Gaston is a new guy at the Peticoin start-up. With his delusional inventions, he will change the lives of his colleagues. Cat, seagull, cow, and gaffophone will be at the center of the mishaps of this genius laidback handyman who wants only to do good, but has the gift of annoying Prunelle, his boss. Can those Gaston's gaffes galore prevent the buy-out of the Peticoin by Mr. de Mesmaeker?
Milo and Kida reunite with their friends to investigate strange occurances around the world that seem to have links to the secrets of Atlantis.
In the Headquarters of the T.I.A. (Terminal Intelligence Agency), someone has stolen Professor Bacterio's most dangerous invention, the D.O.T. (Demoralizer of Troops), an artifact that ends up in the hands of a very short, wacky dictator who is ready to use it for criminal purposes. The T.I.A Chief, though, is firm in his resolve: if he wants to get the D.O.T. back, he must NOT count on his agents Mortadelo & Filemon. But when the crime fighting duo discover that the T.I.A. has engaged a cocky and slimy detective from outside the agency, they decide to act at their own risk, even if that risk involves all of Humanity.
Casper is a kind young ghost who peacefully haunts a mansion in Maine. When specialist James Harvey arrives to communicate with Casper and his fellow spirits, he brings along his teenage daughter, Kat. Casper quickly falls in love with Kat, but their budding relationship is complicated not only by his transparent state, but also by his troublemaking apparition uncles and their mischievous antics.
Ex-soldier Frank Brayker is the guardian of an ancient key that can unlock tremendous evil; the sinister Collector is a demon who wants the key so he can initiate the apocalypse. On the run from wicked mercenaries for almost 90 years, Brayker finally stops in at a boarding house in New Mexico where — with the help of its residents — he plans to face off against the Collector and his band of ghouls, preventing them from ever seizing the key.
After a comet disrupts the rain cycle of Earth, the planet has become a desolate, barren desert by the year 2033. With resources scarce, Kesslee, head of the powerful and evil Water & Power Corporation, the de facto government, has taken control of the water supply. Unwilling to cower under Kesslee's tyrannical rule, a pair of outlaws known as Tank Girl and Jet Girl rise up, joining the mysterious rebel Rippers to destroy the corrupt system.
Garfield, the fat, lazy, lasagna lover, has everything a cat could want. But when Jon, in an effort to impress the Liz - the vet and an old high-school crush - adopts a dog named Odie and brings him home, Garfield gets the one thing he doesn't want. Competition.
Obelix falls for a new arrival in his home village in Gaul, but is heartbroken when her true love arrives to visit her. However, the lovers are kidnapped by Romans; Asterix and Obelix set out to rescue them on a dangerous journey that will involve gladiators, slavers and beauracracy - and a personal encounter with the Emperor himself, Julius Caesar...
A wicked investor wants Werner's residential area razed to the ground in order to build a shopping center. However, building tycoon Günzelsen has not reckoned with Werner. Together with his master Röhrich he's planning to blow away the plumbings with a gigantic obstruction...
Jon and Garfield visit the United Kingdom, where a case of mistaken cat identity finds Garfield ruling over a castle. His reign is soon jeopardized by the nefarious Lord Dargis, who has designs on the estate.
When marauding Romans capture - and catapult - their pal Getafix into lands unknown, the shrewd and cunning Asterix and his able sidekick Obelix spring into action! But their journey leads them to a strange and dangerous new world, where they must face a tribe of Indians, a stampeding herd of buffalo and a medicine man with designs on their magic potion!
Asterix and Obelix depart on an adventure to complete twelve impossible tasks to prove to Caesar that they are as strong as the Gods. You'll roar with laughter as they outwit, outrun, and generally outrage the very people who are trying to prove them "only human".
One little ancient British village still holds out against the Roman invaders. Asterix and Obelix are invited to help. They must face fog, rain, warm beer and boiled boar with mint sauce, but they soon have Governor Encyclopaedius Britannicus's Romans declining and falling. Until a wild race for a barrel of magic potion lands them in the drink.
Private eye Rafe Guttman is hired by repressed, born-again Katherine to find her missing bad-boy brother. The trail leads him to a whorehouse run by a thousand-year-old vampire and secretly backed by Katherine's boss, televangelist Jimmy Current.
Aiming to defeat the Man of Steel, wealthy executive Ross Webster hires bumbling but brilliant Gus Gorman to develop synthetic kryptonite, which yields some unexpected psychological effects. Between rekindling romance with his high school sweetheart and saving himself, Superman must contend with a powerful supercomputer.
The second live-action adaptation of the animated trilogy. Plot TBA.
Enter Hamlet is a collage of images in cartoon form of a word put in balloon in each jump-cut scene as that word is said by the narrator Maurice Evans during his “To be or not to be…” soliloquy recording.
Thelma and Patsy find themselves in a spooky house inhabited by a nut who is a mechanical genius and has made a robot who does everything. The inventor manipulates the robot's control board from a hidden room. The girls are soon in a panic. Patsy gets into an argument with the robot and loses the match of wits. Blackie Burke, an escaped convict, is using the house as a hideout, and this adds to the problems the girls already have.
Asterix and Obelix have been given a tough mission: Transform the chief's lazy nephew Justforkix into a warrior. When the Vikings abduct him and bring him back to their homeland, Asterix and Obelix must travel to Norway to rescue Justforkix.
Panji, who sold his soul to black magic to avenge his wife's death, intended to end his life, but found his body now shackled by black magic that controlled his soul. After wandering aimlessly, Panji met an old warrior who asked for his help to chase a bandit who had seized a sacred heirloom that was said to be able to eliminate the power of black magic. Panji accepted the offer that dragged him into a long war between two kingdoms and revealed the reality of his dark past.