• Cartoonito

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      • Mr Bean: The Animated Series III

        Coffee Bean. Mr. Bean is out shopping when it starts to rain. Taking refuge in a trendy coffee bar Bean is fascinated both by the brewing machinery and the amount of money people will pay for small cups of coffee! Scenting a fortune to be made Bean opens up his own strange successful coffee bar … (10 min)

      • Mr Bean: The Animated Series III

        The Big Freeze. Mr. Bean wakes up on a freezing cold winter’s morning to discover that the boiler is broken and no sign of the repairman. He tries increasingly ridiculous ways to warm up his tea his toothpaste and himself before venturing out to discover somewhere to hunker down and get warm. (20 min)

      • Mr Bean: The Animated Series III

        Scrapper Cleans Up. Irma wants a romantic break; Bean doesn’t. It’s too expensive. Irma kidnaps Teddy and refuses to give him back unless Bean promises to take her to Paris. Caught between his inability to pay and his love of Teddy Bean doesn’t know what to do! Until he spots a cat beauty competition in which first prize is a romantic break in Paris – if only he can catch Scrapper … (10 min)

      • Mr Bean: The Animated Series III

        Coach Trip. Bean wants to avoid lunch with Irma’s Mum at all costs. He persuades Mrs. Wicket to let him join her on a coach trip to a concert – but he has to disguise himself as an old-aged pensioner or he won’t be allowed on the coach. Once on the coach Bean drives everyone mad with his anti-boredom antics. (10 min)

      • Mr Bean: The Animated Series II

        Green Bean. Mr Bean’s electricity supply is cut off when Mrs Wicket sees the cost of her enormous electricity bill. As the snow falls outside Mr Bean’s flat becomes so cold that there are ice cubes in his bath water. Mr Bean has the idea to build a huge wind turbine in the back garden providing his own power. All is going very well until an unexpected storm sends Bean’s wind turbine into overdrive creating a huge surge of electricity and a huge shock for everyone (20 min)

      • Grizzy and The Lemmings

        The Sound of a Lemming. Grizzy snatches the last jar of chocolate spread out from under the noses of the Lemmings. In exchange, he offers them the toy stuck inside the lid: a mini-flute. When the Lemmings blow into the flute, the shrill notes that come out paralyze anyone whose ears aren't plugged for several seconds. They decide to play a tune for Grizzy in order to recover their share of chocolate spread. (5 min)

      • Grizzy and The Lemmings

        Bear in the Wind. The Lemmings play a new game, floating like flags in the breeze from the fan which is set at maximum. Grizzy, who has decided to watch his favorite TV documentary on salmon fish, quickly rids the living room of this interference. But he didn't anticipate that the Lemmings would continue their game on the roof with the wind pump and TV antenna, and that the interference would reappear... inside the TV! (5 min)

      • Grizzy and The Lemmings

        Construction Bear. The Lemmings have a grand old time tearing down their Kapla block buildings, which they rebuild just as fast. Grizzy remarks that the she-bear he's in love with is impressed by the Lemmings' construction and makes believe that it's his work of art. But when the building collapses yet again, the she-bear walks off. Grizzy decides to build an even bigger one. (15 min)

      • Grizzy and The Lemmings

        Kung Fu Lemmings. The Lemmings draw inspiration from lessons they find in a (5 min)

      • Grizzy and The Lemmings

        Midsummer Bear's. Grizzy dreams that he's a valiant knight who has just delivered his beloved. As he is about to take her in his arms, he is woken by the din of the Lemmings, who have chosen this particular day to blast music. Grizzy has only one desire: pick up his dream where he left off. But first, he'll have to stop the Lemmings' fiesta. (10 min)

      • Grizzy and The Lemmings

        Manufacturing Secret. Grizzy stands in front of the pantry, desperate. The stock of (5 min)

      • Grizzy and The Lemmings

        Bling Bling Bear. Inspired by a magazine with a jewelry ad showing a man offering a diamond to a woman, Grizzy imagines himself offering the ranger's engagement ring to his beloved she-bear. But the big diamond set in the ring has disappeared. The Lemmings, who are having a spinning-top contest, are using it as the ultimate top. And they have no intention of giving it up. (15 min)

      • Alice & Lewis

        Achoo! Lewis has been playing water fights with Alice for too long and now he’s come down with a bout of blue-bung-itis. It’s a kind of cold which, besides causing nasal congestion, also makes one teleport in a very contagious blue cloud! Alice realizes it’s not going to be easy treating everyone while Lewis is sick with blue-bung-itis! (10 min)

      • Alice & Lewis

        Echo Monster. Alice’s kitten, Echo, surreptitiously follows his owner into Wonderland. Worse still, soon after arriving, the little feline drinks a power drink meant for the Queen and becomes endowed with supernatural strength. Lewis is categorical: Echo is the monster their ancestors talked about in the Big Book – the one that is destined to destroy Wonderland! Alice and Lewis must come up with a solution fast, before Echo wrecks everything! But how are they going to catch him?... (15 min)

      • Alice & Lewis

        A Very Magic Magic Wand. Alice turns up in Wonderland with a plastic toy magic wand. So imagine her surprise when she finds out that, in this parallel location, it actually works like a real-life magic wand! Lewis is circumspect. He warns her: magic can be dangerous when you don’t know what you’re doing! Alice promises she’ll be careful – she’ll only use it to help people. But before long, our little friend realizes Lewis was right, especially when Charlie snags her wand and runs off with it, using it randomly! Alice must find a way to clean up her mistakes and those of Charlie, and get everything back the way it was. (15 min)

      • Alice & Lewis

        Funny Bird. Lewis needs to give the Queen a gift, so Alice offers to help by suggesting they paint a rock. But, just as they are getting started, a weird bird turns up on the scene, claiming the "rock" is actually the bird's egg! However, Lewis knows the bird in question - It's Dodson the Dodo; not only is he a wacky individual, he's also very prone to fibbing! There's no way the rabbit is going to let him keep the rock! But Dodson isn't letting go and, next thing you know, he accidentally makes the egg fall. Quick! It must be retrieved! (15 min)

      • Mighty Mike

        Mike Impounded. The raccoons finally get the better of Mike while he tries to retrieve an object in their lair. They lock him in a cage and Freddy rushes off to rob the Mikkelsens while Mike's imprisoned. Mike needs to get free and fast. Can Mike outsmart Mercury, find a way out of the raccoons and stop Freddy from ransacking the house? (10 min)

      • Mighty Mike

        Lights, Camera... Inaction! Mike is inspired by a movie he sees on TV and decides to direct his own film. He enlists the help of Iris, Fluffy and the turtles. but just as he's about to begin his epic masterpiece the raccoons interrupt and derail his production. Now Mike is embroiled in a real action film with a jaw dropping finale. Can he beat the bad guys and save Fluffy like a real movie star? (5 min)

      • Mighty Mike

        Freddy's Blues. Mercury's clumsiness leads to his brother Freddy being locked in the safe in their den. Now Mercury has to break into the Mikkelsens to steal something to get him out. Stealing with his brother was difficult enough, but doing it all myself himself is even harder. Without his brother, Mercury is totally unpredictable and Mike will have to up his game to take on this new type of enemy. (15 min)

      • Mighty Mike

        Dognapped. The raccoons resort to kidnapping Iris in order to create a diversion so Freddy can rob the Mikkelsens house. Back in the lair, Mercury is left in charge of watching Iris who turns out to be more than a match for the bumbling raccoon. Mike isn't going to let Freddy get away with his robbery either. (5 min)

      • Mighty Mike

        Fluffy The Fugitive. Mike rescues Fluffy from the raccoon's lair but he doesn't notice that the kitty has pocketed one the racoon's favourite toys. Fluffy and the turtles are in love with their new musical toy! The indignant raccoons turn up at the Mikkelsens looking for a way to get it back. How dare someone steal their stuff! But they didn't count on how hard Fluffy and the turtles will fight to keep their new favourite toy out of the racoon's hands. (5 min)

      • Mighty Mike

        And Then There Were None. Mike is forced into action when the raccoons steal the turtles to help Freddy hold up his newly made throne. The crazy raccoon envisions himself a king and thinks the turtles are the perfect finishing touch to his scheme. Mike sneaks into the raccoons lair to steal back his friends. With Iris's help, he intends to teach the raccoons a lesson they won't forget. (10 min)

      • Mighty Mike

        Mike Flu. Poor Mike is bedridden. He's been struck down by a nasty cold so Iris and the turtles are forced take care of his every need, including trying to repel the raccoons from the house. Fighting raccoons isn't their specialty and Iris and the turtles quickly end up locked in the garage. Mike is forced to intervene but he's so sick and weak that he's a pushover. How can he overcome the raccoons this time? Mike's problem could be the very solution he needs to defeat the tenacious raccoons. (15 min)

