Advanced search
- TITLES
- NAMES
- COLLABORATIONS
Search filters
Enter full date
to
or just enter yyyy, or yyyy-mm below
to
to
to
Exclude
Only includes titles with the selected topics
to
In minutes
to
1-50 of 128
- An outgoing, sexually aggressive young woman meets and begins a torrid affair with an equally aggressive young man in which their affair begins to bring a strain on their personal lives.
- Based upon a series of children's books, a grizzly cub has many misadventures with his friends.
- An unsuspecting, disenchanted man finds himself working as a spy in the dangerous, high-stakes world of corporate espionage. Quickly getting way over-his-head, he teams up with a mysterious femme fatale.
- In 2275, a team of bounty hunters tries to stop a conspiracy involving alien DNA. In 2300, bounty hunter Travis Montana searches for his lost son.
- The misadventures of a quartet of muscleheaded superheroes.
- Rainbow, a colorful male fish, and his friends are learning important life lessons including friendship, sharing, tolerance, perseverance, patience and problem solving.
- The story of the first woman on earth, as she journeys through mythical landscapes in search of her soul-mate.
- An earthling boy, alien girl and robot dog save the universe from intergalactic villains.
- Alice Blue is the new Creative Intern at Raven Advertising, unfortunately for her, the place is run by vampires.
- Eddy Storkowitz is an imaginative, inquisitive and precocious ten year old bird. Through his eyes, we discover a world in which human qualities are endowed upon our fine feathered friends. Birdz characters work in places like The Worm Factory, eat at the nearby Fly-Through Restaurant and retire at the Home For Endangered Species. Join Eddy and his family in 13 hilarious episodes of animated comedy.
- 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 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.
- 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 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.
- 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.
- While attempting to rescue Dr. Marbles, the kids and Digit crash land on cybersite Nowhere, along with Hacker, Buzz and Delete. As a result of the crash, Hacker is shrunk, and Buzz and Delete become smart. In a race to rebuild their cybercraft and save Marbles, Digit and the kids learn to trade and barter and eventually create a monetary system. But who will finish first?!!
- Morty wants to spend more time with Eddie, and its driving Eddie nuts! ...
- Eddie is doing some investigative journalism for an assignment at school...
- Eddie is given the responsibility of baby-sitting his sister Abby, whos still unhatched from her egg...
- When a new groovy girl moves in next door, everyone wants to be her friend. Each Monster tries to outdo the other to win her friendship. But, in the end, they learn from Mary that they all can be best friends.
- One and Six have different ideas of how to stage their Mother's Day Party. Tempers flare and One suggests that if Six can't go along with her plan, maybe she'd be happier with another family. Six goes off in search of a new family, winding up as the star attraction at the circus.
- With the help of "Doctor" Three, the Monsters try to cure Two's cold so they can all go to the movies. After many hilarious remedies lead nowhere, they discover that Mum's advice of getting plenty of rest is the best cure of all.
- When the power goes out in their house during a storm, the Monsters find themselves scared out of their wits. Four makes the matter worse by trying to spook the others, only to find out he is the biggest 'fraidy cat' of all.
- The Monsters learn the value of teamwork when they are sent to the store for milk. One wants to be in charge, Six falls asleep on the departing bus, Four tries to stage a mutiny and Seven loses his head. But, in the end, they pull together and bring home a cow!
- It is bedtime and the monsters will not listen to their Mum and go to sleep. Pillow fights, conga lines and even a mosquito hunt are among their antics. However, when Mum reads them a fairy tale they tumble off to sleep.
- There is nothing worse than having to be patient for a special package in Two's mind. He waits and waits while the other Monsters are having fun. Trying to be helpful, Seven searches for the package only to lose his head at the Post Office. The head travels the globe, but gets back home just in time to deliver Two's package.
- When Mum takes a nap, a neighbour leaves her baby with Seven to take care of until she returns. The Monsters quickly find out that babysitting is harder than it looks when the baby turns the house and the Monsters upside down.
- Moody Four has to always look after his twin brother Five. But, when Five's behaviour includes eating Four's favourite toothpaste and polishing his ankles with Four's favourite toothbrush, Four does the unthinkable and blurts out that he wishes Five had never been born. When Five seemingly disappears, the Monsters think that Five has gone to the hospital to "Give himself back!" The hunt is on and Four learns that a pesky Five is better than no Five at all.