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Released
1983 · TV SERIES

Inspector Gadget

Clumsy cyborg detective Inspector Gadget races to stop Dr. Claw’s diabolical schemes, while his brilliant niece and clever dog secretly solve the cases before his gadgets backfire.

First aired
1983
Rated
TV-Y
Seasons
2 seasons
AnimationComedyKids

Inspector Gadget is a clumsy, dim-witted human cyborg detective equipped with various bionic gadgets integrated into his body. Despite his frequent mishaps, he remains on the case, with most of the actual investigation work carried out by his niece and his dog. His primary antagonist is Dr. Claw, the leader of the evil organization known as "M.A.D."

Seasons & Episodes

  1. 1.01Monster LakeSep 5, 1983Rate

    Gadget investigates the disappearance of a scientist at a lake said to be home to a mysterious creature.

  2. 1.02Down on the FarmSep 6, 1983Rate

    M.A.D. attempts to eliminate Gadget by trapping him inside a missile concealed within a grain silo on a farm.

  3. 1.03Gadget at the CircusSep 7, 1983Rate

    Gadget takes Penny to the circus while working on a classified mission, suspecting that Dr. Claw has infiltrated the show by replacing performers with M.A.D. agents. To get to the bottom of it, Gadget disguises himself as a clown.

  4. 1.04The AmazonSep 8, 1983Rate

    Dr. Claw abducts Professor Von Slickstein, the inventor of Gadget's gadgets, and transports him to the Amazon to develop an army of robot duplicates.

  5. 1.05Health SpaSep 9, 1983Rate

    Dr. Claw lures Gadget to a seemingly luxurious health spa that is actually rigged with M.A.D. traps. Penny and Brain must work together to rescue him before it's too late.

  6. 1.06The BoatSep 12, 1983Rate

    Gadget is tasked with protecting valuable jewelry aboard a cruise ship from being stolen by Dr. Claw.

  7. 1.07Haunted CastleSep 13, 1983Rate

    Gadget searches for a crime-fighters' convention in Transylvania but ends up at a castle rigged with deadly traps by Dr. Claw.

  8. 1.08Race to the FinishSep 14, 1983Rate

    Gadget joins a car race in the Gadget Mobile, but his competitor Dr. Claw enters with the intention of sabotaging the race and eliminating Gadget and the other racers.

  9. 1.09The RubySep 15, 1983Rate

    Gadget returns to India to track down a stolen ruby, which M.A.D. plans to use as a power source for a laser designed to destroy a sophisticated satellite.

  10. 1.10A Star is LostSep 16, 1983Rate

    Gadget is tasked with protecting rock legend Rick Rocker from a plot by M.A.D., but ends up taking his place as the top rock star.

  11. 1.11All That GlittersSep 19, 1983Rate

    Gadget is tasked with locating El Dorado, the legendary Lost City of Gold, before Dr. Claw's forces can destroy it to extract its riches.

  12. 1.12Movie SetSep 20, 1983Rate

    Gadget develops feelings for actress Lana Lamour, not realizing she is a M.A.D. agent using her movie as a cover to secretly film sensitive locations.

  13. 1.13Amusement ParkSep 21, 1983Rate

    Gadget must locate a bomb that Dr. Claw has concealed within the amusement park in Metro City.

  14. 1.14Art HeistSep 22, 1983Rate

    Gadget must prevent the villainous M.A.D. organization from stealing valuable artwork from the New York Museum of Art.

  15. 1.15Volcano IslandSep 23, 1983Rate

    A M.A.D. agent, acting on a prophetic vision, warns of impending disaster at a tropical island resort and attempts to fulfill his forecast by detonating explosive devices designed to erupt the island's volcano.

  16. 1.16The InvasionSep 26, 1983Rate

    M.A.D. agents, posing as extraterrestrials, infiltrate and provoke chaos in Metro City.

  17. 1.17The InfiltrationSep 27, 1983Rate

    Presto Chango, a renowned M.A.D. agent and master of disguises, attempts to infiltrate an Interpol conference in London by impersonating Inspector Gadget.