      • Grizzy and The Lemmings II

        Electro Ranger Lemming. Grizzy happens onto the electronic version of the "Ranger Lemming" toy which is capable of reproducing the movements one teaches it, like a smart robot. Grizzy immediately grasps the potential of a robot that could perform chores with rapidity and precision, but the Lemmings would rather teach it to dance. (5 min)

      • Grizzy and The Lemmings II

        Bear Repellent. The Ranger's cabin is equipped with an ultra-effective pest detector capable of sensing the presence of an intruder, then chasing it out by emitting a wave that instructs the creature's brain to leave at once. Grizzy and the Lemmings are no longer able to stay inside, until they discover that the box's remote-control device allows you to select which type of animal will be spared or targeted by the wave. (5 min)

      • Grizzy and The Lemmings II

        Bear Behind the Wheel. Grizzy finds himself unwillingly caught up in a race between two teams of Lemmings. When he understands the stakes, he tries to win but loses. Grizzy has his pride: he wants a rematch. He decides to build his own racing machine to challenge the Lemmings' soapbox. (15 min)

      • Grizzy and The Lemmings II

        Rolling Cabin. The Lemmings have placed giant remote-controlled hydraulic jacks under the cabin to transform it into a life-sized rolling ball game. Grizzy, who in inclined to seasickness, tries to put things back in place. The cabin tips over into empty space. (5 min)

      • Grizzy and The Lemmings II

        Lemmings Plant. The Lemmings have unearthed a crate of competition boomerangs. They rapidly become pros capable of disarming Grizzy at a distance and ejecting him from the cabin with disconcerting ease. To compete with the precision of the Lemming boomerangs, Grizzy decides to learn archery and becomes the Canadian William Tell. (5 min)

      • Grizzy and The Lemmings II

        Target Bear. Grizzy is disturbed during his nap by a few uncatchable flies which buzz incessantly around his head. When he realizes that the carnivorous plant upon which the Lemmings are playing rodeo feeds off flying insects, he decides to confiscate it and use it as an anti-fly weapon. (10 min)

      • Grizzy and The Lemmings

        Extreme Fitness. In order to seduce the she-bear he's infatuated with, Grizzy decides to take things in hand and slim down with the ranger's bodybuilding equipment. But before starting his exercise routine, he will first have to settle the problem of the Lemmings, who are already using the machines as an amusement park. (10 min)

      • Mighty Mike

        Martial Arts Mike. The raccoons break into the Mikkelsens house again and Mike is easily defeated during a fight against the determined crooks. It's clear that fighting isn't his forte. Mike turns to the turtles to teach him the ancient art of karate so he can have a chance at defeating the rodents. Our determined pooch does his best but he just can't seem to get the hang of it. Time for Mike to ditch karate and resort to plan B. (10 min)

      • Mighty Mike

        Ditzy Home. Stephan upgrades the house's security system and it looks like Mike might be able to take a break from playing guard dog. The new system immediately detects when the raccoons are trying to break in and ejects from the property. Mike didn't even have to lift a paw. Unfortunately, the system works a little too well and quickly targets Mike as an intruder too. Now Mike and Freddy are on the same team trying to break in so he can defeat the errant security system and save Mercury and Fluffy who are still trapped inside. (5 min)

      • Mighty Mike

        Well Trained. The raccoons stumble upon an old whistle in the trash. Mercury blows it like a madman and the raccoons discover that it has strange powers over Mike. When Mike hears it, he instantly starts performing weird tricks. The raccoons have Mike right where they want him. Mike has to find a way to get rid of this new object of doom if he wants to get the raccoons out of the house and preserve his dignity. (15 min)

      • Mighty Mike

        The Guard Dog. Mike's got some company! A stray dog shows up at the Mikkelsens and the family is instantly impressed when he scares off the raccoons with a display of macho barking. Cassius is real guard dog material and it looks as though if Mike doesn't shape up he might be out of a job. When the racoons break in again Mike has a real fight on his hands to prove he's top dog. (5 min)

      • Mighty Mike

        Who's The Boss. Tom walks in and catches Mercury trying to break into in the garage. He thinks Mercury would make the cool, exciting pet he's always wanted. To Mike's horror, Tom makes him promise to make sure nothing happens to Mercury while he's at school. Mike, ever the obedient pooch, does his best but the turtles want Mercury out of the house. Mercury is making himself way too comfortable. Mike will need to use all his brainpower to kick the unwanted guest out of the house and enlists Freddy as an unlikely ally. (10 min)

      • Mighty Mike

        Dog-Gone. Louise draws a bunch of hearts and flowers on Mike during a makeup game. Mike sees the results and he's absolutely horrified. When Iris shows up, Mike has no choice but to hide. The raccoons take advantage of Mike's predicament to try to rob the house. Mike's only choice is to defeat the raccoons without being seen by anyone... especially Iris. (5 min)

      • Mighty Mike

        The Fourth Turtle. Mike, Iris and the turtles are playing a game of ping pong when a mysterious aged turtle arrives on the patio and gets hit by the ball. Mike and Iris take the poor injured turtle inside to recuperate, but all is not what it seems. The turtle is a master thief and his injury was all made up to steal a shiny Faberge egg from the Mikkelsen's house. Can Mike figure it out before it's too late? (15 min)

      • Pat the Dog II

        Collector. Lola’s father has just received a collector’s issue of his fave comic book. Marcus is going to devise a strategy to get his hands on it. Pat is going to have it out with Squizel in order to get it back. (5 min)

      • Pat the Dog II

        Superbowl. Victor challenges Lola to a bowling game and has decided he is going to cheat. Pat is on to his tricks and is going to have to intervene to help Lola and also get Hoodie back at the same time. (5 min)

      • Pat the Dog II

        Blunder Bus. The Guanos want to steal Lola’s TV. In order to sidetrack Pat, they convince him that Lola and Victor are in a ...driverless bus! Pat does everything he can to stop the rogue bus. (15 min)

      • Pat the Dog II

        How Puzzling. Lola and her father finish a puzzle they are going to offer mommy for mother’s day, but there is a piece missing. Pat notices that Hoodie is in the midst of swallowing it and dashes off to the Vet with him. But the Guanos have spotted them. (5 min)

      • Pat the Dog II

        Cake Me Happy. Honorine and Pompom stop by to see Lola. Honorine offers to bake a cake but she can’t find her glasses and starts making a total mess of things. The Guanos have stolen them and Pat, along with Pompom is going to do what it takes to get them back. (10 min)

      • Pat the Dog II

        The Sandwich. During a picnic, the Guanos sneak off with Lola’s sandwich and replace it with one that is rotten. Lola thinks that it’s Victor who’s played a joke on her and she decides to do the same to him. Pat will have to go into action to set things straight. (10 min)

      • Alice & Lewis

        Unlucky Charm. Alice loses a game against Bastien, who says he’s undefeatable thanks to his lucky charm. Peeved, Alice “runs” to Wonderland. When she gets there, she finds Lewis, striving – in vain – to put the castle flag back up after accidentally knocking it down during a game of croquet. The Queen is threatening him with a thousand punishments if that flag isn’t put back up correctly! When Alice’s unexpected visit disrupts Lewis, he convinces himself he’s unlucky. So Alice decides she’ll get him a lucky charm. Except, a “lucky charm” in the real world (a four-leaf clover) isn’t necessarily lucky in Wonderland. In fact, it’s downright unlucky! (10 min)

      • Alice & Lewis

        Travelling Dodo. Dodson the dodo wants to get to the top of the cliff to enjoy the sunset with Junior. When he spots the caravan, nearby, he realizes he could use the vehicle to get him there effortlessly. But he causes an accident, damaging the caravan in the process. Alice, Lewis and the Twins are stuck, with Dodson. Fixing their ride with this dodo around isn’t going to be a piece of cake, especially since his only real talent consists of goofing up! (20 min)

      • Alice & Lewis

        How to Train Your Cat. Alice has been trying to train Echo, to no avail. So she heads off to Wonderland to try her method out on Chester. But she invites the big cat to the Queen’s teatime and wreaks havoc in the process: Chester knocks over the Queen’s favorite cake, which just happens to be the first one of the season! Fuming, the Queen orders them to find another cake on the double! Chester is the only one able to help Alice, thanks to his sense of smell and various other feline talents. Alice is also going to have to learn to act like a cat, fast, to pull off this feat… (10 min)

      • Alice & Lewis

        Because I Said So! Mom is super busy. So when Alice comes to her to ask if she can go out, she refuses. And when questioned, she responds: “Because I said so!” So Alice decides to go see Lewis instead. But the rabbit is refusing to leave his house, on the Queen’s orders. And when Alice asks why, he says the answer he got back from the Queen was: “Because I said so!” Alice can’t bear it: she goes out with Chester instead, to enjoy the glorious weather. But unfortunately, they trigger a mysterious “cloud shower” which wreaks havoc in Wonderland and ruffles the Queen no end! While going about trying to resolve this weird weather problem, Alice and Lewis discover the real reasons the Queen grounded Lewis… (10 min)

