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1-29 of 29
- Two children holidaying on a farm are transported to Fairyland but after one eats a charmed fairy-cake they are given three tasks to complete before they can return to their own world.
- GirlStuff/BoyStuff follows the lives of six teenagers and explores what it's like to be a teen from different perspectives of both boys and girls. Each episode features the responses of each gender to the same events with hilarious results. Reanne, Talia, Hanna, Jason, Simon and Ben are best friends who are always there for each other -- to keep it real, to tease, and when life sucks. The gang is at an exciting, but awkward time when the rules of survival have suddenly changed and social risk-taking is a crazy rush of anxiety. They help each other through difficult teenage events including making an idiot of yourself in front of the opposite sex, and mindlessly insulting a friend's clothes. Every trip to the mall is an adventure and watching a movie in the basement becomes a source code language.
- 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.
- The Lampies was created by David Bonner and originally commissioned for 104 episodes by the BBC. The Lampies was broadcast in countries globally and proved a huge success. It is high quality 2d drawn animation, the tagline being: "Wherever There's a Lamp, There's a Lampy!" and children all across the world were convinced they'd spotted one in a lamppost, a light bulb or even a bicycle lamp! It follows the adventures of a brigade of Lampies, small people who live in and operate lamppost HO32 - a finer buck of rapscallions you would ever see (or not, as the case may be!. Their arch Nemesis are a group of evil sewer dwellers called 'The Roons', whose sole aim in life is to throw the world into darkness... Their adventures lead them to aeroplanes, lighthouses, farms, ocean going liners, space and even a jam factory. Wherever there were lamps to fix and to stop the Rooms from plunging the world into the dark, you will be sure that a Lampy is never far away. In fact, they say that you are never more that 5 yards from a Lampy. Leader of the HO32 crew is Captain Brightlight, a young and somewhat nervous captain, who is ably helped by his trusty crew. Burnout is an older and very experienced Lampy. He is the engineer and can fix hust about anything. Charge is a bumbling and slightly arrogant junior officer. Contact is the comms girl and Spotlight is the elder-statesLampy, who is lookout. Her job is to ensure that the photo-electric cell is kept clear at all times. (Although being a little older, she sometimes sneaks a quick nap). The younger contingent are Livewire, a young, female Lampy who would rather play with her pet Dustywugg than work, any day!
- 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?
- The Adventurers travel back to Boston, 1876, where they meet a deaf girl named Mabel. She tells them of her teacher who is inventing a "gadget that allows two persons to talk via a wire". Here The Hacker's evil Agents have arranged for Alexander Graham Bell and his assistant, Watson, to be arrested and Bell's important equipment confiscated. The Adventurers know that Bell's famous first phone call must take place that very same night, putting their skills and courage to the test as well.
- Our destination is Southern Argentina, 1520 by ship. In order to prevent Magellan from discovering the passage to the Pacific Ocean, The Hacker's evil Agents trigger a mutiny by stealing the crew's food supply. Though our four Adventurers are able to secure the food, the Agents are not about to give up and the ship faces more unexpected and fierce attacks at their hands. Only through the Adventurers' combined courage is Magellan able to find the famous passage.
- The Adventurers travel to Boston, 1775 - the night of Paul Revere's heroic ride which prevents the revolutionary leaders Samuel Adams and John Hancock from being arrested by British troops. The Agents have put something in Revere's drink, which makes him too sick to ride himself. Paul, the Adventurer, must ride instead! The American Revolution begins!
- The Adventurers travel back to 1953 where they meet Sir Edmund Hillary and Tenzing Norgay - the first men to climb Mount Everest. The Agents disguise themselves as terrifying Yetis to scare away the climbing team, stealing their food and oxygen tanks along the way. Following The Hacker's Agents into a cave, our four friends almost freeze to death, saved only at the last minute by two real Yetis. These Yetis give the Agents a taste of their own medicine and scare the cowards away.
- The Adventurers meet Howard Carter in 1926 just as he is about to discover Tutankhamen's tomb. When Tutankhamen's mummy (really one of the Agents) suddenly comes back to life and forces the Egyptian Monarch, King Fuad, to resign, the Adventurers discover the scheme. They foil the Agents' plan by finding the real mummy and returning King Fuad to his people.
- It's the late 19th Century and the Adventurers board "Buffalo Bill's Wild West Show" train. Also traveling on the train is Grand Duke Alexis who plays a major role in Russia's sale of Alaska - The Hacker has sent his Agents to stop the sale. The Agents are close to demolishing the train in an explosion. With the help of Buffalo Bill and Annie Oakley, the Adventurers are able to rescue the Grand Duke's life and secure the future.
