Comet's older brother Flash stops by--and shakes up the snack shack by forcing everyone to do their jobs faster. Comet questions his skills as a leader before standing up for himself and taking back control of the ship.
Halley calls a frustrated Comet to help find her lost key-- in the process Comet loses his own key and learns not to make friends feel bad about their mistakes.
Taking care of Sputnik's peach tree proves hard for Comet, who ends up feeding it too much fertilizer. The tree takes over the ship until Sputnik gets it under control.
The crew decides to host a talent show--but not everyone's confident in their ability to perform. Sputnik and Comet try teaming up, but it turns out collaboration is more complicated than it sounds.
When Comet sees everyone else's complicated presents for Sputnik's birthday, he tries to compete. But it turns out a simple, heartfelt present is better.
Sputnik is excited to host her pen pal, Glippi, at the space station, but Comet blows her tame, quiet plans with some louder, rowdier things he likes. At first the friends clash-- but soon learn about how to make sure new friends have fun.
Halley discovers an adorable baby piffin, and the whole crew falls in love with the lost little guy. Radar becomes especially close to their new friend-- he even campaigns to keep him at the space station.
When Sputnik takes a ride on one of Halley's Starscreamer surfboards, she thinks Halley is the greatest and begins to imitate everything she does. Sal helps Sputnik discover how her own qualities make her special and important, too.
An overly-excited Sputnik shares her thoughts on the endings of movies, books, and games--taking all the fun out of them for her friends. In the end she learns that everyone has more fun if you avoid spoilers.
Radar gets a little too enthusiastic about Billy Starrider--refusing to play other games with his friends, and forcing them to play along with his imaginary world. His friends team up to show him that it's important to find a balance.
When Comet beats Radar at one of his favorite games, Radar turns out to be a sore loser--and an even more unpleasant winner! His friends help him learn that winning isn't everything.
Halley steps up to run the Frosty Star alone, with the help of a new one-man smoothie-making machine. She's excited to show off her solo-smoothie-making skills, but when the café is overrun with customers, it's unclear if she'll succeed.
Radar forgets to clean up after himself--frustrating the crew and turning the station into a mess! When he can't find all the parts of a game to play with two visiting friends, he takes action--and learns it's important to be responsible for your stuff.
Halley twists her ankle, and enjoys being taken care of by the rest of the crew- maybe a little TOO much. When her ankle starts to get better, she fakes the injury for a little longer until a trip to the Pingo Pongian Water Park motivates her to come clean.
Inspired by a glossy magazine, Sputnik gives the café a makeover--reorganizing the kitchen and throwing a wrench in the crew's workflow. The crew must decide how to confront Sputnik--learning in this case, honesty is the best policy.
Sal invents a cleaning robot, and the crew can't wait to try it out. But when Sal leaves to visit his GamGam, a series of machine mishaps ensues...leaving Comet & Co. to figure out a solution.
The whole crew's excited about a secret gift exchange--except for Comet, who loves his gift so much he doesn't want to give it away. But when he sees how much joy it brings a friend, Comet learns that giving is the greatest joy of all.