Bingr Logo
HomeSearchTVAnimeMoviesSportsSparksCategoriesMy Space

Bingr does not host, upload, or store any files. Titles shown here are indexed automatically from public sources and third-party services. The media stays on those platforms — we only provide links.

© 2026 Bingr · v2.0.0

Get helpTermsPrivacyDMCAOfficial domainsAPI
Stargate Infinity
Stargate Infinity
6.3•2002•NR•1 Season

This DIC animated action-adventure series follows four exceptional Air Force Academy cadets and a wrongly court-martialed Stargate veteran as they travel planets through gated wormholes protecting a myst. Based on MGMs successful sci-fi franchise Stargate.

Animation|Sci-Fi & Fantasy|Action & Adventure
Watch NowSeries

Actors

Dale Wilson

Dale Wilson

(voice)

Tifanie Christun

Tifanie Christun

(voice)

Kathleen Barr

Kathleen Barr

(voice)

Mark Hildreth

Mark Hildreth

(voice)

Mackenzie Gray

Mackenzie Gray

(voice)

Mark Acheson

Mark Acheson

(voice)

Jim Byrnes

Jim Byrnes

(voice)

Cathy Weseluck

Cathy Weseluck

(voice)

Bettina Bush

Bettina Bush

(voice)

Bettina Busch

(voice)

Lee Tockar

(voice)

Cusse Mankuma

Cusse Mankuma

(voice)

Keep Bingring

Star Wars: The Clone Wars
8.5

Star Wars: The Clone Wars

2008Series
The Adventures of Jimmy Neutron: Boy Genius
7.4

The Adventures of Jimmy Neutron: Boy Genius

2002Series
Marvel's Guardians of the Galaxy
7.2

Marvel's Guardians of the Galaxy

2015Series
Adventure Time: Side Quests
8.9

Adventure Time: Side Quests

2026Series
Star Wars: Clone Wars
7.8

Star Wars: Clone Wars

2003Series
Infinity Train
8.4

Infinity Train

2019Series
Gargoyles
8.1

Gargoyles

1994Series
Regular Show: The Lost Tapes
9.6

Regular Show: The Lost Tapes

2026Series
LEGO Star Wars: The Yoda Chronicles
6.3

LEGO Star Wars: The Yoda Chronicles

2013Series
Space Ghost and Dino Boy
7.5

Space Ghost and Dino Boy

1966Series
Batman: The Brave and the Bold
7.6

Batman: The Brave and the Bold

2008Series
Max Steel
7.8

Max Steel

2013Series
Wander Over Yonder
7.5

Wander Over Yonder

2013Series
Star Trek: Prodigy
7.2

Star Trek: Prodigy

2021Series
Star Wars: Tales of the Empire
7.4

Star Wars: Tales of the Empire

2024Series
Justice League Unlimited
8.3

Justice League Unlimited

2004Series
Star Trek
6.8

Star Trek

1973Series
Harvey Beaks
6.3

Harvey Beaks

2015Series
Buzz Lightyear of Star Command
6.6

Buzz Lightyear of Star Command

2000Series
Star Wars Resistance
6.2

Star Wars Resistance

2018Series

Episodes

  1. 1

    Decision

    A group of trainees and their leader, veteran gate traveller Gus Bonner, must help an alien named Draga, who is being pursued by both alien forces and bounty hunters from Earth, get back to her homeworld.

    A group of trainees and their leader, veteran gate traveller Gus Bonner, must help an alien named Draga, who is being pursued by both alien forces and bounty hunters from Earth, get back to her homeworld.

    Play
  2. 2

    Double Duty

    The team stay on a jungle planet, cut off by Nephestis who has framed Gus as a traitor. The local Thorn aliens are dying of a disease which Gus believes he left there on a previous expedition. The others choose to head out with the Ancient chrysalis but are ambushed by the Tlak'khan but escape...as the chrysalis hatches and the winged Ancient escapes. The Tlak'khan leader De'kyll takes the Thorn village hostage and Bonner surrenders but the Ancient intervenes and the cadets take them prisoner (except De'kyll escapes). The Ancient learns English through Seattle and asks the team for help, and after being named Draga. Draga heals the ailing Thorn but knows nothing about the Stargates and remains with the team.