- The Adventurers arrive in Paris. It is the year 1844 and they meet a young blind girl called Simone and her teacher Louis Braille. The Hacker's Agents are trying to sabotage Braille and his new system of writing for the visually impaired. The school's insensitive director strongly disapproves of teaching the handicapped, but fighting against the odds the four friends arrive just in time to foil the Agents' plan, allowing the presentation of the brilliant system to take place and teach the director a lesson
- It's 1930 and the four Adventurers land amongst the participants of Gandhi's Salt March, heading for the Indian coast. Shortly before they reach their destination, the Agents manage to lead Gandhi and our heroes deep into the jungle. Thanks to Gandhi's patience and understanding and the Adventurers' cleverness they are able to finally reach Dandi-by-the-Sea. Here, Gandhi gives his famous speech, part of a major step in the non-violent struggle for India's independence.
- The Adventurers arrive at Kublai Khan's Palace in 1292 where everyone is eagerly awaiting Marco Polo's return. Through false accusations, The Hacker's Agents cause Marco to fall out of grace with the Khan. Using the stars to guide them and many of the fantastic fireworks Marco has brought back, the four heroes save Marco from getting thrown in the dungeon. Marco Polo's famous travel books can now be written.
- The Adventures travel back to Chicago in the prohibition era, where both Gangster Al Capone and Eliot Ness, Chief of the famous "Untouchables", are attracted to an opera singer. An opera performance and then a wild ride through the streets of Chicago give the Adventurers a firsthand taste of the late "roaring twenties". The kids also manage to prevent an attempt on Ness' life by the legendary Al Capone.
- Kikko is rehearsing for a recital when the Adventurers have to leave for Versailles 1764. They land right in the middle of another rehearsal - but this time it's the seven year old Mozart who is preparing for an important concert. The evil Agents are up to their vile tricks again and must be stopped. When The Hacker's Agents sell Mozart to a gypsy musician, it's Kikko who must step in and cover for Mozart until her friends are able to bring Wolfgang back - just in time...
- The coordinates are North Carolina in 1903. Here the Adventurers observe two men running along the coast flapping their arms like birds. After having found the first flying machine in a hangar, the kids realize that they have just met the Wright brothers. When The Hacker's Agents sabotage the machine, the kids use @ to download the construction plans from the net from the future and spend a very long night repairing it in time for the famous take-off.
- Landing on the deck of a ship in 1718, the four friends are overjoyed to meet Anne Bonny - one of history's very few female pirates. It takes the Adventurers some time to figure out that it's not Anne they must save from being arrested by the British Navy. It is Ben, the cabin boy, whom they must protect. As it turns out, Ben is actually the young Benjamin Franklin and the true reason for their journey. After much excitement and adventure the friends are able to persuade Ben to go back to his "boring" life on shore.
- This time the Adventurers travel back in time to 14th century Peru, landing in Cuzco, the exhilarating capital of the Incan empire. The Hacker's Agents plan to steal the holy Disc of the Sun and overthrow the Incas.
- This time the Adventurers travel back in time to 14th century Peru, landing in Cuzco, the exhilarating capital of the Incan empire. The Hacker's Agents plan to steal the holy Disc of the Sun and overthrow the Incas. Befriending the young girl Miro and some interesting animals such as llamas and a jaguar, the intrepid teens are able to save the Incan Empire from chaos and ruin.
- The Adventurers find themselves in medieval France, shortly before Eleanor of Aquitaine leaves the country to marry Henry of Anjou. One of their future sons will be Richard the Lion-Heart and another will be King John - signatory of the Magna Carta - the basis of all democratic governments. However, The Hacker's Agents kidnap Eleanor to prevent the marriage from ever taking place. High adventure full of treason and tournaments take their toll, until the four friends are able to get history back on track.
- This time The Hacker is targeting the Sphinx during Napoleon's occupation of Egypt. To their surprise the Adventurers discover that Prof. Krupnik is captive in a virtual prison inside the Sphinx. For the first time they meet The Hacker and realize that he has prepared his final and most vicious blow to disrupt history. The kids and Krupnik narrowly escape The Hacker's attempt to send them back to the Ice Age and only have minutes to prevent the Sphinx from being blown up. Worst of all their only way home is still on the Sphinx and the clock is ticking.