Race to Witch Mountain poster
6.7
Arcplot Score
Unverified

Race to Witch Mountain

200998 minPG
Director: Andy Fickman

A taxi driver gets more than he bargained for when he picks up two teen runaways. Not only does the pair possess supernatural powers, but they're also trying desperately to escape people who have made them their targets.

Revenue$106.4M
Budget$50.0M
Profit
+56.4M
+113%

Despite a moderate budget of $50.0M, Race to Witch Mountain became a commercial success, earning $106.4M worldwide—a 113% return.

TMDb5.8
Popularity5.5
Where to Watch
Disney PlusAmazon VideoApple TVGoogle Play MoviesYouTubeFandango At Home

Plot Structure

Story beats plotted across runtime

Act ISetupAct IIConfrontationAct IIIResolutionWorldbuilding3Resistance5Premise8Opposition10Crisis12Synthesis14124679111513
Color Timeline
Color timeline
Sound Timeline
Sound timeline
Threshold
Section
Plot Point

Narrative Arc

Emotional journey through the story's key moments

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0m19m37m56m74m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

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Arcplot Score Breakdown

Structural Adherence: Flexible
8.7/10
3.5/10
0.5/10
Overall Score6.7/10

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

Race to Witch Mountain (2009) exhibits meticulously timed narrative design, characteristic of Andy Fickman's storytelling approach. This structural analysis examines how the film's 11-point plot structure maps to proven narrative frameworks across 1 hour and 38 minutes. With an Arcplot score of 6.7, the film balances conventional beats with creative variation.

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes Jack Bruno, a Las Vegas cab driver and ex-con, picks up fares at a UFO convention, living a mundane, isolated life while trying to stay clean and avoid his criminal past.. The analysis reveals that this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 12 minutes when Two mysterious teenagers, Seth and Sara, suddenly appear in Jack's cab with a wad of cash, demanding he drive them to a remote location. Their strange behavior and impossible knowledge immediately disrupt Jack's ordinary routine.. At 13% through the film, this Disruption is delayed, allowing extended setup of the story world. This beat shifts the emotional landscape, launching the protagonist into the central conflict.

At 50 minutes, the Midpoint arrives at 51% of the runtime—precisely centered, creating perfect narrative symmetry. Significantly, this crucial beat The group discovers the alien invasion plot and realizes the stakes are much higher than they thought—the entire planet is at risk. What seemed like a rescue mission becomes a race to prevent Earth's destruction. False defeat: they're captured by government forces., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.

The Collapse moment at 74 minutes (76% through) represents the emotional nadir. Here, Seth and Sara are separated and about to be experimented on by the government, their ship is in enemy hands, and the invasion is imminent. Jack and Alex are captured and helpless. All seems lost—they've failed, and Earth will be destroyed., demonstrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Synthesis at 78 minutes initiates the final act resolution at 80% of the runtime. The finale: Jack and Alex execute their rescue, the kids use their powers to reclaim their ship, they battle the alien assassin, stop the invasion force, and convince the government to stand down. Jack uses both his tough street smarts and his new capacity for trust and sacrifice., demonstrating the transformation achieved throughout the journey.

Emotional Journey

Race to Witch Mountain's emotional architecture traces a deliberate progression across 11 carefully calibrated beats.

Narrative Framework

This structural analysis employs a 15-point narrative structure framework that maps key story moments. By mapping Race to Witch Mountain against these established plot points, we can identify how Andy Fickman utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Race to Witch Mountain within the adventure genre.

Andy Fickman's Structural Approach

Among the 7 Andy Fickman films analyzed on Arcplot, the average structural score is 7.1, reflecting strong command of classical structure. Race to Witch Mountain takes a more unconventional approach compared to the director's typical style. For comparative analysis, explore the complete Andy Fickman filmography.

Comparative Analysis

Additional adventure films include Harry Potter and the Philosopher's Stone, The Bad Guys and Zoom. For more Andy Fickman analyses, see Parental Guidance, She's the Man and You Again.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min1.1%0 tone

Jack Bruno, a Las Vegas cab driver and ex-con, picks up fares at a UFO convention, living a mundane, isolated life while trying to stay clean and avoid his criminal past.

2

Theme

5 min5.3%0 tone

Dr. Alex Friedman, a discredited astrophysicist at the convention, discusses the importance of believing in what others can't see and taking risks for the truth—establishing the theme of faith and redemption.

3

Worldbuilding

1 min1.1%0 tone

Introduction to Jack's world: his cab business, his parole officer, the UFO convention atmosphere, and hints of government agents tracking something. We see Jack is a loner who doesn't trust easily and just wants to keep his head down.

4

Disruption

12 min12.6%-1 tone

Two mysterious teenagers, Seth and Sara, suddenly appear in Jack's cab with a wad of cash, demanding he drive them to a remote location. Their strange behavior and impossible knowledge immediately disrupt Jack's ordinary routine.

5

Resistance

12 min12.6%-1 tone

Jack debates whether to help the kids or turn them in as government agents and mysterious attackers pursue them. The kids demonstrate supernatural abilities, Jack crashes his cab, and he realizes this is far bigger than a simple fare. He resists getting involved but circumstances force his hand.

Act II

Confrontation
8

Premise

25 min25.3%-1 tone

The "fun and games" of the alien adventure: car chases, using the kids' powers, evading government agents, uncovering the conspiracy, and racing toward Witch Mountain. Jack, Sara, Seth, and Alex work as a team, dodging both human and alien threats.

9

Midpoint

50 min50.5%-2 tone

The group discovers the alien invasion plot and realizes the stakes are much higher than they thought—the entire planet is at risk. What seemed like a rescue mission becomes a race to prevent Earth's destruction. False defeat: they're captured by government forces.

10

Opposition

50 min50.5%-2 tone

Pressure mounts as the government interrogates them, the alien assassin closes in, and time runs out to stop the invasion. Jack's criminal past is used against him, trust breaks down, and the group fractures under the strain. The kids are taken to a secret facility.

11

Collapse

74 min75.8%-3 tone

Seth and Sara are separated and about to be experimented on by the government, their ship is in enemy hands, and the invasion is imminent. Jack and Alex are captured and helpless. All seems lost—they've failed, and Earth will be destroyed.

12

Crisis

74 min75.8%-3 tone

Jack faces his darkest moment in captivity, questioning whether he should have ever gotten involved. He must decide if he's still the selfish ex-con or if he's become someone who fights for others. Alex challenges him to believe.

Act III

Resolution
14

Synthesis

78 min80.0%-3 tone

The finale: Jack and Alex execute their rescue, the kids use their powers to reclaim their ship, they battle the alien assassin, stop the invasion force, and convince the government to stand down. Jack uses both his tough street smarts and his new capacity for trust and sacrifice.