1 - Fear and Loathing in Las Vegas - Opening Scene
PursuitAll three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
Two journalists embark on a drug-fueled odyssey through Las Vegas, grappling with the disillusionment of the 'American Dream' and the relentless pursuit of their own personal visions of reality.
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The Unique Selling Proposition in this screenplay is its humorous and surreal portrayal of two drug-addled individuals preparing for a trip to Las Vegas while encountering obstacles along the way. The script combines elements of paranoia, drug-induced hallucinations, and dark humor to create a unique and compelling storytelling experience. Its distinctive characters, innovative storytelling techniques, and exploration of the dark and humorous consequences of drug culture in Las Vegas set it apart from others in its genre. This script will be of interest to its target audience because it captures the chaos and absurdity of drug-fueled experiences while challenging social norms and offering a fresh perspective on the drug culture of the 60s and 70s.
Setting: Modern day, Urban city
Themes: Drug use and addiction, Paranoia and surrealism, Destruction of social norms, Escapism and disillusionment, Counterculture and anti-establishment sentiments
Conflict & Stakes: Samantha must confront her past while defending David from false accusations, putting her relationships and career at risk
Mood: Tense and emotional
Standout Features:
Comparable Scripts: Fear and Loathing in Las Vegas (1998), Trainspotting (1996), Requiem for a Dream (2000), Almost Famous (2000), The Rum Diary (2011), Easy Rider (1969), Natural Born Killers (1994), A Clockwork Orange (1971), Fight Club (1999), Blow (2001)
This section delivers a top-level assessment of the screenplay’s strengths and weaknesses — covering overall quality (P/C/R/HR), character development, emotional impact, thematic depth, narrative inconsistencies, and the story’s core philosophical conflict. It helps identify what’s resonating, what needs refinement, and how the script aligns with professional standards.
Breaks down your script along various categories.
Breaks down the emotional journey of the audience across the script.
All of your scenes analyzed individually and compared, so you can zero in on what to improve.
This section looks at the extra spark — your story’s voice, style, world, and the moments that really stick. These insights might not change the bones of the script, but they can make it more original, more immersive, and way more memorable. It’s where things get fun, weird, and wonderfully you.
Your whole script read on three things — Design (is it built), Execution (does it play on the page), and Read (does it grip) — then mapped scene by scene. The rows go Script → Acts → Sequences → Scenes in story order, left to right; a unit’s width is its length in pages.
Colour depends on the mode. By default you’re on Triage — a recommendation for each part: Keep (green), Polish, Rework, or Cut / rebuild (red). Switch Colour by (top) to a lens (Design / Execution / Read) or one of the twelve axes and the colour becomes that signal’s score instead — red (needs work) through green (strong), with grey where a part isn’t owed that signal. Either way it’s a map of where to look.
To explore: click any cell for its detailed read — what’s working, what’s dragging, and your options. When a script has acts, hover an act and hit ⤢ Focus to zoom into it. Use Colour by (top) to recolour by a single craft signal, or the Findings / Axes / Patterns tabs to read it different ways.
High-level overview
Drug-addled journalist Raoul Duke and his unpredictable attorney Dr. Gonzo embark on a wild trip to Las Vegas, loaded up with a copious amount of drugs. Along the way, they encounter strange visions and bat-like creatures, all the while struggling to keep their grip on reality. They pick up a hitchhiker and scare him with their hyper-normal behavior, then receive a call from headquarters sending them to Las Vegas to make contact with a Portuguese photographer. They prepare for their trip, indulging in drugs and scaring another hitchhiker with their erratic behavior. In Las Vegas, they check into the Mint Hotel and receive an envelope informing them of a meeting with the photographer. As their drug-induced paranoia worsens, Duke sees hallucinations of reptiles in a bar and struggles to keep his grip on reality. They attend the Mint 400 race, encountering strange characters and events while getting caught up in the madness. They visit the Bazooko Circus, where they experience surreal and chaotic encounters and struggle to leave. Back in their hotel suite, their paranoia escalates, leading to accusations of theft and threats of violence. Duke tries to leave the hotel but is stopped by a clerk who hands him a telegram. He escapes a highway patrol car, swaps cars, and arrives at the Flamingo Hotel to represent the Drug Culture at a conference. In their hotel room, they encounter a naked and high Gonzo with a teenage girl named Lucy. They discuss plans for the girl and eventually make a reservation for her at another hotel, hoping her memory will be wiped clean due to her drug use. They attend a National DA's Convention on drugs and narcotics, surrounded by policemen. They create wild stories about Satan worshippers and confront the consequences of their actions. They take more drugs and indulge in disturbing hallucinations. Duke wakes up in a trashed hotel room, uncertain of how much time has passed and confronts a maid who may have evidence against them. They cause chaos in a supermarket parking lot, terrorize others, and consume a dangerous new drug. Duke reflects on their excessiveness and the downfall of the 60s acid culture. Their rampage continues with a destructive outburst at a hardware store before Duke drops off Gonzo at the airport and barricades himself in a hotel room, reflecting on their wild behavior. Their drug-induced rampage reaches its peak with chaos and terrorization before Duke briefly experiences shame and continues his wild behavior, racing off on the highway.
Scene by Scene Summaries
Act-by-act sequence summaries
Duke and Gonzo drive toward Las Vegas under the influence of heavy drugs. Duke hallucinates bats and panics, then retrieves more drugs from the trunk. Gonzo drives erratically, picks up a nervous hitchhiker, and Duke's paranoia grows as he considers killing the hitchhiker to avoid being reported. The sequence ends with Duke beginning to recount the events of the previous 24 hours, setting up a flashback.