    The team stay on a jungle planet, cut off by Nephestis who has framed Gus as a traitor. The local Thorn aliens are dying of a disease which Gus believes he left there on a previous expedition. The others choose to head out with the Ancient chrysalis but are ambushed by the Tlak'khan but escape...as the chrysalis hatches and the winged Ancient escapes. The Tlak'khan leader De'kyll takes the Thorn village hostage and Bonner surrenders but the Ancient intervenes and the cadets take them prisoner (except De'kyll escapes). The Ancient learns English through Seattle and asks the team for help, and after being named Draga. Draga heals the ailing Thorn but knows nothing about the Stargates and remains with the team.

    Play
  3. 3

    The Best World

    The team arrives with a planet with a mysterious ""Guide"" stone which is immediately endangered by an earthquake. The team helps the natives, the Mou'a'dash, to recover it. While Harrison deals with being ""owned"" by a local native that rescued him, the Tlak'khan launch an attack. Gus, Draaga, and Seattle get captured and taken through the Stargate along with the Guide, which they use to travel to the Ancients' home planet. They end up in a hellworld trap set by the Ancients, where the Stargate has no controls and they are stuck. Draga manages to use her powers to open the Stargate, leaving the Tlak'khan stranded. Gus realizes the Tlak'khan must have access to his travel record through the traitor and heads off to a planet he hasn't been on before.

    The team arrives with a planet with a mysterious ""Guide"" stone which is immediately endangered by an earthquake. The team helps the natives, the Mou'a'dash, to recover it. While Harrison deals with being ""owned"" by a local native that rescued him, the Tlak'khan launch an attack. Gus, Draaga, and Seattle get captured and taken through the Stargate along with the Guide, which they use to travel to the Ancients' home planet. They end up in a hellworld trap set by the Ancients, where the Stargate has no controls and they are stuck. Draga manages to use her powers to open the Stargate, leaving the Tlak'khan stranded. Gus realizes the Tlak'khan must have access to his travel record through the traitor and heads off to a planet he hasn't been on before.

    Play
  4. 4

    Coming Home

    When the younger team members reminesce about birthday's, Ec'co thinks back to his own torn life. The team convinces Gus to take Ec'co to his homeworld. An electrical storm shorts out their Stargate while Gus and Ec'co get taken into custody by the hostile Hrathi, who know of Gus' alleged betrayal. The rest of the team rig a way to recharge the Stargate using lightning while the Tlak'khan launch an attack on the Hrathi. Gus helps to drive them off and then are taken to a cache of data crystals. It turns out the crystals are a fake, but one of the Hrathi reveals he is a shapeshifter. Gus and Ec'co pass the test and receive the real Tlak'khan data crystal they need.

    When the younger team members reminesce about birthday's, Ec'co thinks back to his own torn life. The team convinces Gus to take Ec'co to his homeworld. An electrical storm shorts out their Stargate while Gus and Ec'co get taken into custody by the hostile Hrathi, who know of Gus' alleged betrayal. The rest of the team rig a way to recharge the Stargate using lightning while the Tlak'khan launch an attack on the Hrathi. Gus helps to drive them off and then are taken to a cache of data crystals. It turns out the crystals are a fake, but one of the Hrathi reveals he is a shapeshifter. Gus and Ec'co pass the test and receive the real Tlak'khan data crystal they need.

    Play
  5. 5

    Mentor

    The team intervenes on a planet when one group of the locals, the Mystari, use high-tech weapons to attack another faction – they meet up with Shepherd, a former Stargate team member who trained Gus. Shepherd claims the faction his men attacked are bandits but his followers worship him. Gus overlooks his apparent abuse until Stacey brings him around. Knowing Gus will act against him, Shepherd summons the Tlak'khan but when he finds out they plan to kill the team he and the locals side with Gus. Shepherd tells the Mystari to find their own way and then takes off on his own.

