Theme Parks & Themed Entertainment
The Ant Bully: “We’re not making fun of it. We’re celebrating it”
In the second installment of JHM’s three-part series about this new Warner Bros. release, Roger Colton talks with Ken Mitchroney about many of the in-jokes & film influences that can be found in this animated feature
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If you were looking for someone who has experience in story on animated productions at most of the players in Hollywood, then this guy would be well placed on the list. The name of Ken Mitchroney is found on the credits of many animated television and film productions. Usually as part of the story crew, but for “The Ant Bully,” he steps up to the plate as a utility fielder, as it were. It seemed as if he was there to help fill a number of roles on the production.
You’ve seen his work before as he was part of the story crew for Pixar’s “Toy Story 2” and “Monsters Inc.,” Dreamworks “Shrek 2” and Disney’s “Mickey’s Three Musketeers.” Prior to that he worked on animation productions for Disney, Warner Brothers and more as well as drawing for a number of comic book titles. For a brief period, he even had his own animation studio in Florida.
Branching out into other well-known art forms, he learned the art of pin striping and other gifts from classic car culture icon, Ed “Big Daddy” Roth. But he really seemed to find his stride working in Irving for DNA. It was the right place at the right time as he put all of his talent and experience together to be an integral part of the film’s crew. During a recent interview, he shared some thoughts on the production.
No, this isn’t a late night story conference …
Image courtesy of Warner Bros. Pictures
Roger: We chatted a bit about using traditional film making techniques for this animated film. Can you tell us about how that was helpful in this production?
Ken: Over the years, it’s becoming increasingly important to use filmmaking techniques in all facets of animated films. I mean, we ARE making a visual representation of the story.
The use of good staging, character placement and composition, and understanding of camera usage (lenses, dolly equipment and so forth) really are important tools in the telling of the story.
On “The Ant Bully” especially, I introduced our crew to the use of director’s viewfinders. We found these tools invaluable. I’ve been using them for years, but introducing it to the story crew helped them immensely.
If a storyboard artist is having trouble composing a shot, we would mock up a quick set, get a few story artists – or “victims” – whoever was standing around – and as you would on a live set, work your shot out from there, using the viewfinder. This way, the story artist can see the shot he needs to draw, and then can break it down mechanically in a down-shot overview and start placing cameras for preceding shots in his sequence.
Lucas takes out his anger on the ant colony
Image courtesy of Warner Bros. Pictures
When we launched the story artists on a sequence, I tried to give them a down shot of the set and where the actors were, so they could move their characters and compose their shots. We’d work it out as if you were shooting live action, so as they place cameras “on the down,” and as they place their actors, they’re using their natural story visual talents to draw what is actually being seen through the lens. This now gives all the departments in the production a road map of camera moves and character path, and it doesn’t waste the story artist’s time trying to guess what he wants.
Ken Mitchroney and his element of choice
Photo by Roger Colton
I have an old Mitchell viewfinder from a camera used in the late ’40s and ’50s, and when shots went through animation after being composed in layout, I brought that into the screening room for animation dailies. I could check and balance out shots after they were animated, using the cross hairs in the old Mitchell, which automatically shows you all four quadrants of the screen for balance. What started out as a gag prop turned into an incredibly useful tool.
The folks at Panavision in Irving were kind enough to bring cameras and equipment for a one-day seminar for layout and story departments. The artists were able to work with the cameras and dollies, and get a feel for what it’s really like to shoot and use cameras, as opposed to staring at their monitors and trying to imagine. That was eye opening for the whole crew.
One good use of just the plain viewfinder went as far as animation: In dailies, there was a problem with a scene because the camera moves seemed flat. I knew what the problem was, but the animator was the one who needed to fix it.
So I called him in my office, took out the viewfinder, and let him watch two or three camera moves from classic films off my monitor through the viewfinder. When he saw this, he could feel in the center of his chest the move.
Then we looked at his scene through the viewfinder, and he saw the flatness. So we worked on the move. I left him the viewfinder to double check and triple check his scenes, and when we both looked at it together when he was finished, you could feel it as well as see it. You gotta love these toys! . .
Roger: Within that context, we discussed how a frame is set to provide emphasis on a particular element within the frame, be it a character, characters or objects. Can you tell us a bit about why that was important?
Ken: Composing a frame is key to making the point of that shot. Where should we be looking? Which way is the action going? What is the point of the shot? Using set dressing to help eye-line and using character placement for emphasis are all part of composing one shot.