In a flashback, Duke and Gonzo receive the assignment to cover the Mint 400 race in Las Vegas. They quickly gather items: a fast car, cocaine, tape recorder, Hawaiian shirts, and arms. They rent a red convertible ('Red Shark') and pack it with gear. The sequence ends with them swimming in the Pacific at night, reflecting on the fantastic possibilities of life.
Duke and Gonzo tear down the highway in the Red Shark, leaving a terrified hitchhiker behind after a drug-fueled heart-attack fake-out and threats about Savage Henry. They swallow acid, arrive at the Mint Hotel, and barely survive a hallucinatory check-in; Gonzo secures the suite. In the bar they learn about Lacerda and the press table, then settle into the suite where Lacerda confirms the race details. By dawn they are at the Mint 400 with credentials, already losing their grip.
At the race, Duke and Gonzo mingle with the sporting press, watch repeated waves of motorcycles take off, and Duke gets pulled into Lacerda's Bronco for desert 'coverage.' In a blinding dust cloud they run into a dune buggy of armed, jingoistic vets; Duke redirects them, then fires Lacerda and is left alone in the desert. The scene-12 coda cuts to Duke and Gonzo cruising Vegas at night, pivoting from the failed assignment to a new nightlife goal.
Duke and Gonzo crash the Desert Inn for Debbie Reynolds, get mescaline-wild, and are thrown out. They drive to the Bazooko Circus, where ether knocks their motor skills out; they stagger through freak-show casino attractions. At the revolving bar Gonzo unravels, Duke forces him out, and they flee to their hotel corridor, finally falling into the suite.
Back in the room, Gonzo's paranoia about Lacerda escalates into knife threats and a flashback elevator confrontation with a TV crew. Duke tries to calm him, but Gonzo doses himself in the tub, nearly electrocutes himself, and lunges at Duke, who maces him. Duke barricades the bathroom and spirals into his own 60s flashback. At dawn, broken and broke, Duke decides to run rather than face the hotel bill.
Duke finds Gonzo gone and leaves the suite with his own bag and Gonzo's briefcase, dodging a security guard and a handcuffed old lady in the elevator. In the lobby he avoids the manager, retrieves the Red Shark, and almost gets caught by a clerk delivering a telegram; he lies his way out and floors it away from the hotel.
Duke speeds out of Las Vegas in paranoid fear, deliberately outruns a highway patrolman in a high-speed exit maneuver, and gets off with only a warning. In Baker he spots the hitchhiker 'Pig,' calls Gonzo, and realizes he was meant to cover the DA conference at the Flamingo. He ditches the Red Shark for a white Cadillac, drives back to Vegas, and parks in a VIP spot to infiltrate the Narcotics and Dangerous Drugs conference.
Duke fights through a lobby full of vacationing cops, bypasses an overbooked police chief, and lands a suite at the Flamingo. Inside, he discovers Gonzo has befriended a teenage girl named Lucy, who has plastered the room with Barbra Streisand portraits. After a tense, comic debate about what to do with her, Gonzo and Duke stuff Lucy and her paintings into a cab and send her away to the Americana, leaving the pair alone and free to proceed with their Las Vegas chaos.
After a mescaline-sick morning, Duke and Gonzo attend the Third National DA's Conference on Narcotics and Dangerous Drugs. Gonzo is paranoid and storms out of a patronizing lecture, while Duke endures a Reefer Madness screening. In the casino bar, Duke and Gonzo spin an increasingly lurid story about drug addicts, Satan worship, and decapitations to a horrified Georgia DA, leaving him stunned and effectively defusing the danger of being outed.
Duke and Gonzo return to the suite laughing, only to discover Lucy has left a message. Duke spins a fake 'laudanum experiment' story to the front desk, then learns Gonzo had lied to Lucy about a desert showdown. Panic escalates: Duke wants to flee, Gonzo makes a brutal fake phone call to scare Lucy, and Duke downs adrenochrome. The drug hits hard, transforming Gonzo into a demon hallucination, and Duke collapses into a near-death state.
Duke wakes in the wrecked suite amid vomit, broken glass, and a smashed mirror. He finds Gonzo grappling with a terrified maid at gunpoint. They interrogate her as a suspected dope-ring operative, then decide she is innocent and recruit her as a paid informant with a password and a contact name. After she leaves, Duke replays the grimy tape, his memory of the event already hazy.
Duke and Gonzo burst out of a Safeway with a shopping basket full of coconuts and tequila, smash fruit on the White Whale, and speed away from a hostile crowd. They visit the Bazooko Circus revolving bar to chase the orangutan/ape storyline, with Duke demanding bail for the ape. Later, Duke returns a trashed rental convertible, replays mangled tapes, gets into a road-rage incident with a Ford, and tastes possible blood from a knife. The chaos deposits them outside the North Star Coffee Lounge.
Inside the North Star, Gonzo terrorizes a sarcastic waitress after she calls him a 'spic pimp.' He slices a pay-phone receiver off with his hunting knife and buys the entire lemon meringue pie while the waitress freezes in terror. They escape, and the pressure escalates as Gonzo demands they make it to a plane in fifteen minutes. On the road, Duke slams the brakes when they spot Lucy crossing with her paintings, then reverses and roars away, leaving the escape unresolved.
After dropping Gonzo at the airport, Duke retreats to a hotel suite to reflect on the failure of the 1960s counterculture, then drives to a hardware barn where he feels ashamed after a bizarre interaction. Outside, he inhales amyl, yells at passing Marines, and speeds away, with an American flag unfurling from his car, symbolizing his twisted sense of freedom.
Images and voice-over from your primary video
Final video assembled from the sections below.
