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Hae-Jeon Lee - NOT AVAILABLE
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COMPLETE FILMOGRAPHY WITH SYNOPSIS
Animation (feature film)
Aspiring inventor Flint Lockwood is the socially awkward genius behind some of the most bizarre contraptions ever conceived. But even though all of his inventions, from spray-on shoes to a monkey thought translator, have been spectacular failures that caused trouble in his small town, Flint is determined to create something that will make people happy. When Flint''s latest machine, designed to turn water into food, accidentally destroys the town square and rockets up into the clouds, he thinks his inventing career is over. Until something amazing happens -- cheeseburgers start raining from the sky. His machine actually works! The food weather is an instant success, and Flint forges a fast friendship with Sam Sparks, the weathergirl who comes to town to cover what she calls "the greatest weather phenomenon in history." But when people greedily ask for more and more food, the machine starts behaving erratically, unleashing spaghetti tornadoes and giant meatballs. With the town about to be buried beneath mountains of marshmallows and waves of watermelons, it''s up to Flint and Sam to use their combined expertise to shut down the machine and put everything right.
There is a world where witches rule the northern skies, where ice bears are the bravest of warriors, and where every human is joined with an animal spirit who is as close to them as their own heart. This world is dominated by the Magisterium, which seeks to control all of humanity, and whose greate
Twelve-year-old DJ Walters, who is caught in that awkward moment between childhood and the onset of puberty, has too much time on his hands and has taken it into his head that there''s something weird about old man Nebbercracker''s house across the street. Things keep disappearing into the dilapidated structure: basketballs, tricycles, toys and pets. Come to think of it, whatever happened to Mrs. Nebbercracker? It''s the day before Halloween and DJ and his candy-friendly pal Chowder have a run-in with Mr. Nebbercracker after their basketball wanders onto his lawn and is mysteriously swept into the house. When the house tries to swallow their new friend Jenny and no one believes the frightened trio''s claims that the house is up to no good, it''s up to them to investigate. They turn for his advice to the only person on the planet who might even remotely understand what''s going on, the wise one they call Skull, a 20-something slacker pizza chef and master of the arcade machine who once played a video game for four days straight on one singly quarter, a gallon of chocolate milk and an adult diaper. "I have heard tell of man-made structures becoming possessed by a human soul," Skull tells them. You mean the house is alive? Yikes! Skull tells them the only way to stop the house from gulping down everything in sight is by striking at its heart, which the kids figure out must be the perpetually-fueled furnace in the basement. They come up with what seems to be a foolproof plan--a vacuum cleaner disguised as a human dummy filled with cold medicine. The kids offer up their bait to the house, figuring that once it''s asleep, they can sneak in and put out the furnace with their squirt guns. Their little plan goes awry, though, and when the house starts chasing them down the street--that''s right, chasing them down the street!--they must join forces to once again make the neighborhood safe for trick or treaters.
Four young adventurers playing hide-and-seek in the country home of an old professor stumble upon an enchanted wardrobe that will take them places they never dreamed. Stepping through the wardrobe door, they are whisked out of World War II London into the spectacular parallel universe known as Narni
A young boy lies awake in his room one snowy Christmas Eve, excited and alert. Breathing silently. Hardly moving. Waiting. He''s listening for a sound he''s afraid that he might never hear--the ringing bells of Santa''s sleigh. The time is five minutes to midnight. Suddenly, the boy is startled by a thunderous roar. Clearing the mist from his window he sees the most amazing sight--a gleaming black train rumbles to a stop right in front of his house, the steam from its powerful engine hissing through the night sky and the softly falling snowflakes. The boy rushes outside, clad only in his pajamas and slippers, and is met by the train''s conductor who seems to be waiting just for him. "Well, are you coming?" the conductor inquires. "Where?" the boy asks. "Why, to the North Pole--of course. This is the Polar Express!" What unfolds is an an adventure which follows a doubting young boy, who takes an extraordinary train ride to the North Pole; during this ride, he embarks on a journey of self-discovery which shows him that the wonder of life never fades for those who believe.
In this second chapter of the "Matrix" trilogy, Neo assumes greater command of his extraordinary powers as Zion falls under siege to the Machine Army. Only a matter of hours separates the last human enclave on Earth from 250,000 Sentinels programmed to destroy mankind. But the citizens of Zion, emboldened by Morpheus'' conviction that the One will fulfill the Oracle''s Prophecy and end the war with the Machines, rest all manner of hope and expectation on Neo, who finds himself stalled by disturbing visions as he searches for a course of action. Strengthened by their love for each other and their belief in themselves, Neo and Trinity choose to return to the Matrix with Morpheus and unleash their arsenal of extraordinary skills and weaponry against the systematic forces of repression and exploitation. But there exist powerful figures within the Matrix who refute the artifice of choice, evading the responsibility it brings as they feed on the emotional truths of others. Meanwhile, there are exiles like Agent Smith, whose inexorable connection to Neo compels him to disobey the system that has called for his deletion. Driven by the humanity he once despised, Smith will consume everything in his path on his quest for revenge. On his treacherous journey toward further insight into the construct of the Matrix and his pivotal role in the fate of mankind, Neo will confront greater resistance, an even greater truth and a more impossible choice than he ever imagined. At the confluence of love and truth, faith and knowledge, purpose and reason, Neo must follow the course he has chosen.
