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26 episodes · Amazing DubbingEpisode schedule
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A disaster cracked the Moon apart decades ago, and the meteor showers that followed made Earth almost unlivable. Billions died. The survivors scattered to colonies from Venus to Jupiter, and crime followed them there. So the government brought back an old idea: bounty hunting. Now hunters chase criminals across the solar system for cash. Spike Spiegel and Jet Black fly the Bebop, catching crooks to keep the lights on. Spike acts like a goofball, but something violent and heavy sits behind his eyes. Jet plays the grown-up, cooking meals and fixing the ship while his own past stays buried. Along the way they pick up Faye, a card shark drowning in debt, a hyperactive kid hacker named Ed, and Ein, a genetically modified Welsh corgi. Five misfits on one old ship. It should not work, and somehow it does. Then a ghost from Spike's old life comes looking for him. A rival with a plan, and an old wound that never closed. Spike has to decide: stay with the strange family he found on the Bebop, or walk into the past and settle the score. Whatever he picks, someone gets hurt. Can a man who never stopped running from himself really choose?
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Cowboy BebopWatch
TV Series · 1998 · ★ 8,8
A disaster cracked the Moon apart decades ago, and the meteor showers that followed made Earth almost unlivable. Billions died. The survivors scattered to colonies from Venus to Jupiter, and crime followed them there. So the government brought back an old idea: bounty hunting. Now hunters chase criminals across the solar system for cash.
Spike Spiegel and Jet Black fly the Bebop, catching crooks to keep the lights on. Spike acts like a goofball, but something violent and heavy sits behind his eyes. Jet plays the grown-up, cooking meals and fixing the ship while his own past stays buried. Along the way they pick up Faye, a card shark drowning in debt, a hyperactive kid hacker named Ed, and Ein, a genetically modified Welsh corgi. Five misfits on one old ship. It should not work, and somehow it does.
Then a ghost from Spike's old life comes looking for him. A rival with a plan, and an old wound that never closed. Spike has to decide: stay with the strange family he found on the Bebop, or walk into the past and settle the score. Whatever he picks, someone gets hurt. Can a man who never stopped running from himself really choose?