In the desolate desert, Raoul Duke and his attorney Dr. Gonzo prepare for a trip to Las Vegas, fueled by a vast array of drugs. Duke's voiceover sets the tone, hinting at the chaos to come.
As they speed down the highway, they encounter a hitchhiker. Duke's paranoia kicks in, fearing the hitchhiker might expose their drug-fueled escapade.
Upon arriving in Las Vegas, Duke and Gonzo attempt to check into their hotel for the Mint 400 motorcycle race, but Duke's drug-induced state leads to a chaotic encounter with the hotel clerk.
Duke and Gonzo attend a drug convention, where they encounter various characters and engage in bizarre conversations about drug culture.
As the drugs take their toll, Duke and Gonzo's mental states deteriorate, leading to a series of hallucinations and paranoia.
Duke and Gonzo's paths cross with Lucy, a young girl who becomes entangled in their chaotic lives, leading to a moral dilemma.
As the authorities close in, Duke makes a desperate escape from Las Vegas, reflecting on the chaos and madness of their journey.
As Duke drives away, he contemplates whether they can ever escape the consequences of their actions and the dark side of the American Dream.
Each axis shows your script's raw score (0–10) in that category. We recently upgraded the AI models behind these categories, so percentile rankings are temporarily unavailable while we re-score our reference library.
Hover over each axis on the radar chart to see what that category measures and why it matters.
Analysis: The screenplay effectively establishes clear character arcs and depicts them compellingly. Raoul Duke's journey of self-discovery and the consequences of his actions, and Dr. Gonzo's downward spiral of drug addiction and violence, are particularly well-executed. However, the screenplay could benefit from deepening the relatability of Duke and Gonzo and exploring the complexity of their relationship further.
Analysis: The screenplay has a strong premise that sets up an intriguing and engaging narrative. It successfully establishes a clear and unique concept, presenting a compelling hook that captures audience interest. However, there are areas where the premise could be refined to further enhance its originality, clarity, and long-term audience engagement.
Analysis: The screenplay exhibits a non-linear, episodic structure, mirroring the drug-induced experiences of the protagonists. While this approach effectively conveys the characters' altered states and surrealistic encounters, it may challenge traditional expectations of narrative cohesion and clarity. The screenplay's exploration of themes like drug use, paranoia, and the search for truth and excitement is intriguing; however, it could benefit from a more refined and coherent plot structure to enhance its storytelling impact.
Analysis: The screenplay effectively explores themes related to societal decay, corruption, and drug addiction. However, the messages and themes could be conveyed more subtly to avoid a heavy-handed approach.
Analysis: The screenplay offers a vivid and creative visual journey that encapsulates the surreal and drug-induced experiences of the characters. It presents a distinct visual style that aligns with the film's tone and themes. However, there are areas where the visual imagery could be further refined and enhanced to elevate its overall impact.
Analysis: The screenplay has a solid foundation for eliciting emotional responses, primarily through its surreal and chaotic portrayal of drug-induced experiences. However, it could benefit from developing more nuanced and relatable emotional arcs and exploring a wider range of emotions beyond the intense and often disturbing experiences depicted.
Analysis: The screenplay effectively immerses the audience in a drug-fueled, chaotic journey through the characters' exploits in Las Vegas. It successfully establishes a central conflict driven by the characters' drug addiction and their pursuit of a journalistic assignment. The stakes are personal and compelling, adding depth to the narrative. However, the story could benefit from a clearer resolution to provide a more satisfying conclusion and elevate the overall impact of the conflict and stakes.
Analysis: This fictional screenplay exhibits a high level of originality and creativity, particularly in its unconventional storytelling, compelling characters, and exploration of societal critique. The narrative subverts expectations and takes viewers on a psychedelic journey through the American counterculture of the 1960s, with a strong emphasis on the effects of drug use and the search for truth and meaning.
Expand to see detailed analysis
View Complete AnalysisProtagonist
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Protagonist
| Theme | Theme Details | Theme Explanation |
|---|---|---|
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Drug use and addiction
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The screenplay prominently features drug use and addiction as a central theme. The main characters are drug-addled and engaged in constant drug-fueled escapades throughout the story.
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The screenplay explores the consequences and effects of drug use and addiction, highlighting the characters' constant need for drugs and the destructive behavior that arises as a result. |
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Paranoia and surrealism
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The screenplay delves into themes of paranoia and surrealism, with the characters constantly experiencing hallucinations and paranoia.
|
The story creates a heightened sense of unease and disorientation through the characters' drug-induced state, blurring the lines between reality and hallucination. This theme reflects the chaotic and unpredictable nature of the characters' actions and perceptions. |
|
Destruction of social norms
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The screenplay challenges and disregards social norms, with the characters engaging in reckless behavior, defying societal order, and showing a lack of regard for conventional rules.
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The story explores the characters' rejection of societal norms and their embrace of a counterculture lifestyle. This theme highlights the characters' rebellious nature and their desire to live outside the boundaries of mainstream society. |
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Escapism and disillusionment
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The screenplay explores themes of escapism and disillusionment, with the characters seeking to escape their realities through drug use and engaging in reckless behavior.
|
The story delves into the characters' desire to escape from their mundane lives and the disillusionment they feel towards societal structures. This theme reflects their inability to find fulfillment or meaning within the constraints of a conventional life. |
|
Counterculture and anti-establishment sentiments
|
The screenplay portrays counterculture and anti-establishment sentiments, with the characters embracing a lifestyle that challenges mainstream values and institutions.