Every shot in the film is important. There are no “bridges.” If you’re recording a shot on film, it should not be wasted as a “transitional element.” It exists because it’s important. Using compositional skills helps make that point clearer.
It’s said I have an unhealthy obsession with the Warner Bros. films of the late ’30s, ’40s and ’50s. Sadly, it’s true. But learning early on – and even today – from compositional greats like Mike Curtiz, John Huston and Raoul Walsh, just to name a few, helped me when I was in film school (and even now) to realize just what a good looking, useful tool good staging composition is to move your story forward.
Roger: Over the course of the production, you mentioned showing the crew various scenes from classic films to give them examples of some of these techniques. Was there one scene from a particular film or director that somewhat got the message across what you wanted them to find?
Ken: Here’s something silly I did, just to sort of give an on-the-nose example:
In the 1941 Errol Flynn film, “Footsteps in the Dark,” Errol and his sidekick, Allen Jenkins, are having a conversation. They are standing and having a conversation in a room full of paintings.
Errol stands up in the shot with an idea to tell Allen Jenkins. He turns and looks at Allen and gives him the information. Now, Flynn is taller than Jenkins, which gets your attention. He’s the one with the power and the information. Jenkins is lower than him, and is receiving the information.
And placed between them, to help Errol Flynn’s eye-line connect with Allen Jenkins’ eye-line, is a rather large, Erte-esque painting of a woman pointing in the direction of Allen Jenkins, with her shoulder off Flynn’s eye-line but her finger pointing at Jenkins’ eye-line.
It’s so on the nose it’s hilarious.
But I blew that frame up and put it in layout and story, and I put it on my door with a note that says, “It’s not just us.” Meaning that it may sound like nit-picking to compose shots by moving the set dressing or the actors or what have you, but I just wanted to let them know that this is what filmmakers do.
“It’s not just us”
Photo by Roger Colton
I tried to show the crew as many good, classic films as possible, and I constantly hounded them to watch Turner Classic Movies. “American Idol” is nice, but it’s not going to show you how to shoot a boardroom scene.
The film I used the most to show them what we wanted in “The Ant Bully” was “Lawrence of Arabia.” We wanted the scale, scope and depth that David Lean achieved in this great film.
This also suggested our lens theories for our film, which was 20mm and below lenses for the ant world, to make it huge in scale, and 50 mm and above lenses for the human world, which is our standard eye forward, keeping the human world as cramped as possible. This worked out great, and gave us a visual language for the film. All I can say is, “God Bless Lawrence!” It really helped in the pre-visualization stage.
The Queen speaks to her colony
Image courtesy of Warner Bros. Pictures
Roger: The concept of work booking was something I found rather interesting. Can you explain a bit about the concept and how helpful was it to everyone working on the various elements of the production?
Ken: Work booking is the visual conduit from the storyboard drawings to the layout department that is composing the movie on computer screen. Early on, I suggested work booking to help speed up production and to take the pressure off the layout department somewhat, and to give Director John Davis and myself one more chance to change the visualization before things went down the pipeline.
What our version of work booking entails was copies of the sequence in storyboards printed on a page; the key frames were blown up and next to those key frames was a down shot of camera placement and character, and the lenses to be used. This also included art department previsualization of the scene. These were pinned up and the editor, the director of photography and the director, with the help of the head of work booking, could walk through the entire sequence, agree on everything from camera to lenses, etc., sign off on it, and send it to layout.
This provided a no-questions-asked road map for the layout artists. So, what would take six hours to try to figure out on the fly would take three hours for first-pass layout. It saved us a ton of time.
Personally, I had not used work booking before, but the production needed it. I’d seen it in operation at Disney, and it eliminated any guesswork. You could put it in front of the layout artists, and BANG, you had everything you needed to get the first shot together.
Roger: And yes, thank you, what homages to other sources should people notice or not notice?
Ken: I’ve always considered this to be a film made by fans. I mean this in a GOOD way. We’ve been to the conventions. We’ve done the panels. We’ve watched the same science fiction movies, the same junky old TV. We can talk “Star Trek” with the best of them. We know all the Ray Harryhausen movies, chapter and verse. And it was just fun to tip our hat to some of our “obsessions” and inspirations.
