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- After surviving an invasion on her peaceful homeworld, a beautiful avenger must stop a powerful psychopath from gaining immortality and rescue her kidnapped sister.
- When her grandson is kidnapped during the Tour de France, Madame Souza and her beloved pooch Bruno team up with the Belleville Sisters--an aged song-and-dance team from the days of Fred Astaire--to rescue him.
- Matthias is a mouse who lives at Redwall Abbey, a fortress under constant siege from evil rats. When an image a great mouse-warrior begins speaking to him, Matthias realizes his destiny: to be the successor to a great warrior.
- The adventures of the King of the elephants, his family, and friends.
- The story of a pair of non-identical twin brothers, Lucien and Wayne, who live with their hygiene-crazed mother and their western/country-crazed father in a small town called Soap City. Lucien is a delicate, nature-loving boy, while Wayne is a rough antisocial bully, whose only interest in life is junk. Naturally, some conflicts will ensue.
- It's not easy being ten...Jerry is the new kid who's prepared to do anything to join the "Three Friends" (Frank, Thomas and Eric). The boys always try (and fail) to impress the girl gang at school (Linda, Mimmi, and Tess).
- Ned Flemkin is a lonely child until he finally saves up enough money to buy a pet newt. But when Newton the newt eats too much Zippo brand newt food, he turns into a 500 pound fast-talking morph-a-minute behemoth whose desire to please his owner knows no bounds...
- The adventures of the Kangoos, a basketball team whose five members are kangaroos and come from the island of Sierra Kangoo.
- The very bizarre misadventures of a kid who aspires to be a superhero and his overweight dog companion
- An enigmatic villain roams Paris. Two journalists help the chief of the police to stop Belphegor. His mysterious deeds are never what they look like - he is always one step ahead.
- After the fall of a meteorite causes the destruction of nearly all life on Earth, a former soldier is reluctantly recruited by 'The World Federation' to investigate a powerful foe named Thanatos in a post-apocalyptic world.
- A couple is besieged with the problem of sexual dysfunction. They one day invite in an unexpected roommate and soon find themselves caught in a maddening love triangle that ends in tragedy.
- Accompanied by his extraordinary confidant Doudou, T'choupi discovers with wonder the small village of the seaside where he will live. The beautiful days of summer, the beach, freedom - Very quickly, the holidays are rich in encounters and adventures. He shares with Doudou all the events of his life, where joy and jealousy mingle; the family is growing, T'choupi now has a little sister, Fanny. But a mysterious shadow disturbs the happiness of the village children by stealing their favorite toys. With Pilou and Lalou, his new friends, T'choupi will conduct a thrilling investigation to unmask the culprit.
- Zero and Zanzibar go from antiquity to the present time, where they meet a friend Zazie, with whom they form together a "Triple Z" stunt team.
- In their quest to rescue the important cyber-scientist Dr. Marbles, the three kids travel to the creepy country of Castleblanca. They must use data collection and data graphing to figure out which creepy castle Dr. Marbles is in... before The Hacker transfers his brain into a diabolical robot and takes over Cyberspace!
- Dr. Marbles finds the encryptor chip, which he needs to delete Motherboard's virus, in an ancient pyramid. But the Mummy who guards the pyramid finds Marbles. When the kids and Digit arrive, they must work their way through the chambers of the pyramid, find Dr. Marbles, and escape before a trap set by the Mummy seals them inside forever. How much time do they have? Unfortunately, they have no clock or watch to tell them how much time has gone by. Is the mission impossible? Not for the CyberSquad!
- Hacker seizes peaceful Shangri-La in an attempt to steal its Good Vibration forever.
- It's Valentine's Day and Hacker traps Dr. Marbles and Lady Ada Lovelace in a time machine and it's all up to the kids and Digit to get them out. Meanwhile, Hacker plans his celebration event with Wicked.
