Toy Story Mania!
Toy Story Mania!: attraction at Disney's Hollywood Studios, Walt Disney World — live wait times, operating status, and planning data on MouseHub.
Wait time history
Historical wait patterns for Toy Story Mania! accrete daily as MouseHub records waits every 15 minutes. Charts appear here once enough history exists.
Visitor sentiment
4.8· 3,261 Google ratings
Visitors say this attraction is a fun and interactive 3D shooting game with a Toy Story theme and colorful scenes. They also highlight that it's suitable for all ages and perfect for families, offering a competitive experience. Others mention the engaging queue line and the effective shooting mechanic.
Summarized with Gemini · Report summary
The MouseHub take
Toy Story Mania! is a shooting-gallery ride that has run at Disney's Hollywood Studios since May 31, 2008, and it now anchors Toy Story Land. You put on 3D glasses, board a carnival tram, and play five midway games while the tram spins and slides from one screen to the next: hardboiled eggs at Hamm & Eggs, darts at balloons in Rex & Trixie's Dino Darts, baseballs at dinner plates in Green Army Men Shoot Camp, rings at aliens for Buzz Lightyear's Flying Tossers, and suction-cup darts in Woody's Rootin' Tootin' Shootin' Gallery. A spring-action shooter does the firing, and you pull the string yourself. Your score runs on the screen in front of you, and beating your seatmate is most of the fun.
The line starts in Andy's room and winds past classic board games scaled up until you feel toy-sized, which beats most of the waits at this park on a hot afternoon. No height requirement means nobody sits out. The riders who come off unhappy are the ones whose arms gave out partway through, and Disney's guest policies warn off anyone prone to motion sickness, since the tram rotates between games.
At a glance
- Best for
- Mixed-age groups who want one ride everybody can board, and competitive riders who will happily go again to beat a score.
- Skip if
- A shoulder, wrist, or arm problem makes repeated pulling a bad idea, or spinning and 3D screens tend to make you queasy.
- Ride type
- Spinning carnival tram through five 3D midway shooting games
- Intensity
- Mild motion with a brisk spin between games, bright 3D screens, and loud arcade noise. Disney cautions guests prone to motion sickness against riding.
The good
- No height requirement, so nobody sits outDisney lists this one as Any Height. A party with toddlers, grandparents, and teenagers can board the same tram without anyone waiting outside.
- The line is half the showStandby starts inside Andy's room and works through a toy chest of oversized classic games. Most of it sits indoors and out of the sun, which riders bring up as often as they bring up the ride itself.
- Five games mean five different outcomesHamm & Eggs, Dino Darts, Green Army Men Shoot Camp, Flying Tossers, and Woody's gallery each ask for something different. A round you lose at the barnyard you can win at the firing range.
- Secret targets pay off if you hunt themDisney says hard-to-hit targets score more and that secret targets unleash Easter eggs worth even more. Regulars ride repeatedly working out where those sit.
- Anyone can work the shooterPull the string and it fires. There are no buttons to learn and no aiming controls, so first-timers and small kids are scoring within seconds of the first game.
- ECV users transfer, wheelchairs roll onDisney classifies this as Must Transfer to Wheelchair and runs a wheelchair access vehicle. Guests on a scooter move to a standard wheelchair, then board without standing up.
The bad
- Your arms will know you rode itFive games of yanking a spring-loaded string works the forearm and wrist harder than anything else in the park. Sore arms and cramped hands are a standard complaint by the last booth.
- Standby runs long most of the dayThe tram holds plenty of riders, but the appeal is broad enough that the posted wait climbs through the afternoon and stays there.
- The overflow line has no shadeOnce standby spills out of the building, the rest of the wait happens outdoors in Toy Story Land with sun on it and little cover.
- The spin between games bothers some ridersDisney's own guest policies tell anyone prone to motion sickness to skip it. Riders who ignore that report the 3D screens smearing during the rotations and eye strain afterward.
- Shooters do stick now and thenA string that jams or stops registering hits turns a competitive round into a wasted one. Riders who hit that ask cast members at unload for another go.
Veteran tips
- Spend a second-group Multi Pass hereThis sits in the second Lightning Lane Multi Pass group at Hollywood Studios, so it never competes with Slinky Dog Dash or Rock 'n' Roller Coaster for your one first-group pick. Book it early in the day and the afternoon wait stops mattering.
- Resort guests should come at early entryEarly Theme Park Entry opens the park 30 minutes ahead for Disney Resort hotel guests, and Toy Story Mania! is one of the attractions scheduled to run during it. Walk on before Toy Story Land fills up.
- The last hour of the day works tooToy Story Land empties as families head for the nighttime show or leave early. Waits drop sharply in the final stretch before close.
- Chase the hard targets, not the easy onesDisney says outright that hard-to-hit targets are worth more and that secret targets trigger bonus Easter eggs. Firing at whatever is closest is how you end up second.
- Coordinate with your seatmate on the volcanoDino Darts stages its balloons in front of a prehistoric volcano, and some of the bigger scores there need both riders hitting the same trigger at once. Agree on a target before the screen starts.
- Pull steadily instead of flailingFast, wild yanking costs accuracy and burns your arm out early. Short, even pulls keep you scoring through Woody's Rootin' Tootin' Shootin' Gallery, which is the last game and the one people run out of steam for.
- Ask at the entrance about the access vehicleTell the cast member at the queue entrance if someone in your party needs the wheelchair access vehicle. They will point you to the right loading spot rather than sending you back through standby.
- Kids under 7 need a rider aged 14 or olderThere is no height requirement, but Disney's guest policies require children under 7 to be accompanied by someone at least 14. Plan seating so no young rider ends up in a tram alone.
MouseHub editorial, written from visitor reports and official Disney sources. Last reviewed .