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Theme Parks & Themed Entertainment

A JHM Exclusive: Your first look at Universal Orlando’s “Revenge of the Mummy” thrill ride

JHM columnist Seth Kubersky returns with a detailed description of this brand new yet-to-be-officially-opened indoor roller coaster.

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WARNING!
The following contains spoilers. The following is based on an incomplete attraction, and should not be construed as representative of the final product. The ride is in private technical rehearsals, and is not open to the public. Do not go to the park expecting to experience the ride until the official opening date. Your mileage may vary. Discontinue use if rash develops.

 

Riding a new ride during “technical rehearsals” is always a dicey proposition. It’s called a rehearsal for a good reason, since major element are often incomplete, and the fine-tuning that separates a good ride from a great one is absent. Over the years, I’ve had the privilege of experiencing some of Orlando’s biggest attractions weeks or even months before the general public, and it hasn’t always been as fun as you’d imagine.

Sometimes it’s an exercise in frustration; my first visit to IOA’s “Spiderman” involved three hours in the queue, climaxing in the building being evacuated when I was a dozen people from the car. Sometimes it’s terribly disillusioning; after my first trip through Animal Kingdom’s “Countdown to Extinction,” I had to ask the attendants when they were installing the dinos (sadly, it never improved much). Occasionally, the first preview is the best experience you’ll ever have on a ride; I’ll never forget how wonderfully nauseating the “Cat in the Hat”‘s spinning cars were at first.

And sometimes, a technical preview can be like a glimpse of future greatness. Like watching the “work-in-progress” version of “Beauty and the Beast.” Yes, the lines are rough, and many of the colors missing. There may even be a mild hiccup in the story (they sing “Be Our Guest” to Belle’s father?). But it’s clear that you are experiencing something magical. You know that you are watching artists at the top of their form, taking everything they’ve learned in the past to create something you and your kids will want to experience over and over. And you know that, given a little more time and polish, it just might change the world.

That’s what Universal Orlando’s “Revenge of the Mummy” is like right now. The rough draft of a masterpiece. And I have every confidence that before the first paying guest steps on it, Universal will make sure it lives up to it’s already-obvious potential.

For anyone who’s been hiding in a theme-park-news-free bunker, “Revenge of the Mummy” (ROTM) is Universal Studios Florida’s new headliner attraction, slated to open later this Spring. A sister attraction is also opening at Universal Studios Hollywood. Both are based on Universal’s “Mummy” franchise, starring Brendan Fraser and directed by Stephen Sommers. They may have the distinction of being the first theme park attractions to be significantly better than the movies they are based on. Ok, maybe second after “Waterworld”.

The Florida version is housed in the building formerly occupied by the much-beloved “Kongfrontation.” Fans of the late great ape, rest assured. Not only does ROTM not desecrate that hallowed ground, it is a more than worthy successor to old banana breath. And, rumor is, you might catch a glimpse of old monkey if you keep your eyes peeled.

Costing a reported $45 million (small change compared to recent E-tickets like “Mission: Space”), ROTM does not radically break new ground in the same way that “Spiderman” did. The basic elements, an indoor roller-coaster with magnetically launched trains, has been seen before. The special effects — ranging from air and water blasts, to flames, to video projections and sophisticated animatronics — are evolutionary rather than revolutionary. But no ride has combined so many of these effects, in such complex synchronization, at such a blistering pace. Universal touts this as a “psychological thrill ride” with good reason. The dominant effect is total sensory overload, an unparalleled avalanche of astounding sights and sensations that will leave you reeling. You’ll exit the ride knowing you missed half of what’s in there, and not believing half of what you actually saw.

The experience starts before you even enter the queue, proving once again that Universal understands how important the entire package is, beyond just the ride itself. Attraction cast members performed a brief “streetmosphere”-style interaction with the waiting crowd, picking out “extras” for a “screen test”, reminiscent of the “Earthquake” preshow. Other employees scurried about with trays of coffee for the “stars”, a gag that carries through the entire attraction. I don’t know if this was solely for the benefit of the employee preview, but I hope it continues, and survives the pressures of the enormous crowds this ride will attract this summer. Bravo to the cast members, who went all out despite being attractions personnel and not actors.

You enter the attraction not through the museum façade, as with Kong, but through the Paradise Theater. This is an epic queue line in classic Universal style, and fitting replacement for Kong’s legendary queue. The initial sections, inside the building that once held the Islands of Adventure preview center, feature props and design sketches from the first two Mummy films.