      • Alice & Lewis

        Long Live The Queen! Her head in the clouds, Alice fails to applaud the Queen when she receives her prize for being the “The Most Wondrous Queen ever!” Threatened with being banished from Wonderland, the girl heads off with Lewis and the Twins to the Land of Hurray to find gifts that will celebrate the Queen like she’s never been celebrated before. But unfortunately, discord and negativity cause them to lose the awesome presents they’d picked up so Alice suggests they band together to present the Queen with a very colorful rainbow. Now, all they need to do is find out how to get it out of the sky... (15 min)

      • Grizzy and The Lemmings III

        Safari Express. In order to win a trophy filled with Yummy candies, Grizzy and the Lemmings take part in a safari photo competition on an animal reserve. They must capture the portraits of a number of wild animals that live in the park. It requires all their cunning to approach the elephant, wart hog and bat and take photos for the contest. But when it comes to the super-speedy, blue-necked ostrich, it's a different kettle of fish! (10 min)

      • Grizzy and The Lemmings III

        False Children. While Grizzy organizes a picnic alongside the pond, the Lemmings steal his jar of Yummy using water balls to discreetly advance underwater. Despite their equipment, the bear surprises the Lemmings and traps the rodents inside a waterproof ball which he throws far into the distance. An ostrich mistakes the ball for her egg and sits on it, waiting for the egg to hatch. The Lemmings are adopted by this new mother who is prepared to do anything to satisfy her offspring! (5 min)

      • Grizzy and The Lemmings III

        Game Of Stone. Chased by a raging elephant, Grizzy and the Lemmings are ejected from the cabin and land on a small nearby promontory. One of the rodents finds himself seated upon a throne-shaped boulder. A ray of sunlight illuminates him, and the savannah animals bow down before the Lemming king! But as soon as he leaves his royal seat, his powers disappear. Grizzy grabs the opportunity to plop down on the throne. Upon his orders, the other animals seek to provide him with every comfort, bringing the cabin, television and food closer. But the Lemmings put their feet down. (10 min)

      • Grizzy and The Lemmings III

        Tam-Tam Lemming. Grizzy is brutally awakened by four Lemmings who are giving a grand percussion concert near the cabin, while the rest of the group dances to the rhythm. The grumpy bear puts an end to the festivities by propelling the Lemmings into the distance. When they land, they discover a magical djembe inside the trunk of a baobab tree. When the percussionists start playing again, the Lemmings and all the other wild animals are possessed by the demon of dance! (10 min)

      • Grizzy and The Lemmings III

        Ice Madness! In the midst of a heat wave, Grizzy and the Lemmings fight over the fridge. The rodents want to transform themselves into ice cubes to glide across their super curling ice slide, while Grizzy wishes merely to lie down inside the nice, cool appliance. After literally breaking the fridge in two, the Lemmings discover a container of refrigerant and create a new giant curling sheet in the savannah. But Grizzy has not given up the idea of resting in a cool spot! (5 min)

      • Grizzy and The Lemmings III

        In Your Dreams. Grizzy has gone all out for his dinner guest, the she-bear. But just as he is about to kiss her… Vroom! In the middle of a mad car race, the Lemmings wake him up with a jolt! Dragged out of his slumber and swept away upon a vehicle, Grizzy finishes the race in a daze. Not far away, the Lemmings find a mask that can control dreams. Once Grizzy gathers his wits, he wants only to get hold of the object and return to the she-bear of his dreams. But the Lemmings have other dreams, like high-powered racing cars. (5 min)

      • Grizzy and The Lemmings III

        Super-Voltaic Cabin. Grizzy watches a documentary on salmon, whereas the Lemmings want to dance it up in the garage, nightclub style. TV versus music, the sonic war has begun! When a cloud passes overhead, Grizzy realizes that their respective gadgets run on electricity provided by solar panels. No more sun, no more electricity! He devises a plan whereby he will be the only one to access the energy, but the Lemmings have not said their last word! (5 min)

      • Grizzy and The Lemmings II

        Lemmings Kit. Before taking a nap, Grizzy locks the food cupboard to prevent the Lemmings from getting into it. And to be sure they cannot force the lock, Grizzy throws all the house tools into the ravine. The Lemmings find a crate of mini building-blocks which enables them to build a hammer... and any other object they wish! (15 min)

      • Mighty Mike

        Crooner Mike. Mike decides to try to win Iris's affection by singing her a romantic musical number. As Mike has zero musical ability he uses Stephan's old vinyl records, but things don't go as planned because to Mike's horror, Fluffy and Mercury decide to hijack the proceedings and try their hand at being DJs. However, Mike's not going to let them spoil things. The show must go on! (5 min)

      • Mighty Mike

        Duchess. Mike's over the moon! He's going to spend the afternoon with the neighbor's dog. Except that it's not Iris, it's Duchess, a pug just like Mike and she instantly falls in love with our hero. Uh oh! The raccoons meanwhile are trying to break into the house and Duchess is trying to help. Mike panics. What if Iris discovers her new rival? (5 min)

      • Mighty Mike

        Fun Fur. Mike recreates a fun fair on the patio as a great way to impress Iris. He decorates the terrace and invites her over. However, there's no way the raccoons are going to miss such a fantastic opportunity to rob the house. Between the ghost train, coconut shy and the raccoons, Mike is going to have his hands full. (15 min)

      • Mighty Mike

        Robotix 3000. Mike's chess game with Iris is rudely interrupted by a loud commotion from the house. Fluffy has found the robotic vacuum and is riding it around the house like a stunt cat. Meanwhile, the racoons use the distraction to try to get their hands on their very own Holy Grail - a huge sausage xxx is saving for dinner. Mike will need every ounce of his smarts to chase the raccoons from the house and save Fluffy from the clutches of the demonic vacuum. (5 min)

      • Mighty Mike

        Rancid Raccoons. Mercury is rummaging through the trash bin and digs out a piece of rotten, disgusting Camembert. He wolfs the rancid cheese down, turning his breath into a weapon of mass destruction. Thinking quickly, Freddy uses Mercury's pungent breath to help them rob the Mikklesens. This mortifies Mike, who is having Iris over for dinner. Mike has no choice but to fight fire with fire. A stinky fight breaks out and there can only be one winner! (10 min)

      • Mighty Mike

        The Show Must Go On. The turtles have a falling out and Aramis decides she's had enough and stalks off. The other two turtles realize that things aren't the same without their best friend and turn to Mike for help. Mike organizes a search party to find their missing friend. Mercury and Aramis become unlikely allies and Freddy sees a way to exploit this new friendship for his own selfish ends. (5 min)

      • Mighty Mike

        Main E-Vent. Things are mysteriously disappearing from the Mikkelsen's house and Mike can't seem to get to the bottom of it. The raccoons have find an ingenious way to sneak in right under Mike's nose without being noticed by using the air vents! By the time Mike catches on, the racoons are mid-heist and they've kidnapped Fluffy in the process. Mike now has to decide whether he saves Fluffy or stops the racoons from making off with their loot. (15 min)

      • The Tom and Jerry Show IV

        Farmed and Dangerous. Things get crazy down on the farm when a cat and mouse pursuit lead Jerry to hide his turtle egg in a hen's nest. (5 min)

      • The Tom and Jerry Show IV

        Slam Dunk. The Cat and Mouse are hired to find out who absconded with Hoops McJumpalot's lucky hightop sneakers. (5 min)

      • The Tom and Jerry Show IV

        Attachment Disorder. Tom and Spike get glued together. (15 min)

      • The Tom and Jerry Show V

        Giant Problems. Papa tells his fractured version of the Jack and the Beanstalk story to the Bavarian mouse trio. (10 min)

      • The Tom and Jerry Show V

        Eight Legs No Waiting. The gang get more than they bargained for when they try to shoo away a seemingly docile spider. (5 min)

      • The Tom and Jerry Show V

        Hold the Cheese. To Tom and Jerry's delight Ginger's new no junk food in the house diet causes Rick to sleep walk every night to the local fast food joint. (15 min)

      • Grizzy and The Lemmings II

        Passing Through Walls. The Lemmings discover a top-secret Canadian Army prototype that allows you to pass through solid surfaces for a window of several seconds. (5 min)

      • Grizzy and The Lemmings II

        Eagle Spirit. The Lemmings have found an Amerindian eagle amulet that endows he who wears it with the powers of a bird of prey. Grizzy would like to impress his beloved she-bear by soaring majestically through the sky. But to confiscate the magic totem from the Lemmings, who are now as sharp as eagles, Grizzy will have to use the cunning... of a puma. (10 min)

      • Grizzy and The Lemmings II

        Rock'N'Lemming. The Lemmings are having a blast with the ranger's electric guitar and the cabin walls tremble with their experimental rock. Just as Grizzy is about to destroy the instrument, he realizes it can make harmonious sounds too. Will this be enough to seduce the she-bear he's in love with? (10 min)

