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- An alliance of evil-doers, led by Frieda, looks to take over Fairy Tale Land. But when Ella realizes her stepmother is out to ruin her storybook existence, she takes a dramatic turn and blossoms into the leader of the resistance effort.
- Fairy tales collide when Mambo and Munk tip the scales of good and evil once again. This time Princess Snow White is a misguided teenager who'd rather have fun with friends Red Riding Hood, Goldilocks and Little Bo Peep than help peasants. When Snow White's father is matched up with Lady Vain - a scheming witch brewing to rule the kingdom - Snow White becomes a thorn in Lady Vain's side. Snow White is soon tricked by Lady Vain (with Rumpelstiltskin's help) into spreading vicious gossip about the townspeople, forcing her to flee. Through rebuilding the three little pigs' houses with the seven dwarves leading the way, Snow White learns the value of helping others. Only Snow White can foil her dad's wedding to stop Lady Vain. With Mambo and Munk in tow, Snow White proves she can rule the kingdom, while bringing balance back to the scales of good and evil.
- Almost microscopic in size, there exists a world hidden within our own; the Meadowlands is a delicate world of flowers as large as redwoods and insects the size of dragons; where peaceful fairies take wing and comical trolls haunt the low land swamps and inhabit dark hidden caves. Without warning, a shroud of evil is creeping across the land... deep in the Dark Wood at the edge of the Meadowlands the Elves have built their citadel in a gnarled ancient tree. Their malevolent leader Lord Kann lusts after control of the entire fairy empire and has vowed to conquer every corner of this magical realm.
- Wagering against the goddess Athena that he can prevent Ulysses from reaching Ithaca, Poseidon sends the hero and his band of warriors where they must battle fantastic mythological creatures of might and magic.
- Uploading themselves by way of a time continuum software, Fire, Nevin, Paul, and Kikko, are suddenly whisked back through the ages on a desperate search for their missing computer professor. Unfortunately, they haven't made the journey alone. An evil Hacker is threatening to change world history. The endurance of each intrepid teen will be tested as they weave in and out of time; facing overwhelming perils and thrilling challenges.
- Altair, who grew up in the strange world of the Starish people, has a lot of fun. He rides roller coasters that design themselves, has a green dog that herds stars and can fly. What more could a boy want?
- Hey, man, Bob just wants to get home. A city dog, now shipwrecked on a deserted island, Bob has his work cut out. Not only does he want to leave; the island isn't exactly deserted, either. In fact, Bob is far from alone.
- You've got Sherm. A normal 12- year boy. A typical adolescent just trying to get through the day. As if dealing with all the troubling 7th grade anxieties, insecurities and urges is not enough, Sherm's got one more problem. He's also got - Germs. Thanks to a laboratory experiment gone awry, Sherm's Germs have become his live-in, self-appointed best friends - Five non-infectious Germs. Slimy. Gelatinous. Inappropriate. Clueless. Opinionated. Flatulent; these Germs have removed the word "normal" from Sherm's vocabulary.
- Sherm, the definitive non-outdoors type, is forced to learn camping skills from his own Mom.
- Sherm discovers a pimple on his forehead just as his attractive study partner shows up at the house. Sherm's zit grows out of control and so does Clio's jealously over a girl making 'goo-goo eyes' at "her" man.
- In order to meet a good-looking "tough" girl, Sherm becomes the "Sherminator" and gets himself sentenced to school detention. The Germs' out-of-control antics turn Sherm's detention into a living hell.
- Sherm gets a haircut from a high-strung hairdresser who mistakes the teen for a boyfriend who's dumped her.
- Mom sends an embarrassed Sherm to the market to buy a feminine hygiene product. The Germs follow, destroying the store and causing Sherm and his 'girly things' to become the focus of everyone's attention.
- James' staying all night at Sherm's turns into a sleepover from hell... thanks to Skelly.
