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A Visit to Universal Orlando’s “Halloween Horror Nights 13”

Are you wondering what sort of scares await you this year at Universal Studios Islands of Adventure? A seasoned HHN veteran, JHM columnist Seth Kubersky catalogues the thrills and chills, taking you house by house, show by show, scare by scare.

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Haunted houses, horror movies, ghost stories – none of it scares me any more. I enjoy it, I appreciate it, and I look forward to it every year. But it just doesn’t frighten me.

I wasn’t always like this. As a kid, the idea of anything spooky or gory scared the crap out of me, because I wasn’t allowed anywhere near it. The advertisements for the infamous Haunted Mansion in Long Branch, NJ, shook me so badly that I never got the nerve to go in during our family trips to the shore. Growing up, the scariest movie my dad ever took me to see was “House of Wax” (Vincent Price in 3D!) Hearing other kids talk about the latest Jason or Freddy flick conjured images far worse than anything in the actual films, which my parents forbade me to see. And on the rare occasion I did enter a haunted house (Orlando’s Mystery Fun House, Six Flags Great Adventure’s Haunted Mansion), I did it with one eye closed and the other squinting. Even the cover of “Fangoria” on the supermarket magazine rack freaked me out.

I’m not sure when my attitude towards scary stuff started to change. My next-door neighbors, who put on an annual haunted house, let me play a severed head one year, and I had a blast. When I got to high school, I became interested in theater, filmmaking, and makeup, which naturally led to an interest in horror. By the time I got to college I counted Dawn of the Dead as one of my favorite films, and I dragged my girlfriend to every midnight horror flick at the local theater.

But the big turning point came after I moved to Orlando and started working for Universal. I started on the day shift as a tech at the old Ghostbusters show, so I experienced my first Halloween Horror Nights (HHN) as a guest. But by the next year I was involved in special event production, and was neck-deep in Halloween. Over the next few years, I did everything from hang lights to apply makeup to escort “scareactors.” Seeing the event from the inside slowly stripped away my ability to be scared by it all. I no longer saw demons and ghouls, I saw actors I knew in mazes I helped build.

The final nail in the coffin was Halloween of 1999, when I stage-managed the Mummy and Doomsday haunted houses. 6 to 8 hours a night of prowling the service halls of a haunted house, earplugs barely dampening the brain-splitting soundtrack, cured me of any remaining illusions. I discovered that the actors are in far more danger from the guests than vice versa, and that drunken guys will do amazingly stupid things to prove how brave they are to their girlfriends.

By the end of that Halloween I realized that I had lost the ability to be frightened by a haunted house. My actors would try mightily to scare me during my walk-throughs, and on rare occasions one could surprise me. But it was more a startle reflex than genuine fear. Now, I walk through haunted houses admiring (or criticizing) the technical details, and predicting where the next “boo” will come from.

So how does someone like me evaluate the latest incarnation of Halloween Horror Nights, Universal Orlando’s annual orgy of terror? What criteria do you judge a haunted attraction on, if no how “scary” it is?

I review haunted houses by the same criteria as any other theme park attraction. Does it have an interesting and identifiable story? Is the theming consistent and well-designed? Does the house take you through a variety of environments in a logical progression? Are there subtle creative details that make you feel like you need to go twice to catch everything? Is it well paced, with a variety of scares properly spaced? Is it engineered to move large crowds in a safe and efficient manner? Most importantly, does it create a “realistic” immersive experience, or are you constantly reminded that you’re walking though a plywood maze?

For the impatient reader, the bottom line is that this year’s HHN is a success. Universal has done a much better job of integrating the event into Island’s of Adventure, as opposed to the obvious growing pains of last year’s event. For many in Orlando, this is a must-visit event, and visitors this year can count on getting their money’s worth.

It’s important to note one thing for the haunted house connoisseurs out there: there is no pulsing in the houses at all this year. Not even on slower nights – the queue attendants I talked to didn’t even know what “pulsing” is. For the uninitiated, that’s the practice of letting small numbers (a dozen or so) into the house with a brief gap between groups. This is the way the designers would like you to experience the houses. It’s more intimate, and therefore more frightening, and the actors have time to set up their scares better. Without pulsing you shuffle through the house on an endless conga line. This hurts the actors’ ability to scare effectively, can seriously detract from things like mirror mazes.

Unfortunately, Universal has had to bow to the pressure of running a hugely popular event. While in years past there was lip service paid to pulsing, all pretence has now been abandoned. This is understandable if you look at the math. Let’s say you sent a dozen people at a time, with just 15 seconds between groups. You’d move less than 1500 people per hour. A slow night at HHN attracts 15,000 people; a peak night 2 or 3 times that. With so few attractions open, and the houses being the main draw, the need to move people as fast as possible becomes obvious. This doesn’t ruin the houses, or make the event not worth visiting. But those used to smaller, less busy haunted houses may be in for a surprise. You best bet for an optimal experience is to visit at the very end of the night,

A final word of warning: I know from personal experience that things can change drastically between the 1st and 2nd weekends of HHN. The houses I stage managed had numerous gags and effects added after the first weekend. In years past, shows have been rewritten or recast after opening weekend. So, your mileage may vary when you visit HHN. I’ll be visiting again later in the season, and I’ll pass along any changes I notice.