    The team intervenes on a planet when one group of the locals, the Mystari, use high-tech weapons to attack another faction – they meet up with Shepherd, a former Stargate team member who trained Gus. Shepherd claims the faction his men attacked are bandits but his followers worship him. Gus overlooks his apparent abuse until Stacey brings him around. Knowing Gus will act against him, Shepherd summons the Tlak'khan but when he finds out they plan to kill the team he and the locals side with Gus. Shepherd tells the Mystari to find their own way and then takes off on his own.

    Play
  6. 6

    Hot Water

    Arriving on a waterworld, the team makes for a nearby island after losing one of their vehicles while Da'kyll reports to Hah'lak that he knows where Draga is. The councilman sends a pair of bounty hunters after them behind Da'kyll's back. Ec'co, Draga, and Seattle get captured by the local amphibious natives and take the rest of the team to meet them. The locals, the Su'ri, welcome them once they are sure of the ""landers""' motives. The bounty hunters negotiate with Sargall, one of the younger members, to have him turn over the team in return for medicine. Driven by jealousy toward Harrison, Sargall helps the mercenaries by helping them capture Seattle to lure in Draga and then challenges Harrison to a dangerous race. While Gus tries to rescue R.J., Draga gets captured and Ec'co and Stacey give pursuit. Harrison rescues Sargall from a monster and then Gus leads the monster to the escaping mercenaries as they enter the Stargate without their captives and it ends up attacking a waiting Ha

    Arriving on a waterworld, the team makes for a nearby island after losing one of their vehicles while Da'kyll reports to Hah'lak that he knows where Draga is. The councilman sends a pair of bounty hunters after them behind Da'kyll's back. Ec'co, Draga, and Seattle get captured by the local amphibious natives and take the rest of the team to meet them. The locals, the Su'ri, welcome them once they are sure of the ""landers""' motives. The bounty hunters negotiate with Sargall, one of the younger members, to have him turn over the team in return for medicine. Driven by jealousy toward Harrison, Sargall helps the mercenaries by helping them capture Seattle to lure in Draga and then challenges Harrison to a dangerous race. While Gus tries to rescue R.J., Draga gets captured and Ec'co and Stacey give pursuit. Harrison rescues Sargall from a monster and then Gus leads the monster to the escaping mercenaries as they enter the Stargate without their captives and it ends up attacking a waiting Ha

    Play
  7. 7

    Phobia

    Arriving on a new planet, Stacey runs into a web and reveals she has a problem with her fear of spiders. Naturally, the local civilization are spiders and Stacey apparently overreacts, injuring one of them and endangering relationships between the two groups. Stacey insists she acted in self-defense but is placed on trial for her actions. Meanwhile, the Tlak'kahn warriors show up and attack. Stacey comes to terms with the spider she harmed, allowing it to heal. She and it team up to help the team bring down the Tlak'kahn and the team departs.

    Arriving on a new planet, Stacey runs into a web and reveals she has a problem with her fear of spiders. Naturally, the local civilization are spiders and Stacey apparently overreacts, injuring one of them and endangering relationships between the two groups. Stacey insists she acted in self-defense but is placed on trial for her actions. Meanwhile, the Tlak'kahn warriors show up and attack. Stacey comes to terms with the spider she harmed, allowing it to heal. She and it team up to help the team bring down the Tlak'kahn and the team departs.

    Play
  8. 8

    Can I Keep It?

    After avoiding a flash flood, Seattle finds a kitten-like creature that she names Flotsam. It gets into their food supplies and grows substantially...and grows some more. All efforts to train him seem in vain and it looks like the team will have to leave him behind. Da'kyll and his Tlak'kahn mercenaries show up and Flotsam gives warning by playing ""fetch"" with a grenade. A simlar flash flood wipes out the Tlak'kahn and Seattle agrees to leave Flotsam behind.