- Sherm wants to prove to his best friend Tamara Polebean that he's a soccer sports jock. The Germs get in on a scrimmage to "help" Sherm win the game.
- Sherm's date with a good-looking girl is hampered by a swollen tongue and the Germs trying to speak on his behalf.
- Sherm gets a part time job at a fast food restaurant in order to buy a new cell phone.
- Sherm is scheduled for a beating by the school's very proper and polite bully. The Germs' antagonizing of the bully only makes it worse.
- Sherm, along with the Germs' unwanted "help", writes an e-mail to Dad describing his move to the small midwestern town of Peru and Grandpa's house.
- Sherm's excitement over meeting his favorite band, Pink Sludge is flushed down the toilet when Mom forces him to accompany her to the annual fertilizer festival.
- Germophobic Mom goes on a cleaning rampage around the house with Sherm trying to prevent the Germs from getting disinfected out of existence.
- Sherm's playing hooky from school goes awry when the Germs get loose in the house and Mom unexpectedly arrives home early .
- In this Germ origin episode, Sherm sneaks into Grandpa's secret lab and accidentally releases five outrageous germs.
- Sherm's accidental "hickey" sends Mom into a panic that lands him in the middle of Grandpa teaching him the facts of life and the Germs trying to split him like a cell.
- Sherm's grades are in the mail and Skelly is first to get hold of his report card. The bratty five-year-old threatens to show Mom his grades unless Sherm exposes the Germs' existence to Mom.
- Sherm's life and part time job at Mikey's Strikes Bowling Alley are endangered when he tries throwing out the Anger Management League at closing time.
- After a bang on the head Orson, the Clown, is inspired to create an escalator. Altair hopes the device may revolutionize Starland's transport system...but it causes many unforeseen problems... and fails to take off.
- During a golf game the King has an accident and drifts away. The Lifeguards are supposed to look after such emergencies... But they're too cowardly and too incompetent. So, Altair must rescue him - but how can he do it without revealing that he knows how to fly?
- Altair wears the Crown and is mistaken, by silly Starish, for a new, youthful King. Grzzl builds an Elixir of Youth campaign around this. By the time His Majesty returns to take the Crown, Altair is very happy to hand it over.
- The King is tricked into taking the first ride on Grzzl's new Ghost Train. His Majesty knows that his nervousness will make him a laughing-stock in public. So Altair sets about preparing the King for his ordeal - by scaring him with images from the Ghost Train, morning noon and night. By the time the King gets to take the ride, he's weary of the whole thing - and looks quite brave.
- All the kids in Starland have "Markies" - stripes on their skin - except Altair. And he feels so left out - especially when Gosho tells him that the kids got it from one another, by being so close. Altair tries to "fake" it - which is OK, until he realizes what the cure for "Markies" is. And then it's too late to back out.
- Altair and Mr.Horse "borrow" the wagon for a "little trip". Unfortunately, they lose a wheel. Grzzl pretends to help - so that he can break into the wagon. But, when a chain-saw is produced, Mr.Horse escapes, via the Roller Coaster - on the most hair-raising ride of their lives... Then they stagger home...to discover that Gosho had never gone away at all!
- Grzzl has opened a Bank, but it's only for deposits, not withdrawals. No one else knows this. So, when Altair tries to take out his savings to buy a birthday present for Gretchen, Grzzl is most unsympathetic. And Altair has a difficult time trying to convince Grzzl that he really is... Altair!
- Altair takes on the most boring job - assistant in the household appliances store. The Queen arrives, wanting to replace her old Shower Flower. She causes chaos by forcing Altair to make odd combinations of plants...But the old Shower Flower arrives at the shop, is given a quick overhaul...and then sold once again to the Queen.
- It's time for the Doctor to perform the Starish noodle-tuning procedure. Fearful of this, the King decides to be sent to Say-sorry Island. He asks Altair to help him commit an offence, but finding the right one is difficult. And, when he succeeds in being sent to the Island he discovers that the Doctor is coming too - to noodle-tune the prisoners!
