundational 0s and 1s of , populating the city in vast numbers and handling routine tasks. Disruptive entities known as viruses, like the power-hungry Megabyte and chaotic , act as malevolent forces seeking to corrupt and dominate the system, highlighting the risks of unchecked digital intrusion. Guardians, a specialized class of sprites, are programmed to mend and defend Mainframe, intervening in crises to restore order and protect against both viral attacks and external disruptions. Central to the world's mechanics are User-initiated games, omnipotent challenges dropped into Mainframe by the unseen User (analogous to a real-world ), which compress affected areas and risk nullifying—permanently deleting—portions of the system if lost, forcing inhabitants to participate to prevent catastrophe. Guardians play a pivotal role in rebooting compressed zones post-game and coordinating defenses, underscoring themes of resilience and adaptation in digital environments. Nulls emerge as tragic byproducts, shadowy digital waste from game losses, symbolizing loss and the irreversible consequences of failure within this personified computing realm. Thematically, ReBoot explores identity through characters' struggles with their programmed roles, loss via the existential dread of nullification, and digital ethics by portraying viruses' ambitions as cautionary tales against exploitation of power in interconnected networks. The User embodies an unknowable, god-like force capable of arbitrary destruction, evoking early anxieties about human control over . Across seasons, the setting evolves from Mainframe's isolated defenses to broader threats, introducing the Super Computer as a training hub for guardians in season 3 and escalating to Web-based perils in season 4, where monstrous entities from the chaotic, unregulated Web invade, expanding the narrative to encompass the dangers of the wider .

Characters and cast

Main characters

Bob is the primary protagonist and a Guardian sprite dispatched from the Super Computer to Mainframe, tasked with mending system damage and defending against threats like viruses. As a heroic leader, he relies on his Keytool device, , which manifests various tools and weapons to aid in combat and repairs, embodying an all-loving hero who seeks peaceful resolutions even with adversaries. His presumed deletion in season 2 propels major plot developments, forcing him into survival in the Web and eventual return as a more hardened figure. Dot Matrix serves as Mainframe's , overseeing system operations while maintaining a cover as an entrepreneur running multiple businesses, including a . She is a strategic thinker and capable fighter, often devising plans to counter viral incursions, and develops a romantic relationship with Bob that influences key decisions throughout the series. Her role evolves from local business owner to leader during crises, highlighting her organizational prowess and sibling protectiveness toward . Enzo Matrix, Dot's younger brother, begins as an energetic young sprite idolizing Guardians and displaying a strong sense of justice, frequently joining adventures with unbridled enthusiasm. His coming-of-age arc spans the series: after Bob's absence strands him in games, Enzo matures rapidly into a battle-hardened warrior known as Matrix, emerging as a Guardian in his own right with enhanced combat skills and leadership. This transformation underscores themes of growth amid adversity, shifting him from naive sidekick to pivotal defender. Frisket functions as Enzo's loyal, dog-like companion, originally a null—a corrupted, feral entity—adopted as a pet from a junkyard. Fiercely protective, especially against , Frisket provides through his gluttonous habits and instinctive aggression, while aiding in escapes and battles with his agility and strength. Megabyte is the central , a sophisticated and ambitious intent on conquering Mainframe to expand his across systems. Egotistical yet impeccably mannered, he commands an army and employs cunning schemes, often disguising himself to infiltrate defenses, driven by a desire for absolute control. His with Hexadecimal adds layers to viral conflicts, occasionally leading to uneasy alliances against common foes. Hexadecimal, Megabyte's chaotic sister, rules from the ruined sector of Lost Angles as the self-proclaimed Queen of Chaos, unleashing unpredictable destruction through her vast powers and mask-shifting personas that reflect her erratic moods. Unlike her brother's calculated approach, she thrives on anarchy, creating rifts and illusions, though her instability sometimes results in truces with protagonists when her interests align. Their familial ties fuel ongoing tensions, with Hex viewing Megabyte's ambitions as threats to her domain. Nulls are mindless, slug-like servants primarily loyal to Megabyte, transformed from infected binomes into energy-draining drones that swarm in attacks and perform menial tasks. Lacking individual intelligence, they represent the dehumanizing effect of viral corruption, often used as disposable fodder in assaults on Mainframe's defenders. The core protagonists form a tight-knit unit, with Bob and Dot's romance providing emotional depth amid high-stakes defenses, while Enzo's youthful optimism complements their maturity until his growth alters group dynamics. Antagonists and mirror this through their , their chaotic ambitions clashing with the heroes' protective instincts, occasionally forcing shifting alliances in larger threats like Web creatures. Over the series, arcs like 's exile and Enzo's evolution into Matrix emphasize resilience and in the digital world.