Overhead video monitors present a Christopher Guest-style mockumentary about the filming of a new Mummy movie. We are introduced to “Reggie”, a bumbling production assistant, and are informed of strange happenings on the set. They also make mention of a mystical symbol that is needed to protect us against the evil Imhotep’s curse.

Unfortunately, the high ceilings, hard surfaces, and chattering guests conspire to make the preshow video almost completely unintelligible. This is a shame, since it sets up story elements that are important to the full enjoyment of the ride. As a sound engineer, I can sympathize with the designers, and I trust they’ll find a way to overcome the lousy acoustics.

After passing through a black, empty room (I assume there is work to be done here), you enter the attraction proper through the old Kong entrance. There are some cages full of props and costumes, and more video monitors. You turn a corner, and suddenly you are inside an exquisitely detailed Egyptian tomb. I was unsure at this point whether we were meant to be on the set of the new film, or if we were “transported” to an actual tomb by Imhotep’s curse. Perhaps the confusion is intentional. It’s a moot point because this section features some of the best scenic design ever seen in a queue. Though not nearly as long, it is every bit as well crafted as the queue for IOA’s “Dueling Dragons,” which is high praise indeed.

Best of all, there are a number of interactive elements to entertain you. A sarcophagus with a handprint engraved on it causes the lights to flicker when touched. A glowing jewel activates air blasts further down the queue, and an adjacent video monitor shows the humorous results (though wouldn’t it make sense for the air blasts to come first?). And, my favorite, a hologram of golden treasure blasts with air anyone foolish enough to reach for it. It’s unclear how much of the queue those using the Express Pass and Single Rider lines will experience, but this queue is well worth waiting in.

Soon, you enter a tall chamber dominated by a huge statue of Anubis. Wooden stairs spiraling up lead you to the loading platform. There is an elevator for those with disabilities, everyone else gets some exercise. At the top, there are twin loading platforms, to your left and right, each accommodating one car. The vehicles, styled like mine cars, feature four rows of four passengers each. The rear rows are slightly elevated, giving a good view to all. The lap bars are unusually tall, reaching from your waist up to your sternum, but comfortable. The headrests are tall but do not wrap around the side of your head.

And away we go! I won’t give a detailed blow-by-blow of the ride. If you want every moment spoiled for you, you can find it elsewhere online. Moreover, I couldn’t give an accurate accounting after one trip through the ride due to the sheer volume of stuff thrown at you. The first time through, even in an unfinished state, is so overwhelming that detached analysis is simply impossible. I will give an outline of the experience, and describe some of the highlights.

 

WARNING: STOP NOW TO AVOID MAJOR SPOILERS!

 

Still there? Ok…

We enter a tomb, with mummified corpses strewn about. From the first moment you can tell that great detail has been put into creating a complete 360º environment, with lighting and music to match. A voice (the “Reggie” animatronic is yet to arrive) warns us of Imhotep’s curse. Around the corner, Reggie is turned into a Mummy by Imhotep (another work-in-progress). You are sent into the next room, which is where things start to get really interesting.

An enormous projection of Imhotep offers you riches for your soul, and piles of treasure are illuminated to either side of you. If you refuse, he warns, you’ll die. Mummy warriors appear next to you, lunging at the car (they do not, however, jump on the car). Flames explode around you, and for an extra shock you are sprayed with water. You take a quick turn into a new room, which seems to be a dead end. The wall in front of you suddenly sprouts thousands of scarab beetles, which swarm towards your vehicle. I assume that this projection will eventually be accompanied by a tactile effect, similar to “It’s Tough to Be a Bug,” but for now there is only light and sound.

You are quickly launched backwards down a short hill, and then quickly come to a stop in a rotating room. There is some more threatening from Imhotep, as you are turned to face an enormous hill. At the top of the hill looms Imhotep’s giant head. You are launched up the hill, straight into his gaping mouth.

What follows is the coaster portion of the ride, a giddying minute or so of dips and turns. There are no inversions, and the actual scare-factor lies somewhere between “Woody Woodpecker’s Nuthouse Coaster” and “Space Mountain.” It does have the advantage of being an exceptionally smooth and comfortable ride, with well-engineered turns and a pleasant amount of airtime. Heightening the effect are numerous illuminated apparitions, flickering to ghostly life seeming inches from your head. They may be simple back-lit cutouts, but they are extremely effective, much more so than the tacky black light props in “Rock ‘n Roller Coaster.” Add in the music and sound effects, and this section is far more thrilling that you might imagine the fairly tame drops and banks would be. Don’t let the idea of a roller coaster scare you away from this ride – it’s much more likely to make you laugh with delight than scream in terror.

