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1-27 of 27
- The young wolf Grey is transformed into a sheep by a mage who has given him a wish. Now he must gain the trust of the sheep colony and protect them from an impending attack of the wolves.
- The Secret Magic Control Agency sends its two best agents, Hansel and Gretel, to fight against the witch of the Gingerbread House.
- The Snow Queen created a world of eternal winter where the polar wind cools human souls. Years later, a girl named Gerda, her pet ferret Luta, and the troll Orm must save her brother Kai and the world.
- Kai and Gerda live in a cozy quiet town, suddenly the Icy Spirits come there to freeze everyone. However, Ila, a little wizardess, comes up to help the heroes. Together they go to the magic world of Mirrorland to get the Icy Spirits back.
- Sheep and wolves live a peaceful and quiet life until two unexpected guests turn up. No one expected them to bring a deadly danger, which can be defeated only if they work together.
- The rare gift of getting into all kinds of trouble is their family trait. What else can you expect from the ones raised among trolls in snowy lands? But now Kai and Gerda have grown up and entered a new stage - this time they are going to cause a global disaster...
- Snow queen casts a curse on her mirror making people see the worst in themselves.
- After a powerful king traps all the world's magicians in the Mirrorlands, Gerda battles to keep magic alive through kindness and friendship.
- Young Dorothy leaves for the land of Oz with a group of friends. Upon arrival, the travelers realize that Emerald City has been renamed Urfinville by the cunning and wicked Urfin.
- Yoko is a preschool TV series focused on outdoor play patterns with a social curriculum that mixes friendship, nature, and imagination. It follows the adventures of three children--Mai, Oto, and Vik--who simply love to play outside. The enthusiasm and energy with which they throw themselves headlong into their games arouses the curiosity of a magical being called Yoko who takes ordinary children's games and turns them into extraordinary adventures.
- The treacherous Urfin Jus is trying to take over Emerald City once more.
- Gerda and the charming weasel Luta rush to the aid of all those in need in their land. Gerda's pilgrimage from the Kingdom of Eternal Frost has ended as she safely brings home Kai. However they tag along an inquisitive little girl - Icy, the of the Snow Queen. In the ordinary world, Icy has trouble adjusting her magical powers of frost. Gerda, Kai and Icy are transported into an ordinary world. However each of them wield extraordinary superpowers. Icy is able to freeze objects, Gerda has control over the North Wind, and Kai invents various kinds of mechanisms. In the new world, Icy has opportunities to improve her socialization and balance her powers as they explore a world that suddenly turn into difficult situations. Gerda, Kai, Luta and Icy turn into superheroes at their headquarters as they become their community's justice league known as the Keepers of Wonders. Gerda becomes the guardian of the magic of the North Wind. Her special ability grants the ability to move object in the air. Icy will naturally use her frost powers. A struggle of magic by the practitioners of Gerda and Icy collide with the practitioners of science by Harald, the megalomaniac genius inventor of the battle robot. Alfida, the leader of the pirates also pits against the Keepers of Wonders. Sometimes Gerda and Icy realize magic won't stop the villains. That is where their secret weapon, Luta the small but very brave weasel becomes their secret superhero point of attack. Even more beneficial will be the good inventions of Kai that compete against the inventions of Harald. Even though most of the inventions of Kai doesn't work they can be adapted for something else. When little Icy disappears Gerda and Kai go to their headquarters and transform into Keepers of Wonders. They get acquainted with the fairy Florida and her magical garden. They learn Florida will try to use magic to create an army of plants and turn the planet into a botanical garden. Next time, the brave four help solve the mysterious theft of paintings from the royal gallery, because without it, little Icy will not be able to participate in the artist competition, where she was going to present her drawings. The characters use ingenuity to cope up with the dangers. Eventually they realize friendship, kindness and a little magic can truly make them into invincible super heroes.
- This is the third time that Vik and his family have moved to a different city. Vik is a shy child who finds it hard to make new friends, and whenever he finally does start to open up to someone, his father's job inevitably causes the family to up sticks and relocate to a different part of the country, and Vik has to start all over again. Luckily for him, this time he soon meets Mai and Oto in the city park. The enthusiasm and energy with which they play end up attracting the attention of a magical being who lives in the park: Yoko. Every day, after school, Vik runs to the park to meet his friends and go on amazing adventures, thanks to which he finally starts to feel that he's found his place in the world. Vik is happy at last, until one day his father is offered a job in another city.
- Vik remembers the day he met Oto, Mai and Yoko. It's the park opening, and, being shy, Vik is avoiding all the other kids. Oto and Mai invite him to play trains with them. At first, they're just three kids playing trains, but something strange starts to happen; all at once, the three kids find themselves inside a "real" train zooming through the park, and taking off into outer space. How can this be happening? They reach a planet where, finally, they meet Yoko, the magical author of their adventure but they believe that Yoko is an alien who wants to attack them; this hurts Yoko's feelings. In the end, they see that the furry giant only Wants to play with them. It's the start of a beautiful friendship.