- Fully equipped with camping gear, Altair and other kids set off to Summer Camp. But he's shocked to find that Starish "camping" involve pitching tents on Clayton's living-room floor. Clayton is an enthusiastic (book-trained) teacher of camping skills. Weary of this regime, Altair leads the kids in a break-out to Jungle Island... And Clayton sets out to "bring them back alive"...
- Altair has fun minding Gretchen's niece's baby... until he takes it for a walk in its floating "pram" and loses it. Gosho (bullied by the King into being a judge at the "Beautiful Baby" contest) helps Altair to switch babies again. This, unfortunately, involves flying, and the use of a silly name for the King - first spoken by Gosho!
- The Germs help Sherm look cool for his yearbook photo. However, Sherm manages to offend the Germs and finds himself in his underwear and unpopular.
- The Germs sign Sherm up for the less than cool "Media Club". To make matters worse, he is put in charge and has a hard time shaking off the Club's nerds, until the germs come up with a face saving plan.
- It's Mom's birthday and Sherm doesn't have a present. He settles on a plant, which proves to be extremely high maintenance. The Germs' offer to help results in typical "Germ Mayhem".
- Sherm goes on a school field trip to the sewage treatment plant and the Germs decide to come along and have some fun.
- Welcome to Sheldrake Academy! Here you meet our four friends Nevin, Fire, Kikko and Paul. Watch as The Hacker infects Professor Krupnik's ingenious computer program with his evil Agents. That evening, the four Adventurers find out that something has gone terribly wrong in the computer lab. What has happened to Prof. Krupnik and his fascinating test launch into the past? Follow them through Prof. Krupnik's Time Vortex to the Roman Empire. Together with the Professor's unique hand-held computer @, they find something very strange and dangerous is going on... and they must find Krupnik before history is changed forever!
- The evil Hacker's plot to destroy time continues. As soon as the Adventurers arrive in Misenum they meet a young boy, Gaius (Pliny the Younger - the author who described the eruption of Mount Vesuvius). The teens and Gaius are arrested by two centurions (really The Hacker's two evil Agents) and brought to the Gladiators' arena in Pompeii. A female gladiator, Edwina, helps them to escape and get back to Misenum just in time to save themselves and escape the historical eruption.
- The Adventurers travel to England, 1835, where they meet the 15 year old Florence Nightingale. Her mother is perturbed about Florence's "nursing thing" and wants her to get married instead. Our four friends know that a marriage would prevent Florence from becoming the mother of modern nursing. When a false suitor (one of The Hacker's Agents) is invited to dinner the Adventurers' anti-marriage strategies are a hit!
- The Adventurers meet Queen Elizabeth, William Shakespeare and the power hungry Lord Essex in 1601. Together with The Hacker's two Agents, Lord Essex plans a conspiracy against the Queen. During the premiere of Shakespeare's new play the Agents take over the stage and try to capture her - but the Adventurers know their Shakespeare! Thanks to their grand performance, they are able to save the Queen's life - and Shakespeare's career as well!
- The Adventurers travel back to Florence in the year 1503. Here the Agents are trying to prevent Leonardo from painting his famous "Mona Lisa". Using many of Leonardo's amazing inventions to chase after The Hacker's evil Agents, the kids are able to save Leonardo who has been kidnapped. During the sitting for her portrait, the kids bring some delicious pastries, causing Signora del Giocondo to come up with her famous smile!
- The Adventurers land near Tyuratam, Russia in 1961 where The Hacker's Agents are plotting to stop the first manned space flight. The kids meet young Alexi who leads them through an underground labyrinth to the launch pad. Overjoyed and excited at meeting the famous Cosmonaut Yuri Gagarin, they barely notice that he is really one of the Agents. Will there be enough time left to find the real Yuri Gagarin?