Slowscreen SlowScreen
Toggle sidebar

Just launched: free lifetime premium for the first 1,000 members to activate their account.

Start free

Save the Squasher

In this episode

This episode is one video with 2 short stories. Each story gets its own review and score.

Mediocre

Recommended age Unlock

Co-watching from age 3

Stimulating

Exact score locked

Watch on Netflix
Save
Save the Squasher

Share

Pass this find on to another parent

Link preview

Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3

Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3 - Slowscreen

Mediocre · Co-watching from age 3. A team of four children who secretly do good deeds sets out to return a lost comic book to Lula before her first Junior Book...

slowscreen.com

https://slowscreen.com/en/series/team-zenko-go/s1/e3b-save-the-squasher

https://slowscreen.com/en/series/team-zenko-go/s1/e3b-save-the-squasher

Slowscreen

Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3 - Slowscreen

Mediocre · Co-watching from age 3. A team of four children who secretly do good deeds sets out to return a lost comic book to Lula before her first Junior Book...

Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3
Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3

slowscreen.com

Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3 - Slowscreen

Mediocre · Co-watching from age 3. A team of four children who secretly do good deeds sets out to return a lost comic book to Lula before her first Junior Book...

Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3
slowscreen.com

Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3 - Slowscreen

slowscreen.com · Posted by you

Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3 - Slowscreen

0 Share
Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3
To
Subject Team Zenko Go: Save the Squasher | Mediocre, co-watching from age 3

Mediocre · Co-watching from age 3. A team of four children who secretly do good deeds sets out to return a lost comic book to Lula before her first Junior Book...

https://slowscreen.com/en/series/team-zenko-go/s1/e3b-save-the-squasher

Share on WhatsApp Share on X Share on Facebook Share on Telegram Share on Reddit Share on Email

See the exact scores

The review is yours to read. Create a free account to reveal the exact SlowScreen score and every pillar score.

Create free account
This program is stimulating. It actively demands attention and can feel intense. For the recommended age, this may be on the more intense side. The pacing is fast. Images follow each other quickly, leaving little time to pause and take in what is happening. The sound is intense and continuously present. The visuals are well-balanced, with a clear overall view.
One clear goal carries the whole episode: the team must secretly get Lula's comic book back before her book club presentation. The build-up is logical, with a recognizable beginning, middle and end as they check one delivery bag after another. Actions lead to sensible outcomes, so cause and effect hold together. The catch for a two-year-old is how much is packed into each moment, with many characters, side jokes and quick location changes stacking new information faster than a toddler can follow.
The team treats each other with warmth and works as a unit, and the running friendly debate about gadgets versus teamwork never turns mean. When tension spikes, such as the vacuum going haywire or a near-miss at someone's door, it resolves quickly and the mood returns to upbeat. That said, the emotional register swings often between panic, excitement and calm, and for a two-year-old those shifts arrive quite abruptly. Overall the feelings stay positive, but the frequent jumps in intensity ask a lot of a very young child.
This is the episode's strength: the children drive nearly everything themselves. They answer the call, plan their approach, try a gadget, watch it fail, and switch to teamwork, cycling through several real attempts before the comic finally reaches Lula. Ari builds his own 'vacuum of justice', and the group adapts when a plan does not work, showing visible trial and error rather than a grown-up handing them the answer. The closing reflection, that friends who help each other beat any gadget, ties the effort back to a clear lesson.
The dialogue is clear and used correctly, and the children speak in mostly complete, understandable sentences. The problem for a two-year-old is the pace and playfulness of the words: fast delivery, puns like 'squash-tastic' and 'au contraire', comic-book references, and a lot of expressive filler ('Pew, pew', 'Whoa', 'Hey, hey'). Much of this sits above what a toddler can absorb, and the expressive exclamations often outweigh plain, informative speech.
The world runs on superhero personas, spy gadgets and secret missions, so little of what happens maps onto a two-year-old's daily life. The activities, sucking objects with a justice vacuum or launching across town, are not things a toddler can copy with real objects. What does connect is the social layer: a delivery mix-up, a first-time book club presentation, and friends pitching in to help each other are recognizable human situations. Those relationship dynamics carry real value, but the heavy fantasy framing limits how much transfers off the screen at this age.