Enough blather – let’s get on with the review!

Admission and Port of Evil
I arrived at 6:45pm (15 minutes before opening) on Sunday evening and found a sizeable crowd waiting to buy tickets. Regular admission is $55.33 (including tax), but annual passholders like myself can buy a “Frequent Fear” pass for $44.68. This allows unlimited visits on non-peak nights (every night except Friday and Saturday) and is a great value if you plan on visiting more than once.

I also opted to buy a Universal Express booklet for $15. This gives you one coupon for VIP admission to each ride, show, and attraction in the park. Even on an off-peak night, wait times for the houses on the night I visited ranged from 30 minutes to over an hour. The wait with the Express passes was under 5 minutes. Even though attendance was relatively light, I felt the Express was well worth the money, and I’d consider it essential on a busy night. If projected attendance is 15000 or more (ask the cashier when you buy your tickets) I suggest you spring for the Express – you’ll be glad you did when you see the queues.

After making your way through the turnstiles and security checkpoint (metal detectors are now a fact of life, sad to say), you enter the Port of Entry, now know as Port of Evil. Fog machines and giant fans create a damp “vortex” to pass through. On the other side, you’ll find demonic stilt walkers (in excellent makeup) and scantily-clad dancing girls in chains (always fun to watch). By the way, Confisco’s is the only full-service restaurant open, and it closes at 10:30pm, so if you’re hungry plan accordingly.

Port of Evil: Hello, ladies.

Toxic City
There are no haunted houses in Marvel Superhero Island this year, which is a bit disappointing. The scenic design in the streets is also less elaborate than last year. Theming consists of toxic waste barrels (cleverly marked “Property of Oscorp”) and trucks spraying foam. The mutant scareactors make this area look like the Toxic Avenger’s family reunion. “Hulk,” “Spiderman” and “Doctor Doom” are all open, but otherwise there isn’t much going on here.

Hide and Shrieek!
The massive foam party that was last year’s Toon Lagoon has, thankfully, gone away. Instead, we have spooky lighting and scareactors camouflaged to blend in with the scenery. I’m embarrassed to admit that, while trying to navigate the crowds in the dark and fog, I stepped under one of the scenic water elements and got a good soaking. “Dudley Do-Righ” is operating, but not “Popeye” (for obvious reasons).

Bill & Ted’s Excellent Halloween Adventure
For many, this is the annual highlight of HHN. The story has become as ritualized as the Latin Mass: Bill & Ted (of 80’s movie fame) show up in their time-traveling phone booth, pop-culture villains attack them, heroes show up out of nowhere to fight back, and in the end everyone joins in a big dance number. If anything, this year’s plot is more perfunctory than ever (“Plot?” asks one of Charlie’s Angels,”There’s a plot?”), and the dancing and stunts overwhelm the outrageous satire that was once the hallmark of the show. This year’s villains, Saddam and Osama, whipped the audience into a hootin-n-hollerin frenzy, but don’t go looking for sharp political humor.

This year’s characters range from the obvious (Neo and Trinity, Laura Croft) to the pointless (Justin Timberlake, Stripperella), but there are some inspired moments. The show opens with a rapping Gollum and a witty send-up of preshow safety announcements. Captain Jack Sparrow from “Pirates of the Caribbean” isn’t given enough to do, but an actor with a gift for physical comedy plays Captain Barbarras as a malfunctioning audio-animatron. There is some fun “Matrix”-style fight choreography (with 3 actors on wires simultaneously), and clever jabs at Disney, but the dance finale wears out its welcome. This year’s B&T is solid, and worth seeing, but it isn’t a classic on the level of “Kirk vs. Picard” from a few years back.

Grade: A- (for first-timers) / B- (for B&T veterans)

Ship of Screams
Scary Tales 2, last year’s house in the “Popeye” queue line, was an insult to the Scary Tales legacy. This year’s “Ship of Screams” isn’t a debacle, but it suffers from the limitations imposed by the location. By shoehorning a haunted house into the Popeye boathouse, the designers are limited in environments they can create. Even so, they’ve done a good job with the theme, especially with the use of water gags. The front half of the house is a little slow, but there are a couple of great tableaus towards the end. The “Titanic” houses from 1998 made better use of the same theme, but this house is a noble effort. Hopefully next year they’ll stop trying to use this location and go back to Marvel.

Grade: B-

Night Prey
Jurassic Park in the dark is so well-themed that not much is needed to make it spooky. Forest-camouflaged scareactors and strategically-placed flamethrowers give this island all the atmosphere it needs. “Jurassic Park River Adventure” is running (and much better in the dark).

