The Clubhouse is the titular setting of Mickey Mouse Clubhouse. It is where Mickey and the gang go to relax, hang out, and have fun. It was created by Ludwig Von Drake and is owned by Mickey Mouse.
Background[]
At the beginning of every episode, Mickey uses the magic words to make the clubhouse appear. The magic words, Meeska Mooska Mickey Mouse, are derived from the Mickey Mouse Club. Once the words are spoken, the clubhouse will appear. Should someone say the words incorrectly, the parts of the clubhouse will disconnect and float away, as is evident in one episode. The only way to bring them back to its original spot is by touching each individual part of the clubhouse and saying the magic words exactly right and they will fly back to their original location. In another episode, a crystal known as the Crystal Mickey is revealed to be the source of the Clubhouse’s Meeska Mooska Magic. which is used when the magic words are said to make it appear. The Clubhouse disappears at the end of every episode once the whole group leaves.
Design[]
The Clubhouse was designed to resemble Mickey Mouse. The features are:
- Red Pants - Main Living Area
- Yellow Shoes - Main Entrance Door and Shoe Garage
- Mouse Head - Cup Car Transportation Route to the Ears and Clubhouse Rocket Launch Area
- Ears - Fanfarea and Telescope
- White Glove - Glove Balloon
- Tail - Up Slide to Outdoor Backyard
Handy Helpers[]
The Handy Helpers are self-controlled machines that resemble gloves of the famous characters created to do daily jobs such as cooking and cleaning. Not only do they work in the clubhouse, but they can also work anywhere and on anything. It was revealed that Mickey and the gang think of the Handy Helpers as helpful friends and not servants. One Handy Helper is usually seen opening the front door for The Sensational Six and their friends. In one episode, the Handy Helpers begin to act crazy and stop working, and Mickey and the gang decide to help out, stating that the Handy Helpers are their friends. It was also revealed that the inner workings of the Handy Helpers come from the Handy Dandy Machine located in the basement underneath the Clubhouse which can be accessed by a down slide.
The size of the hands' gloves can also vary depending on the task, from the same size as the famous characters to giant size. In some episodes The Handy Helpers held Mickey or his friends open palm. Usually the Handy Helpers’ gloves are much bigger than the Sensational Six’s hands.
The Mousekedoer[]
Main page: Mousekedoer
The Mousekedoer is a special machine that runs on a special energy source called "Liquid Light" and is the main power source for Toodles, as revealed in "Mickey's Mousekedoer Adventure". Whenever the Sensational Six are about to set off on a fun adventure or important mission, the Mousekedoer provides them with special Mouseketools that will help them on their mission/adventure. The Mousekedoer usually provides between 3-5 Mouseketools per adventure/mission. On occasion, the Mousekedoer will provide Mouseketools unique for the adventure. For instance, in "Goofy's Thinking Cap," the Mousekedoer provided 4 Mouseke-Think-About-It Tools instead of the usual Mouseketools to help them think up any kind of tool they need. Another example was in "Mickey's Mystery" where each Mouseketool was hidden behind a pictogram to describe the Mouseketool needed for the mission. These tools are transferred into Toodles who would later distribute the tools to the gang when called upon. Besides providing the Mouseketools, the Mousekedoer is also known for many other things. Such as translating messages, creating a Mousekemap, delivering important items, and even changing color.
At the end of every episode, the characters stand in front of the Mousekedoer during the Hot Dog Dance, during which the Mousekedoer twists around to the outside before the characters leave the clubhouse.
Should the Liquid Light stop flowing to the Mousekecore (which is basically the heart of the Mousekedoer), the Mousekedoer would start fritzing, give mixed-up Mouseketools, and cause Toodles' screen to glitch. If the Liquid Light isn't flowing back to the Mousekecore and the Mousekecore isn't started up in time, the Mousekedoer would stop working all together and, in turn, Toodles will shut down permanently.
The Anywhere Lever[]
The Anywhere Lever is a small lever that can be pulled to change the rooms in the Anywhere Area.
The Surprise Switch[]
The Surprise Switch is a small lever that will be able to do something amazing to the Clubhouse or at any place. The Surprise Switch was used to create the Clubhouse Carnival in order to have corn for the petting zoo chickens. It was also used to fulfill Goofy's dream of becoming a knight.
The Silly Switch[]
The Silly Switch is a large lever that causes something amazing or silly to happen depending on the theme of the episode when pulled,(hence the name "Silly Switch"). In one episode, While Mickey was preparing to read his book, Pluto's bouncy ball accidentally hit the switch and the silly meter rose up to "Super Silly" causing everything to go crazy and bizarre such as Mickey rhyming his words, Pluto making other animal sounds in place of his usual barking, and The Mousekedoer providing 4 Mystery Mouseketools as opposed to just 1.
The Picture Puzzle[]
A mechanical puzzle-like device resembling a picture frame. At the beginning of certain episodes, the Picture Puzzle will light up and play a song, and Mickey and the viewer will have to unscramble a four-piece puzzle to reveal a hidden picture; the picture will be whatever relates to the theme of the episode. Pushing a red button at the center of the unit sets the Picture Puzzle in motion. Once the puzzle is solved, two miniature Handy Helpers will pop up and applaud, and it will sprinkle confetti.
Slides[]
Up Slide[]
A red and blue slide which takes the rider up to the roof and outside, for easy access to the backyard.
Down Slide[]
A green slide which is much larger, accessed through the floor to the basement and the Handy Dandy machine.
Telescope[]
A tricolor telescope in the clubhouse's right ear. Can be used to see things far away.
Fanfarea[]
A music area in the clubhouse's left ear. A myriad of musical instruments are kept here.
Shoe Garage[]
The garage to the Clubhouse, where various tools and equipment can be found. Usually the Toon Car is kept here. The door to the garage unlocks by unzipping like a zipper, which can be unlocked with keys or with a secret combination.
Rocket Launch Area[]
Where the Clubhouse Rocket is kept, situated in the center of the mouse head. Can be accessed via cup car in the main living area or by ladder in the Fanfarea.
Glove Balloon launching pad[]
A black area where the Glove Balloon is kept.
Vehicles[]
- Toon Car
- Mickey's Camper
- Clubhouse Choo-Choo Train
- Bicycle
- Clubhouse Rocket
- Toon Plane
- Clubhouse Rescue Truck
- Glove Balloon
Rooms[]
In addition to the Main Living Area, Otherwise known as the “Anywhere Area”, there are other rooms located within the Clubhouse that can be accessed by merely pulling the Anywhere Lever.
- A Kitchen
- A Bathroom
- An Art Studio
- A Library
- A Spacesuit Changing Machine
- A Pretend Doctor's Office
- A Sports Room
- A Hall of Fame (in Donald's Big Balloon Race and Daisy's Pet Project)
- A Movie Theater (this was added in the episode "Oh Toodles.")
- The Tick-Tock Time Machine (in Goofy Baby, Pluto's Dinosaur Romp, and Goofy Babysitter)
- The Rainbow Color Machine (in Mickey's Color Adventure)
- A Moo Mart location (in Doctor Daisy, M.D.)
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