      • Grizzy and The Lemmings II

        Hulking Lemmings. To finally be on an equal footing with Grizzy's imposing build and throw their own weight around in the cabin, the Lemmings decide to wear a blow-up sumotori costume. (10 min)

      • Grizzy and The Lemmings II

        Ancestral Bear. Grizzy and the Lemmings discover an ancient Amerindian table with the power to show you past events. They relive their prehistoric ancestors' first confrontations, and learn that chocolate spread was invented long, long ago. (5 min)

      • Grizzy and The Lemmings II

        Hocus Pocus Lemmingus. The Lemmings discover an old book of magic spells with a formula that enables one to take on the appearance of any other creature. The Lemmings have the bright idea of transforming one their kin into a double of the she-bear Grizzy is madly in love with in order to trick him. How could Grizzy refuse to give his jar of chocolate spread to his sweetheart? (5 min)

      • Grizzy and The Lemmings

        Domestic Robots. By chance, Grizzy discovers that the ranger's new robot vacuum cleaner also gives very pleasant back massages. But the Lemmings see the new gadget more as a competition bumper car. No one wants to do the housecleaning, but everyone wants the robot vacuum cleaner! (10 min)

      • Thomas & Friends Shorts XXV

        Horrible Hiccups (10 min)

      • Moley

        Groundmole Day. When Moley is given the key to the city, he has such a great day he convinces Manny to let him repeat the whole day! But when the day never stops repeating, Moley needs to find a way out. (10 min)

      • Moley

        Some Like it Cool. When Moletown experiences a heatwave, Moley and Dotty hope Mishmosh can invent something to cool things down. Unfortunately, Mishmosh has "inventors block" so Moley and Dotty must help him get back his inventing mojo. (20 min)

      • The Tom and Jerry Show II

        Dental Case. Spike recruits Tom and Jerry to help him remove a bad tooth so he can avoid the vet. (5 min)

      • The Tom and Jerry Show II

        Picture Imperfect. It's picture day! Spike and Tom end up covered in mud and in the Laundro-mutt grooming van. A fight leads to a runaway van and a bath they both wanted to avoid. Tuffy and Jerry are determined to be included in this year's picture. (5 min)

      • The Tom and Jerry Show II

        One-Way Cricket. Rick blames Tom for letting a cricket into the house. He must get rid of it or he'll be sleeping outside. After Tom nearly destroys the house trying to get rid of the cricket, both the cricket and Tom are thrown outside where the chirping insect soon becomes Spike's problem. (15 min)

      • The Tom and Jerry Show II

        Slinging in the Rain. The storm of the century is brewing -- according to Tuffy and Jerry, that is, who are giving Tom a little payback for tormenting them earlier. Spike also gets caught up in the hysteria over the impending storm. When Spike uncovers the ruse, the mice must brace for their own storm. (10 min)

      • The Tom and Jerry Show II

        Squeaky Clean. Fed up with Tom's cat hair, Rick buys the "Suck-Up," a next level Roomba-like cleaner. The Suck-Up patrols the house and cleans nonstop. At first, Tom enjoys the little modern mechanical marvel using it to clean Jerry out of house and home! But when the self-programming machine turns on them both and takes over the house -- Tom and Jerry team up to defeat it. (5 min)

      • The Tom and Jerry Show II

        Tough Luck Duck. Little Quaker fears his luck will turn for the worse when he inadvertently walks under a ladder. When a series of unfortunate and painful incidents happen to Tom, Jerry and Spike, but not Little Quaker, he thinks he is to blame. (15 min)

      • The Tom and Jerry Show II

        The Paper Airplane Chase. Tom is determined to hijack the fun Jerry and Tuffy are having making paper airplanes, but the hijinks take a turn for the worse when Tom realizes he's made a paper airplane out of Ginger's great-great-grandmother's treasured fruitcake recipe. (5 min)

      • The Tom and Jerry Show II

        Round Tripped. If an injured Tom hasn't gotten better before Rick and Ginger leave for their weekend getaway, Tom will be forced to stay at the Jolly Friends Pet Oasis -- which is anything but jolly for Tom. Jerry goes to great lengths to tempt Tom into doing anything but rest; after all, a weekend without Tom is a holiday for Jerry. (10 min)

      • The Tom and Jerry Show II

        Smitten with the Kitten. Ginger brings home a kitten that she will foster until she finds it a forever home. Everyone in the house falls in love with the kitten, except for Tom. When Spike and Jerry see that Tom has become a bad influence on the kitten, a dragged-out fight ensues. The only thing that ends it is the news that the kitten has a new home. (15 min)

      • The Tom and Jerry Show II

        Cheesy Ball Run. Tom, Jerry and Butch watch a Smack-n-Cheese Cheesy Cheese Puffs commercial and when they hear the words "Supplies are running out," the trio's rivalry reaches new heights as they compete to get what they imagine to be the very last bag of the snack food. (5 min)

      • The Tom and Jerry Show II

        Say Uncle. Jerry's Uncle Harry is coming for a visit. Tuffy's excited to meet the Great Uncle he has heard so much about. Harry craves a respite from his life as a nomad on the party cruise ship circuit, but it doesn't take him long to realize that life on the high seas has its advantages -- specifically, not being holed up with Tom! (5 min)

      • The Tom and Jerry Show II

        Here Comes the Bribe. Toodles' folks are coming for a visit. The problem is, they think she's married with kittens. Tom happily plays the role of husband and volunteers Jerry and Tuffy to play their adorable kittens. Complications ensue when Toodles' dad doesn't take to Tom; her mom coddles Jerry and Tuffy a little too much; and Toodles' ex-boyfriend, Butch, learns that his girl "got hitched." (15 min)

      • The Tom and Jerry Show II

        Slaphappy Birthday. It's Spike's birthday and he has been counting the days down. Every year, Rick goes all out to make it special, but not this one. He has forgotten! Seeing how sad Spike is, Tom and Jerry work together to give the pooch a birthday to remember. Unfortunately, their every effort backfires -- but don't worry, it ends happily. (10 min)

      • The Tom and Jerry Show II

        Reward If Lost. After Jerry mocks up a "Reward If Found" poster for Tom with the address of a neighbor with a ferocious dog, some good Samaritans bring Tom "home." Now, Tom has to escape from the house with his nine lives intact before he's brought back again and again. (5 min)

      • The Tom and Jerry Show V

        Giant Problems. Papa tells his fractured version of the Jack and the Beanstalk story to the Bavarian mouse trio. (5 min)

      • The Tom and Jerry Show II

        Big Top Tom. After believing that Jerry has been eaten by a hungry bear cub, Tom must avoid the mama bear's wrath as he tries to retrieve his pal. Meanwhile, oblivious to Tom's plight, Jerry's enjoying the perks of circus life. (15 min)

      • Grizzy and The Lemmings

        Polar Bear. Nutty Hill is suffering from a stifling heat wave. Searching in vain for a bit of cool air, Grizzy suddenly has a brilliant idea. He'll get into the fridge, where the temperature will be more bearable. One slight detail, the refrigerator shelves are already full of Lemmings. (5 min)

      • Grizzy and The Lemmings

        Bear Spread. Grizzy is frustrated: just as he was about to coat a nice big fresh salmon with chocolate spread and snuggle up in front of the TV, he discovers that the pantry is empty! His frustration transforms into rage when he finds the last jar in the clutches of the Lemmings, who are organizing a sort of "beach party" in the sandbox. (10 min)

      • Grizzy and The Lemmings

        Cellular Bear. Grizzy's nap is interrupted by an annoying vibrating. He sees the forest ranger's cell phone on the couch. It has various functions, including a game to which he instantly becomes addicted. However the Lemmings, who have already detected the phone's music app, need it in order to transform the garage into a discotheque. (10 min)

      • Grizzy and The Lemmings

        Jurassic Bear. Freed by the thawing ice, a mysterious giant egg slides up to the front door of the log cabin. The Lemmings watch the hatching of a large baby dinosaur that immediately mistakes them for his "mommies." Grizzy cannot tolerate a new intruder like this in the cabin, but how does one earn the respect of a gang of Lemmings armed with a T-Rex, even it is only a baby? (10 min)

      • Grizzy and The Lemmings

        Extreme Fitness. In order to seduce the she-bear he's infatuated with, Grizzy decides to take things in hand and slim down with the ranger's bodybuilding equipment. But before starting his exercise routine, he will first have to settle the problem of the Lemmings, who are already using the machines as an amusement park. (5 min)

      • Grizzy and The Lemmings

        Domestic Robots. By chance, Grizzy discovers that the ranger's new robot vacuum cleaner also gives very pleasant back massages. But the Lemmings see the new gadget more as a competition bumper car. No one wants to do the housecleaning, but everyone wants the robot vacuum cleaner! (15 min)

      • Grizzy and The Lemmings

        Mass Control. While searching for the television remote control, Grizzy discovers a gadget that controls various functions in the cabin. Hup! One button and there's light! Hup! Another surveys the house's nooks and crannies. Grizzy will finally be able to rid himself of the Lemmings, without even leaving the couch! But beware of losing control... (5 min)