    After avoiding a flash flood, Seattle finds a kitten-like creature that she names Flotsam. It gets into their food supplies and grows substantially...and grows some more. All efforts to train him seem in vain and it looks like the team will have to leave him behind. Da'kyll and his Tlak'kahn mercenaries show up and Flotsam gives warning by playing ""fetch"" with a grenade. A simlar flash flood wipes out the Tlak'kahn and Seattle agrees to leave Flotsam behind.

    Play
  9. 9

    Who Are You?

    Right after arriving on a new world Draga gets a sense that something is watching them. Harrison finds a Mayan temple and returns to report he found the T'ak'khan and a captive human prisoner. However, Seattle and Stacey become suspicious when Harrison acts differently. Gus decides to launch a solo rescue and finds the prisoner is Captain Arnold Grimes - then he gets captured and is thrown in the cell with the real Harrison - they discover a race of shapeshifters who are reluctantly helping the Tlak'khan. Gus puts the pieces together and realizes how he was framed, then engineer an escape while the shapeshifters/Gus & Harrison lead the others into a trap. They escape and go rescue the team from a battle with the shapeshifters, seeing through the fakes. They are about to leave with Grimes when Draga says that she still senses a presence. Gus told everyone to whisper their suspicions in his ear so that he could find out who it was. The only person who accused someone else was Grimes - f

    Right after arriving on a new world Draga gets a sense that something is watching them. Harrison finds a Mayan temple and returns to report he found the T'ak'khan and a captive human prisoner. However, Seattle and Stacey become suspicious when Harrison acts differently. Gus decides to launch a solo rescue and finds the prisoner is Captain Arnold Grimes - then he gets captured and is thrown in the cell with the real Harrison - they discover a race of shapeshifters who are reluctantly helping the Tlak'khan. Gus puts the pieces together and realizes how he was framed, then engineer an escape while the shapeshifters/Gus & Harrison lead the others into a trap. They escape and go rescue the team from a battle with the shapeshifters, seeing through the fakes. They are about to leave with Grimes when Draga says that she still senses a presence. Gus told everyone to whisper their suspicions in his ear so that he could find out who it was. The only person who accused someone else was Grimes - f

    Play
  10. 10

    Greed

    The team arrive on a new planet and find diamonds. The team soon starts arguing over the diamonds themselves - a concept which Draga has trouble understanding. While Gus explains the concept of ""money' at great length, a team of bounty hunters closes in on the SG crew. Gus and Draga get captured but Gus turns the mercenaries against each other by playing on their greed. The team manages to overcome their greed and get it together to help out Gus and Draga but have to give up the diamonds to the mercenaries to buy their friends' freedom.

    The team arrive on a new planet and find diamonds. The team soon starts arguing over the diamonds themselves - a concept which Draga has trouble understanding. While Gus explains the concept of ""money' at great length, a team of bounty hunters closes in on the SG crew. Gus and Draga get captured but Gus turns the mercenaries against each other by playing on their greed. The team manages to overcome their greed and get it together to help out Gus and Draga but have to give up the diamonds to the mercenaries to buy their friends' freedom.

    Play
  11. 11

    Stones

    Arriving on a new planet, the team meets with the Alteri, a martial society that practices ritual combat. After getting defeated several times, Stacey learns their ways and that wearing the ""Mandro stones"" enhances the wearer. As she dons them she begins to suffer strange side effects - paranoia, anger, addictive qualities, and physical transformation. Stacey goes berserk and escapes for the Stargate. The team manages to slow her down enough so Gus can talk her down and Draga can transform her back to normal. Meanwhile, Draga has a vision of a star system after touching the stones which they believe may be the home of the Ancients.