The Angels--Natalie, Dylan, and Alex--prepare to strike without warning as they go undercover to retrieve two missing silver bands. These are no ordinary rings. They contain valuable encrypted information that reveal the new identities of every person in the Federal Witness Protection Program. When witnesses start turning up dead, only the Angels, using their expertise as masters of disguise, espionage and martial arts can stop the perpetrator, a mysterious "fallen" Angel. Aided by their trusty colleague, Jimmy Bosley, the Angels'' adventure begins at a remote Mongolian outpost and ends only after Dylan is forced to face a dark secret from her past--a secret that puts the lives of her two best friends in danger.
Orphaned at an early age, Peter Parker lives in Queens, New York with his beloved Aunt May and Uncle Ben. Peter leads the life of a normal student, working as a photographer at the school paper, pining after the beautiful Mary Jane Watson and hanging out with buddy Harry Osborn. On a school trip, during which Peter and his classmates are given a science demonstration on arachnids, Peter is bitten by a genetically-altered spider. Soon after, he discovers that he has unusual powers: he is endowed with the strength and agility of a spider along with a keen, ESP-like "spider-sense." Peter first uses his powers to make money, but in the face of a tragedy that hits close to home, he vows to dedicate his life to fighting crime, taking to heart the words of his beloved Uncle Ben: "With great power comes great responsibility." Meanwhile, megalomaniacal businessman Norman Osborn, Harry''s father, is undergoing some changes of his own. An experimental formula has gone awry, increasing his intelligence and strength but also driving him insane. He is now the Green Goblin, Spider-Man''s arch enemy, who will put young Peter Parker''s vow to fight crime and help innocent people to the ultimate test.
Lovers from opposite sides of the tracks find their love tested during the maiden voyage of the doomed ocean liner.
Visual Effects (feature film)
After their father leaves for work, leaving them in the care of their older sister, six-year-old Danny and ten-year old Walter discover an old tattered metal board game, "Zathura." After trying unsuccessfully to get his brother to play the game with him, Danny starts to play on his own. From his first move, Danny realizes this is no ordinary board game. His spaceship marker moves by itself and when it lands on a space, a card is ejected, which reads: "Meteor shower, take evasive action." The house is immediately pummeled from above by hot, molten meteors. When Danny and Walter look up through the gaping hole in their roof, they discover, to their horror that they have propelled into deepest, darkest outer space. And they are not alone. Danny and Walter realize that unless they finish the game they''ll be trapped in outer space forever. With every turn, they confront one incredible obstacle after another: They accidentally put their sister Lisa into a deep cryonic sleep, are chased by a crazed, malfunctioning six-foot robot, rescue a stranded astronaut and are besieged by lizard-like, carnivorous creatures called Zorgons. With the help of the astronaut, Danny and Walter begin to put their petty fraternal differences aside, work together to overcome the obstacles they encounter and attempt to finish the game so they can go home. But all their efforts may be in vain when they face their biggest challenge of all--a battle against an intense gravitational pull into the void of the dark planet Zathura.
The year is 2065 and Earth is under siege. A meteor has crashed onto the planet, unleashing millions of alien creatures which roam the Earth. Decimating field and city alike, these predators are threatening to extinguish all life on the planet. The survivors of the initial onslaught have retreated t
A cab driver in the 23rd century finds himself battling an evil force during an apocalyptic war as he tries to secure a mysterious "fifth element."
Post Production (feature film)
Two years have passed since we last visited the Little family and much has changed. Stuart has blossomed and settled nicely into his new life. He goes to school (in his very own car), is very handy when it comes to building model airplanes and is proud of the fact he made the soccer team. He loves having a big brother, George and new baby sister, Martha with whom he can play. Even Snowbell, the curmudgeonly cat with an attitude, has warmed up to Stuart in his own way. All is well in the Little world, but even so, Stuart yearns for a friend of his own--someone like him. Driving home from school, Stuart hears a loud squawk and suddenly an injured bird falls out of the sky, landing in the passenger seat of his car. When she regains consciousness, the mysterious bird introduces herself as Margalo. Frightened, she tells Stuart she is being threatened by Falcon, a feared crime lord who terrorizes all creatures living Manhattan. When Stuart learns the Margalo doesn''t have a place to live he insists she stay with the Littles. Mr. and Mrs. Little immediately accept Margalo and, much to Snowbell''s chagrin, welcome her to stay as long as she wants. It''s obvious for all to see that Stuart has a crush on the charming and beguiling bird who promises him adventure... but Margalo is hiding a dark secret and is not what she appears to be. When she mysteriously vanishes, the unlikely duo of Stuart and Snowbell set out on long journey to find her unlock the mystery. The furry duo has no idea where they are headed--all Stuart knows is he has to find Falcon''s lair and get Margalo back.
Misc. Crew (feature film)
When the evil wizard Gargamel chases the tiny blue Smurfs out of their village, they leave their magical world and end up in the middle of New York City's Central Park. The Smurfs must find a way to get back to their village before Gargamel tracks them down.
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