Small Soldiers poster
6.5
Arcplot Score
Unverified

Small Soldiers

1998110 minPG-13
Director: Joe Dante
Writers:Ted Elliott, Gavin Scott, Terry Rossio, Adam Rifkin

When missile technology is used to enhance toy action figures, the toys soon begin to take their battle programming too seriously.

Revenue$54.7M
Budget$40.0M
Profit
+14.7M
+37%

Working with a respectable budget of $40.0M, the film achieved a steady performer with $54.7M in global revenue (+37% profit margin).

Awards

3 wins & 4 nominations

Where to Watch
Fandango At HomeAmazon VideoSpectrum On DemandYouTubeApple TV StoreGoogle Play MoviesParamount Plus Essential

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

+1-1-4
0m27m54m82m109m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

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Arcplot Score Breakdown

Structural Adherence: Flexible
8.3/10
4/10
0.5/10
Overall Score6.5/10

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

Small Soldiers (1998) demonstrates precise story structure, characteristic of Joe Dante's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 1 hour and 50 minutes. With an Arcplot score of 6.5, the film balances conventional beats with creative variation.

Characters

Cast & narrative archetypes

Gregory Smith

Alan Abernathy

Hero
Gregory Smith
Tommy Lee Jones

Chip Hazard

Shadow
Tommy Lee Jones
Frank Langella

Archer

Mentor
Frank Langella
Kirsten Dunst

Christy Fimple

Love Interest
Ally
Kirsten Dunst
Kevin Dunn

Stuart Abernathy

Threshold Guardian
Kevin Dunn
George Kennedy

Brick Bazooka

Shadow
George Kennedy
Phil Hartman

Phil Fimple

Contagonist
Phil Hartman
David Cross

Irwin Wayfair

Herald
David Cross

Main Cast & Characters

Alan Abernathy

Played by Gregory Smith

Hero

A teenage boy who accidentally activates military AI chips in action figures, becoming caught in a war between toy soldiers.

Chip Hazard

Played by Tommy Lee Jones

Shadow

The ruthless leader of the Commando Elite action figures, programmed with military AI to destroy the Gorgonites at any cost.

Archer

Played by Frank Langella

Mentor

The wise and peaceful leader of the Gorgonite toys, seeking only to find their homeland of Gorgon and avoid conflict.

Christy Fimple

Played by Kirsten Dunst

Love InterestAlly

Alan's neighbor and love interest who gets drawn into the toy war and helps defend against the Commando Elite.

Stuart Abernathy

Played by Kevin Dunn

Threshold Guardian

Alan's father who owns a failing toy store and reluctantly agrees to sell the Commando Elite toys.

Brick Bazooka

Played by George Kennedy

Shadow

A heavily-armed member of the Commando Elite, loyal to Chip Hazard and the mission to eliminate the Gorgonites.

Phil Fimple

Played by Phil Hartman

Contagonist

Christy's uptight father and the Abernathy family's new neighbor who values order and conformity.

Irwin Wayfair

Played by David Cross

Herald

The eccentric toy designer who created the Gorgonites with a peaceful narrative, frustrated by corporate interference.

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes At Globotech Industries, weapons designer Larry Benson works on military microchips while toy designer Irwin Wayfair creates peaceful Gorgonite figures, establishing the corporate world that will unleash chaos.. Notably, this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 13 minutes when Alan activates the toys and sells a Commando Elite figure. That night, Chip Hazard and his squad awaken with full AI consciousness, immediately beginning their programmed mission to destroy the Gorgonites - who are hiding in Alan's home.. 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 28 minutes marks the transition into Act II, occurring at 25% of the runtime. This illustrates the protagonist's commitment to Alan makes the choice to protect the Gorgonites after Chip Hazard launches a coordinated attack on his home. He actively hides and defends Archer and the others, accepting responsibility for creatures his father told him to get rid of., moving from reaction to action.

At 55 minutes, the Midpoint arrives at 50% of the runtime—precisely centered, creating perfect narrative symmetry. Of particular interest, this crucial beat The Commandos capture Christy and take her hostage in her own home. Chip Hazard issues an ultimatum: surrender the Gorgonites or Christy dies. The stakes escalate from property damage to human life, and Alan realizes this is now a real war with real consequences., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.

The Collapse moment at 83 minutes (75% through) represents the emotional nadir. Here, The Commando Elite launch their full assault. Alan's home is devastated, the Gorgonites are scattered and wounded, and Archer appears to be destroyed. Alan has lost everything - his home is in ruins, his protectors are defeated, and the enemy controls the battlefield., reveals the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Second Threshold at 88 minutes initiates the final act resolution at 80% of the runtime. Alan realizes they can use the power lines and electrical systems to create an EMP. He rallies the surviving Gorgonites and his family, choosing to stand and fight rather than flee. Archer, damaged but alive, joins him - embodying the courage Alan has learned., demonstrating the transformation achieved throughout the journey.

