• Cartoonito

    • Cartoonito od do

      • Mush-Mush And The Mushables (13)

        The Mushlets love Mush-Mush's heroic stories. But when they demand to see him actually do something heroic, Mush-Mush feels he can't back out... and so ends up stuck up a cliff. Relieved to be rescued by Chep and Lilit, Mush-Mush is about to admit that he isn't a hero when the Mushlets find themselves in danger. Now Mush-Mush has no choice but to be a real hero!

      • Mr Bean: The Animated Series (51)

        He’s got her record, the poster and the T-shirt, so when Mr. Bean’s heart-throb, Roxy, is set to sing in concert at the London Palladium, he sets his sights on the only thing that will make his life complete: her signature in his autograph book. A difficult feat but can love prevail?

      • Mr Bean: The Animated Series (52)

        Mr. Bean is over the moon when he meets Mr. Pod because both men have so much in common; same shirt, jacket, trousers and underpants. And to top it all, Pod is Bean’s spitting image! Bean falls to Earth with a bump, though, when his girlfriend, Irma Gobb, finds Mr. Pod much better looking than him.

      • Mr Bean: The Animated Series II (1)

        Mr Bean is unimpressed with a horror movie he sees at the cinema and reckons he can do much better. Bean sets out to create his very own home movie masterpiece –featuring Mrs Wicket Irma and Teddy! The screening in the garden is a huge success but will Mrs Wicket be pleased with her makeover and starring role?

      • Mr Bean: The Animated Series II (2)

        Mr Bean has to look after Mrs Wicket’s pet goldfish while she is away. With a ravenous Scrapper sniffing around Bean ends up becoming more bodyguard than babysitter. But when he manages to lose his fishy friend Mr Bean takes a nightmare journey down the sewer and back to his neighbour’s house via the park. Can Mr Bean get the pesky pet back in the bowl before Mrs Wicket returns home?

      • Grizzy and The Lemmings (14)

        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.

      • Grizzy and The Lemmings (15)

        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.

      • Grizzy and The Lemmings (16)

        Grizzy and the Lemmings fight over chocolate-spread jar lids, which they use as chips in a competition to win goodies. Indeed, next to the supermarket are two jackpot-style machines with slots the size of the lids. But more importantly, there's a key to be won that makes you eligible for the grand prize... the giant jar of Yummy on display under a glass cover.

      • Grizzy and The Lemmings (17)

        Grizzy has prepared himself a TV dinner to eat in front of his favorite series. But his moment of pleasure is abruptly interrupted by unexplained static. Grizzy rapidly discovers that the true "interference" is the Lemmings, who are using the TV antenna as a diving board for their water games.

      • Grizzy and The Lemmings (18)

        The Lemmings are having a rave party. When Grizzy throws their ghetto blaster into the river, he sparks a general power outage. Unless he finds an alternative source of energy, and before the Lemmings do, he can kiss his TV night goodbye!

      • Grizzy and The Lemmings (19)

        When he realizes that his beloved she-bear adores the smell of flowers, Grizzy decides to offer her the geraniums that decorate the window ledges of the ranger's cabin. Can he bring them to her without the Lemmings, who are skating out by the caribou dung pit and trash bins, ruining his desired effect?

      • Grizzy and The Lemmings (20)

        Decidedly, this is not Grizzy's day: after making a fool of himself in front of the she-bear he's in love with, he is ousted from the log cabin by the Lemmings, who are in top form. Grizzy lands in a field of clover where he notices that one of them - which has four leaves - seems to bring him good luck. Could his chance be changing?

      • Alice & Lewis (32)

        Alice suggests she and Lewis make a film as a birthday gift for the Twee Twins: Lewis will play the hero, “Super Lewis!” With Charlie and Chester helping them, the shoot starts off swimmingly! But the Queen muscles in on the project and, before long, she’s acting like a total egocentric movie-star diva! To the detriment of the film, and much to Lewis’ dismay. But Alice gets an idea: what if they were to call the Queen’s bluff…? It’s going to be a very interesting screening!

