Directed by

Noriaki Yuasa
Made by

Daiei Film
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Read the complete plot summary and ending explained for Gamera vs. Viras (1968). From turning points to emotional moments, uncover what really happened and why it matters.
From the depths of space, a vessel from Planet Viras nears Earth with an intent to occupy the planet and harvest its atmospheric nitrogen, a resource vital to their survival. Gamera Teruo Aragaki intervenes and destroys the ship; but before the vessel falls, the aliens broadcast a warning that Gamera is their enemy.
On Earth, a group of Boy Scouts visit an aquarium to see scientists at work on a two-man mini submarine. Japanese scout Masao Tôru Takatsuka and American scout Jim Carl Craig manage to talk their way aboard. In the water, they spot Gamera, who engages in a playful race with the boys. Their hijinks are interrupted when a second alien vessel envelops them in a Super-Catch Ray. Gamera helps the boys escape, but remains trapped in the field while the aliens study his memories.
Through analysis of Gamera’s memories, the aliens learn of a key weakness: his soft spot for children. The field weakens, and Gamera is freed. The aliens capture Jim and Masao, threatening to kill the boys, and attach a mind-control device to the back of Gamera’s head.
Aboard the spaceship, the boys continually try to escape. Gamera, still under the aliens’ influence, wreaks havoc by destroying dams and cities in bursts. Jim and Masao discover a squid-like creature, who is the leader of the aliens. The boys help Gamera break free from the mind-control device and escape the ship. Next, Gamera attacks the spaceship.
Grounded by Gamera, the aliens reveal that their human forms were disguises, and that all of them look just like their leader. Under the leader’s command, the aliens merge to form Viras, a giant monster who immediately engages Gamera in battle. Though Viras appears to have the upper hand, Gamera kills Viras by flying high into the atmosphere, freezing Viras solid, then dropping him toward the ocean, where he disintegrates upon impact. The boys and a crowd of adults celebrate Gamera’s victory.
Follow the complete movie timeline of Gamera vs. Viras (1968) with every major event in chronological order. Great for understanding complex plots and story progression.
Alien ship nears Earth and is destroyed
An alien spaceship from Planet Viras nears Earth with the intent to occupy the planet for its atmospheric nitrogen. Gamera confronts the craft and destroys it, preventing an invasion. Before it is destroyed, the aliens broadcast a warning to their world, declaring Gamera their enemy.
Boy Scouts visit the aquarium and board a sub
At an aquarium on Earth, a group of Boy Scouts observe scientists working on a two-man mini-sub. Masao (Japanese) and Jim (American) manage to talk their way aboard and join the test run.
Gamera appears during the dive
During the dive, the boys spot Gamera swimming nearby and engage in a playful race with him. The lighthearted moment ends when their hijinks draw attention from larger dangers.
Second alien ship traps them with a memory scan
A second alien vessel envelops the boys in a Super-Catch Ray, immobilizing them. Gamera helps the boys escape, but remains trapped in a force field as the aliens scan his memories.
Aliens learn Gamera's weakness
Through analysis of Gamera's memories, the aliens learn of his weakness: his soft spot for children. This knowledge gives them leverage over him during later confrontations.
Gamera freed from the force field
The force field weakens, and Gamera breaks free from the containment. He regains his freedom just as the captives' hope sinks.
Jim and Masao are captured and threatened
The aliens capture Jim and Masao, threaten to kill them, and demand Gamera obeys their commands. The boys struggle to stay hopeful as the situation grows dire.
Gamera minds
Powerless to resist, Gamera surfaces and follows the UFO ashore, where a mind-control device is attached to the back of his head. The device locks him into the aliens' will, setting the stage for the next confrontation.
Boys' escape attempts and mind-controlled rampage
On the spaceship, the boys continue to attempt escape. Gamera, under alien control, rampages and destroys dams and cities, spreading chaos across the planet.
The squid-like leader revealed
The boys spot a squid-like creature aboard the ship and mistake him for a captive. In truth, he is the leader of the alien invasion plotting the bigger plan.
Boys help Gamera break free
The boys devise a plan to disrupt the mind-control. They succeed, and Gamera breaks free from the device, restoring his own will.
Gamera attacks the spaceship
Gamera launches a direct assault on the alien spaceship. He uses his regained strength to push back the invaders and disrupt their operations.
Disguises revealed and Viras formed
Grounded by Gamera's interference, the aliens reveal that their human forms were disguises, and that all of them resemble their leader. Under the leader's command, they merge to form Viras, a colossal monster.
Viras battle and is defeated
Viras and Gamera clash in a fierce battle in the atmosphere. Viras impales Gamera with its spike-like mantle, but Gamera answers by flying higher and freezing Viras solid, then drops the frozen monster into the ocean where it disintegrates.
Earth celebrates Gamera
With Viras defeated, crowds of people celebrate Gamera's victory. The hero is hailed for saving the planet, and the day ends with a grateful, hopeful mood.
Explore all characters from Gamera vs. Viras (1968). Get detailed profiles with their roles, arcs, and key relationships explained.
Jim Morgan (Carl Craig)
A quick-witted American Boy Scout who talks his way onto a submarine with Masao. He demonstrates courage under pressure, forming a key alliance with Gamera and the local community. He helps plan an escape when the aliens harness Gamera, contributing to the final battle.
Masao Nakaya (Tôru Takatsuka)
A Japanese Boy Scout who teams up with Jim and shares the thrill of discovery. He navigates danger with optimism, aiding in the escape and eventual defeat of the alien threat. His youth and teamwork highlight the film’s emphasis on collaboration.
Gamera (Teruo Aragaki)
The benevolent giant turtle who becomes entangled with alien forces and ultimately defeats Viras. He is depicted as sensitive and protective, especially toward children, which the aliens exploit to gain control. His resilience drives the film’s action and emotional core.
Boss (Genzō Wakayama)
The alien leader who manipulates minds and orchestrates the Viras transformation. He embodies strategic cunning and cold calculation, guiding the mind-control efforts from within the ship. His reveal as the true mastermind escalates the battle from individual to planetary stakes.
Dr. Dobie (Peter Williams)
A scientist aboard the aquarium crew who studies the two-man submarine. He contributes to understanding alien tech and organizes the human response to the threat. His expertise helps frame the investigation into Gamera’s weakness and alien plans.
Jim's Mother (Mary Morris)
A maternal figure who grounds Jim amidst the chaos of an alien invasion. Her presence underscores the human stakes of the battle and the emotional costs of heroism. She represents the civilian side of a world suddenly threatened by monsters.
Learn where and when Gamera vs. Viras (1968) takes place. Explore the film’s settings, era, and how they shape the narrative.
Time period
1960s
Set in a contemporary timeframe consistent with 1960s science fiction, the film features modern-looking technology like a two-man submarine and a mind-control device. The era’s fascination with space, monsters, and international cooperation is embedded in the Scout characters from both Japan and America. The everyday environment contrasts with the extraordinary threat, driving a sense of immediate danger and adventure typical of that period.
Location
Earth, Aquarium, Submarine, Alien Spaceship, City
The story unfolds on Earth, starting at an aquarium where scientists monitor a two-man submarine and then moving to underwater encounters with Gamera. It expands to the surface world as alien forces threaten dams and urban centers, culminating in a clash onshore and aboard an alien ship. The setting blends terrestrial locales with extraterrestrial hardware, highlighting a world suddenly invaded by a monster event.
Discover the main themes in Gamera vs. Viras (1968). Analyze the deeper meanings, emotional layers, and social commentary behind the film.
🛡️
Heroism
Ordinary youths and a protective giant monster confront a superior alien threat. The protagonists face danger head-on, risking themselves to save others and safeguard their communities. The narrative centers on courage, sacrifice, and the power of unity in the face of overwhelming odds.
🧒
Innocence & Friendship
Jim and Masao, two scouts from different nations, form a bond that helps them resist alien domination. Their curiosity and trust become crucial in uncovering the aliens' plans and breaking free from manipulation. The friendship between children and Gamera underscores the strength found in cooperation across cultures.
🧠
Mind Control & Deception
The aliens wield mind control to bend Gamera to their will, exposing how psychological manipulation can alter loyalties. The disguise of the aliens reveals a deeper theme about appearance versus reality. The struggle hinges on reclaiming autonomy and resisting coercive influence.

