The adventures of Freakazoid, a manic, insane superhero who battles with an array of super villains.
Producer: Rich Arons, Mitch Schauer, Tom Ruegger, John P. McCann, Paul Rugg
No overview available.
6 episodes
How what started as a straightforward animated action hero evolved into a chaotically comic cartoon phenom
Runtime: 30 minCruise ship parodies that promoted the series launch
Runtime: 30 minSeries creators and crew recall the show's second year and the making of the epic, cameo-crammed final episode
Runtime: 30 minFavorite moments remembered
Runtime: 30 minThe Brain teams up with The Lobe, so the Titans enlist the help of Freakazoid to stop them.
Runtime: 11 minIn addition to the 24 main episodes of Freakazoid!, several variant episodes aired, re-configuring the cartoon segments into new combinations and sometimes adding new content, post-credit tags or gag credits. This variant episode (also included on the Season 1 DVD), transplants "The Cloud" from s01e10, and "Candle Jack" from s01e02.
Runtime: 22 minWashington, D.C. has a new defender: Freakazoid. The comedy (and sanity) never stops when he's around and he's only one of the weird heroes of the series! It's better than a nice tub of good things!
13 episodes
Freakazoid does the weather, rescues a hostage high-school dance and loses a sidekick to marriage.
Runtime: 22 minFreakazoid rescues campers from a monster and narrowly escapes a lobotomy. Toby Danger must stop Dr. Sin.
Runtime: 22 minA forgetful alien tries to recall his message for mankind, Lord Bravery's first act as a superhero hopeful turns out to be a problem, aliens circles the Earth in hopes of finding an answer to the eternal question of the universe and elderly superheroes dine and recall their glory days.
Runtime: 22 minIn the first segment (And Fanboy is his Name), an pudgy teenager calling himself Fanboy tries to become Freakazoid's sidekick. The second segment deals with the story of 4 gnomes, who after causing mischief for vikings many years in the past, are turned to stone by day, but come to life at night to help mankind. The final segment (Frenching with Freakazoid) has our hero teaching French to the audience.
Runtime: 22 minA rabid dog-like creature becomes Freak's new sidekick; Lord Bravery fights bureaucracy over his name; Fan Boy rhapsodizes over his quest for Spock's autograph; Freak teaches Norwegian.
Runtime: 22 minJack Valenti hosts the story of how Freakazoid got his powers and the promise of seeing a grown man wrestle a bear.
Runtime: 22 minThe conclusion to the story of Freak's origins. A vortex sucks Freak into the past.
Runtime: 22 minFreak foils a plot to use robotic cars to steal nuclear weapons. The Huntsman goes in search of crime.
Runtime: 22 minIn order to provide a more calming effect to today's rather violent cartoons, the network censors initiate 'Relax-o-Vision.' The process projects peaceful scenes of tranquility over more violent parts of the day's cartoon. Freakzoid tolerates the interference with his show, until he finally decides to take matters into his own hands against the censors.
Runtime: 22 minFreak goes Christmas shopping and searches for the answer to a mysterious cloud which seems to be turning people into zombies.
Runtime: 22 minThe cartoon is cut short when the show's lazy writers decide to end the episode early to show more 'Animaniacs' reruns. However, Steven Spielberg won't stand for it, and unleashes his vision to finish the cartoon right. Dexter Douglas soon meets a strange alien named Mo-Ron, who becomes lost from his alien friends. Dexter helps Mo-Ron phone home, and soon all is well-that is, until the long distance charges roll in.
Runtime: 22 minFreak must rescue a werewolf from his cursed state, and delve into the sewers after a pack of jewel thieves led by the Cobra Queen.
Runtime: 22 minThis episode involves Armondo Guitierrez, whose company created the Pinnacle microchip that turned Dexter Douglas into Freakazoid (gasp!). After using an internet connection and special series of keystrokes, Guttierrez escapes into cyberspace, and begins to mess things up for Freakazoid. After traveling into cyberspace, Freakazoid meets a new and improved Armondo. After a wrist-timer is wired to his wrist, Freakazoid has one hour to go through the game 'Amazing Castle's to find the key to unlock it, otherwise he will be deleted.
Runtime: 22 minNo overview available.
11 episodes
The Lobe's plot to cripple the television industry interrupts Steff and Dexter's first date.
Runtime: 22 minFreak can't refuse anyone anything on his birthday, according to the Superhero Code Book. Even if the request comes from a villain who wants to be free from heroic interference in his nefarious scheme.
Runtime: 22 minFreak and his friends travel to a police state to rescue another friend.
Runtime: 22 minFreak and Cosgrove are zapped inside a Virtual Tussle virtual reality game.
Runtime: 22 minGuitierrez returns with a device that could vaporize the entire world.
Runtime: 22 minCosgrove's girlfriend takes up all his time and is a fire-breathing monster.
Runtime: 22 minFreak pursues the madman who turned Steff into a statue.
Runtime: 22 minAn evil scientist crashes Freak's plane, trying to add to his human stock for his experiments in crossbreeding with orangutans.
Runtime: 22 minFreak's attempts to learn telekinesis leaves him too tired to adequately guard the Diamond Hat of the Czars.
Runtime: 22 minFreak-a-Panel: While on the trail of Cave Guy, Freakazoid finds himself at a sci-fi convention and despite the fact that everyone is in costume, he needs to find the real Cave Guy and get out. Tomb of Invisibo: An invisible villain from ancient Egypt has been released, and is causing havoc throughout the world.
Runtime: 22 minThe Lobe kidnaps PBS's famed carpenter, Norm Abram, to build a wooden device that would kill Freak.
Runtime: 22 min