      • Grizzy and The Lemmings

        Bear Under Control. To make sure that the Lemmings don't snatch his chocolate spread while he's taking his nap, Grizzy turns the fridge into a safe - combination lock and all. The Lemmings try in vain to break into the fridge until they see Grizzy open the door while sleepwalking. Unfortunately, Grizzy wakes up at the crucial moment. The Lemmings do everything possible to make him fall back asleep as quick as possible. (10 min)

      • Grizzy and The Lemmings

        Popcorn Party. The Lemmings have invented a new popcorn game which consists of throwing popcorn and catching it with their mouths. Grizzy notices that his lovely she-bear seems to be drawn by the scent of the grilled corn and decides to invite her over for a snack, just the two of them. But first, he must quickly recover the popcorn from the Lemmings. (15 min)

      • Grizzy and The Lemmings

        Dancing with the Bears. Grizzy wants to learn to dance the mambo to please the she-bear he's in love with, for she truly adores this rhythm. He finds a learning kit at the ranger's home which has a dance carpet with footprints that light up in rhythm. The only problem is that Lemmings want the ghetto-blaster to continue their rave party to an entirely different beat. (5 min)

      • Grizzy and The Lemmings

        Role Change. After receiving a terrible blow over the head, Grizzy is no longer the same: he thinks he's a rodent! He tries to get the gang to adopt him so that he might participate in their fun and games like any other Lemming. But it's not long before his newfound comrades start to find him rather heavy! (5 min)

      • Grizzy and The Lemmings II

        Bear Sitter. A magic horn lands on the muzzle of a moose, endowing it with grace and the ability to fly. It soars off, leaving a rainbow-colored streak in its wake. When Grizzy sees this strange creature, he dreams of taming it as a gift for his beloved she-bear, while the Lemmings imagine themselves playing rodeo on a bucking unicorn. (5 min)

      • Grizzy and The Lemmings

        Lemming Tonic. Grizzy is exhausted and the couch has never seemed so enticing! He goes to fetch a pillow and a sleeping mask, but the Lemmings have entirely different plans for the couch. They see it as a fabulous trampoline and the ideal spot for an aerobics session. To win the right to have his nap, the weary bear must first contend with the super-energetic Lemmings! (15 min)

      • Grizzy and The Lemmings

        Bear Itch. Grizzy discovers that the frenzied "break dance" the Lemmings are doing is actually due to the fleas they are infested with. When Grizzy catches them too, it's panic all round! Grizzy is determined to eliminate the parasites, down to the very last one. The problem is his little roommates have no desire whatsoever to be treated... (10 min)

      • Grizzy and The Lemmings

        Thirst Quencher. Another heat wave: even the riverbed is dried up. One very thirsty Grizzy discovers that the Lemmings have used the last remaining bottles of water to fill their inflatable pool. He has no intention of letting the Lemmings swim in what might very well be his last chance to quench his thirst. (5 min)

      • Grizzy and The Lemmings II

        Fountain of Bear Youth. The Lemmings discover a strange pond in an American Indian grotto that has the power to rejuvenate anyone who dips in it. They spray a bit of the water of youth onto Grizzy and he instantly turns into a harmless cub they can easily rid themselves of. But the effects of the waters are only temporary. (5 min)

      • Grizzy and The Lemmings

        Spider Lemmings. The Lemmings have caught a little spider. Her sticky, elastic threads are absolutely perfect for bungee jumping. Grizzy, who has no intention of getting caught in the web, decides to crush the insect. The only problem: he discovers that he has arachnophobia, which is seriously going to complicate the task. (10 min)

      • Thomas & Friends Shorts XXV

        Diesel's Rules (10 min)

      • Moley

        Molerskating Mayhem. Moley must learn to Molerskate for the Great Mole Roll skating competition and discovers his parents have a hidden talent. (10 min)

      • Moley

        Duck Moley Duck! When an egg rolls into Moletown and a duckling hatches, Moley must play momma to the baby duck until they can find its home. (20 min)

      • Mr Bean: The Animated Series III

        The Big Freeze. Mr. Bean wakes up on a freezing cold winter’s morning to discover that the boiler is broken and no sign of the repairman. He tries increasingly ridiculous ways to warm up his tea his toothpaste and himself before venturing out to discover somewhere to hunker down and get warm. (10 min)

      • Mr Bean: The Animated Series III

        Scrapper Cleans Up. Irma wants a romantic break; Bean doesn’t. It’s too expensive. Irma kidnaps Teddy and refuses to give him back unless Bean promises to take her to Paris. Caught between his inability to pay and his love of Teddy Bean doesn’t know what to do! Until he spots a cat beauty competition in which first prize is a romantic break in Paris – if only he can catch Scrapper … (15 min)

      • Mr Bean: The Animated Series III

        Coach Trip. Bean wants to avoid lunch with Irma’s Mum at all costs. He persuades Mrs. Wicket to let him join her on a coach trip to a concert – but he has to disguise himself as an old-aged pensioner or he won’t be allowed on the coach. Once on the coach Bean drives everyone mad with his anti-boredom antics. (10 min)

      • Mr Bean: The Animated Series III

        Save That Tree. Bean is showing Irma his favourite tree in the park one day when he discovers a tree surgeon getting ready to cut it down. He darts up the tree and won’t come back down. Irma loves this new side of Bean-ey! The tree surgeon is frustrated and tries various ploys to get Bean down. But can Bean make it to the toilet without being discovered and still save that tree? (15 min)

      • Thomas & Friends Shorts XXV

        Crystal Cavern (10 min)

      • The Tom and Jerry Show II

        Downton Tabby. In a post-Edwardian era, Tom lives in the basement of an impressive manor belonging to an aristocratic family. When the Butler asks him to rid the house of a troublesome mouse upstairs, he also promises him a life of comfort upstairs if he succeeds. Unfortunately for Tom, Jerry overheard the entire conversation, making Tom's opportunity all the more challenging. (5 min)

      • The Tom and Jerry Show II

        Art of the Deal. When Spike's poker playing pals go missing, he hires the cat and mouse detective to find out where they've gone. (5 min)

      • The Tom and Jerry Show II

        Pillow Case. Unable to sleep because of the incessant barking from a dog somewhere in the city, Tom and Jerry must track down the noisy mutt. When they find the dog with the help of a friendly bat, they discover the pup can't sleep without her special pillow. Now, for the sake of everyone's sleep, the great pillow case is on! (15 min)

      • The Tom and Jerry Show II

        Tail of Two Kitties. Ginger accidentally backs her car over Butch's tail. Feeling awful, she brings the alley cat into her home until he's feeling better. Butch is finally getting what he's wanted, much to Tom's chagrin, especially now that Ginger's having him take care of the poor injured cat. Jerry revels in the situation until he realizes that two idiot cats are more trouble than one and Jerry's getting his butt whooped. Now Jerry must prove that Butch is rehabilitated in order to return him to the alley where he belongs and return his life. (10 min)

      • The Tom and Jerry Show II

        Vanishing Creamed. Hildie is mixing a batch of foot balm that'll soften and beautify her gnarly-looking feet. She has Tom rub it in, nice and good. Unfortunately, the foot balm is a little too strong and makes her foot disappear. Hildie's recipe may be a foot balm bomb but it gives Tom a good idea. He'll use it to "vanish" into thin air. Jerry literally doesn't know what hit him when the invisible cat bats him around like a ball of yarn. Tom is unaware when the effects begin to wear off and Jerry is able to defend himself. When Jerry gets a hold of the cream, it's his turn to have the upper hand. A battle of the vanishing cream ensues, each using it in various ways to outwit the other. (5 min)

      • The Tom and Jerry Show II

        Unhappily Harried After. It's Tom's wedding day! He's getting married to Toodles in a backyard wedding that we're experiencing through the eyes of his best friend, Jerry. Puuuuurfeeecttt in every way, then the crap hits the mouse hole: Tom is given Jerry as a wedding gift. When it can't possibly get worse Jerry wakes up and tosses Toodles out of the house! (15 min)

      • The Tom and Jerry Show II

        In The Beginning. We open on a SOLD sign in front of what will be Rick and Ginger's house. Inside, the house is empty – no Rick, no Ginger, no Tom, no furniture. Just Jerry, who slip slides merrily across the bare floors – the place all to himself. That is until the front door opens and Rick and Ginger arrive in their new home. Ginger screams having just seen a mouse and tells Rick to get Tom out of the moving van. Like most cats in a new place, Tom doesn't want to come out from beneath the recently placed couch, but Ginger demands he catch that mouse! And so we watch the beginning of a lifelong adversarial relationship unfold one gag at a time! (5 min)

      • The Tom and Jerry Show II

        Splinter of Discontent. Tom & Jerry help Tyke with a splinter. (10 min)