      • Alice & Lewis (33)

        Convinced there’s an invisible spirit attacking the castle at night, the Queen orders Lewis to capture it. The rabbit does as he’s told and catches the “culprit.” But it turns out to be the Doormat Card: after being ignored for so long by all the people who wipe their feet on it, it had turned invisible! Now, all it’s trying to do is attract attention, from the Queen in particular! Alice and Lewis are going to help the Doormat Card get seen and appreciated by the monarch and its fellow cards. Mmm, easier said than done…

      • Alice & Lewis (34)

        Alice is annoyed: Carole and Bastien are hiding something from her. And when she goes to Wonderland, she discovers that Lewis has a secret from her, too, in the form of an origami butterfly; it flies away and hides inside a box of secrets in order to remain undisclosed. It’s Alice’s conviction, however, that friends should never have secrets from each other so she goes behind Lewis’ back and tries to get his butterfly out of the box to reveal its message. Unfortunately, not only does she free his secret, she also releases ALL of Wonderland’s secrets, in one go! Oh-oh…

      • Alice & Lewis (35)

        After getting struck by a lightning bolt courtesy of a grumpy magic cloud named Mr. Gray, the Queen and Lewis find themselves in a “swap-swap situation”: their bodies have been switched over! With Alice’s help, the Queen (in Lewis’ body), and Lewis (in the Queen’s body) must go and see Mr. Gray and get him to swap their bodies back again. But things get messy when all the Cards mistake Lewis for the Queen, and when Chester and Alice also become victims of a swap-swap!

      • Lu & The Bally Bunch - Shorts (23)

        The bugs talk about things they find funny.

      • Bugs Bunny Builders (21)

        When Marvin the Martian crash lands in Looneyburg, he’s in a hurry to leave and hires The Looney Builders to build him a spaceship.

      • Bugs Bunny Builders (22)

        Marvin the Martian hires The Looney Builders to build a doghouse on Mars for his puppy, K-9. Daffy soon bonds with K-9 and comes up with a plan to prolong their playtime.

      • Bugs Bunny Builders (23)

        When Daffy’s cool cousin Billy hires The Looney Builders to build her an art studio, Daffy tries to show off to prove how cool he is.

      • Bugs Bunny Builders (30)

        When Mayor Foghorn Leghorn hires The Looney Builders to build a lighthouse for Looneyburg, Lola’s tablet breaks and she must rely on herself.

      • Grizzy and The Lemmings II (50)

        Grizzy and the Lemmings discover a super-secret Canadian Army prototype which resembles a simple computer keyboard. It has only several command keys: select, cut and paste, and delete, but the keys act directly on surrounding elements... as well as on living beings!

      • Grizzy and The Lemmings II (51)

        The Lemmings are having a blast with a bowling game they found in the Ranger's storeroom. Grizzy hastens to destroy the pins to ensure his peace and quiet. But the Lemmings discover a remote-control device that can modify the ball's weight. By setting it on maximum, the ball could knock over much more than pins: furniture, a bear and even a log cabin!

      • Grizzy and The Lemmings II (52)

        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.

      • Grizzy and The Lemmings II (53)

        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.

      • Grizzy and The Lemmings II (54)

        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.

      • Grizzy and The Lemmings II (55)

        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.

      • Grizzy and The Lemmings II (56)

        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.

      • Grizzy and The Lemmings II (57)

        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.

      • Mush-Mush And The Mushables (21)

        The Beacon Mushroom that guides the Mushables back to Mushton in the dark has gone out. So Lilit lights up and stands in its place for the night... and soon gets quite bored! Lilit's good deed has her regretting her gift - she's basically just a lamp! But when her light goes out, Lilit instantly regrets regretting it: she wants her gift back!

      • Mush-Mush And The Mushables (22)

        Every time Mush-Mush has tried to surprise his friend with a gift, Chep has always found out what it was. But Chep promises that this time he won't. And Lilit, who is too honest to keep a secret, promises she won't let Chep know what the surprise is. Both of them find this so hard! But Mush-Mush is one step ahead of them...

