The Marquis of Grillo poster
6.8
Arcplot Score
Unverified

The Marquis of Grillo

1981139 min
Director: Mario Monicelli

In 18th-century Rome, impish aristocrat Onofrio del Grillo amuses himself by playing pranks on all sorts of people — his reactionary family and fellow nobles, the poors, the French occupiers trying to modernize society, and even the Pope himself.

Revenue$7.3M

The film earned $7.3M at the global box office.

TMDb7.8
Popularity4.2
Where to Watch
Amazon Video

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

+530
0m34m68m103m137m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

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Arcplot Score Breakdown

Structural Adherence: Flexible
8.9/10
3/10
1/10
Overall Score6.8/10

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

The Marquis of Grillo (1981) exemplifies deliberately positioned dramatic framework, characteristic of Mario Monicelli's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 2 hours and 19 minutes. With an Arcplot score of 6.8, the film balances conventional beats with creative variation.

Structural Analysis

The Status Quo at 2 minutes (1% through the runtime) establishes The Marquis del Grillo rides through Rome in his carriage, embodying aristocratic privilege and arrogance. He declares his famous line "Io so' io, e voi non siete un cazzo" (I am me, and you are nothing), establishing his world of unchallenged power and casual cruelty toward the lower classes.. Of particular interest, this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 16 minutes when The Marquis encounters Gasperino, a coal merchant who is his exact physical double. This discovery disrupts the Marquis's sense of uniqueness and absolute superiority, planting the seed for his most elaborate and cruel prank.. 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 34 minutes marks the transition into Act II, occurring at 24% of the runtime. This indicates the protagonist's commitment to The Marquis makes the active decision to kidnap Gasperino and switch places with him, forcing the coal merchant to live as the Marquis while he observes the chaos. This is his choice to cross into a dangerous game of identity., moving from reaction to action.

At 70 minutes, the Midpoint arrives at 50% of the runtime—precisely centered, creating perfect narrative symmetry. Notably, this crucial beat Gasperino, desperate and terrified, manages to convince some people of his true identity, but no one believes him because of the Marquis's machinations. The Marquis realizes his prank has taken on a life of its own—false victory for him, false defeat for Gasperino. The stakes raise as the deception deepens., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.

The Collapse moment at 102 minutes (73% through) represents the emotional nadir. Here, Gasperino, broken by the ordeal, attempts suicide or experiences complete psychological collapse. The Marquis witnesses the real human cost of his game—a symbolic death of innocence and his own humanity. His amusement turns to hollow emptiness., illustrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Second Threshold at 110 minutes initiates the final act resolution at 79% of the runtime. The Marquis makes his final choice: he decides to end the game and restore Gasperino, but in doing so, reveals his true nature—he has learned nothing. He will return Gasperino to poverty and resume his privileged life, unchanged. This is a negative arc threshold., demonstrating the transformation achieved throughout the journey.

Emotional Journey

The Marquis of Grillo'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 The Marquis of Grillo against these established plot points, we can identify how Mario Monicelli utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish The Marquis of Grillo within the comedy genre.

Comparative Analysis

Additional comedy films include The Ministry of Ungentlemanly Warfare, The Bad Guys and Lake Placid.

Plot Points by Act

Act I

Setup
1

Status Quo

2 min1.3%+1 tone

The Marquis del Grillo rides through Rome in his carriage, embodying aristocratic privilege and arrogance. He declares his famous line "Io so' io, e voi non siete un cazzo" (I am me, and you are nothing), establishing his world of unchallenged power and casual cruelty toward the lower classes.

2

Theme

7 min5.0%+1 tone

A commoner or servant remarks on the injustice of the class system and how the nobles do as they please without consequences, planting the thematic question: What happens when privilege meets its mirror image?

3

Worldbuilding

2 min1.3%+1 tone

Introduction to early 19th-century papal Rome, the Marquis's world of pranks, gambling, womanizing, and complete disregard for consequences. We meet his circle of aristocrats, his long-suffering servants, and the rigid class hierarchy that enables his behavior.

4

Disruption

16 min11.7%+2 tone

The Marquis encounters Gasperino, a coal merchant who is his exact physical double. This discovery disrupts the Marquis's sense of uniqueness and absolute superiority, planting the seed for his most elaborate and cruel prank.

5

Resistance

16 min11.7%+2 tone

The Marquis becomes obsessed with the possibilities presented by his double. He debates with himself and tests small deceptions, considering how far he can take this situation. His servants and friends express concern, but he dismisses them.

Act II

Confrontation
6

First Threshold

34 min24.2%+3 tone

The Marquis makes the active decision to kidnap Gasperino and switch places with him, forcing the coal merchant to live as the Marquis while he observes the chaos. This is his choice to cross into a dangerous game of identity.

7

Mirror World

41 min29.2%+4 tone

Gasperino's innocent wife and humble family are introduced, representing the genuine human connections and simple dignity that the Marquis lacks. They embody the thematic counterpoint: authentic relationships versus aristocratic emptiness.

8

Premise

34 min24.2%+3 tone

The fun and games of the switched identity. Gasperino struggles to navigate aristocratic society while the Marquis enjoys watching the confusion. Elaborate set pieces show the comedy of class contrast, mistaken identity, and the Marquis's cruel amusement at others' suffering.

9

Midpoint

70 min50.0%+3 tone

Gasperino, desperate and terrified, manages to convince some people of his true identity, but no one believes him because of the Marquis's machinations. The Marquis realizes his prank has taken on a life of its own—false victory for him, false defeat for Gasperino. The stakes raise as the deception deepens.

10

Opposition

70 min50.0%+3 tone

The situation spirals beyond the Marquis's control. Gasperino's family suffers, authorities get involved, and the Marquis's own circle begins to question what's happening. The cruel joke reveals the Marquis's fundamental emptiness and inability to truly connect with others. Opposition intensifies from multiple directions.

11

Collapse

102 min73.3%+2 tone

Gasperino, broken by the ordeal, attempts suicide or experiences complete psychological collapse. The Marquis witnesses the real human cost of his game—a symbolic death of innocence and his own humanity. His amusement turns to hollow emptiness.

12

Crisis

102 min73.3%+2 tone

The Marquis confronts the darkness of his own nature. He processes what his privilege has allowed him to do and the emptiness of his existence. For a moment, the possibility of change or redemption flickers.

Act III

Resolution
13

Second Threshold

110 min79.2%+1 tone

The Marquis makes his final choice: he decides to end the game and restore Gasperino, but in doing so, reveals his true nature—he has learned nothing. He will return Gasperino to poverty and resume his privileged life, unchanged. This is a negative arc threshold.

14

Synthesis

110 min79.2%+1 tone

The Marquis orchestrates the return to status quo, dismissing Gasperino back to his coal merchant life with casual cruelty. He resumes his aristocratic existence, perhaps with a brief flicker of melancholy, but fundamentally unchanged. The system reasserts itself.

15

Transformation

137 min98.3%+1 tone

The final image mirrors the opening: the Marquis rides through Rome in his carriage, once again declaring "Io so' io, e voi non siete un cazzo." Nothing has changed—a tragic transformation showing that privilege and class structure are immutable. The Marquis remains exactly who he was, proving the film's cynical thesis about power.