Drawn from elements of West African folk tales, it depicts how a newborn boy, Kirikou, saves his village from the evil witch Karaba.
It's a catastrophe! A flood has hit our planet and an unusual group of people are all that remains. Led by Ferdinand, a modern day Noah, this little group have managed to defy the furiously raging elements. People and animals alike are dragged through this incredible whirlpool of an adventure.
Here we have an innocent boy, a pretty princess, a treacherous merchant and a giant eagle who is fond of jewels. The tale is set in the country of the Arabian Nights, under a hail of precious stones...
On the planet Gandahar where peace reigns and poverty is unknown, this utopian lifestyle is upset by reports of people at the outlying frontiers being turned to stone. Sylvain is sent to investigate this mysterious threat.
On planet Perdide, an attack of giant hornets leaves young Piel alone in a wrecked car with his dying father. A mayday message reaches their friend Jaffar, an adventurer travelling through space. Onboard Jaffar’s shuttle are the renegade Prince Matton, his fiancée, and Silbad, who knows Perdide well. Thus begins an incredible race across space to save Piel.
A young shepherdess and a chimneysweep plan to get married and escape the clutches of a tyrannical king in love with her, assisted by the guile of a cheeky mockingbird, the king's archenemy.
Kid, a 15-year-old hard laborer, steals a map that promises to reveal the location of the notorious pirate Black Mor's treasure. Together with his crew -- MacGregor, Beanpole, Taka and Jim the monkey -- Kid procures a vessel and sets out to sea.
A young corporate executive is kidnapped from his apartment. He wakes up in the middle of a forest only to be stalked by a mysterious hunter.
The moon shines, a young couple plays in the forest. Their game leads them to an unfamiliar garden, in the middle of a clearing. Unaware of danger, the young lovers enter the maze of a garden at midnight. Little by little, they are submerged by a intoxicating spell. They lose themselves in the strange labyrinth. Will they manage to break the spell that keeps them prisoner?
In the year 50 BC, Gaul is occupied by the Romans - nearly. But the small village of Asterix and his friends still resists the Roman legions with the aid of their druid's magic potion, which gives superhuman strength. Learning of this potion, a Roman centurion kidnaps the druid to get the secret formula out of him.
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.
Due to an unfortunate accident involving Obelix throwing a menhir, Getafix the druid not only loses his memory, but goes completely mad. Now deprived of the wisdom of their beloved druid and the protection provided by his magic potion, the Armorican village falls prey to a proclaimed soothsayer who comes with ominous predictions and overweening ambitions. It's up to Asterix to keep his villager friends within reason and hopefully get Getafix to remember the magic potion's recipe before the impending Roman attack.
Popular animated hero Asterix and his faithful sidekick Obelix travel to ancient Egypt to help Cleopatra build a new summer home. Cleopatra and Julius Caesar have made a bet, with Caesar wagering the project cannot be completed in a few weeks time. With the help of a magic potion, Asterix comes to the rescue of the Queen of the Nile as Caesar and an angry architect plot against them.
One night, Reine, a young loner, sees among the urban chaos a moving oneness that seems alive, like some sort of guide.
Raised on tales of a Djinn fairy princess, Azur, a young Frenchman goes to North Africa in search of the sprite, only to discover that his close childhood friend, Asmar, an Arab youth whose mother raised both boys also seeks the genie.
On the planet Ygam, the Draags, extremely technologically and spiritually advanced blue humanoids, consider the tiny Oms, human beings descendants of Terra's inhabitants, as ignorant animals. Those who live in slavery are treated as simple pets and used to entertain Draag children; those who live hidden in the hostile wilderness of the planet are periodically hunted and ruthlessly slaughtered as if they were vermin.
Agnès, Juliette and Carmen's neighbour, writes children's storybooks that take place in a fantasy world, The Kingdom of the Winds. The intrepid sisters discover a passageway between their world and this extraordinary universe. Once on the other side, the girls take on the appearance of cats and discover Sirocco, a terrifying character who can control the wind.
An ogre breaks his teeth the day before Saint-Festin, the ogres’ great celebration day. A magician botches his trick of sawing a woman in half, and loses his assistant’s legs. An overequipped hiker gets stuck in the elevator for several days. An old man falls in love with a runaway pair of legs. A mother asks her neighbour to look after her children on the eve of Saint-Festin… In one building, the lives of ten next-door neighbours, or the neighbours of neighbours, intertwine as they grapple with the dramas, joys, surprises and dangers of everyday life.
Short film of 300 individually painted images. A lost film.
One of the first animated short films. A wanderer enters a cabaret in the countryside and asks a waitress for a beer. She comes back with a pint, as the wanderer begins to court her. However, the kitchen boy comes, drinks the beer and vanishes. The wanderer, misunderstanding, asks for another beer. Then a traveler enters and has an argument with the wandered. During the argument, the kitchen boy appears, sips the second beer and runs away. As the traveler quits, the customer finds his glass empty again. He calls the waitress, expresses his disappointment and leaves. The kitchen boy comes in and explains to the waitress what he did with the two beers. They make fun together of the wanderer and leave. A lost film.