There’s a “Talos” bowling trophy in the Nickles’ living room (Talos is the statue from “Jason and the Argonauts.”) The sound effect of the ants in the Warner Bros. movie, “Them!” runs throughout the film. There are homages to my favorite filmmakers in various shots. Even Ricardo Montalban (Head of Council) speaks lines reminiscent of lines from “Fantasy Island” and “Wrath of Khan.”
It’s just the Joe Dante in us, I guess, that causes us to add these elements and keep all of us fans in the loop. Things like that make it a hell of a lot more fun. And you can’t do it anywhere else except at DNA Productions. We’re not making fun of it – we’re celebrating it!
Lucas takes to the air along with his newfound friends
Image courtesy of Warner Bros. Pictures
Roger: On the subject of story, with the book as a starting point, how much freedom did the story crew have to work with?
Ken: When John Davis delivered his adaptation of the book – his script – what I did was launch the artists on their sequences, with the understanding that they were allowed to expand only after they did what John had on the script. Visually play with it, but don’t wander too much. If you want to do something different, offer it as an alt (alternative) and we’ll pitch it to John. I never say no, no matter how weird it is. Just do what John wants, and offer the alt after the story pitch.
The thing I love about working with John Davis is he always allows you to challenge him. He may not like the idea, but he’s always open to hear new material. I think that’s one of his strong points. He’s just so open to anything, and that allows me to be the same with my crew.
In the third & final installment of JHM’s look at “The Ant Bully,” Roger Colton sits down with the film’s director, John A. Davis.
Theme Parks & Themed Entertainment
The Story of Mickey’s Not-So-Scary Halloween Party: From One Night to a Halloween Family Tradition
![](https://jimhillmedia.com/wp-content/uploads/2024/09/boo-to-you-halloween-parade.jpg)
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](https://jimhillmedia.com/wp-content/uploads/2024/09/mickeys-treat-halloween-1024x576.jpg)
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
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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.
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.
![](https://jimhillmedia.com/wp-content/uploads/2024/02/building-toontown-1024x576.jpg)
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.
![](https://jimhillmedia.com/wp-content/uploads/2024/02/gadget-go-coaster-1024x576.jpg)
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.
![](https://jimhillmedia.com/wp-content/uploads/2024/02/dinseyland-imagineer-team-1024x576.jpg)
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!
History
Unpacking the History of the Pixar Place Hotel
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Pixar Place Hotel, the newly unveiled 15-story tower at the Disneyland Resort, has been making waves in the Disney community. With its unique Pixar-themed design, it promises to be a favorite among visitors.
However, before we delve into this exciting addition to the Disneyland Resort, let’s take a look at the fascinating history of this remarkable hotel.
The Emergence of the Disneyland Hotel
To truly appreciate the story of the Pixar Place Hotel, we must turn back the clock to the early days of Disneyland. While Walt Disney had the visionary ideas and funding to create the iconic theme park, he faced a challenge when it came to providing accommodations for the park’s visitors. This is where his friend Jack Wrather enters the picture.
Jack Wrather, a fellow pioneer in the television industry, stepped in to assist Walt Disney in realizing his dream. Thanks to the success of the “Lassie” TV show produced by Wrather’s company, he had the financial means to build a hotel right across from Disneyland.
The result was the Disneyland Hotel, which opened its doors in October 1955. Interestingly, the early incarnation of this hotel had more of a motel feel than a hotel, with two-story buildings reminiscent of the roadside motels popular during the 1950s. The initial Disneyland Hotel consisted of modest structures that catered to visitors looking for affordable lodging close to the park. While the rooms were basic, it marked the beginning of something extraordinary.
The Evolution: From Emerald of Anaheim to Paradise Pier
As Disneyland’s popularity continued to soar, so did the demand for expansion and improved accommodations. In 1962, the addition of an 11-story tower transformed the Disneyland Hotel, marking a significant transition from a motel to a full-fledged hotel.
The addition of the 11-story tower elevated the Disneyland Hotel into a more prominent presence on the Anaheim skyline. At the time, it was the tallest structure in all of Orange County. The hotel’s prime location across from Disneyland made it an ideal choice for visitors. With the introduction of the monorail linking the park and the hotel, accessibility became even more convenient. Unique features like the Japanese-themed reflecting pools added to the hotel’s charm, reflecting a cultural influence that extended beyond Disney’s borders.