      • Mush-Mush And The Mushables (23)

        Mushpie loves to sing. Only problem she is terrible at it! But Lilit, who has never heard her sing before, wants to make Mushpie happy and organizes a concert for her to sing in front of all the other Mushables... who are terrified at the idea! But Lilit doesn't have the heart to admit this to Mushpie.

      • Mush-Mush And The Mushables (24)

        When Mushpot wishes he could roll back the seasons and relive being a Mushler, our friends get him to hang out doing cool Mushler stuff. But this just shows that Mushpot is no longer able to do all those things. Sigh! However, when our friends find a map that points to a treasure he buried when he was a Mushler, Mushpot realises it's just the Mushler experience he needed.

      • Bugs Bunny Builders (21)

        When Marvin the Martian crash lands in Looneyburg, he’s in a hurry to leave and hires The Looney Builders to build him a spaceship.

      • Bugs Bunny Builders (22)

        Marvin the Martian hires The Looney Builders to build a doghouse on Mars for his puppy, K-9. Daffy soon bonds with K-9 and comes up with a plan to prolong their playtime.

      • Bugs Bunny Builders (23)

        When Daffy’s cool cousin Billy hires The Looney Builders to build her an art studio, Daffy tries to show off to prove how cool he is.

      • Bugs Bunny Builders (30)

        When Mayor Foghorn Leghorn hires The Looney Builders to build a lighthouse for Looneyburg, Lola’s tablet breaks and she must rely on herself.

      • Batwheels (4)

        After snagging an ultra-fuel-cell upgrade, Penguin’s Ducky Boat suddenly becomes the fastest vehicle in Gotham. Confident leader Bam must rally the Batwheels to stop the turbo-Ducky!

      • Batwheels (9)

        After Jestah’s insults get the best of her, a short-tempered Bibi tries to not let the big-wheeled bully's words get to her so she can help Batgirl catch Harley.

      • Batwheels (1)

        When Batman, Robin, and Batgirl are all captured, the Batcomputer brings the Bat-Vehicles to life. Now the newly-minted Batwheels must defend the Batcave and face off with the Legion of Zoom… all without Batman’s help!

      • Batwheels (2)

        With Batman, Robin, and Batgirl unreachable, Batcomputer brings Batman’s trusty Batmobile, Bam, to life to help protect the Batcave from a mysterious intruder.

      • Batwheels (3)

        Bam discovers a villainous vehicle squad - the Legion of Zoom - is on the loose and preparing to storm the Batcave. In need of reinforcements, Batcomputer brings the rest of Batman’s Bat-vehicles to life, and the newly minted Batwheels must learn how to work together as a team to protect the Batcave!

      • Grizzy and The Lemmings (7)

        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...

      • Grizzy and The Lemmings (8)

        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.

      • Grizzy and The Lemmings (9)

        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.

      • Grizzy and The Lemmings (10)

        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.

      • Grizzy and The Lemmings (11)

        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!

      • Grizzy and The Lemmings (12)

        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!

      • Grizzy and The Lemmings (13)

        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...

      • Grizzy and The Lemmings (14)

        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.

      • Meet the Batwheels (20)

        The Batwheels face off with the Legion of Zoom as they attempt to recover Batman's stolen cowl from the villainous vehicles.

      • Mighty Mike (65)

        Mike is impressed with Tom's hoverboard tricks and decides to try to master them to impress Iris. As soon as Tom steps out, Mike tries to get his hands on the board but the turtles have other ideas. In fact, everyone seems to want a turn on the hoverboard, including the raccoons. It's the perfect way for them to get their loot from the house to their den. Mike is going to have to step up if he wants to defeat the raccoons and get Tom's hoverboard back.

      • Mighty Mike (66)

        Mike has a visitor for the afternoon "Duchess" and she's still hopelessly infatuated with Mike. She's so in love that when the raccoons break in and Mike is forced to do battle, Duchess becomes super overprotective to make sure Mike stays safe during the fight. All her good intentions seem to be getting in Mike's attempt to boot the raccoons from the house.