|
The story explores the characters' rejection of societal norms and their disdain for authority figures and established institutions. This theme reflects their desire to create their own rules and reject the values imposed by the society they inhabit. |
| Site | Description |
|---|---|
| Studio Binder | Movie Themes: Examples of Common Themes for Screenwriters |
| Coverfly | Improving your Screenplay's theme |
| John August | Writing from Theme |
| Title | Description |
|---|---|
| Story, Plot, Genre, Theme - Screenwriting Basics | Screenwriting basics - beginner video |
| What is theme | Discussion on ways to layer theme into a screenplay. |
| Thematic Mistakes You're Making in Your Script | Common Theme mistakes and Philosophical Conflicts |
| Goals and Philosophical Conflict | |
|---|---|
| internal Goals | The protagonist's internal goal is to escape the reality of his life and immerse himself in a world of drugs to avoid confronting his fears and anxieties. |
| External Goals | The protagonist's external goal is to drive to Las Vegas and take as many drugs as possible without getting caught. |
| Philosophical Conflict | The overarching philosophical conflict is the tension between living life for pleasure or confronting reality and responsibility. The protagonist is constantly weighing the benefits of escaping his mundane life through drugs vs. facing his personal issues head-on. |
| Site | Description |
|---|---|
| Creative Screenwriting | How Important Is A Character’s Goal? |
| Studio Binder | What is Conflict in a Story? A Quick Reminder of the Purpose of Conflict |
| Title | Description |
|---|---|
| How I Build a Story's Philosophical Conflict | How do you build philosophical conflict into your story? Where do you start? And how do you develop it into your characters and their external actions. Today I’m going to break this all down and make it fully clear in this episode. |
| Endings: The Good, the Bad, and the Insanely Great | By Michael Arndt: I put this lecture together in 2006, when I started work at Pixar on Toy Story 3. It looks at how to write an "insanely great" ending, using Star Wars, The Graduate, and Little Miss Sunshine as examples. 90 minutes |
| Tips for Writing Effective Character Goals | By Jessica Brody (Save the Cat!): Writing character goals is one of the most important jobs of any novelist. But are your character's goals...mushy? |
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
No lens is broken, but Design is soft — this reads as a polish pass.
It restates its note rather than deepening it Development
HoldingThe reader can follow what matters.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
Design is broken — a load-bearing lens isn’t doing its job yet.
It ends about where it started Movement
HoldingThe reader can follow what matters.
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
It leans on mood instead of something actually pushing it Pressure
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
No lens is broken, but Design is soft — this reads as a polish pass.
It restates its note rather than deepening it Development
HoldingIt commits to one clear thing and holds it.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingThe feeling comes off the page.
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
It ends about where it started Movement
HoldingThe reader can follow what matters.
A ritual beat repeats a known pattern on purpose, so movement and freshness read low by design.
No lens is broken, but Design, Execution and Read are soft — this reads as a polish pass.
It ends about where it started Movement
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
Design and Read are broken — this reads as a rebuild before polish.
It restates its note rather than deepening it Development
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
Design is broken — a load-bearing lens isn’t doing its job yet.
It restates its note rather than deepening it Development
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
Design is broken — a load-bearing lens isn’t doing its job yet.
It ends about where it started Movement
HoldingThe reader can follow what matters.
A transition carries us between beats. It owes less structurally than a scene built to turn.
No lens is broken, but Design is soft — this reads as a polish pass.
The result doesn’t oblige what comes next Consequence
HoldingThe reader can follow what matters.
No lens is broken, but Design is soft — this reads as a polish pass.
It ends about where it started Movement
HoldingThe reader can follow what matters.
A ritual beat repeats a known pattern on purpose, so movement and freshness read low by design.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingThe reader can follow what matters.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
Design is broken — a load-bearing lens isn’t doing its job yet.
It restates its note rather than deepening it Development
HoldingIt’s a fresh take on this kind of scene.
A montage compresses time. It isn’t built to turn on a single thread.
No lens is broken, but Design is soft — this reads as a polish pass.
It restates its note rather than deepening it Development
HoldingThe reader can follow what matters.
An aftermath beat lands the cost of what just happened rather than driving new action.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingThe reader can follow what matters.
No lens is broken, but Execution is soft — this reads as a polish pass.
It restates its note rather than deepening it Development
HoldingA real force keeps it pushing forward.
No lens is broken, but Design is soft — this reads as a polish pass.
It restates its note rather than deepening it Development
HoldingThe reader can follow what matters.
No lens is broken, but Design and Read are soft — this reads as a polish pass.
It ends about where it started Movement
HoldingThe reader can follow what matters.
An orientation beat sets up the world. It isn’t expected to carry a big turn, so a lower Design read here is often the shape of the scene, not a fault.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
Read is broken — a load-bearing lens isn’t doing its job yet.
It ends about where it started Movement
HoldingThe reader can follow what matters.
A transition carries us between beats. It owes less structurally than a scene built to turn.
No lens is broken, but Design is soft — this reads as a polish pass.
It restates its note rather than deepening it Development
HoldingThe reader can follow what matters.
A ritual beat repeats a known pattern on purpose, so movement and freshness read low by design.
No lens is broken, but Design is soft — this reads as a polish pass.
It restates its note rather than deepening it Development
HoldingThe reader can follow what matters.
A ritual beat repeats a known pattern on purpose, so movement and freshness read low by design.
No lens is broken, but Read is soft — this reads as a polish pass.
It restates its note rather than deepening it Development
HoldingIt commits to one clear thing and holds it.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
All three lenses are solid — worth protecting as it stands.
It restates its note rather than deepening it Development
HoldingA real force keeps it pushing forward.
No lens is broken, but Design and Read are soft — this reads as a polish pass.
It isn’t clearly about one thing yet Contract
HoldingThe reader can follow what matters.
A ritual beat repeats a known pattern on purpose, so movement and freshness read low by design.