    Arriving on a new planet, the team meets with the Alteri, a martial society that practices ritual combat. After getting defeated several times, Stacey learns their ways and that wearing the ""Mandro stones"" enhances the wearer. As she dons them she begins to suffer strange side effects - paranoia, anger, addictive qualities, and physical transformation. Stacey goes berserk and escapes for the Stargate. The team manages to slow her down enough so Gus can talk her down and Draga can transform her back to normal. Meanwhile, Draga has a vision of a star system after touching the stones which they believe may be the home of the Ancients.

    Play
  12. 12

    Initiation

    Gus brings the gang to Brianna for some rest and relaxation and they're caught in an earthquake. Harrison, separated from his jet pack, is rescued by Havave and helps him on his Kamuna initiation ceremony, while Ec'co discovers the volcano they are near will explode and destroy the local island. Harrison tries to convince Havave not to give in to peer pressure while helping him deliver an egg to a local creature as part of the rite, but they fail. He and Havene meet up with the others and the Akua, Havane's people. The Akua initially refuse to leave but Havane's actions convince them and they accept him despite his failure. The team manage to get to the Gate just in time as the island is destroyed.

    Gus brings the gang to Brianna for some rest and relaxation and they're caught in an earthquake. Harrison, separated from his jet pack, is rescued by Havave and helps him on his Kamuna initiation ceremony, while Ec'co discovers the volcano they are near will explode and destroy the local island. Harrison tries to convince Havave not to give in to peer pressure while helping him deliver an egg to a local creature as part of the rite, but they fail. He and Havene meet up with the others and the Akua, Havane's people. The Akua initially refuse to leave but Havane's actions convince them and they accept him despite his failure. The team manage to get to the Gate just in time as the island is destroyed.

    Play
  13. 13

    The Mother of Invention

    Major Bonner's team arrives at a world destroyed by its inhabitants. Kreeda, the inventor, attempts to save what's left of her civilisation—even if it means stealing and lying. Ec'co acquires a sympathy for her, but the next day the team finds their power sources stolen. Kreeda is the obvious suspect. She wishes to make up for her previous actions and warns the team about Tlak'kahn warriors nearby—but will they listen?

    Major Bonner's team arrives at a world destroyed by its inhabitants. Kreeda, the inventor, attempts to save what's left of her civilisation—even if it means stealing and lying. Ec'co acquires a sympathy for her, but the next day the team finds their power sources stolen. Kreeda is the obvious suspect. She wishes to make up for her previous actions and warns the team about Tlak'kahn warriors nearby—but will they listen?

    Play
  14. 14

    Reality

    Gus and Seattle go into an alien VR system where the real society has deteriorated due to its preoccupation with the virtual one.

    Gus and Seattle go into an alien VR system where the real society has deteriorated due to its preoccupation with the virtual one.

    Play
  15. 15

    Museum

    (from contributor Jared Prophet) The gang come through the Gate on the Great Wall of China...in a large museum. After exploring, and listening to Gus Bonner's ""boring"" speeches about history, the group runs afool of both Julius Cesar's and Napoleon's robot armies.

    (from contributor Jared Prophet) The gang come through the Gate on the Great Wall of China...in a large museum. After exploring, and listening to Gus Bonner's ""boring"" speeches about history, the group runs afool of both Julius Cesar's and Napoleon's robot armies.

    Play
  16. 16

    Us and Them

    The team arrive on a planet where the natives bear a extremely strong resemblence to Draga. They are contemptous of ""rock crawlers"" but Draga is drawn to them. But when the Tlak'khan show up the local's powers serve no good. The team helps them and gives them a measure of understanding of other cultures.

    The team arrive on a planet where the natives bear a extremely strong resemblence to Draga. They are contemptous of ""rock crawlers"" but Draga is drawn to them. But when the Tlak'khan show up the local's powers serve no good. The team helps them and gives them a measure of understanding of other cultures.

    Play
  17. 17

    The Face of Evil

    The team arrives on an ice planet and intervenes in a fight between the Tlak'khan and the native Ursons. They win the day for the natives but begin to suspect all isn't as it seems. Seattle follows a young Tlak'khan to a hidden city while Gus interrogates the prisoners who it turns out are farmer/refugees. The team realizes the Ursons are in the wrong and turn against them to help the Tlak'khan farmers.