Recurring characters and voice cast

The ReBoot series features a rich ensemble of supporting characters that enhance the digital world's depth, including sprites, AIs, and binomes who interact with the main protagonists in Mainframe and beyond. Phong serves as the wise oracle sprite and guardian of the Principal Office, providing guidance and historical knowledge to the sprites. Cecil, the sarcastic elevator AI in the Principal Office, often delivers witty commentary and alerts during crises. , a skilled sprite with a mysterious past, aids the guardians with her portal-manipulating abilities and becomes a key ally in later seasons. AndrAIa, originally a sprite who joins Enzo as his companion during game hops, evolves into a mature warrior sprite focused on survival and strategy. Ray Tracer, a surfer-like sprite from the Web, brings expertise in navigation and combat with his super-speed abilities. Guest and minor roles populate the series with diverse binome personalities, such as the timid Mr. Christopher or the enthusiastic Captain Capacitor, who represent the everyday inhabitants of Mainframe and add or plot support. User avatars appear sporadically as antagonists or elements within games, embodying real-world interactions in the digital realm. One-off viruses and nulls, like chaotic entities spawned by , provide episodic threats and highlight the ongoing viral dangers in the system. The voice cast for ReBoot drew from a talented pool, emphasizing performers who could convey the quirky, electronic essence of digital beings through modulated tones and exaggerated inflections. Recasts occurred for child characters like Enzo due to the actors' aging voices over the series' run. Below is a table of key voice actors and their roles:
CharacterVoice ActorSeasons/Notes
BobMichael BenyaerSeasons 1–2, 4; original guardian voice with authoritative tone.
Bob (Season 3, Glitch Bob)Ian James CorlettSeason 3; recast for narrative shift.
Dot MatrixKathleen BarrAll seasons; versatile performance as command.com and sister figure.
Enzo MatrixMatthew LawrenceSeason 1; young, energetic sprite.
Enzo Matrix (Matrix)Ian James CorlettSeasons 2–4; recast as character matures into adult form.
MegabyteTony JayAll seasons; deep, villainous baritone defining the supervirus.
HexadecimalShirley MillnerAll seasons; ethereal, masked virus with haunting delivery.
PhongMichael DonovanAll seasons; wise, elderly sprite with philosophical depth.
CecilMichael DonovanAll seasons; snarky AI voiced in a clipped, British-inspired accent.
MouseStevie VallanceSeasons 2–4; sly hacker with Southern drawl and tech savvy.
AndrAIa (young)Andrea LibmanSeasons 1–2; playful game sprite companion.
AndrAIa (adult)Sharon AlexanderSeasons 3–4; evolved warrior with confident, resilient tone.
Ray TracerDonal GibsonSeason 3; laid-back surfer sprite with adventurous flair.
Mike the TVMichael DonovanAll seasons; boastful appliance sprite adding humor.
Various binomes and supporting rolesGarry Chalk, Scott McNeil, Paul DobsonRecurring ensemble for background and minor characters.
Casting for ReBoot prioritized actors capable of producing distinctive digital voices, often through vocal effects to mimic sprite and binome speech patterns, with a heavy reliance on Canadian talent from Vancouver's animation scene due to Mainframe Entertainment's location. This local focus allowed for efficient production and brought performers like and , known for their work in other CGI projects, into the fold.

Production

Development and creation

The creation of ReBoot began in the mid-1980s when British animators Ian Pearson and Gavin Blair, fresh from their pioneering work on the CGI sequences for Dire Straits' 1985 music video "Money for Nothing," conceptualized a fully computer-animated television series set within a digital environment. Inspired by emerging concepts of computer viruses as antagonistic forces and the integration of video games into computing systems, the duo envisioned a narrative exploring life inside a computer, complete with sprites, binomes, and game cubicles that transformed sectors of the virtual city of Mainframe. Pearson and Blair partnered with writer John Grace and producer Phil Mitchell to refine the idea, drawing on their experiences in early computer graphics to craft a story blending adventure, sci-fi elements, and educational undertones about computing, with visuals designed by Brendan McCarthy. In 1991, Pearson, Blair, Mitchell, and Grace relocated to Vancouver, British Columbia, to establish Mainframe Entertainment as a dedicated studio for developing and producing the series, marking a shift from music video effects to long-form . spanned from 1991 to 1994, during which the team assembled a core creative group and produced demo reels and animation tests to demonstrate the feasibility of their ambitious vision. Securing funding proved crucial; the project received financial backing from the Canadian youth broadcaster YTV and co-financing from the (ABC) for its U.S. distribution, alongside support from Montreal-based Communications for international elements. This partnership enabled the studio to invest in necessary infrastructure, including a $5 million expenditure on for the first season alone. The demos showcased the core of guardians defending against viral threats and user-initiated games, helping to pitch the series as a groundbreaking entry in children's programming. A key creative decision was committing to full computer-generated imagery (CGI) rather than traditional 2D cel animation, allowing the team to authentically depict a three-dimensional digital world with dynamic camera movements, lighting effects, and scalable environments that mimicked computer interfaces. This choice stemmed from the creators' belief that only CGI could convincingly immerse audiences in a believable virtual reality, differentiating ReBoot from contemporaries like The Simpsons or Batman: The Animated Series. The first season's 13 episodes were budgeted at approximately $10 million total, equating to roughly $769,000 per episode—a significant outlay for the era, driven by software development, rendering times, and custom tools for character rigging and scene simulation. Early challenges included the technical constraints of hardware, such as workstations that required hours to render mere seconds of footage, often necessitating overnight processing cycles and limiting scene complexity. The team also faced hurdles in recruiting talent, as CGI for television was nascent; many animators were sourced from visual effects backgrounds, requiring retraining in software like Softimage and Alias. These obstacles were compounded by the need to balance artistic with network demands for accessible storytelling, yet they underscored Mainframe's pioneering role in pushing CGI from short-form experiments to serialized narrative.

