Like Mike poster
7.4
Arcplot Score
Unverified

Like Mike

200299 minPG
Director: John Schultz

Calvin and his friends, who all live in an orphanage, find old shoes with the faded letters MJ connected to a powerline. One stormy night, they go to get the shoes when Calvin and the shoes are struck by lightning. Calvin now has unbelievable basketball powers and has the chance to play for the NBA.

Revenue$62.3M
Budget$30.0M
Profit
+32.3M
+108%

Despite a moderate budget of $30.0M, Like Mike became a financial success, earning $62.3M worldwide—a 108% return.

TMDb6.1
Popularity1.9
Where to Watch
Disney PlusFandango At HomeAmazon VideoYouTubeApple TVGoogle Play Movies

Plot Structure

Story beats plotted across runtime

Act ISetupAct IIConfrontationAct IIIResolutionWorldbuilding3Resistance5Premise8Opposition10Crisis12Synthesis14124679111315
Color Timeline
Color timeline
Sound Timeline
Sound timeline
Threshold
Section
Plot Point

Narrative Arc

Emotional journey through the story's key moments

+63-1
0m24m49m73m98m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

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Arcplot Score Breakdown

Structural Adherence: Standard
8.9/10
4/10
4/10
Overall Score7.4/10

Weighted: Precision (70%) + Arc (15%) + Theme (15%)

Like Mike (2002) exemplifies carefully calibrated narrative design, characteristic of John Schultz's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 1 hour and 39 minutes. With an Arcplot score of 7.4, the film balances conventional beats with creative variation.

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes Calvin Cambridge, a 14-year-old orphan, watches NBA games on TV at Chesterfield orphanage, dreaming of basketball stardom despite his small stature. He lives in a world where he's overlooked and powerless.. Structural examination shows that this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 12 minutes when Calvin discovers a pair of old sneakers hanging from a power line with the faded initials "M.J." He believes they belonged to Michael Jordan. During a thunderstorm, lightning strikes as he makes a wish, and the shoes appear to gain magical powers.. At 12% through the film, this Disruption aligns precisely with traditional story structure. This beat shifts the emotional landscape, launching the protagonist into the central conflict.

The First Threshold at 24 minutes marks the transition into Act II, occurring at 24% of the runtime. This illustrates the protagonist's commitment to Calvin signs a contract to play for the Los Angeles Knights NBA team. He makes the active choice to enter the professional basketball world, leaving behind his ordinary orphan life., moving from reaction to action.

At 50 minutes, the Midpoint arrives at 50% of the runtime—precisely centered, creating perfect narrative symmetry. The analysis reveals that this crucial beat The Knights win a major game and Calvin becomes a national sensation. False victory: everything seems perfect—he's famous, the team is winning, and he's living with Tracy. But the stakes raise as his reliance on the shoes deepens and Bittleman becomes more threatening., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.

The Collapse moment at 73 minutes (73% through) represents the emotional nadir. Here, Calvin loses the magic shoes (they're stolen/taken by Bittleman or destroyed). His powers disappear. Metaphorical death: the death of his false identity and the magical shortcut to success. He faces returning to being "just Calvin"—powerless and ordinary., demonstrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Second Threshold at 79 minutes initiates the final act resolution at 80% of the runtime. Tracy (or Sister Theresa) reminds Calvin of the theme: "It's not about the shoes." Calvin realizes his real growth came from his courage, heart, and the confidence he gained. He synthesizes this internal strength with his love of the game and chooses to play the final game without magic., demonstrating the transformation achieved throughout the journey.

Emotional Journey

Like Mike's emotional architecture traces a deliberate progression across 15 carefully calibrated beats.

Narrative Framework

This structural analysis employs systematic plot point analysis that identifies crucial turning points. By mapping Like Mike against these established plot points, we can identify how John Schultz utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Like Mike within the family genre.

John Schultz's Structural Approach

Among the 5 John Schultz films analyzed on Arcplot, the average structural score is 7.3, reflecting strong command of classical structure. Like Mike represents one of the director's most structurally precise works. For comparative analysis, explore the complete John Schultz filmography.