Before you know it, you are out of the coaster section and at what appears to be the unload station. To your left, you see the silhouette of a ride attendant inside her booth. I believe another animatronic attendant is yet to be installed. You come to a stop, and they thank you for riding the ride, but Imhotep arrives and vaporizes the attendants in mid-spiel. The ceiling above you ignites in a beautiful “brain-fire” effect that will be familiar to those who have ridden Busch Garden’s Escape From Pompeii. You are launched in the final brief coaster section of the ride, similar to the first.

And then… well, I’m not sure. A ride this spectacular deserves an appropriate finale, and I’m sure that by the time it opens, this one will have one. For now, I’m not really sure what I saw. I assumed I’d see some representation of Imhotep being defeated, presumably involving the symbol that was mentioned in the preshow. I don’t think I saw that. There were lights, and noise, and frankly I was a bit dazed, but I don’t think I saw a resolution to the story.

The next thing I knew, Brendan Frasier was congratulating me from a video screen, and demanding a cup of coffee. There is a goofy sight gag that again calls into question the frame of reference for the story – what is the “reality” of this attraction? And then we were on a fairly sparse unload platform, and down the old exit ramp past the cashiers that sit where the Kong photo op used to be.

 

END OF SPOILERS. YOU CAN START READING AGAIN NOW!

 

Obviously, the ride still has a ways to go, which is why the public soft-opening is still expected to be several weeks away. Some of the missing effects are crucial to the story, which as any good theme park designer knows it the most important part of an attraction. The finale in particular needs more of a sense of closure. I also had trouble understanding much of the dialogue in the ride, a problem I don’t have on any other attractions. Part of this is psychological, as there is just too much happening at once to absorb it all. There is also speaker tuning that needs to be done during this test-and-adjust phase.

But even in this incomplete state, you can tell ROTM is destined for greatness. The only criticism I can levy is also the biggest compliment – it’s too short. Not in terms of time, as its 3½ minute ride time is about average. And not in terms of physical size, since it occupies one of the largest ride buildings in the world, and features sets that are epic in scope. No, you want it to be longer because there is just so much to see and experience that you wish it could just go on and on. A great showman always leaves ’em wanting more, and this ride does that in spades.

This ride will raise your expectations of what a ride can be. You may feel a little let down when you realize that eventually, it ends and you have to get off. At the moment, this feeling is intensified by the fact that the ending doesn’t generate the kind of catharsis that “Spiderman”‘s high fall or “Indiana Jones”‘s rolling boulder does. I have faith that will change, and ROTM will take its place alongside the great theme park attractions of the world.

Universal has proved once again that they are the masters of postmodern theme park design. They didn’t invent anything you’ve never seen before. They’ve taken everything you’ve seen in the past, and put it all together in a way that you’ve never imagined. My philosophical musings on the ambiguous setting of the attraction is a plus, as it indicates the kind of complexity that makes for re-rideability.

Bob Gault, Scott Trowbridge, Stephen Sommers, and everyone else involved should feel very proud of the work they’ve done. Good luck to the opening crew, and save me a seat (back row, left corner) when everything is 100%!

Seth Kubersky

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Theme Parks & Themed Entertainment

Disney’s Forgotten Halloween Event: The Original Little Monsters on Main Street

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When most Disney fans think of Halloween in the parks, they immediately picture Mickey’s Not-So-Scary Halloween Party at Walt Disney World or the Oogie Boogie Bash at Disneyland Resort. But before those events took over as the must-attend spooky celebrations, there was a little-known event at Disneyland called Little Monsters on Main Street. And its origins? Well, they go all the way back to the 1980s, during a time when America was gripped by fear—the Satanic Panic.

You see, back in the mid-1980s, parents were terrified that Halloween had become dangerous. Urban legends about drug-laced candy or razor blades hidden in apples were widespread, and many parents felt they couldn’t let their kids out of sight for even a moment. Halloween, which was once a carefree evening of trick-or-treating in the neighborhood, had suddenly become a night filled with anxiety.

This is where Disneyland’s Little Monsters on Main Street came in.