  18. 1.18The Curse of the PharaohSep 28, 1983Rate

    M.A.D. agents, disguised as mummies and Egyptian deities, attempt to steal artifacts from a recently uncovered pharaoh's tomb.

  19. 1.19M.A.D. TrapSep 29, 1983Rate

    M.A.D. agent Rat sets a series of predictable traps in an attempt to draw Inspector Gadget into a steel foundry that has been transformed into a deadly ambush site.

  20. 1.20Basic TrainingSep 30, 1983Rate

    Gadget faces off against M.A.D. agents who attempt to steal critical computer components being transported by train.

  21. 1.21Sleeping GasOct 3, 1983Rate

    Gadget is tasked with stopping a dangerous M.A.D. plot to render entire cities unconscious using a potent sleeping gas.

  22. 1.22Gadget's ReplacementOct 4, 1983Rate

    Metro City's police become overly efficient with the help of a new supercomputer, leading Chief Quimby to replace Gadget with the machine, but M.A.D. seeks to manipulate the system by feeding it false data.

  23. 1.23GreenfingerOct 5, 1983Rate

    Gadget is tasked with safeguarding Professor Greenfinger, the creator of a revolutionary plant growth formula, only to discover that the professor has been secretly replaced by an agent of the M.A.D. organization.

  24. 1.24Gadget Goes WestOct 6, 1983Rate

    Inspector Gadget arrives in a western-themed tourist town known for its cowboy imagery to take down the modern outlaw Black Bart.

  25. 1.25Launch TimeOct 7, 1983Rate

    M.A.D. attempts to disrupt a critical NASA space mission, forcing the agency to contend with both technical challenges and potential sabotage.

  26. 1.26Photo SafariOct 10, 1983Rate

    Inspector Gadget works to prevent Dr. Claw from using a device to scare animals, which in turn causes panic among the villagers.

  27. 1.27The Coo-Coo-Clock CaperOct 11, 1983Rate

    Gadget searches for stolen gold in Switzerland while Penny faces danger from the deadly M.A.D. agent known as The Clockmaker.

  28. 1.28The Bermuda TriangleOct 12, 1983Rate

    Ships mysteriously disappear in the Bermuda Triangle, but the strange occurrences are actually the result of Dr. Claw's secret operation, which involves using a massive machine to capture and plunder oil tankers.

  29. 1.29The Japanese ConnectionOct 13, 1983Rate

    Penny, having won a computer contest, travels to Japan to assist her counterpart Atsuko in preventing a partnership between Dr. Claw and the Japanese villain Iji Waruda-san.

  30. 1.30Arabian NightsOct 14, 1983Rate

    Gadget is dispatched to the affluent Middle-Eastern nation of Yetzanistan to protect a revered ancient sword.

  31. 1.31Clear CaseOct 17, 1983Rate

    South African diamond miners experience a series of eerie incidents attributed to a ghost, unaware that the haunting is the work of a rogue scientist using diamond dust to develop invisibility technology.

  32. 1.32Dutch TreatOct 18, 1983Rate

    Inspector Gadget investigates a ring of diamond smugglers operating in a European country known for its tulips and chocolate. With the help of his niece and talking dog, he navigates a web of clues and gadgets. The case leads to a dramatic confrontation and the recovery of the stolen gems.

  33. 1.33The Great DivideOct 19, 1983Rate

    Gadget travels to the Balkans to prevent a conflict between a tribe of super-strong men and women, while Dr. Claw attempts to steal the potion responsible for their extraordinary strength.

  34. 1.34Eye of the DragonOct 20, 1983Rate

    Gadget travels to Hong Kong to retrieve the valuable Eye of the Dragon jewel and prevent a partnership between Dr. Claw and the city's criminal overlord, Mr. Chow.

  35. 1.35Doubled AgentOct 21, 1983Rate

    M.A.D. creates an android copy of Inspector Gadget to rob Metro City banks and frame the real Gadget for the crimes. While Gadget is wrongly imprisoned, Dr. Claw plans to kidnap the Shah of Freeland and demand a large ransom.

  36. 1.36Plantform of the OperaOct 24, 1983Rate

    M.A.D. agents conduct a covert operation inside an opera house, using it as a cover to dig into a bank vault, while a deadly man-eating plant guards their progress.

