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Quiz about Lots of Interesting Things in Mickeys Clubhouse
Quiz about Lots of Interesting Things in Mickeys Clubhouse

Lots of Interesting Things in Mickey's Clubhouse Quiz


"Mickey Mouse Clubhouse" has lots of interesting machines and other things for Mickey and his friends to use! I have described ten of these things for you. See if you can match each item with the correct description. Think carefully and have fun!

A matching quiz by MrNobody97. Estimated time: 5 mins.
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Author
MrNobody97
Time
5 mins
Type
Match Quiz
Quiz #
402,118
Updated
Dec 03 21
# Qns
10
Difficulty
Average
Avg Score
8 / 10
Plays
187
(a) Drag-and-drop from the right to the left, or (b) click on a right side answer box and then on a left side box to move it.
QuestionsChoices
1. This big machine is what makes the clubhouse's Handy Helpers work correctly.  
  The Rainbow Color Machine
2. This machine is like an orchestra - it plays lots of musical instruments at the same time.  
  The Clubhouse Rocket
3. Pull this switch to make something funny happen, but don't pull too hard, or everything in the clubhouse will be out of control!  
  The Silly Switch
4. When this computer shows Mickey a "mixed-up" photo, he has to put the pieces back in the right order.  
  The Mousekedoer
5. This machine is what prevents everything in the clubhouse world from turning gray.  
  Picture Puzzle
6. This big computer is shaped like Mickey's head, and it gives him the day's Mouseketools.  
  The Glove Balloon
7. Located outside the clubhouse, this big lever allows Mickey to create any kind of area he wants, like a train station.  
  The Handy-Dandy Machine
8. Mickey and his friends get into this big thing when they want to go to outer space.  
  The Fanfara
9. This big thing can take Mickey up into the clouds, and when it's inflated, it looks like what goes on Mickey's hand.  
  The Surprise Switch
10. This machine inside the Mousekedoer is what gives it power, and when it stops working, Mickey and friends have to fix it.  
  The Mousekecore





Select each answer

1. This big machine is what makes the clubhouse's Handy Helpers work correctly.
2. This machine is like an orchestra - it plays lots of musical instruments at the same time.
3. Pull this switch to make something funny happen, but don't pull too hard, or everything in the clubhouse will be out of control!
4. When this computer shows Mickey a "mixed-up" photo, he has to put the pieces back in the right order.
5. This machine is what prevents everything in the clubhouse world from turning gray.
6. This big computer is shaped like Mickey's head, and it gives him the day's Mouseketools.
7. Located outside the clubhouse, this big lever allows Mickey to create any kind of area he wants, like a train station.
8. Mickey and his friends get into this big thing when they want to go to outer space.
9. This big thing can take Mickey up into the clouds, and when it's inflated, it looks like what goes on Mickey's hand.
10. This machine inside the Mousekedoer is what gives it power, and when it stops working, Mickey and friends have to fix it.

Quiz Answer Key and Fun Facts
1. This big machine is what makes the clubhouse's Handy Helpers work correctly.

Answer: The Handy-Dandy Machine

In the story "Mickey's Handy Helpers," all of the Helpers stop working and can't move. So Professor Von Drake tells Mickey, Daisy, Goofy and Pluto to go down to the clubhouse basement. Down there is the Handy-Dandy Machine, which controls the Handy Helpers. Mickey discovers that one of Pluto's bouncy balls is stuck in the machine's gears.

When Mickey gets the ball unstuck, the Handy-Dandy Machine is fixed and the Handy Helpers work again.
2. This machine is like an orchestra - it plays lots of musical instruments at the same time.

Answer: The Fanfara

The Fanfara is way up high. The clubhouse is shaped like Mickey, and it has two big metal ears that look like Mickey's. Behind the left Clubhouse Ear is the Fanfara. This machine has a piano, horns, drums, and other musical instruments. When Mickey turns on the Fanfara, all the instruments play together, like a concert.
3. Pull this switch to make something funny happen, but don't pull too hard, or everything in the clubhouse will be out of control!

Answer: The Silly Switch

The Silly Switch is a big lever on the wall. Sometimes the Silly Switch makes funny noises to get Mickey's attention, and when he pulls the lever, something silly appears. The switch has a "Silly Meter" that looks like a thermometer, and it measures how silly the clubhouse is acting.

In the story "Mickey's Silly Problem," the lever is accidentally pulled all the way down. The Silly Meter fills up all the way, and Mickey says that now the switch has been set to "Super Silly." Everything in the clubhouse starts to act ridiculous -- dancing animals appear, the Handy Helpers start swinging golf clubs, and the Mousekedoer gives Mickey four "Mystery Mouseketools" instead of one. Mickey also starts speaking all his sentences in rhymes, and Pluto starts making other animals' sounds.

Mickey and his friends need to reset the Silly Switch, but everyone gets locked outside the clubhouse. They figure out that there is another way to get inside, so Mickey's friends help him get in, and he unlocks the door from inside. When the Silly Switch is fixed and the Silly Meter goes back to normal, the clubhouse finally calms down.
4. When this computer shows Mickey a "mixed-up" photo, he has to put the pieces back in the right order.

