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Lady and the Tramp II: Scamp's Adventure

Lady and Tramp's mischievous pup, Scamp, gets fed up with rules and restrictions imposed on him by life in a family, and longs for a wild and free lifestyle. He runs away from home and into the streets where he joins a pack of stray dogs known as the "Junkyard Dogs." Buster, the pack's leader, takes an instant disliking to the "house-dog" and considers him a rival. Angel, a junkyard pup Scamp's age, longs for the safety and comfort of life in a family and the two become instant companions. Will Scamp choose the wild and free life of a stray or the unconditional love of his family?

Lady and the Tramp II: Scamp's Adventure

6.3 2001
On the Beach

The world has finally managed to blow itself up and only Australia has been spared from nuclear destruction and a gigantic wave of radiation is floating in on the breezes. One American sub located in the Pacific has survived and is met with disdain by the Australians. The calculations of Australia's most renowned scientist says the country is doomed. However, one of his rivals says that he is wrong. He believes that a 1000 people can be relocated to the northern hemisphere, where his assumptions indicate the radiation levels may be lower. The American Captain is asked to take a mission to the north to determine which scientist is right.

On the Beach

6.2 2000
See Spot Run

A drug sniffing agent canine is a target for an assassin boss so the FBI calls Witness Protection to send him somewhere else. Meanwhile a single Mom puts her 6 year old boy James in the care of her irresponsible, mailman, neighbor, Gordon, when the babysitter bails on her. Meanwhile, an assassin mob boss hires 2 goons to kill Agent 11. But when 11 escapes from the van when they tried to kill him, he hides in Gordon's Mailtruck that James is in too. And guess what they name him. Spot.

See Spot Run

6.0 2001
Ossi’s Eleven

Finally out again. The attempt to cheat his boss out of a truckload cost haulage driver Oswald a year of his life and his job. Now it's back home to the prefabricated building. It's just in time that Oswald's buddy Karl knows about trophies made from old D-Mark coins. In the iron foundry on the outskirts of the city, old coins worth several hundred thousand Deutschmarks are regularly stored for further processing - virtually unguarded. As the old coins can still be exchanged, this is a small but sure coup. While Karl is still laughing at Oswald's naivety, he is already beginning to put his plan into action. In a series of tragic and absurd situations, he recruits a team that couldn't be more different, from doped athletes to hated ex-Stasi men. They are united by their desire to use the money to make a difference.

Ossi’s Eleven

5.2 2008