rides

Disneyland Ride Ranking 2026 — Every Attraction Rated and Reviewed

Mateo "The Map" Morales

By Mateo "The Map" Morales | Lead Disney Parks Specialist

Every Disneyland ride ranked for 2026 — from must-ride S-tier classics to honest skip-its, with wait time tips, height requirements, and Mateo's unfiltered take.

Introduction

Thirty-plus rides. One day. Decisions to make.

This is the ranking I wish someone had handed me the first time I walked through those gates — honest, specific, and built around one question: is this ride worth your time? Not every ride is equal, and pretending otherwise costs you hours you cannot get back.

This ranking covers every operating attraction in Disneyland Park for 2026, tiered from S (plan your entire day around it) to C (good when the wait is right). Important 2026 updates are noted throughout — Jungle Cruise, Roger Rabbit's Car Toon Spin, Finding Nemo Submarine Voyage, and the Disneyland Monorail are all currently down for refurbishment. The Millennium Falcon gets a major Mandalorian and Grogu storyline update on May 22, 2026. Always check the Disneyland app for the latest operating status before your visit.

One more thing before we start. This ranking covers Disneyland Park only. If you have a Park Hopper ticket, Disney California Adventure adds Guardians of the Galaxy, Incredicoaster, Radiator Springs Racers, and more. See our full DCA Ride Ranking for the complete breakdown, and our Park Hopper Guide for the combined strategy.


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How the Tiers Work

S Tier — Must Ride. These are the rides you plan your entire day around. Non-negotiable on any visit regardless of crowd level, season, or how much time you have.

A Tier — Essential. Excellent rides that belong on every itinerary. A great Disneyland day hits all of these.

B Tier — Highly Recommended. Quality attractions with dedicated fan bases. Visit when waits allow or use Lightning Lane strategically.

C Tier — Worth Knowing. Good rides that reward guests who seek them out. Most work best as low-wait opportunistic stops rather than planned priorities.


S Tier — Must Ride

#1 — Star Wars: Rise of the Resistance

Land: Galaxy's Edge
Height Requirement: None
Average Standby Wait: 90–120 minutes
Lightning Lane: Individual Lightning Lane required

The greatest theme park ride ever built. Full stop.

Rise of the Resistance is not just a ride — it is a 20-minute cinematic experience that begins the moment you enter the queue. You get captured by a Star Destroyer, interrogated by Kylo Ren, and escape in a full-motion simulator that seamlessly transitions into a trackless dark ride through life-size sets. The scale is genuinely shocking — adults gasp, kids freeze in awe. Every single age group has the same reaction: "What just happened?"

The most technologically advanced ride ever built blends physical sets, screens, live actors, and special effects in a way nothing else in any theme park on Earth does. The reride value is enormous — you notice something new every single time.

Mateo's Take: Buy the Individual Lightning Lane the moment the app opens at 7am. It sells out before 9am on peak days. This is the one ride you plan your entire day around. Nothing else comes close to what Disney built here. Worth the Individual Lightning Lane fee every single time.

The Skip It Warning — Peter Pan's Flight. I said it. The flying sensation is genuinely magical — unlike anything else in Fantasyland. But the wait-to-experience ratio is the worst of any major attraction in the park. On a peak day you will wait 60–80 minutes for a 2.5-minute ride with no Lightning Lane option. Rope drop only, or skip it entirely on a one-day trip and ride three other things in that same window.


#2 — Indiana Jones Adventure

Land: Adventureland
Height Requirement: 46 inches
Average Standby Wait: 50–90 minutes
Lightning Lane: Multi Pass — book first

The original "you are inside the movie" ride and still one of the best ever made.

The queue alone is a 15-minute adventure through an archaeological dig site with working gadgets, hidden details, and Easter eggs that Imagineers have been adding since 1995. The ride itself is a jeep-style vehicle through the Temple of the Forbidden Eye — bumpy, unpredictable, and full of iconic moments including a massive rolling boulder. Every family member from nervous 7-year-olds to grandparents comes off smiling.