More information

This score shows how inclusively the series portrays diverse people, families and cultures. Scale: Limited → Varied → Rich → Inclusive.
The children on this team come from a wide mix of backgrounds. There are kids with different skin tones and hair, an East Asian boy, a Black girl, and a boy who uses a wheelchair, alongside adults of different ages and body types such as the delivery woman and an older man at the book club. The four teammates share the problem-solving equally, taking turns to lead each mission, and the boy in the wheelchair is a full hero who builds gadgets and drives the plan. The picture is broad and treated as an everyday, unremarkable part of the story.
This score shows whether the series stays close to everyday reality or leans into fantasy. Scale: Fantasy → Mixed reality → Realistic.
The world of Team Zenko Go is a recognizable town of bookshops, delivery vans, homes and a book club, and the problem the kids solve is an everyday mix-up: a comic book accidentally packed into the wrong delivery bag. Around that grounded core sits a layer of spy-style imagination, a hidden headquarters reached through a noodle truck, a talking fortune cookie that hands out missions, and a comic-within-the-show about a superhero called the Squasher. There is no villain at all; the tension comes from time pressure and a stray squirrel rather than any bad character, and the invented tech stays internally consistent. The blend of fast action and secret-agent gadgetry sits above what a two-year-old can follow, so the fit for the recommended age is the weakest part.
This score shows how enjoyable the series is for parents watching along. Scale: Tedious → Tolerable → Pleasant → Enjoyable.
This is a polished CG production with expressive character animation, bright cinematic staging, and clean sound, all of which reward a watching adult. The retrieval plot holds together as a light caper, with a running joke about old-school teamwork versus flashy gadgets and a few word gags that land for grown-ups. The energy runs high, with plenty of shouting chase moments and repeated catchphrases, so it stays busy rather than restful in the background. On balance it is an easy watch for a parent in the room, with craft doing most of the heavy lifting.

Fast pacing

The episode moves through many short scenes and locations with frequent action beats.

Mild violence

The runaway vacuum and the ballroom-dance distraction send characters tumbling and flying.

Flashing lights

A brief bright flash occurs during an action beat around the mid-point, though overall risk is low.

A team of four children who secretly do good deeds sets out to return a lost comic book to Lula before her first Junior Book Club presentation. The comic was mixed up among delivery bags, so the team checks house after house, trying gadgets and then teamwork when the gadgets fall short. A ballroom-dance distraction buys them time, and the comic reaches Lula's backpack just as she is called to present. The episode closes with the reflection that helpful friends matter more than any clever gadget.

Season 1

10 episodes

Team Zenko Go
S01 E01 Story A

Team Zenko Go

Welcome to Harmony Harbor (Part 1)

Stimulating
recommended age Unlock co-watching from 3

A team of children, Naya, Jax and Ellie, secretly carry out good deeds around the town of Harmony Harbor, guided by Yuki at her noodle truck and helped by the animal sidekick Ponzu. Across the episode they water a neighbour's plants, finish painting a community wall for Mr. Tanaka, and flatten boxes at a newly opened comic store run by Cat and her son Ari. They try to stay unseen while Ari grows suspicious of all the tasks that keep finishing themselves. Part 1 ends on a cliffhanger as Ari catches the team and declares they are 'so busted'.

Team Zenko Go
S01 E01 Story B

Team Zenko Go

Welcome to Harmony Harbor (Part 2)

Stimulating
recommended age Unlock co-watching from 3

A boy named Ari, newly moved to Harmony Harbor with his mother, uncovers a secret group of kids who perform quiet good deeds called Zenkos and asks to join them. Led by noodle-truck owner Yuki, the team puts him through training and small missions, feeding a neighbour's dog and searching a night-time skate park for a lost necklace. Ari first tries to prove himself alone and stumbles, then learns the value of working as a team. By the end he passes what turns out to be a hidden test and is welcomed onto Team Zenko Go.

Team Zenko Go
S01 E02 Story A

Team Zenko Go

Delivery Disaster

Overstimulating
recommended age Unlock co-watching from 3

In the town of Harmony Harbor, four child heroes known as Team Zenko discover that Donna's delivery truck has broken down with everyone's packages still on board. After failing to fix the engine, they secretly carry and then use Yuki's food truck to get every parcel to its owner, including a large rescue-robot statue for the noodle shop. Naya lures Donna away with a bird call so the deliveries can happen unseen. By nightfall all the customers are happy, and Donna is left puzzled about how her packages ever arrived.