The Origins of Little Monsters on Main Street

Back in 1989, the Disneyland Community Action Team—later known as the VoluntEARS—decided to create a safe, nostalgic Halloween experience for Cast Members and their families. Many schools in the Anaheim area were struggling to provide basic school supplies to students, and the VoluntEARS saw an opportunity to combine a safe Halloween with a charitable cause. Thus, Little Monsters on Main Street was born.

This event was not open to the general public. Only Disneyland Cast Members could purchase tickets, which were initially priced at just $5 each. Cast Members could bring their kids—but only as many as were listed as dependents with HR. And even then, the park put a cap on attendance: the first event was limited to just 1,000 children.

A Unique Halloween Experience

Little Monsters on Main Street wasn’t just another Halloween party. It was designed to give kids a safe, fun environment to enjoy trick-or-treating, much like the good old days. On Halloween night in 1989, kids in costume wandered through Disneyland with their pillowcases, visiting 20 different trick-or-treat stations. They also had the chance to ride a few of their favorite Fantasyland attractions, all after the park had closed to the general public.

The event was run entirely by the VoluntEARS—about 200 of them—who built and set up all the trick-or-treat stations themselves. They arrived at Disneyland before the park closed and, as soon as the last guest exited, they began setting up stations across Main Street, Adventureland, Frontierland, Fantasyland, and Tomorrowland. The event ran from 7:30 to 9:30 p.m., and by the time the last pillowcase-wielding kid left, the VoluntEARS cleaned everything up, making sure the park was ready for the next day’s operations.

It wasn’t just candy and rides, though. The event featured unique entertainment, like a Masquerade Parade down Main Street, U.S.A., where kids could show off their costumes. And get this—Disneyland even rigged up a Cast Member dressed as a witch to fly from the top of the Matterhorn to Frontierland on the same wire that Tinker Bell uses during the fireworks. Talk about a magical Halloween experience!

The Haunted Mansion “Tip-Toe” Tour

Perhaps one of the most memorable parts of Little Monsters on Main Street was the special “tip-toe tour” of the Haunted Mansion. Now, Disneyland’s Haunted Mansion can be a pretty scary attraction for younger kids, so during this event, Disney left the doors to the Stretching Room and Portrait Gallery wide open. This allowed kids to walk through and peek at the Haunted Mansion’s spooky interiors without actually having to board the Doom Buggies. For those brave enough to ride, they could, of course, take the full trip through the Haunted Mansion—or they could take the “chicken exit” and leave, no harm done.

Growing Success and a Bigger Event

Thanks to the event’s early success, Little Monsters on Main Street grew in size. By 1991, the attendance cap had been raised to 2,000 kids, and Disneyland added more activities like magic shows and hayrides. They also extended the event’s hours, allowing kids to enjoy the festivities until 10:30 p.m.

In 2002, the event moved over to Disney California Adventure, where it could accommodate even more kids—up to 5,000 in its later years. The name was also shortened to just Little Monsters, since it was no longer held on Main Street. This safe, family-friendly Halloween event continued for several more years, with the last mention of Little Monsters appearing in the Disneyland employee newsletter in 2008. Though some Cast Members recall the event continuing until 2012, it eventually made way for Disney’s more public-facing Halloween events.

From Little Monsters to Mickey’s Not-So-Scary and Oogie Boogie Bash

Starting in the early 2000s, Disney began realizing the potential of Halloween-themed after-hours events for the general public. These early versions of Mickey’s Halloween Party and Mickey’s Halloween Treat eventually evolved into today’s Mickey’s Not-So-Scary Halloween Party and Oogie Boogie Bash. Unfortunately, this also marked the end of the intimate, Cast Member-exclusive Little Monsters event, but it paved the way for the large-scale Halloween celebrations we know and love today.

While it’s bittersweet to see Little Monsters on Main Street fade into Disney history, its legacy lives on through these modern Halloween parties. And even though Cast Members now receive discounted tickets to Mickey’s Not-So-Scary and Oogie Boogie Bash, the special charm of an event created specifically for Disney’s employees and their families remains something worth remembering.

The Merch: A Piece of Little Monsters History

For Disney collectors, the exclusive merchandise created for Little Monsters on Main Street is still out there. You can find pins, name tags, and themed pillowcases on sites like eBay. One of the coolest collectibles is a 1997 cloisonné pin set featuring Huey, Dewey, and Louie dressed as characters from Hercules. Other sets paid tribute to the Main Street Electrical Parade and Pocahontas, while the pillowcases were uniquely designed for each year of the event.

