
A retired superhero, Jack, is called upon to train a group of young recruits at an elite academy. He must help them unlock their abilities and potential while also finding renewed purpose and rediscovering his own heroic spirit.
Does Zoom have end credit scenes?
No!
Zoom does not have end credit scenes. You can leave when the credits roll.
Explore the complete cast of Zoom, including both lead and supporting actors. Learn who plays each character, discover their past roles and achievements, and find out what makes this ensemble cast stand out in the world of film and television.
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26
Metascore
5.0
User Score
4.4 /10
IMDb Rating
53
%
User Score
Challenge your knowledge of Zoom with this fun and interactive movie quiz. Test yourself on key plot points, iconic characters, hidden details, and memorable moments to see how well you really know the film.
Who originally led the Zenith team?
Jack Shepard
Connor
Dr. Ed Grant
General Larraby
Show hint
Read the complete plot summary of Zoom, including all major events, twists, and the full ending explained in detail. Explore key characters, themes, hidden meanings, and everything you need to understand the story from beginning to end.
Thirty years ago, the government-backed superhero team known as Zenith faced a gravity of danger that forced them to push their powers to the limit. Led by the Shepard brothers, Jack — also known as “Captain Zoom” — and Connor, who carried the codename “Concussion,” the duo battled a string of threats that stretched the world’s defenses. An experimental dose of Gamma-13 radiation intended to sharpen their abilities instead fractured Concussion, sending him into a psychotic spiral and turning the mission into a tragedy. In a desperate clash, Jack seemingly ended Concussion’s rampage by pulling off a vortex, but at a heavy cost: he lost his own powers in the process, leaving Zenith scarred and the world momentarily safer but without its strongest pilot.
In the present day, the fate of Zenith takes a new turn when Dr. Ed Grant, the project’s original scientist, reveals that Concussion survived the dimensional rift and is now returning to Earth. The military, under General Larraby, decides to rebuild Zenith as a fresh team, recruiting a wary, retired Jack to serve as an instructor and bringing in Marsha Holloway, a clumsy but well-meaning psychologist whose love for the old Zenith comics fuels her determination to see the new generation succeed. The revival is not a simple reboot; it’s a mission to train, temper, and unite a new cadre of young would-be heroes who carry the legacy of the old champions.
Auditions yield four hopeful recruits: Dylan West and Summer Jones, teenagers who will awaken surprising abilities, and Tucker Williams and Cindy Collins, younger children who exhibit their own potent powers—ranging from invisibility and psionic potential to self-inflation and super-strength. As the training unfolds, the team confronts a veteran side of the past in Jack’s abrasive, sarcastic demeanor, which clashes with the recruits’ idealism and raw talent. Dylan’s impulsiveness and the group’s growing pains push them to the brink, while Tucker’s struggle to control his burgeoning powers adds friction and fear to the early sessions. Yet the strain also becomes a catalyst for growth, and after a tense confrontation, the team members come together with a renewed sense of purpose and teamwork.
The clock is ticking when Concussion’s return becomes imminent. In a pivotal moment, Jack helps Dylan unlock a new power, a skill he dubs mindsight, enabling the young hero to sense Concussion’s emergence with startling precision. The revelation also exposes a disquieting truth: the military plans to exploit the new Zenith as a distraction to test cutting-edge weaponry on Concussion. Realizing the danger, Jack calls for a rescue mission, and he enlists the help of Marsha, who reveals a surprising asset of her own: the ability to generate a powerful gust of air—super-breath—that can shift the odds in their favor. The group heads toward Concussion’s location, determined to prevent a catastrophe and to protect the children who have grown into their roles as young protectors.
When Concussion finally materializes, the tension reaches a fever pitch. General Larraby fires a neutralizing net, but the threat demonstrates his resilience by blasting it away and sending a shockwave toward Cindy. Fearing for the younger team members, Jack’s powers surge back into full force, and he rushes to safeguard Cindy. With the stakes higher than ever, he unleashes his speed and, alongside the reawakened Gamma-13, coaxes Concussion toward a carefully laid trap. The plan hinges on guiding both the villain and the team into a stabilized vortex that grants them a chance to reset the crisis. Dr. Grant reveals a potential cure, and Jack closes the vortex, triggering a powerful energy surge that drains Gamma-13 from the Shepards and, in doing so, cures Concussion of his condition.
In the aftermath, the city breathes a collective sigh of relief. Three months pass, and Zenith—now back in their daily lives—reintegrates into society while maintaining a close working relationship with Jack, whose alter ego has returned to the forefront as Zoom. The new team has proven that legacy can be rebuilt, that young energy can harmonize with old wisdom, and that true heroism lies in choosing to stand together when danger looms. The story closes on a now-refreshed dynamic, with the adults and youths continuing to train, protect, and grow as one cohesive unit, ready for whatever challenges the future may hold.
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