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- Season 1
- Season 2
- Season 1 overviewSep 12-Oct 28, 198335 episodesSeason 1 episodes1. Gadget in Winterland Sep 12, 1983
- M.A.D. tries to sabotage the Winter Olympics.
- 2. Monster Lake Sep 13, 1983
- Gadget saves a scientist from Dr. Claw.
- 3. Down on the Farm Sep 14, 1983
- Gadget seeks lost explorers in Malaysia.
- 4. Gadget at the Circus Sep 15, 1983
- M.A.D. tries to destroy a circus.
- 5. The Amazon Sep 16, 1983
- Dr. Claw tries to kidnap Professor Von Slicksfein.
- 6. Health Spa Sep 19, 1983
- Gadget vacations at a health spa.
- 7. The Boat Sep 20, 1983
- A jewelry heist on a luxury liner.
- 8. Haunted Castle Sep 21, 1983
- A crime fighter's convention.
- 9. Race to the Finish Sep 22, 1983
- Dr. Claw plans to win a million-dollar prize.
- 10. The Ruby Sep 23, 1983
- Dr. Claw steals the ruby of India.
- 11. A Star Is Lost Sep 26, 1983
- Gadget guards a famous rock star.
- 12. All That Glitters Sep 27, 1983
- Gadget and Penny uncover a gold temple.
- 13. Movie Set Sep 28, 1983
- Gadget protects military secrets.
- 14. Amusement Park Sep 29, 1983
- A bomb is hidden in an amusement park.
- 15. Art Heist Sep 30, 1983
- Dr. Claw attempts to steal art treasures.
- 16. Volcano Island Oct 3, 1983
- Vacationing on a tropical island.
- 17. The Invasion Oct 4, 1983
- M.A.D. agents pose as Martians.
- 18. The Infiltration Oct 5, 1983
- A M.A.D. agent impersonates Gadget.
- 19. The Curse of the Pharaoh Oct 6, 1983
- Gadget must protect the Poot-Ta-Foot's treasure.
- 20. M.A.D. Trap Oct 7, 1983
- Dr. Claw sets a trap for Gadget.
- 21. Basic Training Oct 10, 1983
- Gadget must rescue secret computer parts.
- 22. Sleeping Gas Oct 11, 1983
- Dr. Claw invents sleeping gas.
- 23. Gadget's Replacement Oct 12, 1983
- M.A.D. agents try to tap into the crime-wave computer.
- 24. Greenfinger Oct 13, 1983
- Waldo tries to steal a secret formula.
- 25. Gadget Goes West Oct 14, 1983
- M.A.D. plans a base in a tourist town.
- 26. Launch Time Oct 17, 1983
- Agents sabotage a U.S. space shuttle.
- 27. Photo Safari Oct 18, 1983
- M.A.D. agents use wild animals to scare off villagers.
- 28. The Coo-Coo-Clock Caper Oct 19, 1983
- Gadget must guard a Swiss gold reserve.
- 29. Bermuda Triangle Oct 20, 1983
- Ships disappear in the Bermuda Triangle.
- 30. The Japanese Connection Oct 21, 1983
- A microchip is stolen.