      • Mighty Mike (67)

        It's a beautiful summer day and Mike decides to woo Iris with a refreshing pineapple cocktail. But the pot he needs to make the drink is up on top of the fridge where Mike can't reach it. Mike is forced to get creative to retrieve the pot. The racoons rush in while Mike's balancing on sticks. Can Mike keep his balance and fight off vertigo and still defeat the raccoons?

      • Mighty Mike (68)

        Mike decides to try to impress Iris by pretending to be a superhero. With the help of a huge fridge magnet, Mike intends to attract more than a few metal objects. The raccoons almost lose their mind when they lay their eyes on the magnet.. Imagine the possibilities. They steal it from Mike and have only one thing in mind, moving the fridge with the power of the magnet. Mike's going to have to use all of his imagination to defeat the raccoons.

      • Mighty Mike (69)

        Mike wakes up in the bathtub, huh? The house has been turned upside down and the other animals are being weird. They're acting like zombies and carrying food out of the house. Our pug discovers that the raccoons have hypnotised Fluffy, the turtles, and Iris, and are using them to transport the contents of the Mikkelsens fridge to their lair. Our hero will need to confront Iris to save her from the raccoon's dastardly scheme... and refill the Mikkelson's fridge!

      • Mighty Mike (70)

        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?

      • Mighty Mike (71)

        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?

      • Mr Bean: The Animated Series III (14)

        Scrapper gives Bean fleas and Bean is forced to call in the pest control person. His flat will take 24 hours to fumigate. Bean begs Mrs. Wicket to let him stay with her. She agrees as long as Bean helps her with cooking cleaning etc. 24 hours later and Bean is desperate to see the back of her. The feeling is mutual. But then Mrs. Wicket starts itching …

      • Mr Bean: The Animated Series III (15)

        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 …

      • Mr Bean: The Animated Series III (16)

        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.

      • Mr Bean: The Animated Series III (17)

        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 …

      • Mr Bean: The Animated Series III (18)

        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.

      • Mr Bean: The Animated Series III (19)

        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?

      • Mr Bean: The Animated Series III (20)

        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!

      • Mr Bean: The Animated Series III (21)

        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 …

      • Mr Bean: The Animated Series III (22)

        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 …

      • Mr Bean: The Animated Series III (23)

        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.

      • Bugs Bunny Builders (39)

        As The Looney Builders build a giant claw game for Chibi Critter’s arcade in Japan, they discover the claw part is broken.

      • Bugs Bunny Builders (40)

        The Looney Builders rush to build a soccer stadium in Mexico for their fast customer, Speedy Gonzalez.

      • Bugs Bunny Builders: Hard Hat Time (5)

        A music video of Daffy Duck using his dump truck to haul supplies and goof around on the job.

      • Mr Bean: The Animated Series III (19)

        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?

      • Mr Bean: The Animated Series III (20)

        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!

      • Mr Bean: The Animated Series III (21)

        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 …

      • Mr Bean: The Animated Series III (22)

        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 …

      • Lucas the Spider (49)

        Arlo keeps asking questions! Lucas learns to be more patient.

      • Lucas the Spider (50)

        Lucas discovers a slice of cake and decides to throw a surprise party for Findley.

      • Lucas the Spider (51)

        Lucas sets off to find the legendary monster, Big Butt, who roams the garden at night.

      • Lucas the Spider (52)

        A sleepy Arlo avoids taking a nap, worried that he'll miss out on any fun.

      • Silly Sundays (14)

        After Sonia's origami sheep has to be unfolded, she realises that some things can be re-made.

      • Silly Sundays (15)

        Sonia's homemade pizza looks less than perfect, but she learns that pizza is tasty no matter the shape.

      • Silly Sundays (16)

        While playing ants, Hugo and Sonia cause some confusion moving things around the garden. Together they learn that ants carry with a purpose.

      • Grizzy and The Lemmings II (59)

        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.

      • Grizzy and The Lemmings II (60)

        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.

      • Grizzy and The Lemmings II (61)

        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.

      • Grizzy and The Lemmings II (62)

        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.

