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Latitude Zero

A massive underwater volcano erupts and puts a group of investigative scientists in danger. They are rescued by an atomic super submarine named The Alpha under the command of Captain McKenzie. The group is quickly taken to a vast underwater city known as Latitude Zero, a fantastic, Atlantean type utopia, a world beneath the ocean with its own sun. It is soon discovered that Captain McKenzie is at war with the evil Dr. Malic, a cruel scientist who wishes to rule mankind all the while conducting genetic experiments on humans and animals. Malic sends his agents to kidnap Dr. Okada, a human scientist who has created a serum that can immunize exposure to radiation.

Latitude Zero

5.9 1969
Cartouche

In the 18th century, Louis de Bourguignon is working with the Malichot's gang, but their ways are too 'unethical' for him. He creates his own band, acting under the name of Cartouche, making audacious robberies of the rich people, and even distributing the takings with the poor. Thus, cartouche attracts the people's sympathies, Venus's love, and hate from the Police and Malichot... Cartouche can escape all the traps they set at him - except the entrapments of love. Eventually, he will be saved by a woman, at her own cost.

Cartouche

6.3 1962
13 Assassins

A sadistic Daimyo (feudal lord) rapes a woman and murders both her and her husband, but even when one of his own vassals commits suicide to bring attention to the crime, the matter is quickly hushed up. Not only will there be no punishment, but because the Daimyo is the Shogun's younger brother, he will soon be appointed to a high political position from which he could wreak even more havoc. Convinced that the fate of the Shogunate hangs in the balance, a plot is hatched to assassinate the Daimyo. The two most brilliant strategic minds of their generation find themselves pitted against each other; one is tasked to defend a man he despises, and has a small army at his disposal. The other is given a suicide mission, and has 12 brave men. They are the 13 Assassins.

13 Assassins

7.5 1963
The Boss

Pursued by a rival gang after a violent robbery, Toni escapes with nearly thirty million francs. On the train to Paris, to avoid arousing suspicion, he has no choice but to threaten an honorable philosophy professor, Justin Mignonnet, with his gun, so that he will carry the loot for him. To make sure he returns the money, he takes his papers and makes him promise to be present at the exchange appointment at the Pigalle Hotel the next day. Completely lost, Mignonnet decides to obey orders, but just as he is about to return the money, a young woman, a member of the enemy gang, comes to collect it.

The Boss

5.6 1960
Dragon Swamp

After being implicated in the theft of the Jade Dragon Sword, Fan Ying (Cheng Pei-pei) is banished to the Dragon Swamp for 20 years. Now, 20 years later, the sword has been stolen again, and the members of Lingshan Clan are sent out to find the culprit. Among those is Qing-Erh (Cheng Pei-pei again), who meets a wandering swordsman (Yueh Hua) searching for the long lost Fan Ying. Together they decide to enlist the help of the Dragon Swamp Master in their respective searches.

Dragon Swamp

6.9 1969
Zatoichi's Vengeance

Zatoichi comes upon a dying man who asks him to give a bag of money to "Taichi". Zatoichi has no idea who this is but when he comes upon a small town harassed by gangsters, he finds that "Taichi" was the man's young son. Along his travels he also met a blind monk who makes Zatoichi question his murderous lifestyle. In trying to help the town, Zatoichi kills some gangsters and becomes a hero to the boy. He must make a choice of whether to use non-violence and set a good example, or violence and set the boy on the wrong path in life.

Zatoichi's Vengeance

6.9 1966
Three Yakuza

A tale of three Yakuza gamblers who traveled Japan during the samurai era living by their wits and sword skills. Told in 3 separate vignettes, each part tells the story of a different drifter’s life. Part 1: A man is on the run after killing two Hasshu Officials to avenge his Boss. He must make a life or death decision as he is asked to protect a gang from attack. Part 2: A pair of gamblers chased out of a crooked game must fight not only their pursuers, but the ghosts of their pasts as well. Part 3: A wanderer who wants to live according to the Yakuza Code, but is not sure that he can do so when asked to save a town from an evil official.

Three Yakuza

7.8 1965