  37. 1.37Don't Hold Your BreathOct 25, 1983Rate

    Inspector Gadget investigates the disappearance of several oceanographers who went missing while exploring the ocean depths in search of a legendary undersea city.

  38. 1.38Gone Went the WindOct 26, 1983Rate

    A rogue scientist operating at the North Pole develops a device designed to generate massive windstorms worldwide, threatening global stability.

  39. 1.39King WrongOct 27, 1983Rate

    In the fictional nation of Pianostan, the populace's happiness depends on their King's misery, but a scheme to make the King happy threatens the balance. Inspector Gadget is sent to uncover the plot, only to discover that the King bears an uncanny resemblance to himself.

  40. 1.40Pirate IslandOct 28, 1983Rate

    Inspector Gadget, Penny, and Brainhead are vacationing in the Caribbean when Gadget is unexpectedly called back to duty, disrupting their plans for relaxation.

  41. 1.41M.A.D. AcademyOct 31, 1983Rate

    Gadget is tasked with locating and dismantling M.A.D.'s agent training facility, while Dr. Claw sees Gadget's elimination as an ideal training exercise for M.A.D.'s newest recruits.

  42. 1.42No Flies on UsNov 1, 1983Rate

    In Malaysia, a rogue scientist known as the Wild Man of Borneo develops a virus derived from flies and its corresponding antidote. Gadget, while suffering from a head cold, must thwart Dr. Claw's scheme to infect the world population and turn them into docile, bubble-blowing individuals.

  43. 1.43Luck of the IrishNov 2, 1983Rate

    Gadget travels to Ireland to recover the stolen Blarney Stone, a cherished national treasure. M.A.D. agents have plans to destroy it with a laser cannon, and Dr. Claw sends the bickering O'Shea Brothers to stop Gadget.

  44. 1.44Prince of the GypsiesNov 3, 1983Rate

    Dr. Claw attempts to implicate a group of gypsies in the theft of Freedonia's Royal Coat of Arms, prompting Gadget to investigate them while Penny and her new friend Anya search for the true culprit.

  45. 1.45Old Man of the MountainNov 4, 1983Rate

    A renowned seismologist is kidnapped by M.A.D. and forced to build a device that can trigger catastrophic global earthquakes. Gadget investigates in the Rocky Mountains, where he faces obstacles from both a M.A.D. ranger and a rough-hewn prospector obsessed with gold.

  46. 1.46The Emerald DuckNov 7, 1983Rate

    Gadget travels to Mexico to prevent a M.A.D. agent, the Mexican bandit Macho Miguel, from obtaining the Emerald Duck, the oldest known Mayan artifact, which holds the key to activating a powerful ancient weapon.

  47. 1.47Do Unto UddersNov 8, 1983Rate

    M.A.D. disrupts milk production in local cows using satellite waves, leading to a shortage that pushes consumers toward purchasing milk from New Foods Dairy, a company secretly controlled by M.A.D.

  48. 1.48Did You Myth Me?Nov 9, 1983Rate

    A rogue scientist seeks to steal an ancient Greek artifact believed to contain the formula for transmuting lead into gold.

  49. 1.49A Bad AltitudeNov 10, 1983Rate

    Dr. Claw plots to submerge the majority of an island, aiming to make his mountaintop resort the sole hotel on what will become "M.A.D. Island.

  50. 1.50Funny MoneyNov 11, 1983Rate

    M.A.D. recruits the imprisoned Funny Money gang to produce counterfeit currency for Dr. Claw's operations. Two members escape prison to establish the counterfeiting operation, while their visually impaired but skilled teammate, Squint, is tasked with eliminating Gadget when he arrives to investigate the breakout.

  51. 1.51Follow That JetNov 14, 1983Rate

    Dr. Claw starts secretly stealing U.S. Air Force jets to build his own personal air force for M.A.D.

  52. 1.52Dry SpellNov 15, 1983Rate

    A M.A.D. agent, supported by Blue Trolls, triggers a drought in Metro City by disrupting its water supply from the mountains.

  53. 1.53SmeldoradoNov 16, 1983Rate

    Dr. Claw invents a ray that transforms gold into smelly cheese, intending to revert it after the government removes the pungent substance from Fort Knox.