Japanese Tourism and Its Impact
During the 1960s and 1970s, Disneyland was attracting visitors from all corners of the world, including Japan. A significant number of Japanese tourists flocked to Anaheim to experience Walt Disney’s creation. To cater to this growing market, it wasn’t just the Disneyland Hotel that aimed to capture the attention of Japanese tourists. The Japanese Village in Buena Park, inspired by a similar attraction in Nara, Japan, was another significant spot.
These attractions sought to provide a taste of Japanese culture and hospitality, showcasing elements like tea ceremonies and beautiful ponds with rare carp and black swans. However, the Japanese Village closed its doors in 1975, likely due to the highly competitive nature of the Southern California tourist market.
The Emergence of the Emerald of Anaheim
With the surge in Japanese tourism, an opportunity arose—the construction of the Emerald of Anaheim, later known as the Disneyland Pacific Hotel. In May 1984, this 15-story hotel opened its doors.
What made the Emerald unique was its ownership. It was built not by The Walt Disney Company or the Oriental Land Company (which operated Tokyo Disneyland) but by the Tokyu Group. This group of Japanese businessmen already had a pair of hotels in Hawaii and saw potential in Anaheim’s proximity to Disneyland. Thus, they decided to embark on this new venture, specifically designed to cater to Japanese tourists looking to experience Southern California.
Financial Challenges and a Changing Landscape
The late 1980s brought about two significant financial crises in Japan—the crash of the NIKKEI stock market and the collapse of the Japanese real estate market. These crises had far-reaching effects, causing Japanese tourists to postpone or cancel their trips to the United States. As a result, reservations at the Emerald of Anaheim dwindled.
To adapt to these challenging times, the Tokyu Group merged the Emerald brand with its Pacific hotel chain, attempting to weather the storm. However, the financial turmoil took its toll on the Emerald, and changes were imminent.
The Transition to the Disneyland Pacific Hotel
In 1995, The Walt Disney Company took a significant step by purchasing the hotel formerly known as the Emerald of Anaheim for $35 million. This acquisition marked a change in the hotel’s fortunes. With Disney now in control, the hotel underwent a name change, becoming the Disneyland Pacific Hotel.
Transformation to Paradise Pier
The next phase of transformation occurred when Disney decided to rebrand the hotel as Paradise Pier Hotel. This decision aligned with Disney’s broader vision for the Disneyland Resort.
While the structural changes were limited, the hotel underwent a significant cosmetic makeover. Its exterior was painted to complement the color scheme of Paradise Pier, and wave-shaped crenellations adorned the rooftop, creating an illusion of seaside charm. This transformation was Disney’s attempt to seamlessly integrate the hotel into the Paradise Pier theme of Disney’s California Adventure Park.
Looking Beyond Paradise Pier: The Shift to Pixar Place
In 2018, Disneyland Resort rebranded Paradise Pier as Pixar Pier, a thematic area dedicated to celebrating the beloved characters and stories from Pixar Animation Studios. As a part of this transition, it became evident that the hotel formally known as the Disneyland Pacific Hotel could no longer maintain its Paradise Pier theme.
With Pixar Pier in full swing and two successful Pixar-themed hotels (Toy Story Hotels in Shanghai Disneyland and Tokyo Disneyland), Disney decided to embark on a new venture—a hotel that would celebrate the vast world of Pixar. The result is Pixar Place Hotel, a 15-story tower that embraces the characters and stories from multiple Pixar movies and shorts. This fully Pixar-themed hotel is a first of its kind in the United States.
The Future of Pixar Place and Disneyland Resort
As we look ahead to the future, the Disneyland Resort continues to evolve. The recent news of a proposed $1.9 billion expansion as part of the Disneyland Forward project indicates that the area surrounding Pixar Place is expected to see further changes. Disneyland’s rich history and innovative spirit continue to shape its destiny.
In conclusion, the history of the Pixar Place Hotel is a testament to the ever-changing landscape of Disneyland Resort. From its humble beginnings as the Disneyland Hotel to its transformation into the fully Pixar-themed Pixar Place Hotel, this establishment has undergone several iterations. As Disneyland Resort continues to grow and adapt, we can only imagine what exciting developments lie ahead for this iconic destination.
If you want to hear more stories about the History of the Pixar Place hotel, check our special edition of Disney Unpacked over on YouTube.
Stay tuned for more updates and developments as we continue to explore the fascinating world of Disney, one story at a time.
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