      • The Tom and Jerry Show II

        Uncle Pecos Rides Again. Tom and Jerry are in the middle of it when Tom hears someone singing the tale of a cat who met his unfortunate, painful end chasing a much superior opponent. The song is about underestimating your opponent. Every time Tom stops chasing Jerry, the music stops. When Tom resumes, the music resumes. This back and forth continues until the chase takes Tom right past a Singing Uncle Pecos. Tom skids to a stop causing Uncle Pecos to stop singing. Tom wants to prove the lyrics of Uncle Pecos song wrong, but in the end, Tom's ego proves to everyone, including himself, that he is very much the subject of Uncle Pecos cautionary tale. (15 min)

      • The Tom and Jerry Show II

        Out with the Old. Jerry thinks that Tom is going to be replaced. (5 min)

      • The Tom and Jerry Show II

        While using a wand to make inanimate objects come to life to attack Jerry, Tom accidentally zaps a marionette (Marie Antoin-marionette). Now the cat and mouse have more on their hands than either one of them can handle! Sure the marionette pulls Hildie and Beatie's heart-strings when they are around (both are thrilled to have another girl in the house even if she is made of wood), but the doll delights in getting Tom into trouble when the witch sisters aren't looking. When Marie becomes too much for even Jerry to bear, Tom and Jerry have to figure out how to get rid of the little hellion! They brought her into this world, now they've got to take her out! (5 min)

      • The Tom and Jerry Show III

        Saddle Soreheads. Bedfordshire Bertie, a champion show horse, runs away and hides on the estate grounds, where Jerry does his best to help her hide from nosey Tom. Bertie is stressed out over a big upcoming meet, but Jerry has a calming effect on her. When Tom catches up with them, he, too, helps the horse overcome her nerves and get back to her old self. (10 min)

      • The Tom and Jerry Show II

        Forget Me Not. Jerry brings Tom to consciousness. His partner has an aluminum bat on his head, arrow in his butt, bee stings on his arm, tire treads on his back, lipstick on his cheek and a terrible case of amnesia. Jerry must help Tom use the investigative clues on his body to solve what happened. The clues will take them to some destinations that may leave Tom more physically abused than when he started but in better mental shape (as each stop causes a little more memory to return). (15 min)

      • Grizzy and The Lemmings

        Magnetic Bear. Grizzy can¿t believe his eyes when he sees objects moving all by themselves. When he realizes it¿s the Lemmings who are playing around with a particularly powerful magnet, he has a stroke of genius. He will design a telekinesis trick to impress his beloved she-bear. (5 min)

      • Grizzy and The Lemmings

        Bear Charm. Further to a misunderstanding, Grizzy is persuaded that the she-bear he's in love with has been turned into a frog. Whilst he looks through the ranger's books of fairytales, searching for a means to return his beloved to her original form, the Lemmings try to recover the frog, with whom they have so much fun playing rodeo games. (5 min)

      • Grizzy and The Lemmings

        Bear's Best Friend. Grizzy discovers a baby raccoon not far from the log cabin. When he sees its big moist eyes, Grizzy melts and adopts the creature. When the Lemmings drag the baby into their dangerous games, the overprotective Grizzy steps in, provoking even more perilous situations! (15 min)

      • Grizzy and The Lemmings

        Super Grizzy Bros. By pure chance, Grizzy discovers the pleasures of video games on the ranger's console. The Lemmings want to try their hand at the joystick but Grizzy refuses to interrupt his Kart racing game. They try everything, including temptation, to get him away from the console but there's nothing doing, Grizzy is addicted. (10 min)

      • Grizzy and The Lemmings

        Fake Brothers. Grizzy builds a look-alike robot to keep the Lemmings away while he prepares a popcorn party for his beloved she-bear. But his double¿s artificial intelligence truly leaves to be desired. If only it were as clever as the original... (5 min)

      • Grizzy and The Lemmings II

        Masked Racoon. The Lemmings have hitched up a racoon with a sweet tooth to their sled and get a ride by throwing cookies in front of the creature with a sling. To recover the supply of cookies, which were to be his afternoon snack, Grizzy has no qualms about making the Lemmings' sled skid out of control. When the sled hits a superhero's spacecraft, a mysterious costume falls out. (15 min)

      • Grizzy and The Lemmings

        A Sizeable Problem. When a meteorite falls not far from the log cabin, strange berries start to grow. One of their properties is that they make anyone who eats them grow to disproportionate sizes. (5 min)

      • Grizzy and The Lemmings II

        Mushroom Hunt. After the rains, to the great delight of the Lemmings, strange bouncing mushrooms have sprouted in the yard. To put an end to the Lemmings' noisy games - which prevent Grizzy from enjoying his peace and quiet - Grizzy tramples the mushrooms. Only to realize that each crushed mushroom frees a cloud of spores that instantly creates... a bunch of identical mushrooms. (5 min)

      • Grizzy and The Lemmings II

        Flying Bear. The Lemmings have laid hand on special magnets which turn any object they are stuck to into flying objects. Grizzy bears the consequences and is ejected out of the cabin on his couch, which has turned into a flying-couch. Upon landing, Grizzy discovers by chance that the magnet stuck to his forehead enables him to fly like Peter Pan. (10 min)

      • Grizzy and The Lemmings II

        Big Top Bear. With a lion-tamer's whip, a sugar bowl and lots of work, the Lemmings have successfully trained a caribou to go through their obstacle course. Grizzy cannot help but admire the performance. He decides to steal their idea, and the caribou, to create his own circus act and impress his lovely she-bear. (10 min)

      • Grizzy and The Lemmings II

        Electro Ranger Lemming. Grizzy happens onto the electronic version of the "Ranger Lemming" toy which is capable of reproducing the movements one teaches it, like a smart robot. Grizzy immediately grasps the potential of a robot that could perform chores with rapidity and precision, but the Lemmings would rather teach it to dance. (10 min)

      • Grizzy and The Lemmings II

        Bear Repellent. The Ranger's cabin is equipped with an ultra-effective pest detector capable of sensing the presence of an intruder, then chasing it out by emitting a wave that instructs the creature's brain to leave at once. Grizzy and the Lemmings are no longer able to stay inside, until they discover that the box's remote-control device allows you to select which type of animal will be spared or targeted by the wave. (5 min)

      • Grizzy and The Lemmings II

        Rolling Cabin. The Lemmings have placed giant remote-controlled hydraulic jacks under the cabin to transform it into a life-sized rolling ball game. Grizzy, who in inclined to seasickness, tries to put things back in place. The cabin tips over into empty space. (15 min)

      • Mr Bean: The Animated Series III

        Save That Tree. Bean is showing Irma his favourite tree in the park one day when he discovers a tree surgeon getting ready to cut it down. He darts up the tree and won’t come back down. Irma loves this new side of Bean-ey! The tree surgeon is frustrated and tries various ploys to get Bean down. But can Bean make it to the toilet without being discovered and still save that tree? (10 min)

      • Mr Bean: The Animated Series III

        For Sale. Mrs. Wicket is persuaded by a jaunty estate agent to put her house up for sale. Bean is distraught – where will he live? Not Mrs. Wicket’s problem. Bean decides to hi-jack the sales process in order to deter all potential buyers – even if it means turning the whole house upside down! (20 min)

      • Mr Bean: The Animated Series III

        Jumping Bean. Mr. Bean wants to learn skateboarding but hurts himself on his first try. Meanwhile Miss Wince is showing off her new mobility scooter at Mrs. Wicket’s. Bean is entranced. He could do wicked ‘ollies’ with that! He absconds with a souped-up scooter and heads straight to the skate park ready to challenge Bruiser Senior and Junior … (10 min)

      • Mr Bean: The Animated Series III

        Cat Chaos. Mrs. Wicket becomes annoyingly inconsolable when Scrapper goes missing – calling for him at all hours of the day and night. Bean can’t get any sleep! He decides that the only way to restore peace in the household is to go out and find Scrapper himself – a journey that takes him deep into London’s sewers … (15 min)

      • Mr Bean: The Animated Series III

        Stick It. Bean discovers Mrs. Wicket’s nephew and Bruiser Jnr swapping football stickers and decides that he wants to fill up a sticker album too. He buys-up all the stickers in the neighbourhood and has almost completed his task when Nephew points out that he’s missing one: the famous sticker owned by local footballing celebrity Jamie Studds. Bean turns thief to be the best collector of ‘em all. (10 min)

      • Mr Bean: The Animated Series III

        Bean at the Museum. Mr. Bean thinks he’s just dug up a valuable coin in the back-garden and goes rushing off to the Museum to have it valued little knowing that it’s actually Bruiser Snr’s much-loved but valueless fake gold medallion. Bruiser Snr wants it back; and forces Bean to break back into the Museum to get it. (20 min)

      • Mr Bean: The Animated Series III

        A Car for Irma. Bean discovers Declan giving Irma a lift in his swanky new SUV. Bean is unimpressed until Declan shows off all the car’s features. Undeterred Bean professes his car superior. Declan issues a challenge – to see which car Irma will choose for her lift back to work. Bean decides his car may need a little ‘pimping’ … (10 min)