Answer: Picture Puzzle

Picture Puzzle is a computer with a little screen. When it turns on, it shows Mickey a picture of something, but the picture is jumbled up like pieces of a jigsaw puzzle. Below the screen is a big red button. Pushing the button will make the pieces of the picture move around until all the pieces are in the correct order.

When Mickey figures out what he's looking at a photo of, Picture Puzzle's lights flash and it congratulates him by saying, "You guessed the picture!"
5. This machine is what prevents everything in the clubhouse world from turning gray.

Answer: The Rainbow Color Machine

In the story "Mickey's Color Adventure," Mickey notices that everything inside the clubhouse is starting to turn gray. Then the areas outside the clubhouse begin to lose their colors too. Professor Von Drake explains that one of his inventions, the Rainbow Color Machine, is running out of color. (It's kind of like when a marker runs out of ink.) So Mickey finds seven items of seven different colors.

He "refills" the Rainbow Color Machine by "showing" it each item, and everything becomes colorful again.
6. This big computer is shaped like Mickey's head, and it gives him the day's Mouseketools.

Answer: The Mousekedoer

We always see this big computer near the start of every story. Once Mickey knows what the day's adventure will be, he goes to the Mousekedoer. When Mickey stands in front of it and says the magic words "Meeska ... Mooska ... Mouskedoer," the computer turns on.

When he then repeats "Mouseketools" three times, the screen will show him the four items that he can use when he needs help. When Mickey calls "Oh, Toodles," the small, flying computer will arrive to show Mickey the Mouseketools he can choose from.
7. Located outside the clubhouse, this big lever allows Mickey to create any kind of area he wants, like a train station.

Answer: The Surprise Switch

The Surprise Switch looks like a big lever with grass on top. Whenever Mickey pulls it, the yard around the clubhouse turns into a new area. In the story "Mickey's Clubhouse Choo-Choo," the switch brings up a train station. In "Mickey's Round-Up," the switch turns the yard into an Old West corral.

In "Clarabelle's Clubhouse Carnival," Mickey and Clarabelle Cow use the Surprise Switch to create a big carnival. If the switch is accidentally bumped, the area that appears will be a surprise.
8. Mickey and his friends get into this big thing when they want to go to outer space.

Answer: The Clubhouse Rocket

The Clubhouse Rocket is a big rocket-ship. It's made up of four parts, and sometimes Mickey has to put them together in the right order. The bottom of the ship is blue, the second part is green, the third part is red, and the top is yellow. Once it's put together, it can blast off into space.

The first time we see the Clubhouse Rocket is in the story "Goofy on Mars," when Goofy and his own rocket-ship get stuck on Mars. In the story "Mickey-Go-Seek," Mickey and Donald play hide-and-seek, and Donald's hiding place is inside the rocket. In the story "Mickey's Message From Mars," Mickey meets Martian Mickey, who looks just like him. In later stories, Mickey makes more new friends from outer space.
9. This big thing can take Mickey up into the clouds, and when it's inflated, it looks like what goes on Mickey's hand.

Answer: The Glove Balloon

The Glove Balloon is Mickey's version of what's called a hot-air balloon. That's a huge balloon that's so big, you can fly through the sky in it. It's tied to a big basket that you stand in. When Mickey inflates his Glove Balloon, it looks like one of the white gloves he wears on his hands. Donald also has a hot-air balloon of his own, shaped like his hat.

In the story "Donald's Big Balloon Race," Mickey and Donald ride the balloon together so Donald can be part of a hot-air balloon race. Donald wants to win a blue ribbon. Mickey teaches Donald that it's important to play fair and be a good sport. In the story "Minnie and Daisy's Flower Shower," Minnie and Daisy want to grow big flowers. So they ride the Glove Balloon into the sky to help make rain clouds that will water the flower garden.
10. This machine inside the Mousekedoer is what gives it power, and when it stops working, Mickey and friends have to fix it.

Answer: The Mousekecore

In the story "Mickey's Mouskedoer Adventure," Professor Von Drake says that the Mousekedoer computer is not working. He explains that inside the computer, at the very center, is the Mousekecore. It glows with power because of a special shining water called "Liquid Light." When the Liquid Light stopped flowing into the Mousekecore, the Mousekedoer started to lose its power.

So Mickey, Goofy and Donald shrink to a tiny size and are sent inside the Mousekedoer to figure out why the Core isn't glowing. The trip through the computer is long and dangerous, but a computer version of Daisy helps tell Mickey and friends what to do.

Finally they reach the lake where the Liquid Light usually flows through a pipe to the Mousekecore. Goofy sees the problem -- something is blocking the pipe. When the pipe is unblocked, the shining water flows again, but the Core still doesn't light up. Daisy tells Mickey and the others to go inside the Mousekecore and turn on the switches inside. Mickey, Goofy and Donald manage to flip all the switches just in time.

The Mousekecore glows with power again, and the Mousekedoer suddenly turns back on. Professor Von Drake brings Mickey and friends back and returns them to normal size. He congratulates them for fixing the machine.
Source: Author MrNobody97

This quiz was reviewed by FunTrivia editor NatalieW before going online.
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