No lens is broken, but Design and Execution are soft — this reads as a polish pass.
It ends about where it started Movement
HoldingIt’s a fresh take on this kind of scene.
A montage compresses time. It isn’t built to turn on a single thread.
All three lenses are solid — worth protecting as it stands.
The situation deepens as it goes Development
HoldingA real force keeps it pushing forward.
A ritual beat repeats a known pattern on purpose, so movement and freshness read low by design.
No lens is broken, but Design is soft — this reads as a polish pass.
It restates its note rather than deepening it Development
HoldingThe reader can follow what matters.
All three lenses are solid — worth protecting as it stands.
It restates its note rather than deepening it Development
HoldingThe reader can follow what matters.
Your scene scores are compared against professional produced screenplays in our vault (The Matrix, Breaking Bad, etc.). The percentile shows where you rank compared to these films.
Example: A score of 8.5 in Dialogue might be 85th percentile (strong!), while the same 8.5 in Conflict might only be 50th percentile (needs work). The percentile tells you what your raw scores actually mean.
Hover over each axis on the radar chart to see what that category measures and why it matters.
“Functional” (5–6) is a solid, professional scene — that's where most scenes sit. The scale rides low on purpose, so it has room to point down (where to fix) and up (what's working).
Scenes now use the full 0–10 scale, so your numbers will look lower and more spread out than before. That's the new, smarter model being honest — not a verdict on your script.
The table below uses the same colors: warm = worth a look · neutral = fine · green = working. The point is awareness, not maxing every number — a scene can be light on plot or conflict for good reasons.
| Compelled to Read | Story Content | Character Development | Scene Elements | Audience Engagement | Technical Aspects | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Click for Full Analysis | Triage | Design | Overall | Clarity | Scene Impact | Concept | Plot | Originality | Characters | Character Changes | Internal Goal | External Goal | Conflict | Opposition | High stakes | Story forward | Twist | Emotional Impact | Dialogue | Engagement | Pacing | Formatting | Structure | |
| 1 - Fear and Loathing in Las Vegas - Opening Scene | KeepPursuitAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 7.2 | 8 / 8 | 8 / 7 | 9 | 6 | 9 | 8 | 2 | 7 | 4 | 6 | 5 | 4 | 5 | 8 | 6 | 8 | 8 | 8 | 9 | 7 | |
| 2 - The Hitchhiker | PolishDeliveryNo lens is broken, but Design is soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.5 | 8.5 / 8 | 7 / 7 | 8 | 6 | 9 | 7 | 1 | 6.5 | 5 | 5 | 4 | 4 | 4.5 | 8 | 5 | 9 | 7.5 | 8 | 8 | 6 | |
| 3 - Scaring the Hitchhiker | KeepPursuitAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 7.5 | 8.5 / 8 | 8 / 8 | 9 | 7 | 9 | 8 | 3 | 8 | 7 | 9 | 6 | 7 | 6 | 8 | 8 | 8 | 8 | 8 | 9 | 7.5 | |
| 4 - The Call to Adventure | ReworkDeliveryDesign is broken — a load-bearing lens isn’t doing its job yet. | BrokenThe underlying story machine isn’t holding — worth looking at before polish. | 7.2 | 7 / 8 | 8 / 8 | 8 | 7 | 9 | 8 | 3 | 7 | 7 | 6 | 5 | 5 | 7 | 8 | 6 | 8 | 8 | 8 | 8 | 7 | |
| 5 - Pre-Trip Preparations | PolishOrientationNo lens is broken, but Design, Execution and Read are soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.5 | 7 / 7.5 | 5.5 / 6.5 | 8 | 6 | 8 | 7 | 2 | 7 | 6.5 | 6 | 4 | 4 | 5 | 8 | 6 | 8 | 7 | 5.5 | 7.5 | 6 | |
| 6 - High on the Road to Vegas | PolishDeliveryNo lens is broken, but Design is soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.8 | 8.5 / 8 | 7 / 7.5 | 7 | 7 | 7.5 | 8 | 2 | 6 | 5 | 8 | 3 | 4.5 | 5.5 | 7 | 7 | 8 | 7.5 | 7 | 8 | 6 | |
| 7 - Arrival at the Mint Hotel | KeepDeliveryAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 7.2 | 9 / 8.5 | 8 / 7.8 | 9 | 7 | 8.5 | 8 | 6.5 | 8 | 8.5 | 8 | 7 | 7.5 | 7 | 8 | 8 | 9 | 8.5 | 8.5 | 9 | 8 | |
| 8 - Reptiles in Clothes | PolishRitualNo lens is broken, but Design, Execution and Read are soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.8 | 8.5 / 8 | 8 / 7.5 | 8 | 7 | 8.5 | 8 | 4 | 7 | 6 | 5 | 4 | 4.5 | 6 | 8 | 7 | 7 | 7.5 | 7.5 | 8 | 7 | |
| 9 - Preparing for the Race | PolishOrientationNo lens is broken, but Design, Execution and Read are soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.2 | 8 / 7.5 | 6.5 / 6.8 | 8 | 6 | 7 | 7 | 2 | 7 | 6 | 7 | 7 | 5.5 | 5 | 8 | 7 | 7 | 7 | 6 | 7 | 5.5 | |
| 10 - Race Day Bar Crawl | Low on its ownOrientationDesign and Read are broken — this reads as a rebuild before polish. | BrokenThe underlying story machine isn’t holding — worth looking at before polish. | 5.5 | 9.5 / 8 | 3 / 5 | 7 | 4 | 6 | 4 | 1 | 3 | 2 | 2 | 1 | 1 | 1 | 3 | 3 | 5 | 4 | 5.5 | 9 | 4 | |