      • Grizzy and The Lemmings II (63)

        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?

      • Grizzy and The Lemmings II (64)

        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.

      • Thomas & Friends - Shorts XXVI (9)

        Faced with a mess at Brendam Docks, Thomas and friends figure out a new take on teamwork.

      • Bugs Bunny Builders (8)

        When the Looney Builders build themselves a playground, Daffy gets so excited about his section that he takes all the supplies for himself.

      • Bugs Bunny Builders (14)

        Mayor Leghorn hires The Looney Builders to build a water wheel in the forest where Porky worries about a mythical creature named “Big Feet.”

      • Jessica's Big Little World (7)

        When Jessica meets another kid at the park with an identical look as her, the two quickly form an unbreakable bond.

      • Jessica's Big Little World (8)

        When Jessica pet sits Stanleigh’s hedgehog, she has to think on her feet.

      • The Tom and Jerry Show V (8)

        A Tom and Jerry chase through Postlewaite Manor results in major injuries to Cates which places his defense of the Butler's Linen Gloves Boxing Title in jeopardy. But never fear, Tom will step into the ring and defend Cate's title.

      • The Tom and Jerry Show V (9)

        Papa tells his fractured version of the Tom Thumb story to the Bavarian mouse trio.

      • The Tom and Jerry Show V (10)

        There has been a wave of sock thefts from the local laundromat and the Cat and Mouse Detectives have been hired by Pontius Pig to solve the case before his laundry business goes belly up.

      • The Tom and Jerry Show V (11)

        Maude tasks Tom with guarding her prize pumpkin until she enters it into competition at the county fair.

      • The Tom and Jerry Show V (12)

        Jerry pretends to be a ghost to terrorize Tom until he gets a fright of his own.

      • The Tom and Jerry Show V (13)

        A battle ensues over who will control the Genie that emerges from an antic lamp Genger brings home from a yard sale.

      • The Tom and Jerry Show V (14)

        Tom has trouble keeping track of a pinata full of stolen loot.

      • Mr Bean: The Animated Series (28)

        Whilst trying to redecorate the hall, Bean is obstructed at every turn by his landlady’s vile one-eyed cat. Bean pops it in the dustbin to keep it out of the way for a while. Just his luck that it’s rubbish collection day.

      • Mr Bean: The Animated Series (29)

        Nipping to the shops for a few provisions becomes a nightmare when a mile-long shopping list from his landlady and a clapped out trolley with a wonky wheel conspire to ruin his day. Subscribing to the theory that bigger is better, he constructs his own shopping trolley incorporating a petrol mower, pram wheels and an extra pair of hydraulic hands.

      • Mr Bean: The Animated Series (30)

        When nursing an injured magpie in his room, Mr. Bean learns something the rest of us already know: magpies can’t help stealing anything that sparkles. When the police arrive to investigate the theft of his landlady’s jewellery, it’s not just Mr. Bean that needs to take flight.

      • Mr Bean: The Animated Series (31)

        After a head-on collision with the milkman, Mr. Bean’s landlady is rushed to hospital, leaving him to look after her odious one-eyed cat Scrapper. Fur isn’t the only thing that flies and in the end it’s Bean that needs looking after.

      • Bugs Bunny Builders: Hard Hat Time (5)

        A music video of Daffy Duck using his dump truck to haul supplies and goof around on the job.

      • Silly Sundays (17)

        The family's journey to the beach takes longer than Sonia would like until she learns to appreciate the journey, as much as the destination.

      • Silly Sundays (18)

        Hugo and Sonia forget to add something important to a package they've made for Granny but they learn that it's the thought and not the contents that counts.

      • Silly Sundays (19)

        Hugo and Sonia's paper-boats aren't blowing in the way they would like them to, until they learn to work with the wind instead.

      • Mush-Mush And The Mushables (39)

        Mush-Mush is very proud he invented a new game called Fruity Bounce, where he and his friends bounce as high as possible on the bouncier fruits they can find. Little did he know, the Mushups were fruit-bouncing way before he, Chep and Lilit did. So, Mush-Mush decides that if he can’t be the inventor of the game, he’ll at least be the best at it. Mushlers vs Mushups, game on !

