Movie Structure Breakdown: Jumanji: Welcome to the Jungle
Format: Movie
Released: 2017
Written By: Chris McKenna, Erik Sommers, Scott Rosenberg, and Jeff Pinkner
Directed By: Jake Kasdan
Run Time: 110 minutes
Character(s): Spencer Gilpin, Bethany, Fridge, Martha
I’ll admit I had zero interest in seeing this movie when it was released. Fortunately, it was selected as a work team event and I was kind of forced into it. To my very pleasant surprise, I thoroughly enjoyed the movie. While the storyline isn’t groundbreaking, it’s an extremely satisfying film, both on it’s own merit and as a sequel to the original. I had intended to touch on the reasons why in this post, but Justin Kownacki did such an excellent job summing up why the movie succeeds at being emotionally satisfying on his blog that I decided to just link to that. Check it out, it’s a good read.
ACT ONE: DEALING WITH AN IMPERFECT SITUATION
A character in an Imperfect Situation faces Oppressive Opposition as he pursues an Initial Goal . But when there is a Disturbance to his routine, he faces a Dilemma regarding his situation, and must assume a New Role .
Panphobic nerd Spencer Gilpin (the imperfect situation) is afraid of the world and of getting in trouble (oppressive opposition) as he tries to help his old childhood friend Fridge with his history paper (initial goal). But when they are caught and receive detention along with classmates Martha and Bethany (the disturbance) they discover an old video game console in the basement and are sucked into when they turn it on (the dilemma), becoming the avatars they selected in the game (the new role).
The Imperfect Situation: Spencer Gilpin is a panphobic nerd whose childhood best friend has grown past him socially.
Initial Goal: Spencer wants to do Fridge’s homework. Fridge wants to avoid being kicked off the team. Bethany wants to reconcile with her ex-boyfriend, Noah. Martha wants to graduate and go to Princeton.
Oppressive Opposition: The world is a scary place to Spencer. All four students are given detention by their teachers.
Turning Point Catalyst – The Disturbance: 7 minutes (6.3%): We watch Bethany, Martha, Spencer and Fridge all get detention for various reasons.
Turning Point One – The Dilemma: Start Time: 12 minutes (10.9%): The principal brings the students to the basement to serve their detention. Fridge finds an old school Nintendo or something and Spencer plugs it up to a TV. Bethany reluctantly agrees to play. Martha is more adamant in her refusal, but ultimately relents to spite Bethany. When they turn on the game, it vibrates and shorts out before sucking them all into it.
“Well this sucks.”The New Role: The students become the avatars they selected in Jumanji.
Act Run Time: 17 of 110 minutes (15.4%)
ACT TWO: LEARNING THE RULES OF AN UNFAMILIAR SITUATION
The character Learns the Rules of an Unfamiliar Situation and faces Incidental Opposition in pursuit of a Transitional Goal . But when he receives a Reality Check , he makes a Commitment to his New Role.
Act Start Time: 17 minutes (15.4%)
The students find themselves in the jungle wearing other people’s bodies (the unfamiliar situation) and are attacked by the wildlife (incidental opposition) as they try to figure out what’s going on (transitional goal). But when they’re rescued by Jumanji field guide Nigel and learn the backstory of the game (the reality check), they realize they must complete the game to return home (the commitment).
The Unfamiliar Situation: The students find themselves inside Jumanji, wearing the bodies of the avatars they selected. They soon learn how dangerous the game is when Bethany is eaten by a hippo and several more hippos attack.
“Playin’ Hungry Hungry Hippos.”Transitional Goal: Figure out what is going on.
Incidental Opposition: The quartet is attacked by a pod of hippos.
Turning Point Catalyst – The Reality Check: 23 minutes (20.9%): Nigel, the NPC and Jumanji field guide, shows up and explains the backstory about Van Pelt stealing the Jaguar’s Eye jewel.
Turning Point Two – The Commitment: 28 minutes (25.4%): The cutscene ends and Nigel drops them off after telling them to find the missing piece. Spencer tells the group he thinks they have to save Jumanji to leave the game.
Act Run Time: 13 of 110 minutes (11.8%)
ACT THREE: STUMBLING INTO THE CENTRAL CONFLICT
The character stumbles into the Central Conflict and faces Intentional Opposition in pursuit of a False Goal . But when there is a grave Turn of events, he has a Moment of Truth .
Act Start Time: 30 of 110 Minutes (27.2%)
The group faces off with Van Pelt’s legions (the central conflict) who are willing to kill them for the jewel (intentional opposition) as they try to find the missing piece of the map (false goal). But when they realize they’ll die when they run out of lives (the turn), they are saved from Van Pelt by another player stuck in the game and realize he is the missing piece they’re looking for (the moment of truth).
The Central Conflict: The kids begin trying to play the game, and must contend with it’s various villains and monsters lead by Dr. Bravestone’s nemesis Russel Van Pelt.
The look of love.
False Goal: Find the Missing Piece of the map.
Intentional Opposition: They are attacked by Van Pelt’s motorcycle goons. Martha is shot and dies. Later in the bazaar they are confronted by Van Pelt himself and narrowly escape with the aid of a mysterious stranger.