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Discover the spoiler-free summary of Gamera vs. Viras (1968). Get a concise overview without any spoilers.
When an ominous armada from a distant world descends toward the planet, the news cycles become a frantic chorus of alarm and speculation. The threat of an alien occupation hangs over bustling cities and quiet towns alike, turning everyday life into a precarious balance between hope and fear. Amid the growing unease, the atmosphere is charged with a blend of classic science‑fiction dread and a childlike sense of wonder, as humanity watches the skies for the next tell‑tale sign of invasion.
In the midst of this global tension, a modest group of Boy Scouts embarks on a field trip to a coastal aquarium, where scientists are showcasing a two‑person miniature submarine. It is here that Masao, a diligent Japanese scout, and Jim, an eager American counterpart, manage to secure a place aboard the tiny craft. Their curiosity drives them deeper beneath the waves than anyone expected, turning a routine outing into an unexpected plunge into the unknown.
Beneath the surface, the boys encounter Gamera, an ancient and enigmatic turtle Kaiju whose very presence seems to pulse with the planet’s latent power. The creature’s playful interaction with the scouts hints at a bond that transcends ordinary understanding, offering a glimmer of hope in a world teetering on the brink. Their adventure takes a sudden turn when a colossal alien vessel looms overhead, its crew hostile and its technology alien, setting the stage for a bewildering confrontation that pits youthful ingenuity against extraterrestrial menace.
From the depths of the ocean to the cold void of space, the film weaves together the awe of colossal monsters, the tension of an interstellar threat, and the unbreakable spirit of two daring youths. The looming presence of the squid‑like entity Viras, capable of swelling to titanic proportions, promises an epic clash that will test the limits of both man and monster, leaving the audience poised on the edge of anticipation.
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