    The team arrives on an ice planet and intervenes in a fight between the Tlak'khan and the native Ursons. They win the day for the natives but begin to suspect all isn't as it seems. Seattle follows a young Tlak'khan to a hidden city while Gus interrogates the prisoners who it turns out are farmer/refugees. The team realizes the Ursons are in the wrong and turn against them to help the Tlak'khan farmers.

    Play
  18. 18

    The Key

    The team arrives on a civilized high-tech planet, Rokari, where they determine a comet is heading for the world they're on with only 60 hours to spare. The local government, the Commonality, don't believe their warning and state they have outgrown written and recorded language. The team break out a member of an underground resistance that distributes writing and leads them to a hidden library with info on how to use the planet's defense system. Harrison manages to figure out the language and the team activates the defense system, the Commonality sees the value of writing and everything turns out well.

    The team arrives on a civilized high-tech planet, Rokari, where they determine a comet is heading for the world they're on with only 60 hours to spare. The local government, the Commonality, don't believe their warning and state they have outgrown written and recorded language. The team break out a member of an underground resistance that distributes writing and leads them to a hidden library with info on how to use the planet's defense system. Harrison manages to figure out the language and the team activates the defense system, the Commonality sees the value of writing and everything turns out well.

    Play
  19. 19

    Chariot of the Sun

    The gang find a mysterious ship emitting dangerous energy on an uninhabited planet. While Harrison and Seattle look for the owners the others break into the ship, much to Stacey's concern. Gus insists on using the ship to return to nearby Earth, unaware that it's actually a Tlak'khan trap - the ship takes them to Ga'Harn, the Tlak'khan homeworld. Da'kyll captures them all and holds them back from the Nax'kan Council by claiming Warrior Right of Capture. Hah'lak sends his own operative, Gal'korn, to free first Gus and then the rest of the SG team and they see through the deception. They get their vehicles and weapons and get to the nearest Stargate to make their escape.

    The gang find a mysterious ship emitting dangerous energy on an uninhabited planet. While Harrison and Seattle look for the owners the others break into the ship, much to Stacey's concern. Gus insists on using the ship to return to nearby Earth, unaware that it's actually a Tlak'khan trap - the ship takes them to Ga'Harn, the Tlak'khan homeworld. Da'kyll captures them all and holds them back from the Nax'kan Council by claiming Warrior Right of Capture. Hah'lak sends his own operative, Gal'korn, to free first Gus and then the rest of the SG team and they see through the deception. They get their vehicles and weapons and get to the nearest Stargate to make their escape.

    Play
  20. 20

    The Answer

    The team arrive on Octasar where a Dr. Carrie Mason of the SGC is working with a local scientist, Dr. Bri'sal, who is working on a project of universal telepathy as part of a scientific conference and believes the Tlak'khan can help him - they're playing him, naturally, since Bri'sal's fellow scientists don't support his project. Stacey overhears them while the rest of the team convinces Mason they're not traitors. Mason doesn't believe them and when the project succeeds the Tlak'khan take control. The team launches an attack but the mind-controlled scientists are forced to attack them, but Mason grabs Da'kyll's device, freeing everyone and forcing the Tlak'khan to retreat.

    The team arrive on Octasar where a Dr. Carrie Mason of the SGC is working with a local scientist, Dr. Bri'sal, who is working on a project of universal telepathy as part of a scientific conference and believes the Tlak'khan can help him - they're playing him, naturally, since Bri'sal's fellow scientists don't support his project. Stacey overhears them while the rest of the team convinces Mason they're not traitors. Mason doesn't believe them and when the project succeeds the Tlak'khan take control. The team launches an attack but the mind-controlled scientists are forced to attack them, but Mason grabs Da'kyll's device, freeing everyone and forcing the Tlak'khan to retreat.

    Play