While Little Monsters on Main Street may be gone, it’s a fascinating piece of Disneyland history that played a huge role in shaping the Halloween celebrations we enjoy at Disney parks today.

Want to hear more behind-the-scenes stories like this? Be sure to check out I Want That Too, where Lauren and I dive deep into the history behind Disney’s most beloved attractions, events, and of course, merchandise!

Jim Hill

Jim Hill is an entertainment writer who has specialized in covering The Walt Disney Company for nearly 40 years now. Over that time, he has interviewed hundreds of animators, actors, and Imagineers -- many of whom have shared behind-the-scenes stories with Mr. Hill about how the Mouse House really works. In addition to the 4000+ articles Jim has written for the Web, he also co-hosts a trio of popular podcasts: “Disney Dish with Len Testa,” “Fine Tooning with Drew Taylor” and “Marvel US Disney with Aaron Adams.” Mr. Hill makes his home in Southern New Hampshire with his lovely wife Nancy and two obnoxious cats, Ginger & Betty.

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Theme Parks & Themed Entertainment

The Story of Mickey’s Not-So-Scary Halloween Party: From One Night to a Halloween Family Tradition

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The spooky season is already in full swing at Disney parks on both coasts. On August 9th, the first of 38 Mickey’s Not-So-Scary Halloween Party (MNSSHP) nights for 2024 kicked off at Florida’s Magic Kingdom. Meanwhile, over at Disney California Adventure, the Oogie Boogie Bash began on August 23rd and is completely sold out across its 27 dates this year.

Looking back, it’s incredible to think about how these Halloween-themed events have grown. But for Disney, the idea of charging guests for Halloween fun wasn’t always a given. In fact, when the very first Mickey’s Not-So-Scary Halloween Party debuted on October 31, 1995, it was a modest one-night-only affair. Compare that to the near month-long festivities we see today, and it’s clear that Disney’s approach to Halloween has evolved considerably.

A Not-So-Scary Beginning

I was fortunate enough to attend that very first MNSSHP back in 1995, along with my then 18-month-old daughter Alice and her mom, Michelle. Tickets were a mere $16.95 (I know, can you imagine?), and we pushed Alice around in her sturdy Emmaljunga stroller—Swedish-built and about the size of a small car. Cast Members, charmed by her cuteness, absolutely loaded us up with candy. By the end of the night, we had about 30 pounds of fun-sized candy bars, making that push up to the monorail a bit more challenging.

Mickey’s Halloween Treat 1996 – Photo: Disney
Mickey’s Halloween Treat 1996 – Photo: Disney

This Halloween event was Disney’s response to the growing popularity of Universal Studios Florida’s own Halloween hard ticket event, which started in 1991 as “Fright Nights” before being rebranded as “Halloween Horror Nights” the following year. Universal’s gamble on a horror-themed experience helped salvage what had been a shaky opening for their park, and by 1993, Halloween Horror Nights was a seven-night event, with ticket prices climbing as high as $35. Universal had stumbled upon a goldmine, and Disney took notice.

A Different Approach

Now, here’s where Disney’s unique strategy comes into play. While Universal embraced the gory, scare-filled world of horror, Disney knew that wasn’t their brand. Instead of competing directly with blood and jump-scares, Disney leaned into what they did best: creating magical, family-friendly experiences.

Thus, Mickey’s Not-So-Scary Halloween Party was born. The focus was on fun and whimsy, not fear. Families could bring their small children without worrying about them being terrified by a chainsaw-wielding maniac around the next corner. This event wasn’t just a Halloween party—it was an extension of the Disney magic that guests had come to expect from the parks.

Disney had some experience with seasonal after-hours events, most notably Mickey’s Very Merry Christmas Party, which had started in 1983. But the Halloween party was different, as the Magic Kingdom wasn’t yet decked out in Halloween decor the way it is today. Disney had to create a spooky (but not too spooky) atmosphere using temporary props, fog machines, and, of course, lots of candy.

A key addition to that first event? The debut of the Headless Horseman, who made his eerie appearance in Liberty Square, riding a massive black Percheron. It wasn’t as elaborate as the Boo-to-You Parade we see today, but it marked the beginning of a beloved Disney Halloween tradition.