      • Mr Bean: The Animated Series III

        Trophy Bean. Mrs. Wicket’s Nephew is staying with her when he wins two tickets to an Outward Bound course. She refuses to go but then ropes in Bean to look after the child. The two start a competition to see who will win the trophy. Bean is a relentless competitor winning everything up until the point things start getting out of hand … (10 min)

      • Mr Bean: The Animated Series II

        Cash Machine. Mr Bean goes to his local bakery to buy a cake but finds he doesn’t have any money. He goes to the bank to use the cash machine but he can’t remember his pin number. When Mr Bean's bankcard is swallowed up by the cash machine there’s only one thing to do - go into the machine and fetch it back. The police are alerted but Bean’s main concern is to get some money and get back to the baker’s before all the cakes are sold. (20 min)

      • Grizzy and The Lemmings

        Intellectual Bear. When he accidentally sticks a computer microprocessor to his temple, Grizzy is transformed into an exceptionally intelligent being capable of predicting events to come far in advance. With his way above average IQ, not only will he be able to provide himself with the latest high-tech comfort, getting rid of the Lemmings should be a piece of cake. (5 min)

      • Grizzy and The Lemmings

        Voodoo Blanket. The Lemmings prepare a dream afternoon snack with the last jar of chocolate spread in the cupboard. Tough luck, Grizzy is coming! Caught off guard, the Lemmings hide the jar in a teddy bear-pajama case to slip away without arousing suspicion. But Grizzy is captivated by the stuffed bear and makes it his security blanket. (5 min)

      • Grizzy and The Lemmings

        Bear Prints. Grizzy gleefully discovers that he can print images taken with the ranger's camera which is connected to a state-of-the-art printer. He decides to immortalize and frame himself, but when the time comes to print his portrait, there's no more paper in the printer. The Lemmings have thrown themselves heart and soul into the regressive pleasure of paper airplanes. (15 min)

      • Grizzy and The Lemmings

        Inspector Grizzy. A van pulls up to the ranger's cabin to deliver a full crate of jars of chocolate spread. While Grizzy and the Lemmings fight over a wrecking bar to open it, someone steals the crate. Grizzy and the Lemmings will have to carry out an investigation to find the trail of their treasure. (5 min)

      • Grizzy and The Lemmings

        No Entrance! Like usual, Grizzy picks the door of the Ranger's log cabin to come in and make himself comfortable, but this time it's impossible to enter! The Lemmings have requisitioned the cabin for a party and barricaded themselves inside. Grizzy has no intention of waiting for an invitation to find a way to get in. (10 min)

      • Grizzy and The Lemmings

        Lemmings Indigestion. The Lemmings have got their hands on a pack of white beans which have very strange properties: when mixed with soda, anyone who eats them turns into a bouncing ball. Grizzy realizes that if he wants to take a nap, he must first get rid of the magic beans. (5 min)

      • Grizzy and The Lemmings

        Sonata in Bear Major. Grizzy wants to get rid of the old piano in the garage at any cost, for the Lemmings love using it to make a dissonant racket. But when he happens to notice that the she-bear he's in love with likes the melody of "Für Elise" he decides to learn the learn the piece like a real pro. (15 min)

      • Alice & Lewis

        Unlucky Charm. Alice loses a game against Bastien, who says he’s undefeatable thanks to his lucky charm. Peeved, Alice “runs” to Wonderland. When she gets there, she finds Lewis, striving – in vain – to put the castle flag back up after accidentally knocking it down during a game of croquet. The Queen is threatening him with a thousand punishments if that flag isn’t put back up correctly! When Alice’s unexpected visit disrupts Lewis, he convinces himself he’s unlucky. So Alice decides she’ll get him a lucky charm. Except, a “lucky charm” in the real world (a four-leaf clover) isn’t necessarily lucky in Wonderland. In fact, it’s downright unlucky! (10 min)

      • Alice & Lewis

        Travelling Dodo. Dodson the dodo wants to get to the top of the cliff to enjoy the sunset with Junior. When he spots the caravan, nearby, he realizes he could use the vehicle to get him there effortlessly. But he causes an accident, damaging the caravan in the process. Alice, Lewis and the Twins are stuck, with Dodson. Fixing their ride with this dodo around isn’t going to be a piece of cake, especially since his only real talent consists of goofing up! (20 min)

      • Alice & Lewis

        How to Train Your Cat. Alice has been trying to train Echo, to no avail. So she heads off to Wonderland to try her method out on Chester. But she invites the big cat to the Queen’s teatime and wreaks havoc in the process: Chester knocks over the Queen’s favorite cake, which just happens to be the first one of the season! Fuming, the Queen orders them to find another cake on the double! Chester is the only one able to help Alice, thanks to his sense of smell and various other feline talents. Alice is also going to have to learn to act like a cat, fast, to pull off this feat… (10 min)

      • Alice & Lewis

        Because I Said So! Mom is super busy. So when Alice comes to her to ask if she can go out, she refuses. And when questioned, she responds: “Because I said so!” So Alice decides to go see Lewis instead. But the rabbit is refusing to leave his house, on the Queen’s orders. And when Alice asks why, he says the answer he got back from the Queen was: “Because I said so!” Alice can’t bear it: she goes out with Chester instead, to enjoy the glorious weather. But unfortunately, they trigger a mysterious “cloud shower” which wreaks havoc in Wonderland and ruffles the Queen no end! While going about trying to resolve this weird weather problem, Alice and Lewis discover the real reasons the Queen grounded Lewis… (15 min)

      • Mighty Mike

        In The Doghouse. Mike is forced to spend the day outside in his doghouse due to Grandma Mikkelsen's fur allergy. Mike makes the best of being exiled and plans to spruce the place up and invite Iris over for an outdoor picnic. But Mercury has been kicked out of his lair after a fight with his brother and decides to squat in the doghouse. Mike does everything he can to wake up the snoozing raccoon and get him out of his home. It looks like he's going to have to bring in the big guns if has any chance of evicting his unwanted guest before Iris shows up. (10 min)

      • Mighty Mike

        Slippery When Wet. The Mikkelsen's house has been cleaned and the floor has been polished to a deep sheen. Mike has been told to keep his paws off it. Unfortunately, the filthy raccoons sneak in to steal from the house and wreak havoc. Mercury is loving it, taking advantage of the shiny new floor to practice his ice skating. Mike is determined to get the raccoons out of the house without setting a single paw on the floor. (5 min)

      • Mighty Mike

        Wacky Tacos. Mike's wants to impress Iris by preparing some yummy tacos, but Fluffy and the Turtles are making his life difficult by using the extractor fan as a makeshift skydiving game. Things take a turn for the worse when the raccoons break in and try to steal the TV. Mike needs to be in two places at once if he has any chance of rescuing Fluffy and stop the Racoons from stealing the TV and ruining his romantic dinner. (15 min)

      • Mighty Mike

        The Cone Of Shame. Mike is forced to live out a dog's worst nightmare... wearing a cone around his neck after a trip to the veterinarian! Oh, the humiliation! There's NO WAY he can let Iris see him like this. Mike refuses to leave the house and the raccoons take advantage of his self-enforced quarantine to rob the terrace. Now Mike has to come up with an ingenious scheme to defeat the raccoons without leaving the house and without being seen by Iris. (5 min)

      • Mighty Mike

        Skate Pool. Mike's attempt to impress Iris with his diving skills backfires when he crashes into the bottom of an empty concrete swimming pool. Unfortunately, the thrill-loving Turtles drained the water out of the pool to turn it into a skate park. With Mike stranded, Iris comes to the rescue. The raccoons use it as an opportunity to trap Mike and raid the house. Mike will need to find a way out of this concrete prison. (10 min)

      • Mighty Mike

        Go Fetch. A gust of wind sends Iris's favourite hat up onto the Mikkelsen's roof and Mike sees the perfect chance to retrieve it and look like a hero. He borrows Stephan's drone to complete his mission, except when the drone's remote control falls into the raccoon's hands, he's going to be experiencing more turbulence than he was expecting. (5 min)

      • Mighty Mike

        Robot-Attack. Mike gets a stroke of artistic inspiration and decides to sculpt a life-sized statue of Iris. Meanwhile the raccoons decide they need to steal Tom's robot from the house so they can effortlessly transport their future stolen loot back to their lair. A confrontation is inevitable so Mike turns his sculpting skills to build himself a suit of armor so he can defend he territory and retrieve Tom's robot. (15 min)

      • Grizzy and The Lemmings II

        Northern Lights. Exasperated by the Lemmings who prevent him from watching his favorite TV show in peace, Grizzy catapults them out of the cabin. One of them passes through the northern lights and undergoes a strange mutation: he now has the power to control metal with his mind. (5 min)

