
1 - Paws for Alarm
The Kitten Twins get carried away while playing with Ed.
The Kitten Twins get carried away while playing with Ed.
New neighbors move onto Sweet Street.
Ed believes a cape has given him magical powers.
Ed and Buddy travel to a friendship retreat.
Ed's antics finally drive Buddy squirrely.
Ed works as a waiter in a fancy restaurant.
Ed & Buddy take on jobs at the mitten factory.
Buddy enters a talent competition hosted by his childhood hero.
When Ed loses something important, Buddy helps him retrace his steps.
Buddy raises money for charity by riding a unicycle.
The residents of Sweet Street engage in a robot battle.
Buddy makes a new friend at a TV convention.
Ed reveals a dirty secret to Buddy.
Miss Fluffe tries to put a curse on Buddy, and Ed wants to help get it removed.
Buddy gets credit for a heroic rescue that was really carried out by Ed.
With his arms in a cast, Ed ends up temporarily unable to help Buddy.
Ed can't remember who he is.
Buddy urges Ed to run from the law.
During Buddy’s yard sale, a mishap with a pricing gun leads to Ed being sold to Miss Fluffe at a bargain price.
Ed & Buddy enter a wrestling competition
Ed discovers the help wanted section of the newspaper.
Buddy must help Ed stay awake for 24 hours, but can’t tell Ed why.
Buddy is entrusted with guarding a priceless nut.
Ed helps buddy prepare for an important test.