  54. 1.54Quimby ExchangeNov 17, 1983Rate

    Gadget is tasked with safeguarding Nervous Nick Defecto, a former M.A.D. agent, as Dr. Claw seeks revenge by capturing Chief Quimby and demanding Nick's return in exchange.

  55. 1.55Weather In TibetNov 18, 1983Rate

    Penny forms an alliance with a Tibetan boy to dismantle a M.A.D. weather control device, while her uncle causes unintended complications with his clumsy behavior.

  56. 1.56UnhengedNov 21, 1983Rate

    Gadget works to thwart M.A.D.'s scheme to dominate the world by abducting top solar scientists and forcing them to build a solar-powered heat cannon at Stonehenge.

  57. 1.57Snakin' All OverNov 22, 1983Rate

    A M.A.D. agent plans to use his pet snakes as part of a heist to steal a valuable coin collection.

  58. 1.58In SeineNov 23, 1983Rate

    A M.A.D. agent in Paris employs a robot to carry out high-profile heists targeting the wealthy and celebrities.

  59. 1.59Tree GuessesNov 24, 1983Rate

    Dr. Claw develops a powerful chemical that rapidly breaks down wood and demands a large ransom to prevent its release on global forests.

  60. 1.60Birds of a FeatherNov 25, 1983Rate

    A M.A.D. agent deploys his trained birds to steal a priceless gemstone during an exhibition in Turkey.

  61. 1.61So it is WrittenNov 28, 1983Rate

    Gadget travels to an Arabian nation where he is thought to be a prophesied figure destined to locate a legendary treasure cave. Dr. Claw, hoping to use his rival to find the treasure first, follows closely with plans to eliminate him once the location is discovered.

  62. 1.62Fang the Wonder DogNov 29, 1983Rate

    Dr. Claw attempts to kidnap the famous movie dog Fang from the set of his new film in order to hold him for ransom.

  63. 1.63School for PickpocketsNov 30, 1983Rate

    Gadget works to prevent Dr. Claw from stealing his new Gadget Watch and shutting down the school for pickpockets.

  64. 1.64QuizmasterDec 1, 1983Rate

    A charismatic game show host lures contestants into a mysterious booth filled with hypnotic lights, compelling them to commit bank robberies on behalf of the villainous Dr. Claw. As Gadget begins to investigate, he too falls victim to the hypnosis.

  65. 1.65Gadget in WinterlandDec 2, 1983Rate

    Gadget visits Winterland Resort as the Olympic Games begin, but Dr. Claw plots to sabotage the event by sending a M.A.D. agent to carry a dynamite-filled torch instead of the real Olympic flame.

  1. 2.01Gadget in Mini MadnessSep 30, 1985Rate

    Professor Dumkopf of M.A.D. sends five mischievous imp-like creatures called the Linguinis to attack Inspector Gadget's home and eliminate him.

  2. 2.02The Incredible Shrinking GadgetOct 1, 1985Rate

    Professor Dumkopf returns in an attempt to destroy Inspector Gadget using a powerful shrink-ray gun, repeatedly firing it in hopes of reducing the inspector to nothing.

  3. 2.03Gadget Meets the GrapplerOct 2, 1985Rate

    The Gadget family confronts Dr. Dumbkopf in a final showdown, featuring his large and volatile humanoid assistant, the Grappler. Through the use of sweets and Penny's compassion, the Grappler is calmed and helps the Gadgets defeat their longtime nemesis.

  4. 2.04Focus on GadgetOct 7, 1985Rate

    Gadget travels to a silent orbiting space station to investigate its mysterious shutdown, accompanied by Penny and Brain. Upon arrival, Penny uncovers that the station's calm, HAL-like supercomputer has been taken over by Dr. Null and Dr. Void of M.A.D. The duo plans to use a massive magnifying device to focus the sun's energy on Earth as part of their sinister scheme.

  5. 2.05M.A.D. in the MoonOct 8, 1985Rate

    Dr. Claw, along with his agents Null and Void, uses explosives shaped like kewpie dolls to modify the moon's surface, aiming to make it mirror the M.A.D. logo.