      • Mush-Mush And The Mushables (40)

        When Mush-Mush discovers that Morel is afraid of the dark, he suggests that Chep, Lilit and he take the Mushlets to their first overnight forest camp. Morel is relieved. But when Mush-Mush and his friends later come back, panicked, and reveal that the Mushlets have disappeared, Morel has no choice but to face his fear and join our friends on their rescue mission in the dark!

      • Bugs Bunny Builders (19)

        The Looney Builders prepare to host a big holiday lights festival in Looneyburg Park when an unexpected snowstorm prevents Looneyburgers from attending.

      • Bugs Bunny Builders (20)

        The Looney Builders prepare to host a big holiday lights festival in Looneyburg Park when an unexpected snowstorm prevents Looneyburgers from attending.

      • Jessica's Big Little World (9)

        Jessica has a sleepover at her grandparents’ house and must survive the night without her plush toy, Small Uncle.

      • Jessica's Big Little World (10)

        When the family has to dress up for a family photo, Jessica decides to express herself.

      • The Tom and Jerry Show (1/26)

        Tom gets Spike sent to obedience school and Jerry is left without a protector. When Spike returns Tom tries hard to get Spike to revert to his old ways. Jerry fights back to make sure that Spike keeps his cool.

      • The Tom and Jerry Show (1/26)

        Tom is under strict orders to not wake the Witch sisters but Jerry is set on getting Tom in trouble. When Tom uses the magic spell wand and makes all of the furniture come alive he must get the help of Newt to make everything go back as it was.

      • The Tom and Jerry Show (2/26)

        Rick buys Ginger a brand new mattress with a lot of high tech features. Tom is under strict orders to never sleep on it but Butch convinces him to try it out. Jerry uses the controls against them and soon that mattress is out of control and destroys the entire house.

      • The Tom and Jerry Show (2/26)

        Tom and Jerry get a taste of the great outdoors on their camping trip to Yosemite. Tom tries hard to get some relaxation but nature and all its inhabitants including bears get in his way.

      • The Tom and Jerry Show II (29)

        After the witches fly off into the night, Tom chases Jerry into a room full of enchanted bottles. When Jerry tries to hide in one, he inadvertently releases a mischievous thousand-year old genie who grants him three wishes.

      • Batwheels (38)

        Bibi has a terrible no-good day after she keeps messing up and lets Joker get away. She doesn’t think he can help Batgirl anymore, but a “bad today” doesn’t mean it’ll be a “bad tomorrow".

      • Batwheels (32)

        When Jestah injures herself preparing for an extreme sports competition with the other Zoomers, Bibi helps her overcome her fear of going to the mechanic so she can heal up in time to compete.

      • Grizzy and The Lemmings (10)

        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.

      • Grizzy and The Lemmings (11)

        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!

      • Grizzy and The Lemmings (12)

        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!

      • Grizzy and The Lemmings (13)

        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...

      • Grizzy and The Lemmings (14)

        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.

      • Grizzy and The Lemmings (15)

        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.

      • Grizzy and The Lemmings (16)

        Grizzy and the Lemmings fight over chocolate-spread jar lids, which they use as chips in a competition to win goodies. Indeed, next to the supermarket are two jackpot-style machines with slots the size of the lids. But more importantly, there's a key to be won that makes you eligible for the grand prize... the giant jar of Yummy on display under a glass cover.

      • Mush-Mush And The Mushables (14)

        Chanterelle has built a whistle that can reproduce the most beautiful sound of the forest: the one of the Nightingale. When the whistle disappears, Mush-Mush, Chep and Lilit soon discover that it has been stolen by a beetle. In order to finally hear what a real Nightingale sounds like, they'll have to get it back!

      • Mush-Mush And The Mushables (15)

        Wanting to rush off to climb Mush Mountain, Mush-Mush is in a hurry checking nectar level in flowers... a job that takes time and care. Soon Mush-Mush's haste causes disaster when he scares all the bees away. Now Mush-Mush and friends have to find a way to lure the bees back...