Team Zenko Go
S01 E02 Story B

Team Zenko Go

Slippery Business

Stimulating
recommended age Unlock co-watching from 3

A team of kid heroes, Niah, Ari, Ellie, and Jax, sets out to rescue Lula's pet snake Whiskers after he climbs a tree and slips away into their town. Guided by their mentors Yuki and Ponzu, they search the park and community center while trying to reach the snake before Lula attempts a risky balloon plan of her own. Ellie, who is afraid of snakes, works out that Whiskers hides near orange things that remind him of Lula and gently coaxes him home. The pet is returned safely, and Ellie realizes she has mostly gotten over her fear.

Team Zenko Go
S01 E03 Story A

Team Zenko Go

You (Don't) Snooze, You Lose

Stimulating
recommended age Unlock co-watching from 3

A team of kid heroes in the town of Harmony Harbor takes on a secret good deed: making sure Uncle Ian, the best badminton player, gets enough sleep before the big tournament. Through the night they quiet fighting cats, muffle a neighbour's clog dancing and block out a bright screen, learning to match each fix to the size of the problem instead of always going big. Auntie Yuki guides them from her noodle truck with the reminder that too much sauce can ruin the noodles. Ian wakes rested, wins his match, and the team celebrates with victory noodles.

Team Zenko Go
S01 E03 Story B

Team Zenko Go

Save the Squasher

Stimulating
recommended age Unlock co-watching from 3

A team of four children who secretly do good deeds sets out to return a lost comic book to Lula before her first Junior Book Club presentation. The comic was mixed up among delivery bags, so the team checks house after house, trying gadgets and then teamwork when the gadgets fall short. A ballroom-dance distraction buys them time, and the comic reaches Lula's backpack just as she is called to present. The episode closes with the reflection that helpful friends matter more than any clever gadget.

Team Zenko Go
S01 E04 Story A

Team Zenko Go

Gopher It

Stimulating
recommended age Unlock co-watching from 3

In the seaside town of Harmony Harbor, four friends form a secret team to keep a hungry gopher out of Fauna's community garden without letting her know. Led by Naya, they try a whistle, an owl decoy and cayenne pepper, all of which fail. When a hidden camera reveals the gopher is a mother feeding her babies, the team relocates a whole carrot garden so both the family and Fauna's stew are saved. The episode ends with neighbours enjoying the Taste the Garden cookout.

Team Zenko Go
S01 E04 Story B

Team Zenko Go

A Glamping We Will Go

Stimulating
recommended age Unlock co-watching from 3

When troop leader Donna gets a cold, her glamour-loving sister Rana steps in to take the Junior Moose Patrol camping in Harmony Harbor Park, despite knowing nothing about the outdoors. The Zenko team, Naya, Ari, Ellie, and Jet, take on a secret mission to fix each mishap so the kids still have fun, from building tent poles to guiding a lost hike back to camp. Along the way one child pitches a tent for the first time and the troop makes s'mores by the fire. The trip ends happily, with the kids thanking Rana and Ellie deciding she actually likes camping.

Team Zenko Go
S01 E05 Story A

Team Zenko Go

The Amazing Donna

Stimulating
recommended age Unlock co-watching from 3

When Donna signs up for the community centre talent show but panics about performing, the Zenko team takes on a secret mission to make her magic tricks work and grow her confidence. Ellie joins Donna on stage as her assistant while the others help from backstage, sneaking flowers into her hat and steering the card trick. After an accidental escape from the 'Box of Doom', Donna wins over the crowd and other centres invite her to perform. She ends the episode happily singing about her delivery route.

Team Zenko Go
S01 E05 Story B

Team Zenko Go

Bye, Bye Boardie

Stimulating
recommended age Unlock co-watching from 3

A team of children who secretly do good deeds sets out to recover Sam's favourite skateboard, 'Boardie', after it is accidentally donated to a community sale. Working from their hidden headquarters and a clue left behind, they trace the board as it passes from Lula to the delivery driver Donna and then to Rodney. When Rodney ends up on a runaway ride through town, the team catches him and quietly gets the board back to Sam. The episode ends with the friends heading off for celebratory noodles from Yuki's truck.

Just launched: free lifetime premium for the first 1,000 members to activate their account.

Create your account

Search by title, show, tag, or topic

We use functional cookies and Google Analytics to improve our site. Read our cookie policy