  6. 2.06N.S.F. GadgetOct 9, 1985Rate

    M.A.D. takes over Metro City's banking system by hacking into an orbiting satellite, while also deploying "Crazy Gas," which causes hallucinations and complicates efforts to stop them. Inspector Gadget must find a way to reclaim control of the city's financial infrastructure amidst the chaos.

  7. 2.07Magic GadgetOct 14, 1985Rate

    Famed magician and M.A.D. agent The Great Wambini stages a spectacular show in Metro City, culminating in a dramatic stunt involving Inspector Gadget's apparent demise.

  8. 2.08The Great Wambini's SeanceOct 15, 1985Rate

    Pets across Metro City are mysteriously disappearing, with suspicion falling on M.A.D., and the enigmatic Great Wambini may hold the key to solving the case.

  9. 2.09Wambini PredictsOct 16, 1985Rate

    The Great Wambini travels to Alpakistan to claim the King's diamond-spitting llama by correctly making three predictions. Gadget accompanies him, tasked with uncovering any M.A.D. involvement, and becomes a participant in the National Floobyball Tournament.

  10. 2.10Bad Dreams are Made of ThisOct 21, 1985Rate

    The citizens of Metro City are plagued by unshakable nightmares of unknown origin, and Penny fears her computerbook has been stolen by M.A.D.

  11. 2.11Ghost CatchersOct 22, 1985Rate

    Dr. Spectrum creates "Ghost Globules," glowing ghost-like creatures, and plans to release them in Metro City before selling a special spray to eliminate them. Meanwhile, Inspector Gadget investigates a suspicious costume party in pursuit of the villain.

  12. 2.12Busy SignalOct 23, 1985Rate

    Disguised as a local telephone company, Dr. Spectrum and his gang use a teleportation gun to rob the mansions of Metro City's wealthy, sending the stolen goods directly to Doctor Claw. Penny is captured and ordered to be sent to Doctor Claw.

  13. 2.13The Capeman ComethOct 28, 1985Rate

    Corporal Capeman temporarily assumes the role of Inspector Gadget's assistant as Gadget investigates a case involving a notorious ninja.

  14. 2.14Crash Course in CrimeOct 29, 1985Rate

    As Gadget trains his new sidekick, Capeman, Dr. Claw embarks on a series of high-profile crimes to mark the anniversary of the M.A.D. organization.

  15. 2.15Gadget's GadgetsOct 30, 1985Rate

    Inspector Gadget and Capeman are sent to a clinic operated by M.A.D. under the pretense of testing Gadget's gadgets, though it is later revealed that the true intention is to disable them.

  16. 2.16Tyrannosaurus GadgetNov 4, 1985Rate

    A M.A.D. agent hatches a scheme to reintroduce dinosaurs to the 20th century, enabling Dr. Claw to destroy Metro City and eliminate Gadget's ancestors to prevent his existence in the present.

  17. 2.17Gadget's RomaNov 5, 1985Rate

    Inspector Gadget, Penny, and Brain time travel to ancient Rome to stop Dr. Claw's agent, Thelma Bodkin, from solving a mosaic and stealing its hidden treasure.

  18. 2.18Gadget's Clean SweepNov 6, 1985Rate

    M.A.D. agents use time travel to visit 19th-century England with the goal of stealing the Crown Jewels and eliminating the ancestors of Inspector Gadget, two chimney sweeps named Chimney and Char Gadget. Inspector Gadget is tasked with pursuing them through time to prevent their mission.

  19. 2.19Gadget Meets the ClanNov 11, 1985Rate

    Dr. Claw enlists the help of a retired mobster, the Great Great Godfather, to carry out an assassination on Inspector Gadget.

  20. 2.20Gadget and Old LaceNov 12, 1985Rate

    Dr. Claw consults his mentor for guidance on eliminating Gadget, but instead encounters two Black Widows who express interest in carrying out the assassination themselves.

  21. 2.21Gadget and the Red RoseNov 13, 1985Rate

    Dr. Claw recruits retired gangster Spuds Malone to take down Gadget using his signature weapon, the potato-firing tommy gun known as "Red Rose.

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