Animation techniques and challenges

ReBoot utilized a CGI centered on software running on (SGI) workstations, enabling , , and rendering for characters and environments at a standard of 24 fps. The production process involved creating detailed 3D models for the series' digital inhabitants and settings, with rendering handled on SGI's high-performance systems to achieve broadcast-quality output despite the era's hardware limitations. The series' artistic style featured a retro-futuristic aesthetic, incorporating blocky textures and low-polygon models that deliberately mimicked 8-bit to align with its premise of a computer-based world. Dynamic camera techniques, including sweeping pans and quick cuts, were employed during game sequences to heighten action and immersion, blending computational precision with narrative-driven visuals. Production faced significant challenges due to mid-1990s technology constraints, including limited memory on SGI workstations that restricted scene complexity and polygon counts, often requiring artists to simplify models mid-production. Episodes initially took up to two weeks to complete, a grueling schedule for full CGI at the time, compounded by the need for manual keyframing and the development of custom tools for lip-syncing on 3D faces—a pioneering innovation that synchronized mouth movements with dialogue using algorithmic mapping. Over 200 staff at Mainframe Entertainment contributed to this effort, integrating computer graphics expertise with traditional animation principles to maintain storytelling flow. As hardware advanced, seasons 3 and 4 (1997–2001) saw notable improvements, with enhanced SGI systems allowing richer lighting, smoother animations, and more detailed environments, including Web-inspired visuals like browser-like interfaces to reflect evolving themes. These upgrades reduced rendering times and enabled greater visual complexity, such as improved particle effects and shadows, while preserving the core stylistic elements.

Network relations and censorship

ReBoot was co-produced by Mainframe Entertainment in partnership with ABC in the United States and YTV in , with ABC providing significant funding for the first two seasons in exchange for U.S. broadcast rights. ABC invested more than double the cost of a typical high-end Saturday morning animated show, contributing to the series' $10 million first-season budget, half of which went toward and software. This financial support enabled the groundbreaking CGI production but came with demands for U.S.-centric adjustments, including the involvement of American voice director Andrea Romano to align the series with domestic standards. ABC's (BS&P) department imposed strict on the show during its initial seasons to ensure kid-friendliness, leading to the removal or toning down of violent scenes, such as making character deletions less graphic and altering action sequences to reduce intensity. Dialogue was frequently modified to avoid perceived innuendos; for instance, the word "hockey" was banned in one because censors believed it could be misheard as , and scenes involving physical discomfort, like a character rubbing their head in pain, were changed to milder actions such as rubbing the chin. Episodes were also re-edited to fit time slots and comply with content guidelines, often excising elements deemed too mature or aggressive for young audiences. Scheduling conflicts arose as ABC shifted time slots and priorities, contributing to production delays, particularly for season 3, which did not air until 1997 after a two-year gap following season 2. International broadcasts varied, with some regions applying additional content cuts for local standards, resulting in abbreviated or altered versions compared to the Canadian original. These network demands significantly impacted production, forcing repeated script revisions to incorporate educational segments on topics like and problem-solving, aimed at satisfying ABC's family-oriented mandates. The constraints limited creative freedom in the early seasons, but after ABC cancelled the series in 1996 following Disney's acquisition of the network, production shifted focus to YTV, which assumed full funding and allowed for less restricted storytelling in seasons 3 and 4. Minor contract issues emerged over merchandising rights, as ABC's limited control extended only to broadcast content, leaving Mainframe Entertainment to negotiate separately for and product licensing, which occasionally led to disputes in during the co-production phase.

