Small Soldiers poster
6.5
Arcplot Score
Unverified

Small Soldiers

1998110 minPG-13
Director: Joe Dante

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 moderate budget of $40.0M, the film achieved a modest success with $54.7M in global revenue (+37% profit margin).

TMDb6.6
Popularity3.0
Where to Watch
Paramount Plus EssentialGoogle Play MoviesAmazon VideoYouTubeApple TVFandango At HomeSpectrum On Demand

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

+1-2-5
0m21m41m62m83m
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 carefully calibrated story structure, characteristic of Joe Dante's storytelling approach. This structural analysis examines how the film's 12-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.

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes Alan is a teenage boy living in a small suburban town, helping his father run a struggling toy store. He's eager to prove himself responsible and wants to connect with his crush Christy, the girl next door.. Structural examination shows that this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 13 minutes when Alan impulsively orders the new Commando Elite and Gorgonite action figures from Joe to sell in the store, despite not having clearance. The toys are equipped with experimental military AI chips that make them genuinely dangerous.. 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 26 minutes marks the transition into Act II, occurring at 24% of the runtime. This reveals the protagonist's commitment to Alan decides to actively protect the Gorgonites and stop the Commando Elite. He commits to fighting the sentient toys rather than just trying to return them, crossing into a world where he must battle intelligent military weapons., 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 Commando Elite launch a full-scale assault on the Abernathy home during a neighborhood party. The stakes raise dramatically - it's no longer just Alan's problem but threatens the whole community. The toy war becomes public and deadly serious., 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 Gorgonites are locked in the Dumpster to be crushed. Alan is pinned down and defeated, watching helplessly as the garbage truck arrives to compact his gentle friends. The peaceful toys face death while the violent Commandos seem to have won., reveals the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Synthesis at 89 minutes initiates the final act resolution at 81% of the runtime. Alan executes the dangerous plan, climbing the power line transformer while battling Chip Hazard. He triggers the EMP blast that shuts down all the toys. The Gorgonites are saved from the crusher at the last moment. GloboTech arrives to cover up the incident. Alan has grown from irresponsible kid to hero., demonstrating the transformation achieved throughout the journey.

Emotional Journey

Small Soldiers's emotional architecture traces a deliberate progression across 12 carefully calibrated beats.

Narrative Framework

This structural analysis employs proven narrative structure principles that track dramatic progression. 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 Ministry of Ungentlemanly Warfare, The Bad Guys and Lake Placid. For more Joe Dante analyses, see The Howling, Explorers and Innerspace.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min0.9%0 tone

Alan is a teenage boy living in a small suburban town, helping his father run a struggling toy store. He's eager to prove himself responsible and wants to connect with his crush Christy, the girl next door.

2

Theme

6 min5.6%0 tone

Joe (delivery driver) warns Alan about the new military-themed toys: "Sometimes you don't know what you're getting into until it's too late." This foreshadows the danger of mixing warfare with toys and the consequences of violence.

3

Worldbuilding

1 min0.9%0 tone

We see Alan's world: his strained relationship with his father Stuart (who doubts his responsibility), his interest in Christy Fimple, the struggling toy store, and the corporate world of toy manufacturing where GloboTech rushes dangerous military chip technology into action figures.

4

Disruption

13 min12.0%-1 tone

Alan impulsively orders the new Commando Elite and Gorgonite action figures from Joe to sell in the store, despite not having clearance. The toys are equipped with experimental military AI chips that make them genuinely dangerous.

5

Resistance

13 min12.0%-1 tone

Alan discovers the toys are actually alive and intelligent. He learns the Gorgonites are peaceful while the Commando Elite are programmed for warfare. He debates whether to tell his parents, tries to understand what's happening, and realizes the danger as Chip Hazard begins hunting the Gorgonites.

Act II

Confrontation
6

First Threshold

26 min24.1%-2 tone

Alan decides to actively protect the Gorgonites and stop the Commando Elite. He commits to fighting the sentient toys rather than just trying to return them, crossing into a world where he must battle intelligent military weapons.

8

Premise

26 min24.1%-2 tone

The fun of "toy warfare" - Alan and Christy battle the increasingly aggressive Commando Elite through various creative encounters. The Gorgonites prove to be gentle allies. The Commandos recruit other toys and get more dangerous, attacking Christy's Gwendy dolls and transforming them into an army.

9

Midpoint

55 min50.0%-3 tone

The Commando Elite launch a full-scale assault on the Abernathy home during a neighborhood party. The stakes raise dramatically - it's no longer just Alan's problem but threatens the whole community. The toy war becomes public and deadly serious.

10

Opposition

55 min50.0%-3 tone

The battle intensifies as the Commando Elite lay siege to the house with the Abernathy and Fimple families trapped inside. The Gorgonites are captured. Alan's parents finally see the truth but the situation seems hopeless. The Commandos use military tactics and heavy weaponry, and Chip Hazard becomes increasingly ruthless.

11

Collapse

83 min75.0%-4 tone

The Gorgonites are locked in the Dumpster to be crushed. Alan is pinned down and defeated, watching helplessly as the garbage truck arrives to compact his gentle friends. The peaceful toys face death while the violent Commandos seem to have won.

12

Crisis

83 min75.0%-4 tone

Alan feels he's failed the Gorgonites and endangered everyone. The families are still under siege. In his darkest moment, Alan must find a way to save the Gorgonites and stop the Commandos permanently, but he seems powerless against their military programming.

Act III

Resolution
14

Synthesis

89 min80.6%-4 tone

Alan executes the dangerous plan, climbing the power line transformer while battling Chip Hazard. He triggers the EMP blast that shuts down all the toys. The Gorgonites are saved from the crusher at the last moment. GloboTech arrives to cover up the incident. Alan has grown from irresponsible kid to hero.