- When Mai loses her badminton racquet in the Lake, Ranger Loops tells the children the legend of the Monster of Lake Wawa. "Don't worry, it's just a story," she tells them. But Together with Yoko they go on an underwater quest in order to find out what the monster looks like. After several close calls, and some mysterious they finally find the monster, and discover it's not a monster at all - it's the "monster" that's been helping them on their journey. And in the end, they've made a great new (orange, many-armed) friend.
- "Ranger Loops brings her niece, Patty, to spend the day in the park. The kids, of course, are excited to spend the day with her, but Patty doesn't seem so sure. And the harder they try to get Patty to play with them, the less sure she seems. They're determined, however, and with Yoko's magical help, they do their best to impress the new kid, only to find that Patty's not being difficult - she's simply shy, a feeling that Yoko can certainly understand."
- Today the kids decide to pretend that they're camping. It all seems like fun at first, until Mai's very specific ideas about that begin to get in the way. Oto, Vik and specially Yoko seem unable to follow her "rules." Finally, after things seem to fall apart, Mai begins to see that when you're playing together, it's more fun if everyone has a say in how you play.
- Mai works hard building a great sandcastle that she'd just like to protect it from getting wrecked. The boys think she's being a spoilsport; Oto and Vik just want to play something imaginative and fun. Thanks to Yoko's magic, Mai gets to have her castle all to herself - and it's life size. Very quickly, however, she begins to miss her friends. The only problem is, in their desperation to keep the castle safe, Yoko hasn't included a way in - or out. In the end, it'll take their combined imaginations to find a way out of Mai's castle.
- Vik brings his brand new ball to the park. The friends are excited to play with it, but it's so beautiful that he doesn't want anyone touching it. Oto and Mai think that if they can just somehow get Vik to kick the ball with them, Vik will realize that he also wants to play. But Vik takes his friends' attempts as an attack on his ball, and he asks Yoko to help protect his shiny prize. Both sides start a game in which Yoko uses his magic to build sophisticate security systems, and Mai and Oto use their inventiveness and "super-spy Skills" to finally get Vik to let them play with his new ball.
- Oto decides the gang will play Tag today. And why not; He never loses. Game on. Oto corners Mai on the climbing tower. She tries to talk her way out. "You can't tag me. I'm on a rocket...in space!" Oto just shakes his head. Yoko feels for the underdog Mai. He magically turns the climbing tower into a spaceship and Mai does indeed fly into space. Oto's not happy. He gets Yoko to turn a tree into a super-fast rocket. With Vik and Yoko aboard, Oto's pursues Mai's at high speeds in and out of clouds and to the moon. Then, the ships zoom into a hale of asteroids. They're both hit. Facing each other as their ships plummet to earth, Oto and Mai recover their perspective and friendship and Yoko STOPS the ships, just before crashing.
- Oto, Vik and Mai are playing pirates today. Oto is ever the swashbuckler, Vik is into the ships, while Mai thinks it's all about the eye patches. When Yoko produces an interactive, magical map - there's one thing they can all agree on. Being a pirate is all about The TREASURE!. And there are treasures all around you - you just have to look .
- The kids head to the beautiful Meadow Gigantico to play tag - when they discover the meadow isn't all that beautiful anymore. Overnight somebody has completely trashed the place - literally - and now the park's most pristine corner is covered with garbage. Poor Ranger Loops will never have a chance to clean it up all by herself. With Yoko's help the clean up turns into a game that leads to something Different from their initial expectations, including finding out who caused that mess in the first place.
- Ranger Loops is preparing a box of old items for recycling. Mai suggests playing with some of the broken toys in the box before they are delivered, but Oto thinks that it is silly playing with broken toys. Yoko feels badly for the broken toys, so he makes his magic and turns the three friends into the broken toys themselves, while he takes the shape of the old box. Ranger Loops appears in the meadows and takes the box, leaving the three broken toys in the ground at the other side of the lake. The three friends have to work together to reach the cabin and get Yoko to change them back before the truck Comes to collect the box.
- "Mr. Tuttle, a special zoologist, visits Yoko Park. He believes there are strange and unusual creatures in the world that have yet to be discovered. "And one of them might live in this park!" The kids are quite concerned that Tuttle will discover Yoko and take him to a special zoo. It will take some doing to keep the carefree Yoko from the dogged and ever-curious Tuttle. But, with some clever games, Oto, Vik and Mai keep their friend occupied and out of Mr. Tuttle's trap."