Episodes

Season 1 (1994–1995)

Season 1 of , consisting of 13 episodes, establishes the core world of Mainframe, a bustling digital city inhabited by sprites and binomes living under constant threat from the User-initiated games and internal es. The season opens with the arrival of Guardian Bob, a security program dispatched to protect the system, who quickly allies with local entrepreneur and her young brother to counter the ambitions of the Megabyte. Megabyte, seeking to exploit unstable "tears" in the system's fabric to expand his influence, launches initial schemes that test the protagonists' resolve, building toward escalating conflicts in subsequent seasons. Key episodes anchor the season's world-building and character development. The pilot, "The Tearing," aired on September 10, 1994, introduces Mainframe's society, the mechanics of User games that engulf portions of the city, and the tear phenomenon, as Megabyte coerces Bob into stabilizing a portal while Dot and Enzo provide crucial support during a high-stakes Nulls invasion and game cube descent. Later, "The Medusa Bug" (episode 4) marks the debut of chaotic virus Hexadecimal, who unleashes a stone-turning viral infection across Mainframe, forcing Bob, Dot, and Phong to collaborate on a desperate cure using a Medusa head icon, highlighting early alliances amid viral chaos. These installments prioritize establishing interpersonal dynamics and the digital ecosystem over serialized plotting. The season explores themes of discovery, as characters navigate Mainframe's rules—like zipboards for transport and the Principal Office's defenses—and basic digital threats including viruses, bugs, and unpredictable User interactions. emerges as a central motif, with Bob's outsider expertise complementing Dot's resourcefulness and Enzo's enthusiasm, fostering growth through shared challenges like containing Megabyte's ABCs or surviving inner-tower infiltrations. These elements underscore the vulnerabilities of a computerized without delving into deeper lore. Production for the season involved pioneering efforts at Mainframe Entertainment, with development tracing back to 1990 when initial CGI animation tests confirmed feasibility for a half-hour series, overcoming hardware limitations like rendering times that could take days per frame. The pilot underwent specific refinements to balance action with exposition, incorporating test animations for fluid character movements in a wireframe environment. Episodes ran approximately 24 minutes, formatted for broadcast standards that allowed clean conversion from PAL to . Early reception praised the CGI innovation, positioning as a groundbreaking departure from traditional 2D and sparking buzz for its immersive digital aesthetic despite initial stiffness in motion.

Season 2 (1995–1996)

Season 2 of picks up following the events of the first season, focusing on the recovery of Mainframe from viral incursions and escalating conflicts between Guardian Bob and the virus . The season arc centers on 's increasingly sophisticated schemes to seize control of the system, including attempts to manipulate core energy and forge uneasy alliances with other threats. A portal to the dangerous Web emerges as a major plot element, forcing characters to confront external dangers that extend beyond the routine game cubes, culminating in a multi-part storyline involving and a desperate defense against Web creatures. Matrix, the young sprite, undergoes significant growth, receiving a cadet commission from Bob amid the chaos, marking his formal entry into Guardian duties and highlighting themes of maturation and responsibility. New character dynamics deepen the narrative, with Hexadecimal's chaotic presence amplifying Megabyte's plots through rivalries and temporary truces, as seen in episodes where viruses collaborate against common foes like Web invaders. Key episodes such as "Bad Bob" illustrate alliances and betrayals, where Megabyte's raid on the Principal Office coincides with a game cube descent, transforming Bob into a reluctant figure to protect while navigating viral deception. Expanding threats beyond games are emphasized in the finale episodes "Trust No One" and "Web World Wars," where a unleashes monstrous entities, requiring Bob, Dot, and even Megabyte and Hexadecimal to unite, ending on a with Enzo, AndrAIa, and Bob trapped in the Super Computer. Production for the 10-episode season represented a contraction from the first season's 13 installments, allowing for more intricate and the introduction of the first true multi-part arcs that built serialized tension. Mainframe Entertainment refined their CGI techniques, enhancing action sequences with smoother animations and more dynamic crowd simulations to depict large-scale battles and Web incursions, building on the foundational work established in season 1. These improvements were driven by advancements in their , enabling greater detail in character expressions and environmental destruction without exceeding the era's computational limits. The voice cast remained consistent, with no major recasts, preserving the continuity of performances by actors like as Bob and Jesse Moss as , which contributed to the season's emotional depth in exploring loss and identity.

Season 3 (1997)

Season 3 of , consisting of 16 episodes, marked a significant tonal shift to a darker, more mature narrative following a two-year production hiatus after Season 2. The season aired in two parts, with the first eight episodes in 1997 and the second eight in 1998. The season follows and AndrAIa as they dive into the Net to escape 's forces, embarking on a perilous journey through various systems while Mainframe faces destruction. undergoes rapid aging due to the Net's effects, transforming into the battle-hardened adult sprite known as Matrix, highlighting themes of maturity and personal growth amid isolation from home. Meanwhile, Bob becomes trapped in the Web with after a portal mishap, setting up ongoing conflicts that explore the consequences of viral wars and the loss of innocence. The season's arc emphasizes survival in hostile digital environments, with Enzo and AndrAIa encountering software pirates, nulls, and other threats while searching for a way back to Mainframe. Key episodes like "Firewall" depict their initial entry into the Net and the immediate dangers of firewall breaches, while "The Edge of Beyond" culminates in a mid-season involving Web creatures and the revelation of greater perils beyond known systems. Themes of isolation are amplified through their separation from allies, forcing reliance on each other and newfound companions, while the war's repercussions are shown through flashbacks to Mainframe's fall. Unique elements introduced include Surfer sprites, nomadic programs who aid in navigating the Net's waves, and terrifying Web creatures such as the spider-like beasts that embody the chaotic, destructive nature of the Super Computer's underbelly. Production of Season 3 was delayed by network relations with ABC and YTV, who imposed a hiatus to assess the series' performance and profitability amid rising costs of CGI . This break allowed Mainframe Entertainment to upgrade their rendering technology, resulting in enhanced visuals for the Net's expansive, abstract environments with improved lighting, shadows, and fluid motion compared to prior seasons. The season length enabled deeper storytelling without the episodic structure of earlier years.