Funhouse of Fear
Who doesn’t hate clowns? This house, located in the Thunderfalls Terrace (where Fear Factor was last year) is the most colorful and disorienting maze this year. Mirror mazes, tilted hallways, and garish colors abound. To make things worse, you are provided with a pair of 3D glasses to wear. These are simple prismatic glasses that make certain colors pop or recede, but they add greatly to the visual confusion. My only complaint is that the environment becomes a bit repetitive, and there are too many similar-looking rubber clown masks. Very different than the other houses, and a lot of fun.

Grade: B+

Jungle of Doom
The Triceratops Encounter queue is one of the most detailed in the park, and should make the perfect setting for a haunted trail. Or so you would think. The fact that it’s outdoors makes it a change of pace from the other houses, and there are some nice set pieces. I liked the barbeque-scented cannibal roast, and the ubiquitous half-naked demon girl. But most of the trail consists of lots of greenery, without enough scares or décor. Better than last year’s Evilution, but not much.

Grade: C-

Psycho Scareapy
Wow! I would never have guessed that the designers would be able to fit such a complex, detailed maze into the ground floor of the Jurassic Park Discovery Center. This house takes you through a decrepit mental asylum, from the admission desk to the TV room (cartoons, of course) to the foulest bathroom imaginable (great use of scent machines). There are even multiple paths to further unsettle you. What makes this house so great are the actors: instead of just screaming, many ramble on with bizarre, and genuinely creepy, psychotic monologues. Great stuff, I only wish it could have been longer.

Grade: A

Immortal Island
The park guide talks about a “titanic battle” between fire and ice. I saw lots of fog, and red and blue lasers. Whatever. “Dueling Dragons” is open, and is a must-ride in the dark. “Flying Unicorn” is also surprisingly enjoyable in the dark, especially in the back row, and there was no line.

Immortal Island: The rat lady is back!

Infestation
The “Director” character is this year’s icon, and the centerpiece of the controversial advertising campaign (the Orlando Sentinel ran a long article asking if the TV ad, with its images of torture, goes “too far”). He’s a creepy character as long as he keeps his mouth shut, but Infestation proves he can’t carry a show. In this “Fear Factor”-esque show, staged every 40 minutes in front of the Enchanted Oak, volunteers (paying a nominal fee) and strapped to a chair and have vermin dumped on their heads. It’s a neat concept, but there are several fatal flaws.

A creepy Infestation

For one, the roaches, scorpions, and rats are extremely docile, and are gently placed on the guest one at a time by a wrangler. Two, the critters are also removed by hand before the next victim is brought out, making for a slow-paced show with no sense of danger. These problems would be surmountable if it wasn’t for the third problem, the Director. The actor I saw in the role had the stage presence of wilted lettuce, and was heckled by the audience throughout. With a great M.C., this would be mildly amusing for reality-TV fans. Without a strong host to carry through the many dead spots in the show, this is a waste of time.

Grade: D-

All Nite DrIvE-In
This house is a massive near-miss. It starts off great, with a giant movie screen showing classic splatter films that you walk right though. The sets are well detailed and realistic, taking you from suburban Haddonfield to Camp Crystal Lake to an Elm Street boiler room. I especially admired Leatherface’s exquisitely detailed dinner table. This could have been the best house in years, if not for two problems. One, pace: there are, believe it or not, too many scareactors, and many of them look alike. At one point there were 2 Michael Meyers in the same room with me at once. I would rather have seen one hulking screen-accurate Jason than 3 short guys in store-bought hockey masks. Two, the maze is too darn short. Just when it really gets going, you’re out the door. This is surprising, considering that the house is built in a giant soundstage. A good house, but heartbreaking because it could have been great.

Grade: C+

Boo-ville
Audrey Geisel is fiercely protective of her late husband’s image, do don’t expect to see Horton Slaughters a Who. Theming in Seuss Landing is limited to lighting, fog, and spooky music. All the rides in this area are supposed to be open, though “Cat in the Hat” was closed during my visit.

Screamhouse Revisited
This was the highlight of last year’s HHN, and it’s one of the best attractions this year. Universal has created a detailed and realistic environment, starting with the startlingly real decaying house façade you enter. This house features a variety of environments, from claustrophobic parlors to outdoor graveyards. There is also a healthy dose of gore, something that has been in short supply at HHN since 2001. The only disappointment is that the house seems a little less elaborate than last year’s, and the excellent mirror gag from last year’s finale is gone.

Grade: A-

The awesome Screamhouse façade

HHN 13 Overall grade: B+.

That, folks, is Halloween Horror Nights 13. They’ve learned a lot from last year’s failures, and I expect them to do even better next year. It’s disappointing (though not unexpected) that the early rumors of an “extreme” haunted house experience turned out to be the limp Infestation show. I’d like to see more live entertainment next year, and I miss the parade. I’d love to see the next Bill & Ted show discard some of its more tired conventions and focus on sharper parody. The park will be brutal on peak nights, and uncomfortable on all but the slowest, making the Express passes are worth their weight in gold. None of these criticisms stop Halloween Horror Nights from being one of the best theme-park experiences you’ll ever have.

So if you’re in Orlando this month, be sure to pay a visit to all the monsters and maniacs at Universal. Just don’t blame me if you don’t make it back…

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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!

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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.

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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!

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