- Hacker is holding the kids captive aboard the Grim Wreaker, when a storm forces the Wreaker to land on a snowy mountaintop. They are taken prisoner by a peaceful but mysterious Zen Master, who devises a game of strategy to test their problem solving skills. The winner of the game will be set free - the loser will remain a prisoner. In the battle of brainpower, the kids discover that each of them has a different way of solving problems - and that despite anger and frustration, they need to be tolerant of these differences. Hacker, of course, has his own way of solving problems. Working together, the kids find a way to defeat Hacker and gain their freedom.
- In his passion for symmetry, Dr. Marbles has created Symmetria, a harmonious cyberplace where everything is made symmetrical by a symmetrizer. Hacker steals the machine and reprograms it so that he can undo symmetry. The kids must master the properties of symmetry before Hacker destroys beauty, balance and harmony throughout all of cyberspace!
- The diabolical Hacker wreaks havoc when he steals the power pods of Poddleville, a cybercity filled with patterns. Our heroes must use math and logic to crack the double pattern that unlocks the Poddles' cyberpower vault before Hacker and his henchmen do!
- When the kids fail to stop Hacker from stealing Pandora's box in mythological Greece, they must solve a riddle and complete challenges to satisfy Zeus and earn a second chance. In the course of their adventure, Matt, Jackie and Inez discover that a fraction is a problem in sharing.
- In his quest for Cyberspace domination, The Hacker kidnaps a leading cyber-scientist called Dr. Marbles. Motherboard sends the three kids to rescue him from a mysterious tropical island using their mapping skills.
- Disguised as a gypsy, Hacker lures Digit to a fantastic cyber amusement park and holds him captive. When the kids arrive, they analyze the games of chance, figuring out which games are fair and which ones are not, and use what they learn to find Hacker and beat him at his own game before it's too late! The Big Idea: A game of chance is fair when nobody can tell who will win, but everyone has the same chance of being a winner. (Math topic: probability and chance.)
- Hacker steals the powerful sunisphere from Solaria, causing the cyberworld's sunny vacation paradise to be covered in snow! In a fun-filled chase across the snowy terrain, the kids discover the power and speed of estimation in order to recover the glowing orb from Buzz and Delete before the temperature reaches zero and the site freezes over forever. The Big Idea: Sometimes using a close answer is good enough for the problem you are solving. (math topic: Estimation)
- Hacker pollutes cyberspace with dangerous cyberstatic by tampering with four satellites designed to keep everything free from cyber-static cling. But is his plan only to trash cyberspace - or does he have something even more devious up his cloak? The kids learn the answer as they use balance scales and equations to restore the satellites and save Motherboard.
- Hacker finds the Krystal of Kalmoor, the powerful orb that will give him eternal power. By possessing the Krystal, Hacker can roam cyberspace and create havoc without having to recharge his power. When the kids and Digit arrive to retrieve the Krystal, they are stymied by a series of switches, levers and buttons.
- Hacker causes bedlam among Gollywood celebs by eliminating the number zero.
- Motherboard mistakenly sends a treasure map to Hacker. The treasure is the secret to the legendary cyber-pirate Ivanka the Invincible's invincibility. If Hacker finds it, cyberspace is doomed! To help Motherboard, the kids must find the secret treasure before Hacker does, and use their skill with angles to read the strange map that contains only riddles about twists and turns.
- The Cybersquad devises secret codes to conquer the spying Hacker.
- Determined to destroy Motherboard in any way possible, Hacker cleverly clogs up her cooling system. Digit brings the kids into cyberspace to help fix her, but the special coolant Motherboard needs, cryoxide, is found only in Castleblanca - and the supply is closely monitored! To bring back exactly enough cryoxide for Motherboard, the kids have to figure out the exact volume of Motherboard's tank. In the process, they discover the importance of a standard unit of measure - and fill a most unusual container with the precious cryoxide.
- The CyberSquad must find the thief who stole the mighty beast, Choocroca, using only one clue - the thief's footprint.
- The CyberSquad searches for Archimedes, who has the encryptor chip that can save Motherboard.