| 11 - The Mint 400 Race and Madness | ReworkOrientationDesign is broken — a load-bearing lens isn’t doing its job yet. | BrokenThe underlying story machine isn’t holding — worth looking at before polish. | 6.2 | 9 / 7.5 | 6 / 7 | 8 | 4 | 8.5 | 6 | 1.5 | 6 | 5 | 4 | 3 | 3 | 3.5 | 8 | 5 | 7 | 6.5 | 5.5 | 9 | 5 | |
| 12 - The Desert Races | ReworkTransitionDesign is broken — a load-bearing lens isn’t doing its job yet. | BrokenThe underlying story machine isn’t holding — worth looking at before polish. | 6.5 | 9 / 6.5 | 4.5 / 6 | 7 | 6 | 6.5 | 6 | 2 | 5.5 | 3.5 | 4 | 4 | 3 | 4 | 7 | 5 | 7 | 6.5 | 5.5 | 8 | 5.5 | |
| 13 - Parking Lot Bribes and Scintillating Entertainers | PolishDeliveryNo lens is broken, but Design is soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.5 | 8 / 8 | 6 / 7 | 7 | 5 | 8 | 7 | 2 | 6 | 5 | 5 | 4 | 3 | 3 | 7 | 6 | 8 | 7 | 7 | 8 | 6 | |
| 14 - Into the Bazooko Circus | PolishRitualNo lens is broken, but Design is soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.8 | 8 / 8 | 5.5 / 6 | 8 | 5 | 9 | 7 | 1.5 | 6 | 3 | 4 | 3 | 3 | 2 | 8 | 5 | 7 | 7.5 | 6.5 | 8.5 | 4.5 | |
| 15 - The Bazooko Circus | KeepPursuitAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 6.8 | 7 / 8.5 | 9 / 8.5 | 8 | 4 | 9 | 8 | 6 | 8 | 9 | 7 | 7 | 7 | 4.5 | 8 | 8 | 8 | 8 | 9 | 7.5 | 7.5 | |
| 16 - Hotel Room Paranoia | KeepRelationship shiftAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 7.2 | 8 / 7.5 | 7 / 7.5 | 8 | 7 | 7 | 8 | 3 | 6 | 5.5 | 8 | 5 | 5 | 5.5 | 7 | 7 | 8 | 7 | 6.5 | 7 | 6.5 | |
| 17 - Drug-Induced Paranoia | KeepRelationship shiftAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 6.5 | 8 / 7 | 8 / 7.5 | 7 | 5 | 7 | 8 | 1 | 7 | 6 | 7 | 7 | 6 | 3 | 6 | 6 | 8 | 7 | 6 | 8 | 6 | |
| 18 - Ether-Induced Paranoia | KeepContestAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 6.5 | 7.5 / 7.5 | 5.5 / 7 | 7 | 6 | 7 | 8 | 3 | 8 | 9 | 8 | 8 | 7 | 4 | 9 | 7 | 8 | 8 | 7 | 9 | 7.5 | |
| 19 - Drug-Induced Paranoia | ReworkMontageDesign is broken — a load-bearing lens isn’t doing its job yet. | BrokenThe underlying story machine isn’t holding — worth looking at before polish. | 6.1 | 8 / 7.5 | 7 / 6.5 | 8 | 4 | 9 | 8 | 4 | 8.5 | 6 | 3 | 1 | 4.5 | 3.5 | 9 | 7 | 7 | 7 | 6.5 | 9 | 7 | |
| 20 - Panic in Las Vegas | PolishAftermathNo lens is broken, but Design is soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.8 | 8.5 / 9 | 6 / 7.5 | 7 | 6 | 7.5 | 7 | 2 | 8 | 7 | 5 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 5.5 | 7.5 | 6.5 | |
| 21 - A Run-In at the Hotel | KeepPursuitAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 7.2 | 9 / 9 | 8 / 8 | 8 | 7 | 8 | 7 | 3 | 8 | 9 | 7 | 6 | 7 | 7.5 | 7 | 7 | 7 | 7.5 | 8 | 9 | 7.5 | |
| 22 - High Speed Chase | KeepPursuitAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 6.5 | 9 / 8.5 | 6 / 7 | 8 | 7 | 8.5 | 7 | 2 | 8 | 8 | 7 | 6 | 7.5 | 6 | 8 | 7 | 8 | 8 | 7 | 9 | 7 | |
| 23 - Escape from Baker | PolishPursuitNo lens is broken, but Execution is soft — this reads as a polish pass. | SolidThe story machine is built and mostly working. | 6.8 | 7 / 7.2 | 6.5 / 7 | 8 | 7 | 8.5 | 7 | 6 | 7.5 | 7 | 7 | 6 | 7 | 6.5 | 8 | 7 | 8 | 7 | 7.2 | 8.5 | 6.8 | |
| 24 - Check-In Chaos | PolishDeliveryNo lens is broken, but Design is soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 7.4 | 9 / 8.5 | 6 / 7.2 | 8 | 7 | 7.5 | 7 | 1 | 6 | 8 | 4 | 3 | 4 | 6 | 6 | 5 | 8 | 7 | 7.5 | 8.5 | 7 | |
| 25 - Meeting Lucy | PolishOrientationNo lens is broken, but Design and Read are soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 5.5 | 7 / 6.5 | 4.5 / 6 | 7 | 4 | 6 | 5 | 1 | 6 | 4 | 6 | 4 | 4 | 3 | 7 | 4 | 6 | 6 | 5.5 | 6.5 | 5 | |
| 26 - Lucy's Fate | KeepRelationship shiftAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 7.2 | 9.5 / 9 | 6 / 7.5 | 9 | 7 | 8 | 8 | 7 | 8 | 9 | 8 | 5 | 7 | 5 | 9 | 7 | 9 | 8 | 7.5 | 9 | 7 | |
| 27 - The Aftermath of Drugs and Debauchery in Las Vegas | ReworkTransitionRead is broken — a load-bearing lens isn’t doing its job yet. | SoftThe structure works but is leaking power in places. | 5.5 | 9 / 7 | 4.5 / 6 | 6 | 4 | 5 | 6 | 1 | 5 | 4 | 3 | 2 | 2 | 3 | 3 | 4 | 7 | 5.5 | 5 | 9 | 3 | |
| 28 - National DA's Convention 1971 | PolishRitualNo lens is broken, but Design is soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.5 | 9 / 8.5 | 6.5 / 7.5 | 8 | 5 | 8.5 | 6 | 2 | 6 | 2 | 5 | 5 | 4 | 3 | 8 | 5 | 8 | 7 | 6.5 | 9 | 7.5 | |
| 29 - Drug Fueled Paranoia | PolishRitualNo lens is broken, but Design is soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.4 | 9 / 8.5 | 3.5 / 6.5 | 8 | 6 | 9 | 6 | 0.8 | 5 | 7.5 | 4 | 3 | 3 | 2 | 8 | 5 | 8 | 7.5 | 8 | 8.5 | 7.5 | |
| 30 - Hotel Flamingo Suite | PolishDeliveryNo lens is broken, but Read is soft — this reads as a polish pass. | SolidThe story machine is built and mostly working. | 6.5 | 7.5 / 7 | 6 / 6.5 | 7 | 6 | 7 | 7 | 3 | 6 | 6.5 | 5 | 4 | 6 | 5 | 7 | 6 | 7 | 7 | 6 | 8 | 6.5 | |
| 31 - Adrenochrome Trip | KeepDeliveryAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 6.5 | 9 / 7 | 6 / 6.5 | 7 | 5 | 8 | 8 | 4 | 7.5 | 6 | 8 | 6 | 6.5 | 3 | 9 | 7 | 7 | 7.5 | 5 | 8 | 5.5 | |