Season 4 (1999–2001)

Season 4 of resolves the major from the previous season by bringing the main characters to the Super Computer, where they join forces against the super Daemon, who has infected the entire and seeks total control. The season's primary arc, "Daemon Rising," unfolds over the first four episodes, depicting the convergence of digital forces in the Super Computer as and his allies navigate infected Guardians and Daemon's viral army, leading to intense confrontations that force uneasy alliances between former enemies like and . These battles culminate in efforts to contain the infection and restore Mainframe, highlighting strategic and the high stakes of system-wide corruption. The second arc, comprising the remaining four episodes under the title "My Two Bobs," delves deeper into the fallout of Daemon's influence, revealing duplicated identity created during earlier events and exploring the psychological toll on the protagonists. Key developments include Matrix and AndrAIa's desperate mission to halt Daemon's spread after AndrAIa's infection, paralleled by Dot's attempts to rally for aid in reviving her father, Welman Matrix. The narrative emphasizes redemption arcs, such as Megabyte's temporary shift toward cooperation against a common foe, and examines the legacy of guardianship in a fractured digital realm, with meta-elements like references to the User's world blurring boundaries between the simulated environment and external reality. Crossovers with broader elements underscore the interconnectedness of systems, while the open-ended finale leaves Mainframe's full restoration ambiguous, hinting at ongoing threats without full closure. Production for the season adopted an experimental anthology-style format, structuring the eight episodes into two self-contained feature-length stories originally conceived as broadcast but adapted due to financial limitations. Budget constraints at Mainframe Entertainment led to hybrid animation techniques, blending the series' signature 3D CGI with 2D elements to cut costs while maintaining visual innovation, particularly in action sequences depicting viral infections and portal travels. These arcs were produced with a approach in mind, allowing for extended runtime and deeper storytelling amid declining broadcast interest from networks like ABC, ultimately marking the series' conclusion after the 2001 release. Co-creator Gavin Blair noted that the format shift from planned 21-minute episodes to two 85-minute movies was a direct response to economic pressures, enabling a wrap-up of core plots while preserving potential for expansion.

Release and distribution

Broadcast history

ReBoot premiered simultaneously in the United States on ABC and in on YTV on September 10, 1994, marking the debut of the world's first fully computer-animated television series. In the U.S., it occupied a Saturday morning slot at 9:30 a.m. ET as part of ABC's children's programming block, airing the pilot episode "The Tearing" to an initial audience drawn to its innovative CGI visuals. The Canadian broadcast on YTV followed the same premiere schedule, targeting young viewers with weekly episodes throughout the 1994–1995 season. The U.S. run experienced production challenges typical of early CGI animation, resulting in a brief hiatus after the first few episodes; the series returned to ABC's lineup in November 1994 at 7:30 a.m. on select affiliates. ABC renewed for a second season in 1995, but the network canceled it after the 1995–1996 season amid the [Walt Disney](/page/Walt Disney) Company's acquisition of ABC, which shifted priorities toward Disney-branded content. In contrast, YTV maintained continuous airings of all four seasons from 1994 to 2001, providing stability and supporting the show's ongoing production. Internationally, ReBoot expanded rapidly in the mid-, airing on in the starting January 5, 1995, with schedules staggered from the North American debut and in children's programming slots. In , the series broadcast on the public broadcaster ABC during the , aligning with its family-oriented programming. European markets saw dubs in languages such as Polish (on ) and Norwegian (on TV1000), while versions reached through localized distributions in the late and early , contributing to its global . Viewership in the U.S. started strong, with the series ranking in the top 10 among children ages 2 to 11 during its debut season on ABC, reflecting enthusiasm for its groundbreaking format. However, post-season 2 ratings declined amid competition from emerging live-action children's shows and network transitions, leading to the ABC cancellation despite sustained popularity in Canada. Reruns extended ReBoot's reach into the 2000s, with syndication on Cartoon Network's Toonami block from 1999 to 2001, where season 4 episodes aired in a late-afternoon slot, exposing the series to anime-influenced audiences. Additional cable airings in the early 2000s kept the show visible before streaming platforms began teasing archival access in the late 2000s.