- The Hacker challenges Jackie, Matt and Inez to a contest on cyber-wide television! In order to prove to all of Cyberspace that Hacker's not as powerful or smart as he seems - the kids return to Topsy-Turvy Island on the Northern Frontier for the contest. Their mission is to power up a Mini-Wreaker using cyber-fireflies of varying power before the island turns inside out at sunset. The kids must use algebraic equations to determine how many Gleamers - and how much power - they'll need.
- Hacker has created a giant statue of himself in the Northern Frontier, with a voice recording of himself inside its mouth, broadcasting it to all of Cyberspace in a loud voice, with the help of large speakers. The Cybersites are required to surrender to Hacker if they want it to stop. Using their knowledge of measurement, the Cybersquad must enter Hacker's statue and turn off the voice recording before it's too late.
- To protect themselves from Hacker's constant attempts to capture cybersite Happily-Ever-After, the King and his fairy-tale subjects construct a glass Skywall to keep Hacker out of the kingdom. But Hacker unfolds a brilliant scheme to crack open the Skywall using the Wicked Witch's voice! Can the kids use models to outwit Hacker before Wicked sings?!!!
- Convinced that his failure to defeat Motherboard is simply a result of bad luck, Hacker collects the Ten Lucky Charms of Cyberspace. The caper works. Hacker's luck changes, and good things begin happening to him. When Motherboard realizes what Hacker has done - she sends the kids and Digit to Hacker's hideout in the Northern Frontier to help the Lucky Charms escape. The kids use logic, Venn Diagrams and the understanding of the words "and", "or" and "not" to free the Charms.
- The balance and harmony of the Mount Olympus cybersite is controlled and protected by the Music of the Spheres. When Hacker disrupts this balance and throws the site into utter chaos, the kids and Digit have until sunset to make the sound of the music right! For the beat to go on, the kids must recreate the music and find the missing element in the musical pattern.
- Digit disappears while visiting his friends the Scritters, so Motherboard sends Matt, Jackie and Inez to investigate. They discover that Hacker has found a supply of Magnetite, and will use it to fill up a rocket capable of erasing all of Motherboard's memory disks. Can the kids stop Hacker before he collects a hundred percent of the Magnetite he needs to launch the rocket, or will Motherboard be shut down once and for all?
- Something is amiss with the bliss of Sensible Flats. The reservoir is dry. The town is out of water. And the folks who live there are leaving as fast as they can. But why? When the kids and Digit arrive, they use line graphs to reveal the true story of what happened - and all lines lead to Hacker, the newest resident of Sensible Flats.
- Delete clones invade R-Fair City, multiplying into more every time he sneezes.
- Our Cyber-Team is transported to a Wild West site to prove that Hacker has taken a larger piece of land than he is allowed. Hacker is in jail and the trial is about to begin, but is his homestead really larger than what Judge Trudy will allow? The kids must discover how to measure the area of his irregularly shaped property in order to find the answer.
- Hacker plans to launch a new virus at Motherboard: One that will crash her hard drive once and for all so he can take over cyberspace. To stop the kids and Digit from getting in his way, he tricks them into a cybersite from which escape seems impossible. In a confounding juxtaposition of scale and size, the kids first find themselves in a land of giants and then become giants themselves in a land of little people. The kids must cope with these disparities in scale and size, and use their brainpower to escape and warn Motherboard before Hacker can launch his virus.
- The CyberSquad helps a girl defeat Hacker in a road-race that will determine who's the Big Kahuna of Tikiville.
- It's the day before his all-important "Changing of the Shell" Ceremony and the young Prince of the Crab Kingdom has been struck by a terrible cyberglitch - now he can't stop telling lies! If the glitch isn't fixed pronto, the prince will never be king. To cure him, Motherboard sends the kids and Digit to get the Grapes of Plath from the Fountain of Truth. Hacker overhears the mission and wants the cure for himself. The CyberSquad must save the grapes for the Prince and keep them away from Hacker by estimating their way through a series of underwater adventures.