Join Barbie, Chelsea, and her puppy Honey as they swim through rainbow rivers with beautiful mermaids and fly through cotton candy clouds with fairies.
One day, Mana Aida receives a wedding dress from her mother and grandmother that they had worn in the past. While thinking about who she would wear this beside someday, a mysterious man named Marsh appears, and Mana is thrown back into the past. She was happy to see her grandmother she loved and her old dog Maro, but she then realizes that Alice and Rikka aren't there because memories have been altered. In order to save precious memories, the future, dreams and hope, Mana transforms into Cure Heart.
A long-standing feud between two ant kingdoms — the black ants and the red ants — boils over when Laal Budda is suspected of mistreating the opposing queen’s handmaiden. Soon, a proclamation for Laal Budda’s beheading is pronounced.
When a long-dead foe sends Lupin III on a road trip through time, he’ll have to be careful to keep the past intact to protect his future… if he can make it back there at all!
Doc, while watching Champ work out with the punching bag, accidentally drops a hammer on Champ's toe, causing him to howl and hop about in a crazy beatnik dance, holding his foot. A beatnik coffee house owner is impressed and signs them up to entertain at his swinging club. Doc stages concerts for the talented but pain-ridden pooch. Doc, at the piano, rehearses Champ with great success, making several teenage cats swoon. Opening night at "The Hungry Me" pad is also a great success- their act creating enthuasiastic finger-snapping by the beatniks. The two become famous as Champ does a great beat presentation after Doc's piano intro and after being hit on the foot!
When Kris tells Sam Weatherfield, the inventor, about breaking his parent’s window and running away, Sam has Kris play a strange, colorful game called HOOMANIA. As Kris places his piece on the board, he is zapped INSIDE the game, full of life-sized animated characters like the daffy Dodo Bird or the goodie-gobbling sluggards. These crazy creatures, and others, either help or hinder Kris in his race to Mount Wisdom. Through his fantastic adventure, Kris learns the true meaning of “wisdom”.
Sid the Sloth takes a school of children out on a camping trip from home, only to find that in typical Sid style, he is not a very good guide and the children he takes with him don't have a very good time.
After hiding together in an abandoned barn one stormy night, wolf Gabu and goat Mei pledge to be secret friends, despite being natural enemies. They must overcome hardship and persecution in hopes of finding another forest where they can be together in peace.
Elmer Fudd expects to find "west and wewaxation" during his visit to Jellostone National Park, but he sets up camp in Bugs' backyard, and the rabbit (and a neighboring bear) definitely don't have leisure in mind.
Wysteria is beaming with pride; her gardens are in bloom, her little Breezie friends are in town, and it's time for Ponyville's fanciest spring parade, the ultimate celebration of flowers, flowers, flowers! But things don't go according to plan when Wysteria accidentally awakens Spike the Dragon, a sleepy, silly 1,000-year-old dragon. For you see, legend holds that when a dragon is awakened, an new princess is about to be crowned. But who is the Princess of Ponyville?
This engaging series of childhood recollections tells of an unconventional school in Tokyo during World War II that combined learning with fun, freedom, and love. The school had old railroad cars for classrooms and was run by an extraordinary man – its founder and headmaster, SÅsaku Kobayashi – who deeply valued children's independence, and who was a firm believer in freedom of expression and activity.
Two Dutch children stumble on a clearing in the woods where gnomes are going about their business. The gnomes are friendly to the children. A witch comes and takes them away on her broom to her gingerbread house, where she turns nasty on them, turning the boy into a spider, her yowling cat to stone, and tries to turn the girl into a rat when a gnome's arrow stops her. While the gnomes are fighting the witch, Hansel and Gretl free the other children who have been imprisoned and transformed by the witch.
Marshall Bravestarr is the lawman of the wild-west planet "New Texas" with help from Thirty-Thirty, his cybernetic talking horse and Deputy Fuzz, his sidekick and Shaman, his mentor. Bravestarr with his special powers fights the outlaw Tex-Hex, the leader of the Carrion Bunch, who are after the mineral Kerium, Bravestarr sets out to set things right and enforce peace and justice on "New Texas".