Tremors poster
7
Arcplot Score
Unverified

Tremors

199096 minPG-13
Director: Ron Underwood

Val McKee and Earl Bassett are in a fight for their lives when they discover that their desolate town has been infested with gigantic, man-eating creatures that live below the ground.

Revenue$48.6M
Budget$11.0M
Profit
+37.6M
+342%

Despite its tight budget of $11.0M, Tremors became a solid performer, earning $48.6M worldwide—a 342% return. The film's innovative storytelling attracted moviegoers, proving that strong storytelling can transcend budget limitations.

TMDb6.9
Popularity4.0
Where to Watch
Amazon VideoSpectrum On DemandGoogle Play MoviesApple TVFandango 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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0m18m36m54m72m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

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Arcplot Score Breakdown

Structural Adherence: Standard
8.8/10
4/10
1.5/10
Overall Score7/10

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

Tremors (1990) exemplifies deliberately positioned dramatic framework, characteristic of Ron Underwood's storytelling approach. This structural analysis examines how the film's 12-point plot structure maps to proven narrative frameworks across 1 hour and 36 minutes. With an Arcplot score of 7.0, the film balances conventional beats with creative variation.

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes Val and Earl, two handymen, wake up in their trailer in Perfection, Nevada, dreaming of leaving their dead-end lives behind for better opportunities elsewhere.. Structural examination shows that this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 12 minutes when Val and Earl discover Edgar Deems dead on an electrical tower, having apparently died of dehydration while trapped up there for days—the first mysterious death.. 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 25 minutes marks the transition into Act II, occurring at 26% of the runtime. This indicates the protagonist's commitment to Val and Earl encounter their first Graboid directly when it attacks their truck on the road, forcing them to realize they're dealing with underground monsters and can't escape., moving from reaction to action.

The Collapse moment at 72 minutes (75% through) represents the emotional nadir. Here, The group is trapped with only one Graboid left but no more ammunition, and their bulldozer plan fails. They're stuck on the roof with no water, no weapons, and no apparent way out., indicates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Synthesis at 77 minutes initiates the final act resolution at 80% of the runtime. Val executes the plan, using himself as bait to lead the Graboid toward the cliff. The creature grabs the bomb instead and explodes. The town is saved through teamwork and cleverness., demonstrating the transformation achieved throughout the journey.

Emotional Journey

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

Narrative Framework

This structural analysis employs structural analysis methodology used to understand storytelling architecture. By mapping Tremors against these established plot points, we can identify how Ron Underwood utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish Tremors within the horror genre.

Ron Underwood's Structural Approach

Among the 5 Ron Underwood films analyzed on Arcplot, the average structural score is 7.2, reflecting strong command of classical structure. Tremors takes a more unconventional approach compared to the director's typical style. For comparative analysis, explore the complete Ron Underwood filmography.

Comparative Analysis

Additional horror films include Lake Placid, A Nightmare on Elm Street and Cat's Eye. For more Ron Underwood analyses, see City Slickers, Speechless and In The Mix.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min1.1%0 tone

Val and Earl, two handymen, wake up in their trailer in Perfection, Nevada, dreaming of leaving their dead-end lives behind for better opportunities elsewhere.

2

Theme

5 min5.6%0 tone

Walter Chang tells Val and Earl, "You boys can't make a living in a place this small," highlighting the theme of being trapped versus finding purpose where you are.

3

Worldbuilding

1 min1.1%0 tone

Introduction to the isolated desert town of Perfection (population 14), its eccentric residents, and Val and Earl's desire to escape their mundane existence doing odd jobs.

4

Disruption

12 min12.2%-1 tone

Val and Earl discover Edgar Deems dead on an electrical tower, having apparently died of dehydration while trapped up there for days—the first mysterious death.

5

Resistance

12 min12.2%-1 tone

More deaths occur (Old Fred, the sheep), strange seismic readings are detected by Rhonda, and the road out of town is mysteriously blocked. The group debates what's happening and whether to leave or investigate.

Act II

Confrontation
6

First Threshold

25 min25.6%-2 tone

Val and Earl encounter their first Graboid directly when it attacks their truck on the road, forcing them to realize they're dealing with underground monsters and can't escape.

7

Mirror World

29 min30.0%-2 tone

Val begins developing feelings for Rhonda, the seismology student, who represents intelligence, purpose, and a reason to stay and fight rather than run away.

8

Premise

25 min25.6%-2 tone

The group battles the Graboids using ingenuity and teamwork—escaping to rooftops, using poles to vault between buildings, and learning the creatures hunt by vibration. Classic monster-movie fun.

10

Opposition

48 min50.0%-2 tone

The remaining Graboids get smarter and more aggressive, learning from the group's tactics. Attempts to escape or call for help fail repeatedly as the creatures adapt.

11

Collapse

72 min75.0%-3 tone

The group is trapped with only one Graboid left but no more ammunition, and their bulldozer plan fails. They're stuck on the roof with no water, no weapons, and no apparent way out.

12

Crisis

72 min75.0%-3 tone

Despair sets in as the group faces certain death. Val contemplates his wasted life and regrets never making something of himself or taking chances.

Act III

Resolution
14

Synthesis

77 min80.0%-3 tone

Val executes the plan, using himself as bait to lead the Graboid toward the cliff. The creature grabs the bomb instead and explodes. The town is saved through teamwork and cleverness.