A Modest Start but a Big Future

That first MNSSHP in 1995 was seen as a trial run. As Disney World spokesman Greg Albrecht told the Orlando Sentinel, “If it’s successful, we’ll do it again.” And while attendance was sparse that night, there was clearly potential. By 1997, the event expanded to two nights, and by 1999, Mickey’s Not-So-Scary Halloween Party had grown into a multi-night celebration with a full-fledged parade. Today, in 2024, it’s a staple of the fall season at Walt Disney World, offering 38 nights of trick-or-treating, character meet-and-greets, and special entertainment.

Universal’s Influence

It’s interesting to reflect on how Disney’s Halloween event might never have existed without the competition from Universal. Just as “The Wizarding World of Harry Potter” forced Disney to step up their game with “Star Wars: Galaxy’s Edge,” Universal’s success with Halloween Horror Nights likely spurred Disney into action with MNSSHP. The friendly rivalry between the two parks has continually pushed both to offer more to their guests, and we’re all better off because of it.

So the next time you find yourself trick-or-treating through the Magic Kingdom, watching the Headless Horseman gallop by, or marveling at the seasonal fireworks, take a moment to appreciate how this delightful tradition came to be—all thanks to a little competition and Disney’s commitment to creating not-so-scary magic.


For more Disney history and behind-the-scenes stories, check out the latest episodes of the I Want That Too podcast on the Jim Hill Media network.

Jim Hill

Jim Hill is an entertainment writer who has specialized in covering The Walt Disney Company for nearly 40 years now. Over that time, he has interviewed hundreds of animators, actors, and Imagineers -- many of whom have shared behind-the-scenes stories with Mr. Hill about how the Mouse House really works. In addition to the 4000+ articles Jim has written for the Web, he also co-hosts a trio of popular podcasts: “Disney Dish with Len Testa,” “Fine Tooning with Drew Taylor” and “Marvel US Disney with Aaron Adams.” Mr. Hill makes his home in Southern New Hampshire with his lovely wife Nancy and two obnoxious cats, Ginger & Betty.

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History

The Evolution and History of Mickey’s ToonTown

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Disneyland in Anaheim, California, holds a special place in the hearts of Disney fans worldwide, I mean heck, it’s where the magic began after all.  Over the years it’s become a place that people visit in search of memorable experiences. One fan favorite area of the park is Mickey’s Toontown, a unique land that lets guests step right into the colorful, “Toony” world of Disney animation. With the recent reimagining of the land and the introduction of Micky and Minnies Runaway Railway, have you ever wondered how this land came to be?

There is a fascinating backstory of how Mickey’s Toontown came into existence. It’s a tale of strategic vision, the influence of Disney executives, and a commitment to meeting the needs of Disney’s valued guests.

The Beginning: Mickey’s Birthdayland

The story of Mickey’s Toontown starts with Mickey’s Birthdayland at Walt Disney World’s Magic Kingdom. Opened in 1988 to celebrate Mickey Mouse’s 60th birthday, this temporary attraction was met with such overwhelming popularity that it inspired Disney executives to think bigger. The idea was to create a permanent, immersive land where guests could step into the animated world of Mickey Mouse and his friends.

In the early ’90s, Disneyland was in need of a refresh. Michael Eisner, the visionary leader of The Walt Disney Company at the time, had an audacious idea: create a brand-new land in Disneyland that would celebrate Disney characters in a whole new way. This was the birth of Mickey’s Toontown.

Initially, Disney’s creative minds toyed with various concepts, including the idea of crafting a 100-Acre Woods or a land inspired by the Muppets. However, the turning point came when they considered the success of “Who Framed Roger Rabbit.” This film’s popularity and the desire to capitalize on contemporary trends set the stage for Toontown’s creation.

From Concept to Reality: The Birth of Toontown

In 1993, Mickey’s Toontown opened its gates at Disneyland, marking the first time in Disney Park history where guests could experience a fully realized, three-dimensional world of animation. This new land was not just a collection of attractions but a living, breathing community where Disney characters “lived,” worked, and played.

Building Challenges: Innovative Solutions

The design of Mickey’s Toontown broke new ground in theme park aesthetics. Imagineers were tasked with bringing the two-dimensional world of cartoons into a three-dimensional space. This led to the creation of over 2000 custom-built props and structures that embodied the ‘squash and stretch’ principle of animation, giving Toontown its distinctiveness.