Home media and digital releases

In the 1990s, limited VHS releases of individual episodes from the first season were made available in through distributors such as Video. These early offerings were incomplete and focused on select episodes rather than full seasons. Shout! Factory began issuing official DVD releases in 2011, starting with ReBoot: Seasons 1 & 2 on March 1, which collected the first 23 episodes across four discs with bonus features including commentaries and featurettes. This was followed by ReBoot: Seasons 3 & 4 on June 28, 2011, comprising the remaining 24 episodes on three discs and presented as two feature-length movies (Daemon Rising and My Two Bobs). In the same year, Shout! Factory compiled the full series into the nine-disc ReBoot: The Definitive Mainframe Edition, containing all 47 episodes in their original broadcast order, along with extras like interviews and deleted scenes; this set was remastered from available sources and reissued on June 20, 2023, to address ongoing demand. Earlier DVD efforts in the early 2000s by provided region-specific releases in and , often bundling episodes thematically but excluding some due to rights issues at the time. No official Blu-ray releases have been produced as of 2025, though fan-led upscaling projects to emerged in the early 2020s using the Shout! Factory DVDs as source material. Restoration efforts advanced significantly when the original D-1 master tapes—47 reels stored since production—were recovered in 2023 by the documentary team behind ReBoot ReWind. By mid-2024, the team acquired functional D-1 playback decks, a rare broadcast format, enabling initial transfers and previews of enhanced quality footage; as of September 2025, the ReBoot ReWind documentary series has launched on , featuring previews of the restored footage, with community-supported efforts continuing toward a full high-definition for potential future home media. These masters address long-standing completeness gaps in prior releases, where certain episodes suffered from degraded analog transfers or were omitted in international variants, such as Japanese VHS dubs limited to select volumes. Digitally, was available on from approximately 2016 to 2018, offering all seasons to subscribers before removal due to licensing changes. It has since appeared on iTunes (now Apple TV) for purchase or rental of individual seasons. As of November 2025, the series streams on premium platforms including and , alongside ad-supported free options like , , , and Freevee, providing full access to all episodes without geographic restrictions in the . International digital availability varies, with region-locked versions on services like Shout! Factory TV in and .

Reception and legacy

Critical reception

Upon its premiere in 1994, ReBoot received widespread praise for its groundbreaking use of computer-generated imagery (CGI) as the first fully CGI-animated television series, with critics highlighting its innovative visuals and immersive digital world-building. The Los Angeles Times described the animation as "spellbinding," evoking a "lush world of dense color and three-dimensional movement," and noted that it ranked in the top 10 of ABC's programming for children aged 2 to 11 during its debut season. Seasons 1 and 2 (1994–1996) garnered strong acclaim for their blend of humor, action, and visual flair, with reviewers appreciating the episodic structure's clever puns and character-driven adventures within the computer-themed setting. IGN's retrospective on the DVD release called it a "cool show" with a "surprisingly enjoyable narrative" that combined tropes with sci-fi elements effectively. However, seasons 3 and 4 (1997, 1999–2001) drew mixed responses, with critics and fans noting a shift to a darker tone following the two-year hiatus after season 2, which introduced more mature themes of loss and conflict that sometimes alienated younger viewers. Reviews pointed to the evolving narrative as ambitious but occasionally hampered by the production break, leading to a perceived drop in pacing consistency. Audience reception has remained positive among sci-fi enthusiasts, bolstered by nostalgia in early online forums and modern streaming revivals, with listing season 1 at 100% based on available critic reviews and user ratings averaging 7.9/10 from over 6,000 votes as of 2025. Common praises include the richly detailed digital world-building and standout by talents like and , which brought depth to characters like Bob and Dot Matrix. Criticisms, however, often focused on repetitive game-based episodes that felt formulaic and underdeveloped subplots, particularly in later seasons where complex arcs like the viral threats were not always fully resolved. In modern retrospectives from the onward, ReBoot has been hailed as a CGI pioneer that paved the way for like , with articles emphasizing its ahead-of-its-time storytelling despite dated visuals by contemporary standards. A 2024 Den of Geek piece described it as a "CGI kids show way ahead of its time," crediting its narrative innovations for influencing modern anthology-style animations such as . Similarly, Nerdtropolis noted in a 30th-anniversary feature that the series' 3D animation was "revolutionary in the mid-90s," establishing benchmarks for computer-generated content in television.