      • Grizzy and The Lemmings II

        Tick Tock Bear. A strange new object figures prominently in the cabin: a big wall clock that resembles a Swiss cuckoo. Grizzy instantly falls in love with the regular "tick-tock," which comforts and soothes him. But when the hands strike noon, figurines come out and perform a song and dance with a flourish. The Lemmings notice that by turning the hands of the clock manually, it can be noontime every two seconds. (5 min)

      • Grizzy and The Lemmings II

        Dreams On Command. Woken with a start by a nightmare filled with Lemmings, Grizzy stumbles on the Ranger's dream machine. It's a headphone set where you can program the theme of your choice before falling asleep within seconds for a night filled with sweet dreams. But who could possibly sleep soundly surrounded by Lemmings who want their fair share too? (15 min)

      • Grizzy and The Lemmings II

        Elementary Lemmings. Grizzy happens onto an old American India medallion bearing the symbol of the wind. He who wears it has the power to command air streams. Grizzy would be quite content to never leave the sofa again and control things from a distance, but the Lemmings want it to create fantastic new games that literally blow you away. (5 min)

      • Grizzy and The Lemmings II

        Bear Sitter. A magic horn lands on the muzzle of a moose, endowing it with grace and the ability to fly. It soars off, leaving a rainbow-colored streak in its wake. When Grizzy sees this strange creature, he dreams of taming it as a gift for his beloved she-bear, while the Lemmings imagine themselves playing rodeo on a bucking unicorn. (5 min)

      • Grizzy and The Lemmings II

        Rainbow Moose. A magic horn lands on the muzzle of a moose, endowing it with grace and the ability to fly. Grizzy decided to catch him for impressing she bear while lemmings wants to play on it. (10 min)

      • Grizzy and The Lemmings

        Domestic Robots. By chance, Grizzy discovers that the ranger's new robot vacuum cleaner also gives very pleasant back massages. But the Lemmings see the new gadget more as a competition bumper car. No one wants to do the housecleaning, but everyone wants the robot vacuum cleaner! (10 min)

      • Mighty Mike

        Trojan Racoons. The raccoons find a brilliant way of getting into the Mikkelsen's house without anyone noticing by getting mailed to the house inside in a cardboard box. Mike falls for it and the raccoons are free to steal whatever they want in their few minutes of freedom inside the house. The racoons skedaddle back to their lair, but instead of stealing the loot, Mercury brings back an old grandfather clock that belonged to the family's grandmother. Now Mike has to break into the raccoon's lair, retrieve the family heirloom and give the raccoons a taste of their own medicine. (10 min)

      • Mighty Mike

        Mike's Paws. Mike is running around like a headless chicken: saving Fluffy from danger, stopping the turtles from breaking everything in the house, and fighting the raccoons. He's in serious need of a break. Seeing how overworked Mike is, Iris and the turtles decide to take over Mike's duties for the day so the exhausted pooch can get a well-deserved rest. The friends mean well but they might have underestimated just how hard Mike's job is! (5 min)

      • Mighty Mike

        Sauna. It's cold and grey outside. Mike invites Iris over to warm up over a hot chocolate. The raccoons sneak into the house and damage the Mikkelsen's home Automation Temperature regulator in the process. Now the house is randomly flipping between blistering hot to freezing cold. Mike has to face danger, overcome challenges, and battle the elements in order to boot the raccoons out of the house. (15 min)

      • Mighty Mike

        The Wrong Mike. The raccoons steal Iris's favorite toy but accidentally drop it on the terrace during their escape. Mike picks it up while cleaning, thinking it's Fluffys. Iris notices and thinks Mike stole it. She stomps over to the house to get it back, but Fluffy has already made off with it. By the time Mike has figured it all out, the raccoons have stolen it back again. Mike needs to get the toy back if he wants Iris to ever forgive him. (5 min)

      • Mighty Mike

        The Rival. Mike's plans to hang out with Iris are cruelly dashed when he trots out onto the patio to find her playing with a hunky other dog. Mike is crushed. This means war! The boys begin a merciless fight for Iris's affection while she watches horrified. But when the raccoons break into the house armed with an air horn, the two romantic rivals have to team up to overcome their differences to eject the raccoons from the house. (10 min)

      • Mighty Mike

        The Prank. It's April Fool's Day. Mike has invited Iris over for a romantic dinner but instead of romance, Iris is more interested in pranking Mike. Mike does his best to take it in his stride and keep the evening on track. Meanwhile, the raccoons have their sights set on the dinner. Mike and Iris team up to create the ultimate prank obstacle course around the house and the joke is on the raccoons. (5 min)

      • Mighty Mike

        White Cat. A cute white cat turns up on the Mikkelsen's patio. Everyone thinks it's super-duper adorable, especially Iris. It looks like Fluffy has found a new friend, but for some reason Fluffy seems to be finding himself in increasingly life-threatening situations. Thankfully, Mike is on top of it and saves Fluffy's life more than once. But curiously, that cute new kitty is always around. Is he trying to replace the family's cat and become the new favorite? (15 min)

      • Pat the Dog II

        Guanos and Juliet. Lola stumbles on Juliette, a doll she had as a little girl. She and Pat used to play with it together. She gives it to Pat but the Guanos fall in love with it and steal the doll. Time for Pat to get it back! (5 min)

      • Pat the Dog II

        Tank Gets the Blues. Tank is depressed. Pat realizes that Tank’s teddy bear is the victim of a well-organized kidnapping scheme by the Guanos. They agree to release him, in exchange for...Hoodie. Pat is going to have to make sure Hoodie is safe as he recovers the teddy bear. (5 min)

      • Pat the Dog II

        Day at the Museum. Lola is helping her mother out at a volunteer exhibit at the local museum. She is supposed to be keeping an eye on the paintings that Marcus wants to steal. Marcus pretends he is a museum guide in order to distract Lola so the coast is clear for Squizel. Pat is going to sabotage their plan. (15 min)

      • Pat the Dog II

        3 Birds and a Basket. Lola is babysitting Pompom who is sleeping in his trendy new kitty basket. Pompom escapes from the basket. Hoodie moves into it. The Guanos grab it and try to open it up and kidnap Hoodie. Pat is going to nix their plan. (5 min)

      • Pat the Dog II

        The Medal. Lola and Pat win a medal during a contest. Victor is sad that he hasn’t won one so Lola decides to help him. The Guanos steal Lola’s medal and Pat is going to bend over backwards to get it back. (10 min)

      • Pat the Dog II

        Inseparable. Pat has to keep an eye on Hoodie who is in the yard with Victor. The Guanos are going to try and kidnap him. Pat tries to get him back and escape from Tank’s clutches at the same time. The Guanos have stolen Tank’s teddy bear. Pat and Tank team up against them. (10 min)

      • Alice & Lewis

        The Play. Alice turns up in Wonderland super excited: she’s written a play and wants to stage it, with Lewis. Her Majesty loves the idea and demands they perform it in her castle. Our two little friends run to ask Di and Dum to play the leading characters. But both of them are adamant about playing the part of the knight, and there’s no way to make them see eye to eye. So, to settle the matter, Lewis suggests they organize an audition. Sounds good… except Alice’s ego kicks in and, refusing to have her lines changed in the slightest, she goes out of her way to make sure Dum gets the part. (10 min)

      • Alice & Lewis

        The Unforgettable Trip - Part 1. Alice has just moved into a new neighborhood but is nervous she might not be able to make new friends. However, when she finds a little key in the attic of their new house, everything changes. When she tries out the key, it takes her to Wonderland, a place where clocks catch colds and where rabbits drink carrot tea at teatime!... Alice doesn’t know it yet but she’s just opened the door to the finest friendship of her life! (20 min)

      • Alice & Lewis

        The Unforgettable Trip - Part 2. Alice has just moved into a new neighborhood but is nervous she might not be able to make new friends. However, when she finds a little key in the attic of their new house, everything changes. When she tries out the key, it takes her to Wonderland, a place where clocks catch colds and where rabbits drink carrot tea at teatime!... Alice doesn’t know it yet but she’s just opened the door to the finest friendship of her life! (10 min)

      • Alice & Lewis

        It’s a Win-Win! The Queen and Alice are playing against each other in a croquet game Wonderland-style: if Alice wins (which the Queen sees as impossible!), all the Wonderland residents will hereafter be allowed to win – not just the Queen, as has always been the case up until now! (10 min)

      • Alice & Lewis

        Funny Bird. Lewis needs to give the Queen a gift, so Alice offers to help by suggesting they paint a rock. But, just as they are getting started, a weird bird turns up on the scene, claiming the "rock" is actually the bird's egg! However, Lewis knows the bird in question - It's Dodson the Dodo; not only is he a wacky individual, he's also very prone to fibbing! There's no way the rabbit is going to let him keep the rock! But Dodson isn't letting go and, next thing you know, he accidentally makes the egg fall. Quick! It must be retrieved! (15 min)

      • Grizzy and The Lemmings III

        1 + 1 = 1. A confrontation between Grizzy and the Lemmings leads to a room in the castle tower. The bear accidentally sets off a mechanism and discovers a large medieval magic trunk. (10 min)