      • Mr Bean: The Animated Series II (3)

        Mr Bean wins two tickets for an exotic cruise and naturally he takes Teddy along for the trip of a lifetime. Once aboard the huge ocean liner Mr Bean soon settles into a life of luxury but while showing off to a new friend Bean becomes ‘man overboard’ and stranded on a dessert island. The hungrier he gets the wilder he becomes and desperate to find a way off the island.

      • Mr Bean: The Animated Series II (4)

        Mr Bean goes to his favourite china shop to buy a new cup for Teddy but when he opens his wallet he doesn’t have enough money to pay for it. When he sees a poster for the local funfair where the stalls have cash prizes Bean is determined to win himself some money on the Coconut Shy. But after many unsuccessful attempts he realises it’s a fix and lets everyone know about it. Naturally this doesn’t go down well with the stallholder who wants revenge and a chase around the funfair ensues.

      • Mr Bean: The Animated Series II (5)

        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

      • Mr Bean: The Animated Series II (6)

        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.

      • Grizzy and The Lemmings (21)

        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.

      • Grizzy and The Lemmings (22)

        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.

      • Grizzy and The Lemmings (23)

        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!

      • Grizzy and The Lemmings (24)

        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.

      • Grizzy and The Lemmings (25)

        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...

      • Grizzy and The Lemmings (26)

        When she is accidentally hit over the head, the she-bear Grizzy¿s in love thinks she¿s a Lemming. Grizzy thinks that another little well-placed bang over the head will knock her ideas back into place. The only problem is that the Lemmings, who are delighted to have a new playmate, have no intention of letting him proceed with his plan.

      • Grizzy and The Lemmings (27)

        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.

      • Alice & Lewis (36)

        Following a slip up, Alice accidentally erases all of Lewis’ memories about her. Now, the rabbit not only doesn't recognize her, he’s convinced he’s never even laid eyes on her before! Eager to get her bestie back, Alice sets about trying to make him relive various experiences they shared in the past. Unfortunately, this only gets him riled up and stressed!... Okay, the only way she’s going to be able to pull this off is by proving her friendship to him, undeniably!

      • Alice & Lewis (37)

        It’s a disaster! Narcissio, the Queen’s facetious little mirror has made her royal mole vanish! Alice and Lewis promise the monarch they’ll solve the problem by giving the mirror what it wants: the power to SHINE! She gives them until teatime to accomplish this. If they fail, both the mirror and Lewis will be shut up in a shoebox forever!

      • Alice & Lewis (38)

        Alice is tired of losing every competitive situation she’s engaged in so far, today, so she decides to run as a candidate for the Wonderland elections, against Lewis: the winner will be the Clock’s custodian. The two candidates set about campaigning, to win votes from the Wonderlanders. And, when the time comes to go to the ballots, Alice actually wins, against all odds! But lacking experience, she gets in a total muddle with the clock’s workings! Mmm, could she have run against her best friend in the election for the wrong reason? Food for thought…

      • Alice & Lewis (39)

        There’s one thing that scares Alice more than anything: being made a fool of at the school fair! Meanwhile, in Wonderland, tonight is the Great Ball and the Queen insists Alice dance with Charlie. A word of caution, however: NO mistake is allowed in the Ball dance, and there’s no getting out of it either! To make matters worse, Charlie fully doesn’t have a sense of rhythm! Lewis, the dancer extraordinaire, steps in to help them get the moves down pat. Because if they mess up, Alice will be subjected to pure torture from the Mocking Hedges!

      • Bugs Bunny Builders (28)

        The Looney Builders build a party boat for Mac and Tosh when Tweety accidentally makes a mistake but doesn’t ask for help.

      • Bugs Bunny Builders (25)

        When The Looney Builders build Taz a wrecking ball vehicle, he struggles to learn how to operate it.

      • Bugs Bunny Builders (34)

        As The Looney Builders build Kathy Bat an upside-down radio station, Porky has concerns but doesn’t speak up.