Awards and nominations

ReBoot garnered significant recognition for its innovative computer-generated animation and storytelling, particularly through the , Canada's leading television honors. The series won the Best Animated Program or Series award three consecutive years from 1995 to 1997, highlighting its pioneering role in CGI television production. In 1995, ReBoot received the Gemini for Best Animated Program or Series, awarded to producers Christopher J. Brough, Jay Firestone, and Ian Pearson. The following year, 1996, it repeated the win in the same category, with credits to Jay Firestone, Ian Pearson, Christopher J. Brough, and , and additionally secured the Outstanding Technical Achievement award for its groundbreaking and rendering techniques. The 1997 win again went to Best Animated Program or Series, recognized to Christopher J. Brough, Ian Pearson, Stéphane Reichel, and . The series received two nominations at the 1998 : for Best Animated Program or Series (Christopher J. Brough and Ian Pearson) and for Best Children's or Youth Program or Series (Ian Pearson and Christopher J. Brough). These accolades underscored the show's impact on Canadian and its appeal to young audiences.
YearAwardCategoryRecipient(s)Result
1995Best Animated Program or SeriesChristopher J. Brough, Jay Firestone, Ian PearsonWon
1996Best Animated Program or SeriesJay Firestone, Ian Pearson, Christopher J. Brough, Won
1996Outstanding Technical AchievementMainframe Entertainment teamWon
1997Best Animated Program or SeriesChristopher J. Brough, Ian Pearson, Stéphane Reichel, Won
1998Best Animated Program or SeriesChristopher J. Brough, Ian PearsonNominated
1998Best Children's or Youth Program or SeriesIan Pearson, Christopher J. BroughNominated

Cultural impact and influence

ReBoot's pioneering use of (CGI) marked a turning point in television , establishing the viability of fully CGI series for broadcast. As the first such program, it showcased innovative techniques that influenced subsequent productions by demonstrating how CGI could create immersive, three-dimensional worlds suitable for episodic storytelling. This breakthrough directly paved the way for other CGI-driven shows from the same Vancouver-based studio, Mainframe Entertainment, including Beast Wars: Transformers (1996), which adopted similar production methods to blend action with digital environments.) In computing culture, ReBoot played a key role in demystifying for a generation of viewers by integrating real concepts into its , such as viruses, firewalls, and reboots. The series popularized geek lexicon terms like "sprite" (for its protagonist characters), "null" (for energy-draining entities), and even reinforced "" as a common phrase for restarts, embedding these ideas in popular discourse. Educationally, it fostered early understanding of computers among children by portraying the as a vast, interconnected realm and as antagonistic forces, sparking interest in programming and long before such topics became mainstream in curricula. The show's depiction of a vibrant digital society influenced pop media's portrayal of cybernetic worlds, contributing to the aesthetic and thematic foundations seen in later works like , which echoed ReBoot's guardian archetypes and grid-based battles in a similar virtual ecosystem. Its blend of tech-savvy humor and pop culture nods—ranging from parodies to integrations—anticipated the matrix-like animations in films such as , where code manifests as visual spectacle. ReBoot's enduring fandom reflects its nostalgic pull, with active online communities in the 2020s sustaining discussions on platforms like and driving interest in retro screenings. In the , fan conventions featured cast reunions, such as those at Comiccon, while recent merchandise revivals—including apparel and collectibles—have capitalized on millennial nostalgia. In 2024, the 8-part documentary series ReBoot ReWind was released to mark the show's 30th anniversary, offering in-depth insights into its production and lasting impact. While no series revival has occurred since ReBoot: The Guardian Code (2018), the legacy continues through such archival projects and fan appreciation.

Video games and comics

The sole official video game adaptation of ReBoot is the 1998 PlayStation title developed and published by . Titled simply ReBoot (also known as ReBoot: Countdown to Chaos in some regions), it is a third-person 3D action shooter where players control protagonists like Guardian Bob to navigate the virtual city of Mainframe, battling Megabyte's viral forces using zipboards for traversal and an array of weapons for combat across 19 levels. The game emphasizes exploration and defense of the show's digital environment, incorporating elements like nullification mechanics and character-specific abilities to stay faithful to the source material. Upon release, the game garnered mixed reception, earning an average score of 69% from critics who commended its vibrant visuals and accurate portrayal of 's world but faulted its repetitive level design, imprecise controls, and simplistic enemy AI. awarded it a 7 out of 10, highlighting the engaging zipboard racing segments and from the TV cast, while gave it a 4.1 out of 10, criticizing the lackluster graphics and frustrating difficulty spikes. No further official video games were produced, though a 1998 version has been preserved and made available online for preservation purposes. In terms of comics, ReBoot did not receive traditional print tie-ins but inspired an officially endorsed sequel series. ReBoot: Code of Honour, a three-issue story written and illustrated by Jeffrey Campbell, was commissioned by Rainmaker Entertainment as the winner of a fan pitch contest to resolve the TV series' unresolved Season 4 . Published online via reboot.com from to 2010, the narrative continues directly from the finale, focusing on the Principal Office's defense against Megabyte's lingering threat and providing closure to character arcs like the search for Bob, with appearances by core figures such as , AndrAIa, and Matrix. The series emphasizes themes of guardianship and redemption in the Mainframe setting, blending action with fan-service resolutions to post-series questions. The received positive but niche feedback from the ReBoot fanbase for its creative continuation and respectful nod to the original lore, though it was critiqued for occasional inconsistencies in character behavior typical of fan-driven works. It remains available digitally through fan , with full issues preserved since the original site's 2010 shutdown.

