Three children are accidentally transformed into fish after consuming a potion made by an eccentric scientist. The kids end up in the sea, with one problem: they must find and drink the antidote within 48 hours, or forever remain as fish.
Pat & Mat are back with new adventures. In Buurman & Buurman build a house, the popular Buurmannen come up with new brilliant solutions for the everyday problems they encounter.
An adventure involving biscuits, a TV and absolutely no police whatsoever.
A house uproots itself from its suburban foundations and sets off on an epic journey.
Dr. Crumb, a scientist who never liked to leave home, invented a way to see the world without leaving your lab. Using a stone extraterrestrial Crumb, his assistant and his two nephews Zoox: the beautiful Amanda and irreverent Guto, will make his house float through the world in search of adventures. The problem is that this stone has other special powers, can hypnotize people and open portals to other dimensions. To fall into the hands of a greedy French archaeologist, the stone eventually releasing four monsters creatures and muddled fleeing to different corners of the world. Now these monsters need to be captured before they destroy the main monuments of the world and the stone must be recovered before the archaeologist hypnotize them all.
While cats and dogs are natural enemies, such is not the case in the house where Herman the mouse lives. They are very good friends indeed, are work together to make Herman's life a hard life. Herman tries to break up their friendship, and divert their attention from guarding the cheese in the refrigerator, and almost succeeds but they make up in time to prevent Herman getting the cheese. They give chase and Herman takes refuge in a jug of wine.
After All is said and done. A man clears out his childhood home, remembering past conversations.
Bruce the gritter unwittingly makes an enemy as he carries out his job, clearing the roads of snow.
A knight and his wife live in a small house in the middle of nowhere. Every day he fights passing knights and is rewarded by his wife with lots of love and delicious meals.
An ancestral house builds itself, comes to life, and shows us its story spanning one hundred fifty years. Through the ages, it allows us to perceive the passage of time.
The camera breathlessly traverses landscapes and whirls into abstraction, all the while eye-ing fanciful foreground objects of domestic life doing their own dizzy dervish choreography, until the hand of the artist reveals the true scale. Just out of camera view are Aaron’s hand-made rigs that guide the dynamic movement.
The film describes the suffering of a character who is renovating his house while being confronted with a monstrous bird which is terrorising and oppressing him. It should be read as a parable of the 1968 Soviet invasion of Czechoslovakia. The film was subject to severe criticism at the 1970 Oberhausen film festival in Germany in 1970, in particular from directors from South American communist countries.
We are used to domestic spaces being designed for us to inhabit, but what happens when houses become moody main characters rather than backgrounds? With flickering tracings and ornamented strokes, If you begin to feel the house catching at you is an animated video installation that examines the “haunted house” as a fiction trope.
An American nurse living and working in Tokyo is exposed to a mysterious supernatural curse, one that locks a person in a powerful rage before claiming their life and spreading to another victim.
After their father is called into work, two young boys, Walter and Danny, are left in the care of their teenage sister, Lisa, and told they must stay inside. Walter and Danny, who anticipate a boring day, are shocked when they begin playing Zathura, a space-themed board game, which they realize has mystical powers when their house is shot into space. With the help of an astronaut, the boys attempt to return home.
Down-on-their luck brothers, Lars and Ernie Smuntz, aren't happy with the crumbling old mansion they inherit... until they discover the estate is worth millions. Before they can cash in, they have to rid the house of its single, stubborn occupant—a tiny and tenacious mouse.
A real estate agent leaves behind his beautiful wife to go to Transylvania to visit the mysterious Count Dracula and formalize the purchase of a property in Wismar.
Behrani, an Iranian immigrant buys a California bungalow, thinking he can fix it up, sell it again, and make enough money to send his son to college. However, the house is the legal property of former drug addict Kathy. After losing the house in an unfair legal dispute with the county, she is left with nowhere to go. Wanting her house back, she hires a lawyer and befriends a police officer. Neither Kathy nor Behrani have broken the law, so they find themselves involved in a difficult moral dilemma.
David Callaway tries to piece together his life in the wake of his wife's suicide and has been left to raise his nine-year-old daughter, Emily on his own. David is at first amused to discover that Emily has created an imaginary friend named 'Charlie', but it isn't long before 'Charlie' develops a sinister and violent side, and as David struggles with his daughter's growing emotional problems, he comes to the frightening realisation that 'Charlie' isn't just a figment of Emily's imagination.
When a man is diagnosed with terminal cancer, he takes custody of his misanthropic teenage son, for whom quality time means getting high, engaging in small-time prostitution, and avoiding his father.