Comparative Analysis

Additional family films include The Bad Guys, Like A Rolling Stone and Cats Don't Dance. For more John Schultz analyses, see Aliens in the Attic, The Honeymooners and Judy Moody and the Not Bummer Summer.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min1.1%0 tone

Calvin Cambridge, a 14-year-old orphan, watches NBA games on TV at Chesterfield orphanage, dreaming of basketball stardom despite his small stature. He lives in a world where he's overlooked and powerless.

2

Theme

4 min4.3%0 tone

Sister Theresa tells Calvin, "It's not about the shoes, it's about what's inside you." The theme of inner potential versus external advantages is established.

3

Worldbuilding

1 min1.1%0 tone

Establishment of Calvin's world: the orphanage run by corrupt director Stan Bittleman who exploits the children, Calvin's friendship with Murph and Reg, his love for basketball, and his dream of being adopted and playing in the NBA.

4

Disruption

12 min11.7%+1 tone

Calvin discovers a pair of old sneakers hanging from a power line with the faded initials "M.J." He believes they belonged to Michael Jordan. During a thunderstorm, lightning strikes as he makes a wish, and the shoes appear to gain magical powers.

5

Resistance

12 min11.7%+1 tone

Calvin discovers the shoes give him extraordinary basketball abilities. He debates what to do with this gift. At a local game, he impresses a talent scout. He's uncertain whether to pursue this opportunity and what it means.

Act II

Confrontation
6

First Threshold

24 min24.5%+2 tone

Calvin signs a contract to play for the Los Angeles Knights NBA team. He makes the active choice to enter the professional basketball world, leaving behind his ordinary orphan life.

7

Mirror World

29 min29.8%+3 tone

Calvin meets Tracy Reynolds, the team's coach and a father figure who sees potential in him beyond just basketball. Tracy represents the theme: genuine care and inner worth matter more than fame or magic shoes.

8

Premise

24 min24.5%+2 tone

The promise of the premise: Calvin plays professional basketball with his magical shoes, experiencing fame, success, and the NBA lifestyle. He moves in with Tracy, gains confidence, helps turn the Knights into a winning team, and enjoys his new celebrity status.

9

Midpoint

50 min50.0%+4 tone

The Knights win a major game and Calvin becomes a national sensation. False victory: everything seems perfect—he's famous, the team is winning, and he's living with Tracy. But the stakes raise as his reliance on the shoes deepens and Bittleman becomes more threatening.

10

Opposition

50 min50.0%+4 tone

Pressure mounts from multiple directions: Bittleman threatens to take Calvin back to the orphanage, demanding money. Calvin becomes increasingly dependent on the shoes and fears losing them. His teammates grow suspicious. The gap between his public success and private insecurity widens.

11

Collapse

73 min73.4%+3 tone

Calvin loses the magic shoes (they're stolen/taken by Bittleman or destroyed). His powers disappear. Metaphorical death: the death of his false identity and the magical shortcut to success. He faces returning to being "just Calvin"—powerless and ordinary.

12

Crisis

73 min73.4%+3 tone

Calvin's dark night: he must confront who he is without the shoes. He feels he's let everyone down—Tracy, his teammates, his friends at the orphanage. He processes the loss and contemplates giving up basketball entirely.

Act III

Resolution
13

Second Threshold

79 min79.8%+4 tone

Tracy (or Sister Theresa) reminds Calvin of the theme: "It's not about the shoes." Calvin realizes his real growth came from his courage, heart, and the confidence he gained. He synthesizes this internal strength with his love of the game and chooses to play the final game without magic.

14

Synthesis

79 min79.8%+4 tone

The championship game finale: Calvin plays without the magical shoes, using his real skills, heart, and what he's learned. He makes the crucial play not through magic but through genuine ability and teamwork. Bittleman is exposed and defeated. Tracy adopts Calvin, along with Murph and Reg.

15

Transformation

98 min98.9%+5 tone

Final image mirrors the opening: Calvin plays basketball, but now he's confident, has a family (Tracy), and knows his worth comes from within. He's transformed from a powerless orphan seeking external validation to a young man who understands his true value.