| 32 - Waking Up in a Trashed Hotel Room and Confronting a Maid | KeepInvestigationAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 6.5 | 6.5 / 7 | 4.5 / 5.5 | 7 | 6 | 7 | 7 | 1.5 | 6.5 | 7 | 6 | 4 | 5 | 3.5 | 7 | 6 | 7 | 6 | 5 | 7.5 | 5.5 | |
| 33 - Shopping Spree Goes Wrong | PolishRitualNo lens is broken, but Design and Read are soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.8 | 8 / 7.5 | 8 / 8.5 | 8 | 6 | 8 | 8 | 1 | 6 | 7 | 5 | 6 | 5 | 5.5 | 7 | 6 | 9 | 7.5 | 6.5 | 9 | 7 | |
| 34 - Fear and Loathing in Las Vegas: Drug-induced madness | PolishMontageNo lens is broken, but Design and Execution are soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 6.5 | 7 / 6 | 7 / 7.5 | 8 | 6 | 8 | 7 | 3 | 6 | 5 | 6 | 5 | 5 | 5 | 8 | 6 | 8 | 7 | 6.5 | 8 | 6 | |
| 35 - Violent Outburst at the North Star Coffee Lounge | KeepRitualAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 6.5 | 7 / 7 | 8 / 7.5 | 7 | 7 | 8 | 7 | 2 | 6 | 5 | 9 | 7 | 8 | 8 | 8 | 8 | 8 | 7.5 | 8 | 7 | 7 | |
| 36 - Lost on the Road to Oblivion | PolishDeliveryNo lens is broken, but Design is soft — this reads as a polish pass. | SoftThe structure works but is leaking power in places. | 7.2 | 8 / 8.5 | 7.5 / 7 | 8 | 7 | 8.5 | 8 | 6 | 8 | 9 | 8 | 7 | 8.5 | 7 | 8 | 8 | 7 | 8 | 8 | 9 | 7 | |
| 37 - The Fall of Excess | KeepDeliveryAll three lenses are solid — worth protecting as it stands. | SolidThe story machine is built and mostly working. | 7 | 9.5 / 9 | 7 / 8 | 8 | 5 | 8 | 7 | 6 | 8 | 7 | 5 | 6 | 5 | 4 | 6 | 7 | 8 | 7.5 | 8.5 | 9 | 8 | |
| Voice Analysis | |
|---|---|
| Summary: | The writer's voice is characterized by vivid and detailed imagery, humor, and a mix of stream-of-consciousness narrative and dialogue. The dialogue between the characters is often irreverent, darkly humorous, and satirical. The narrative description is chaotic and frenzied, capturing the characters' drug-induced mindsets. The writer's original voice enhances the overall mood of chaos, surrealism, and rebellion, contributing to the themes of drug culture, counterculture, and the pursuit of the American Dream. |
| Voice Contribution | The writer's voice contributes to the script by immersing the reader/viewer in the chaotic and surreal world of Duke and Gonzo. The vivid and detailed descriptions create a heightened atmosphere of tension, danger, and excitement. The irreverent humor adds a sense of playfulness and satire while also exploring darker themes and societal critiques. The stream-of-consciousness narrative and dialogue capture the characters' drug-induced states of mind, enhancing the overall mood and themes of rebellion, nonconformity, and the pursuit of freedom. |
| Best Representation Scene | 28 - National DA's Convention 1971 |
| Best Scene Explanation | This scene is the best representation because it showcases the irreverent, humorous tone and vivid descriptions that are characteristic of their style. The focus on rebellion and experimentation also reflects the recurring themes in their work. |
| Pattern | Explanation |
|---|---|
| Dialogue and Emotional Impact | There is a strong positive correlation between dialogue and emotional impact, where higher dialogue scores correlate with higher emotional impact scores. This suggests that the dialogue is effectively conveying the emotions of the characters. |
| Concept and High Stakes | There is a moderate positive correlation between concept and high stakes, where higher concept scores correlate with higher high stakes scores. This suggests that the story's central concept is driving the conflict and tension of the plot. |
| Character Changes and Emotional Impact | There is a weak negative correlation between character changes and emotional impact, where higher character changes scores correlate with lower emotional impact scores. This could suggest that the focus on character development takes away from the emotional impact of the story. |
| Tone and Emotional Impact | There is a weak positive correlation between tone and emotional impact, where higher tone scores correlate with higher emotional impact scores. This suggests that the story's tone is effectively contributing to the emotional impact of the scenes. |
| Character Changes and Move Story Forward | There is a moderate positive correlation between character changes and move story forward, where higher character changes scores correlate with higher move story forward scores. This indicates that the character development is effectively driving the plot forward. |
| Concept and Plot | There is a strong positive correlation between concept and plot, where higher concept scores correlate with higher plot scores. This suggests that the story's central concept is a driving force in the development of the plot. |
| Trope | Trope Details | Trope Explanation |
|---|---|---|