      • Bugs Bunny Builders (35)

        Queen Beatrice hires The Looney Builders to build a workshop in her beehive where there is one rule the crew has trouble following.

      • Grizzy and The Lemmings II (58)

        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.

      • Grizzy and The Lemmings II (59)

        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.

      • Grizzy and The Lemmings II (60)

        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.

      • Grizzy and The Lemmings II (61)

        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.

      • Grizzy and The Lemmings II (62)

        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.

      • Grizzy and The Lemmings II (63)

        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?

      • Grizzy and The Lemmings II (64)

        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.

      • Grizzy and The Lemmings II (65)

        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.

      • Mush-Mush And The Mushables (25)

        Mush-Mush can't figure out why his sense foot keeps buzzing like crazy... until an earthquake shakes the forest. Mush-Mush is sure he predicted it! Convinced he can now predict the future, Mush-Mush starts making predictions for everyone in Mushton...

      • Mush-Mush And The Mushables (26)

        Everyone in Mushton is finding that their precious wooden things are being munched and destroyed by someone or something. All the evidence points toward Truff's new woodworm pet: Chompski. But Truff refuses to believe Chompski would do such a thing! It's up to Chep, Lilit and Mush-Mush to convince Truff. But first they have to catch Chompski in the act!

      • Mush-Mush And The Mushables (27)

        If Mush-Mush had Bolly’s speed, he’d want everyone to see just how awesomely fast he was. But Bolly is different – he just likes to use his speed helping Mushables. So when Mush-Mush organizes a big stunt for Bolly, he refuses. He just doesn’t like to show off. But Mush-Mush promised everyone a show so a show he will give them – with Mush-Mush performing instead of Bolly! Gulp!

      • Mush-Mush And The Mushables (28)

        Chep becomes obsessed with learning all about Mushlore – all the funny little traditions and things that Mushables believe in. Morel is the expert in Mushlore so Chep becomes his apprentice. But the more Chep discovers about Mushlore the more he becomes a true believer… to the point that it becomes quite dangerous!

      • Bugs Bunny Builders (28)

        The Looney Builders build a party boat for Mac and Tosh when Tweety accidentally makes a mistake but doesn’t ask for help.

      • Bugs Bunny Builders (25)

        When The Looney Builders build Taz a wrecking ball vehicle, he struggles to learn how to operate it.

      • Bugs Bunny Builders (34)

        As The Looney Builders build Kathy Bat an upside-down radio station, Porky has concerns but doesn’t speak up.

      • Bugs Bunny Builders (35)

        Queen Beatrice hires The Looney Builders to build a workshop in her beehive where there is one rule the crew has trouble following.

      • Batwheels (6)

        After he causes the Batwing to crash, Bam becomes obsessed with making it up to her during a high-stakes aerial mission against Penguin and his giant ducky blimp.

      • Batwheels (5)

        When Buff befriends Mr. Freeze’s snowcrawler Snowy, the other Batwheels bristle at the thought of hanging out with a “bad guy…” so Buff sets out to change their minds.

      • Batwheels (7)

        Everyone is ecstatic when Bibi, Batgirl, and Robin capture Toyman and his Do-Over remote – except for Bibi, who failed to stick the landing on a big jump. Unwilling to accept her failure, Bibi uses Toyman’s Do-Over remote until she perfects her jump!

      • Batwheels (14)

        After struggling to solve a riddle from Riddler's helicopter Quizz, Redbird must learn to speak up and share his ideas with the Batwheels if they hope to figure out the villain's true scheme.

      • Batwheels (13)

        When Batman refuses to engage Joker in a race, Prank goads Bam into a rematch. Can Bam learn to not give in to the bully's dares and take the high road?

      • Grizzy and The Lemmings (15)

        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.

      • Grizzy and The Lemmings (16)

        Grizzy and the Lemmings fight over chocolate-spread jar lids, which they use as chips in a competition to win goodies. Indeed, next to the supermarket are two jackpot-style machines with slots the size of the lids. But more importantly, there's a key to be won that makes you eligible for the grand prize... the giant jar of Yummy on display under a glass cover.