ReBoot: The Guardian Code

ReBoot: The Guardian Code is a Canadian live-action/CGI-animated teen drama television series produced by , a division of Rainmaker Entertainment, in association with . It premiered on on March 30, 2018, and consists of two seasons comprising 20 episodes in total. The series was developed as a of the original ReBoot animated show, shifting to a hybrid format to appeal to a younger audience in the modern digital age. The premise centers on four high school teenagers—Austin Carter, Parker Jacobs, Tamra and Trey Davies—who, on their first day at , are recruited by an advanced AI named Vera through a mysterious app called the . This app allows them to jack into a virtual realm where they transform into cyber-superheroes known as the Guardians, battling digital threats such as viruses, nulls, and the enigmatic villain the Sourcerer, who seeks to disrupt both the digital and real worlds. The narrative incorporates elements of teen drama, including life, friendships, and personal growth, while the Guardians fight to protect the from contemporary cyber dangers like breaches and AI manipulations. Subtle nods to the original series appear through cameos, such as brief appearances by legacy characters like Bob the Guardian and in CGI form during key episodes. Key differences from the original ReBoot include the integration of live-action footage for real-world sequences, contrasting with the fully computer-animated digital environment, which creates a bifurcated style blending high antics with virtual adventures. The focus shifts toward relatable teen protagonists navigating everyday issues alongside their heroic duties, rather than the sprite-based society of the predecessor, and updates threats to reflect current concerns, such as swarm-based cyberlocusts that affect real-world like power grids. This hybrid approach emphasizes educational themes on cybersecurity and coding, aimed at inspiring young viewers to engage with STEM fields. Production began in 2017 under the creation of Michael Hefferon, who served as executive producer, producer, and CEO of Rainmaker Entertainment. The series was executive produced by Larry Raskin as , Kim Dent-Wilder, and Pat Williams, who also directed the live-action elements, with Michael Dowding supervising . Filming took place in , leveraging Rainmaker's expertise in CGI from the original series, though the project faced challenges in blending live-action with on a modest budget for a children's program. Originally ordered as a 26-episode commitment by for YTV, only 20 episodes were completed and released exclusively on , with season 1 dropping all at once in March 2018 and season 2 following in June. Reception to ReBoot: The Guardian Code was mixed, with praise for its energetic pace and positive messages on but widespread for its formulaic , wooden , and perceived lack of fidelity to the original's innovative CGI aesthetic. Fans and reviewers often highlighted the live-action/CGI mismatch as jarring, comparing it unfavorably to similar hybrid shows like , and faulted the teen drama for feeling contrived. On , it holds an average rating of 3.8 out of 10 based on over 1,300 user reviews, reflecting disappointment among older audiences nostalgic for the 1990s series. awarded it 3 out of 5 stars, recommending it for ages 10 and up for its mild action and educational value, though noting the violence in digital battles. The series was not renewed for a third season, effectively concluding after two despite initial plans for expansion.

Unproduced projects and documentary

Following the original series' conclusion in 2001, Mainframe Entertainment (later Rainmaker) pursued several extensions to the franchise, though most remained unrealized due to escalating CGI production costs, shifting network priorities, and financial constraints at the studio. A more concrete unproduced project emerged in with Binomes, a 52-episode spin-off aimed at younger viewers, following a family of the series' background binome characters on a chip farm in Mainframe. The show was designed to emphasize educational themes while expanding the universe's lore, but it was canceled before production due to network disinterest from broadcasters like YTV and rising expenses for CGI animation, which had ballooned since the original series' $10 million first-season budget. In 2008, Rainmaker Entertainment announced plans for a theatrical trilogy titled : The Upgrade, intended to continue the story from the Season 4 finale, with the main characters searching for the lost Guardian Bob amid ongoing threats from Daemon and viral forces. The first 's script was written by Jon Cooksey, and a was released in October 2009, but the project was canceled by 2013 due to high CGI costs exceeding $1 million per episode equivalent and studio reorganization prioritizing television projects. The franchise's behind-the-scenes legacy was documented in ReBoot ReWind, an 8-part series released in 2024 to mark the show's 30th anniversary. Directed by a team of Vancouver-based filmmakers including Andrew Robillard and Paul J. Myers, the 6+ hour production features extensive interviews with co-creators Gavin Blair, Ian Pearson, and , voice actors like , and production staff, detailing the technological innovations, creative challenges, and cultural impact of the pioneering CGI series. It premiered online via and has been distributed through platforms like CBC Gem, offering rare footage from the original masters recovered in 2023.

References

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