| Drug-Fueled Journey | The screenplay follows the drug-induced journey of Raoul Duke and Dr. Gonzo as they navigate various situations and encounters while under the influence of drugs. | This trope is often used to portray the chaotic and unpredictable nature of drug use and its effects on the characters. A similar example can be found in the movie 'Trainspotting', where the characters embark on a drug-fueled journey through Edinburgh. |
| Surrealism | The screenplay frequently incorporates surreal elements, blurring the line between reality and hallucination. | Surrealism is a trope used to create a dreamlike or fantastical atmosphere. An example of this can be seen in the TV show 'Twin Peaks', where the story often takes unexpected turns and is filled with surreal and symbolic imagery. |
| Paranoia | Throughout the screenplay, the characters experience heightened levels of paranoia, often fueled by their drug use. | Paranoia is a common trope used to create tension and suspense in a story. Another example of this can be seen in the movie 'The Conversation', where the main character becomes increasingly paranoid about a potential conspiracy. |
| Hallucinations | The screenplay features frequent hallucinations experienced by the characters, blurring the lines between reality and their drug-induced visions. | Hallucinations are a common trope used to explore the character's psyche and show the effects of drugs on their perception. A similar example can be found in the TV show 'Legion', where the main character's powers often manifest as hallucinations that he must navigate. |
| Erratic Behavior | The characters frequently engage in erratic and unpredictable behavior throughout the screenplay. | Erratic behavior is a trope used to highlight the characters' instability and lack of control. Another example of this can be seen in the movie 'American Psycho', where the main character exhibits erratic and violent behavior. |
| Multiple Personalities | The main characters, especially Duke, display multiple personalities or alter egos, often influenced by their drug use. | Multiple personalities is a trope used to explore the fragmented nature of a character's identity. A similar example can be found in the TV show 'Mr. Robot', where the main character has multiple personas that he assumes based on different situations. |
| Dark Comedy | The screenplay incorporates elements of dark humor throughout, often juxtaposing serious or disturbing events with comedic moments. | Dark comedy is a trope used to infuse humor into situations that are typically serious or disturbing. An example of this can be seen in the movie 'Fargo', where the characters' actions in a crime are often played for dark comedic effect. |
| Road Trip | The screenplay follows the characters on a road trip to Las Vegas, where they encounter various adventures and misadventures. | Road trips are a common trope used to explore the characters' journey and provide a framework for their experiences. Another example of this can be seen in the movie 'Little Miss Sunshine', where a dysfunctional family embarks on a road trip to support their daughter in a beauty pageant. |
| Redemption | Throughout the screenplay, the characters grapple with their actions and seek redemption for their past mistakes or transgressions. | Redemption is a trope used to explore the characters' growth and evolution over the course of the story. An example of this can be seen in the movie 'The Shawshank Redemption', where the main character seeks redemption for his past crimes while in prison. |
| Scene Number | Line |
|---|---|
| 1 | Raoul Duke: We were somewhere around Barstow on the edge of the desert when the drugs began to take hold. |
| 2 | Duke: We can't stop here - this is bat country! |
| 3 | Duke: I'm a Doctor of Journalism! This is important, goddamnit! This is a true story!... |
| 7 | Gonzo: Oh, Jesus! Did you see what God just did to us? |
| 22 | Duke: Few people understand the psychology of dealing with a Highway Traffic Cop. |
| Two journalists embark on a drug-fueled odyssey through Las Vegas, grappling with the disillusionment of the 'American Dream' and the relentless pursuit of their own personal visions of reality. |
| A reckless journalist and his attorney friend descend into the seedy underworld of 1970s Las Vegas, their sanity and morality pushed to the brink as they confront the harsh realities of their own psyches. |
| In a haze of drugs and debauchery, a writer and his attorney attempt to cover a motorcycle race in Las Vegas, only to find themselves lost in a surreal and increasingly dangerous world of their own creation. |
| A journalist and his attorney embark on a hallucinogenic journey through Las Vegas, confronting the dark underbelly of the 'American Dream' and the limits of their own self-destructive impulses. |
| Two counterculture icons navigate the chaos of 1970s Las Vegas, their drug-fueled misadventures revealing the fractured and disenchanted state of a nation on the brink of collapse. |
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Scene by Scene Emotions