Too Hot to Handle
4 June 2026The Superfriends assist the government's leading scientist with a magnetism that is drawing the Earth from its orbit toward the sun.
Anthro, an alien from the planet Traum, tries to trick the Superfriends into helping him steal the Earth's energy.
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The Superfriends assist the government's leading scientist with a magnetism that is drawing the Earth from its orbit toward the sun.
Dr. Shamon uses a giant magnet to bring a solid gold meteor to Earth, with unexpected results.
Professor Baffles has embarked on a crusade to destroy all literature, art and music with a chemical he has developed; his two accomplices use Professor Baffles' crusade to extort money from the U.S. government.
The Superfriends must get three stubborn industrialists to meet with Dr. Pelagian before his tactics endanger the country.
Glaciers are melting, gigantic whirlpools are forming and there are icebergs in the South Atlantic; the Superfriends discover Dr. Thinkwik, from the land of Glacia, is responsible.
Anthro, an alien from the planet Traum, tries to trick the Superfriends into helping him steal the Earth's energy.
When Professor Goodfellow's invention, the G.E.E.C., goes out of control, it takes the combined efforts of all the Superfriends to repair the computer and return the world to its normal state.
Giant children want to play on Earth; space-racing punks invade a patrol craft; aliens abduct Superman and Wonder Woman.
Several of the Super Friends are zapped into a video game controlled by Bizarro.
Superman and Batman unintentionally release a prisoner who traps them in a dream world; astronauts pick up what they think is space junk.
Phantom Zone criminals are inadvertently freed; Brainiac clones Aquaman and El Dorado.
Villains plan to revive the Hall of Doom; the Hall of Justice sinks into the Earth.
Superman travels back in time and saves Krypton; space dolls take over world; algae brings Titanic to life.
Batman and Superman enter a time warp; a meeting of the Justice League; a writer is turned into a behemoth.
Drawn into Mxyzptlk's dimension, Batman and Superman must escape; the Wonder Twins and Atom rescue a teen gang from a deadly ride; Apache Chief helps a spirit find his final resting place.
A satellite returns to Earth with a deadly stowaway from space; Batman, Robin and Aquaman aid two scientists trapped by underwater pirates; a carnival witch begins shrinking her customers.
A painter's invention can turn his works of art into monsters.
Aquaman battles blazing water; Superman and Black Vulcan wind up in Bizarroworld.
An escapee from the Phantom Zone seeks revenge on Superman.
Wonder Woman assists a sheriff in West Virginia; alien invaders attack El Dorado.
Batman and Robin are captured in Germany; the Wonder Twins find a magic lamp and get three wishes; Wonder Woman answers a distress call.
An evil computer takes control; man-eating tomatoes; Superman's old nemesis.
Termites from Venus must be stopped; a volcanic eruption; attack on the capital.
Circus animals get revenge; the Riddler infiltrates the Bat-cave.
Vampiress targets the Super Friends; Exxorian monkeys invade; villain turns the friends against one another.
Three criminals are outsmarted.
Yuna the Terrible is released.
Superman spots a black hole; a motorcycle gang causes trouble; a submarine is out of control.
Bigfoot-like creatures attack; Wonder Twins are trapped; a make-up artist is transformed.
A mysterious red tide causes calamities in the oceans.
A mysterious red light results in stolen diamonds.
A mad scientist shrinks adults to 2 inches tall to conserve the planet's resources.
Air conditioning units are disappearing.
A dangerous scientist unleashes a white dwarf to cause trouble.
A mysterious blue jet is causing havoc.
King Plasto devises a special plastic to use against the friends.
A family of aliens leaves Balunia for a cleaner home on Earth.
Unbeknownst to the Superfriends, the astronauts aboard the Apollo 20 have been replaced by androids; when Apollo 20 crashes, Dr. Rebos threatens to sabotage the manned launch to Mars.
The Superfriends assist the government's leading scientist with a magnetism that is drawing the Earth from its orbit toward the sun.
Dr. Shamon uses a giant magnet to bring a solid gold meteor to Earth, with unexpected results.
The Superfriends must get three stubborn industrialists to meet with Dr. Pelagian before his tactics endanger the country.
Glaciers are melting, gigantic whirlpools are forming and there are icebergs in the South Atlantic; the Superfriends discover Dr. Thinkwik, from the land of Glacia, is responsible.
When Professor Goodfellow's invention, the G.E.E.C., goes out of control, it takes the combined efforts of all the Superfriends to repair the computer and return the world to its normal state.
Professor Baffles has embarked on a crusade to destroy all literature, art and music with a chemical he has developed; his two accomplices use Professor Baffles' crusade to extort money from the U.S. government.
Anthro, an alien from the planet Traum, tries to trick the Superfriends into helping him steal the Earth's energy.
Unbeknownst to the Superfriends, the astronauts aboard the Apollo 20 have been replaced by androids; when Apollo 20 crashes, Dr. Rebos threatens to sabotage the manned launch to Mars.