Turning Point Catalyst – The Turn: 38 minutes (34.5%): Though they survive the waterfall jump, Martha is shot and dies. When she respawns, Spencer realizes they each have three lives and if they use them up it’s possible they will die for real.
Turning Point Three – The Moment of Truth: 42 minutes (38.1%): Bethany and Martha have a heart to heart conversation and realize they’re not so different after all. Fridge and Spencer get in an argument over the reason their grade school friendship ended. Fridge punks Spencer, but when Spencer calls Fridge a dumbass, Fridge pushes him off a cliff, killing him. When Spencer is respawned he slaps Fridge, finally standing up for himself. Fridge attempts to retaliate but nearly falls off the cliff himself only to be saved by Spencer. Spencer tells the group they have to work together to get out of the game and they can’t waste lives.
Giving new meaning to explosive diahrea.In the Bazaar they finally begin working together, trusting each other enough to defeat the black mamba and retrieve the next clue. But when they are ambushed by Van Pelt, they’re rescued by Seaplane who reveals himself to be Alex, another player stuck in the game. Bethany realizes Alex is the missing piece.
Act Run Time: 33 of 110 minutes (30%)
ACT FOUR: IMPLEMENTING A DOOMED PLAN
The character implements a Doomed Plan and faces Self-Inflicted Opposition in pursuit of a Penultimate Goal . But when an unthinkable Lowpoint occurs, he pulls himself together and discovers a Newfound Resolve .
Act Start Time: 63 of 110 Minutes (57.2%)
The group attempts to steal a helicopter (the doomed plan), drawing the attention of Van Pelt’s mercenaries and man-eating rhinos (self-inflicted opposition) as they try to cross the canyon (penultimate goal). But when Alex loses his last life and Bethany must sacrifice one of her own lives to revive him (the lowpoint), Spencer and Martha confess their true feelings for one another and Fridge announces he’s found the Jaguar Shrine (the newfound resolve).
The Doomed Plan: Stealing a helicopter and crossing the canyon costs Fridge a life (when he drops the jewel in the canyon) and Alex’s final life (when he’s stung by a mosquito).
Penultimate Goal: Steal a vehicle from the transportation shed to cross the canyon.
Self-Inflicted Opposition: Martha attempts to distract the guards and ends up having to fight them. More of Van Pelt’s goons arrive when the group enters the transportation shed. Fridge drops the jewel from the helicopter and they must again face the man-eating rhinos to retrieve it.
Turning Point Catalyst – The Lowpoint: 81 minutes (73.6%): While they celebrate crossing the canyon, Alex is stung by a mosquito and dies, losing his last life. Bethany performs CPR on him, and Martha realizes she is giving him one of her lives. Bethany sacrifices one of her lives for Alex and he is revived.
Boing!Turning Point Four – The Newfound Resolve: 84 Minutes (76.3%): Spencer and Martha discover they’re both into each other. Fridge finds the Jaguar shrine.
Act Run Time: 17 of 110 minutes (15.4%)
ACT FIVE: TRYING A LONGSHOT
The character tries a Longshot and faces Ultimate Opposition while trying to accomplish the Ultimate Goal . But just when it seems All is Lost , he makes a Final Push against the forces of antagonism and either succeeds or fails.
Act Start Time: 88 of 110 minutes (80%)
The group tries to outsmart the final level of the game (the longshot) and faces Van Pelt and his pack of jaguars (ultimate opposition) as they try to return the jewel to the Jaguar Shrine (ultimate goal). But when Spencer gets down to his last life and confides his fear to Fridge (all is lost) they come up with a plan to split up and outflank the defenders to return the jewel and beat the game (the final push).
The Longshot: Based on Fridge’s plan to split up, the group faces off with Van Pelt and his jungle creatures in attempt to return the jewel to the Jaguar.
Ultimate Goal: Return the jewel to the Jaguar shrine.
Ultimate Opposition: With very few lives left, the group faces off with a pack of bloodthirsty jaguars and venomous snakes guarding the statue. They come face to face with Van Pelt who has captured Bethany.
Turning Point Catalyst – All is Lost: 91 minutes (82.7%): While trying to climb through the trees to the statue, Spencer is eaten by a jaguar. When he respawns he asks to speak to Fridge alone and tells him he can’t do it.
Turning Point Five – The Final Push: 93 minutes (84.5%): Fridge comes up with a plan to reach the statue and the group splits up. They finally work together, each using their respective strengths and weaknesses, as well as the lessons they have learned in Jumanji to outsmart Van Pelt and return the jewel to the shrine. They save the game by calling out it’s name.
Act Run Time: 14 of 110 minutes (12.7%)
ACT SIX: LIVING IN A NEW SITUATION
Having accomplished (or failed to have accomplished) the Ultimate Goal, the character is shown living in a New Situation .
Act Start Time: 102 of 110 minutes (92.7%)
The group returns to real world as better people then they were before (the new situation).
“Now we’re the Mod Squad.”The New Situation: The four students are now good friends. Fridge and Spencer are friends again, Bethany is no longer self-absorbed and wants to go backpacking over the summer. Martha and Spencer become a couple. Alex is revealed to be alive, having been spit out at the moment he entered the game. His house is no longer derelict and his dad isn’t the town crazy person anymore.
Act Run Time: 8 of 110 minutes (7.2%)
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