And then there was also the challenge of hiding the Team Disney Anaheim building, which bore a striking resemblance to a giant hotdog. The Imagineers had to think creatively, using balloon tests and imaginative landscaping to seamlessly integrate Toontown into the larger park.

Key Attractions: Bringing Animation to Life

Mickey’s Toontown featured several groundbreaking attractions. “Roger Rabbit’s Car Toon Spin,” inspired by the movie “Who Framed Roger Rabbit,” became a staple of Toontown, offering an innovative ride experience. Gadget’s Go-Coaster, though initially conceived as a Rescue Rangers-themed ride, became a hit with younger visitors, proving that innovative design could create memorable experiences for all ages.

Another crown jewel of Toontown is Mickey’s House, a walkthrough attraction that allowed guests to explore the home of Mickey Mouse himself. This attraction was more than just a house; it was a carefully crafted piece of Disney lore. The house was designed in the American Craftsman style, reflecting the era when Mickey would have theoretically purchased his first home in Hollywood. The attention to detail was meticulous, with over 2000 hand-crafted, custom-built props, ensuring that every corner of the house was brimming with character and charm. Interestingly, the design of Mickey’s House was inspired by a real home in Wichita Falls, making it a unique blend of real-world inspiration and Disney magic.

Mickey’s House also showcased Disney’s commitment to creating interactive and engaging experiences. Guests could make themselves at home, sitting in Mickey’s chair, listening to the radio, and exploring the many mementos and references to Mickey’s animated adventures throughout the years. This approach to attraction design – where storytelling and interactivity merged seamlessly – was a defining characteristic of ToonTown’s success.

Executive Decisions: Shaping ToonTown’s Unique Attractions

The development of Mickey’s Toontown wasn’t just about creative imagination; it was significantly influenced by strategic decisions from Disney executives. One notable input came from Jeffrey Katzenberg, who suggested incorporating a Rescue Rangers-themed ride. This idea was a reflection of the broader Disney strategy to integrate popular contemporary characters and themes into the park, ensuring that the attractions remained relevant and engaging for visitors.

In addition to Katzenberg’s influence, Frank Wells, the then-President of The Walt Disney Company, played a key role in the strategic launch of Toontown’s attractions. His decision to delay the opening of “Roger Rabbit’s Car Toon Spin” until a year after Toontown’s debut was a calculated move. It was designed to maintain public interest in the park by offering new experiences over time, thereby giving guests more reasons to return to Disneyland.

These executive decisions highlight the careful planning and foresight that went into making Toontown a dynamic and continuously appealing part of Disneyland. By integrating current trends and strategically planning the rollout of attractions, Disney executives ensured that Toontown would not only capture the hearts of visitors upon its opening but would continue to draw them back for new experiences in the years to follow.

Global Influence: Toontown’s Worldwide Appeal

The concept of Mickey’s Toontown resonated so strongly that it was replicated at Tokyo Disneyland and influenced elements in Disneyland Paris and Hong Kong Disneyland. Each park’s version of Toontown maintained the core essence of the original while adapting to its cultural and logistical environment.

Evolution and Reimagining: Toontown Today

As we approach the present day, Mickey’s Toontown has recently undergone a significant reimagining to welcome “Mickey & Minnie’s Runaway Railway” in 2023. This refurbishment aimed to enhance the land’s interactivity and appeal to a new generation of Disney fans, all while retaining the charm that has made ToonTown a beloved destination for nearly three decades.

Dive Deeper into ToonTown’s Story

Want to know more about Mickey’s Toontown and hear some fascinating behind-the-scenes stories, then check out the latest episode of Disney Unpacked on Patreon @JimHillMedia. In this episode, the main Imagineer who worked on the Toontown project shares lots of interesting stories and details that you can’t find anywhere else. It’s full of great information and fun facts, so be sure to give it a listen!

Jim Hill

Jim Hill is an entertainment writer who has specialized in covering The Walt Disney Company for nearly 40 years now. Over that time, he has interviewed hundreds of animators, actors, and Imagineers -- many of whom have shared behind-the-scenes stories with Mr. Hill about how the Mouse House really works. In addition to the 4000+ articles Jim has written for the Web, he also co-hosts a trio of popular podcasts: “Disney Dish with Len Testa,” “Fine Tooning with Drew Taylor” and “Marvel US Disney with Aaron Adams.” Mr. Hill makes his home in Southern New Hampshire with his lovely wife Nancy and two obnoxious cats, Ginger & Betty.

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