Emotional Journey

Small Soldiers's emotional architecture traces a deliberate progression across 15 carefully calibrated beats.

Narrative Framework

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

Joe Dante's Structural Approach

Among the 10 Joe Dante films analyzed on Arcplot, the average structural score is 7.0, reflecting strong command of classical structure. Small Soldiers takes a more unconventional approach compared to the director's typical style. For comparative analysis, explore the complete Joe Dante filmography.

Comparative Analysis

Additional comedy films include The Bad Guys, Ella Enchanted and The Evening Star. For more Joe Dante analyses, see The Howling, Explorers and Matinee.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min1.0%0 tone

At Globotech Industries, weapons designer Larry Benson works on military microchips while toy designer Irwin Wayfair creates peaceful Gorgonite figures, establishing the corporate world that will unleash chaos.

2

Theme

6 min5.0%0 tone

Gil Mars, the Globotech CEO, demands toys that "play back" and can fight, stating "What's the point of having a toy if it can't fight back?" - establishing the dangerous philosophy that violence equals entertainment.

3

Worldbuilding

1 min1.0%0 tone

We meet Alan Abernathy, a troubled teen working at his father's struggling toy store in a quiet suburban neighborhood. His parents don't trust him after past incidents. The Commando Elite and Gorgonites are shipped early with military-grade AI chips, and Alan secretly acquires them for the store.

4

Disruption

13 min12.0%-1 tone

Alan activates the toys and sells a Commando Elite figure. That night, Chip Hazard and his squad awaken with full AI consciousness, immediately beginning their programmed mission to destroy the Gorgonites - who are hiding in Alan's home.

5

Resistance

13 min12.0%-1 tone

Alan discovers the Gorgonites are alive when Archer speaks to him. He learns they are peaceful beings seeking their homeland "Gorgon." The Commando Elite begin reconnaissance and harassment, but Alan struggles to understand the threat. His father dismisses his concerns about the toys.

Act II

Confrontation
6

First Threshold

28 min25.0%-2 tone

Alan makes the choice to protect the Gorgonites after Chip Hazard launches a coordinated attack on his home. He actively hides and defends Archer and the others, accepting responsibility for creatures his father told him to get rid of.

7

Mirror World

33 min30.0%-1 tone

Alan's relationship with neighbor Christy Fimple deepens as she becomes involved in the conflict. The Gorgonites, especially Archer, teach Alan about honor, loyalty, and protecting those who cannot protect themselves - contrasting with the Commandos' mindless aggression.

8

Premise

28 min25.0%-2 tone

The promise of the premise unfolds as sentient toys wage war in suburbia. Alan bonds with the Gorgonites while evading increasingly creative Commando attacks. The toys use household items as weapons, set traps, and display terrifying tactical intelligence. Alan tries to warn adults but no one believes him.

9

Midpoint

55 min50.0%-2 tone

The Commandos capture Christy and take her hostage in her own home. Chip Hazard issues an ultimatum: surrender the Gorgonites or Christy dies. The stakes escalate from property damage to human life, and Alan realizes this is now a real war with real consequences.

10

Opposition

55 min50.0%-2 tone

The Commandos build an army by converting Christy's Gwendy dolls into monstrous soldiers. They fortify the Fimple house and prepare for total war. Alan's attempts to get adult help fail spectacularly. The military toys cut power, communications, and systematically eliminate escape routes.

11

Collapse

83 min75.0%-3 tone

The Commando Elite launch their full assault. Alan's home is devastated, the Gorgonites are scattered and wounded, and Archer appears to be destroyed. Alan has lost everything - his home is in ruins, his protectors are defeated, and the enemy controls the battlefield.

12

Crisis

83 min75.0%-3 tone

In the aftermath of destruction, Alan faces despair. The adults finally see the truth but are helpless. Irwin Wayfair arrives and reveals the toys' weakness - their chips can be overloaded with a massive EMP pulse. But can they generate enough power before the Commandos finish them all?

Act III

Resolution
13

Second Threshold

88 min80.0%-2 tone

Alan realizes they can use the power lines and electrical systems to create an EMP. He rallies the surviving Gorgonites and his family, choosing to stand and fight rather than flee. Archer, damaged but alive, joins him - embodying the courage Alan has learned.

14

Synthesis

88 min80.0%-2 tone

The final battle erupts across the neighborhood. Alan executes the plan while the Gorgonites provide distraction and defense. Chip Hazard makes a final assault but Alan triggers the EMP, destroying all the Commando Elite. The neighborhood is saved, though devastated.

15

Transformation

109 min99.0%-1 tone

Alan's parents see him as a hero who protected the neighborhood. Globotech pays for all damages. Alan launches the surviving Gorgonites on a boat to find their homeland "Gorgon" - showing he's learned that true heroism is about protecting the innocent, not fighting wars.