One of the most detailed and immersive queues in any theme park on Earth. The jeep vehicles feel genuinely out of control — no two rides feel identical. An accessible thrill level that is intense enough to excite teens and manageable enough for younger kids. A true Disneyland original that no other park can replicate.

Mateo's Take: This should be your first Multi Pass booking of the day, every single day. Set the return window for 9:00–9:30am. If you skip Lightning Lane entirely, hit it at rope drop — lines double by 10am without fail. Pull the rope in the queue near the entry. It does something. Read the hieroglyphs. This ride rewards attention.


#3 — Haunted Mansion

Land: New Orleans Square
Height Requirement: None
Average Standby Wait: 35–70 minutes
Lightning Lane: Multi Pass — book second

Disneyland's most beloved classic and the gold standard for dark rides worldwide.

From the stretching room to the hitchhiking ghosts finale, every moment is intentional. Genuinely spooky without being scary — it works perfectly for a 5-year-old and a 45-year-old simultaneously. The stretching room pre-show is one of the greatest pieces of theme park theater ever created. The Halloween overlay transforming it into the Nightmare Before Christmas experience makes it a completely different ride worth riding twice in the same visit.

No height requirement, no intense motion. The most universally accessible great ride at Disneyland. The queue itself is beautifully themed with a hidden pet cemetery on the side of the building that most guests walk past without seeing.

Mateo's Take: Make this your second Multi Pass booking of the day. On Day 2 of any multi-day visit, go slower — count the hitchhiking ghosts, look at the graveyard details in the queue, find the hidden pet cemetery around the side before you enter. The Haunted Mansion reveals something new every single visit.


#4 — Pirates of the Caribbean

Land: New Orleans Square
Height Requirement: None
Average Standby Wait: 20–45 minutes
Lightning Lane: Not usually necessary

Walt Disney's final personally supervised attraction — opened 1967 and still a masterpiece 58 years later.

A slow boat ride through elaborate battle scenes, burning towns, and swashbuckling pirates with practical effects so good they still hold up against anything built today. The Jack Sparrow additions blend seamlessly with the original scenes. The two drops at the beginning are just enough to thrill without overwhelming younger riders. The cannon battle scene remains one of the most impressive set pieces in any theme park. This is the ride that defines what Disneyland is.

The bayou entry scene at the beginning is the single most atmospheric moment in the park. The soundtrack is permanently stored in the brains of everyone who has ever visited. No age barrier — toddlers to seniors, everyone loves Pirates.

Mateo's Take: Hit this during the lunch window — 12:30pm to 1:30pm — when lines dip reliably as crowds migrate to restaurants. It is one of the only major rides where standby mid-day actually makes strategic sense. If you just ate at Blue Bayou or Cafe Orleans, you walk straight onto Pirates from the dining room. That context makes the ride feel completely different.


A Tier — Essential

#5 — Mickey & Minnie's Runaway Railway

Land: Mickey's Toontown
Height Requirement: None
Average Standby Wait: 40–70 minutes
Lightning Lane: Multi Pass recommended

The newest major attraction in Disneyland Park and the best thing to happen to Toontown since it opened.

A trackless dark ride using a "2.5D" technique that blends screens with physical sets in a way that feels genuinely magical. The queue — a walk through the El CapiTOON Theater celebrating Mickey Mouse's entire career with costumes and props from the toon world — is one of the most detailed and rewarding queues in the park. Rooms walk you through the "Ear-a" of Mickey Mouse with hidden Easter eggs in every corner.

The ride itself takes you inside the cartoon world of the new Mickey Mouse short "Perfect Picnic," where Goofy engineers your train through a series of increasingly chaotic scenes. The transition from real-world theater to cartoon dimension is seamlessly executed and genuinely delightful for every age group.

Mateo's Take: Underrated by guests who assume it is just a kiddie ride. It is not. The 2.5D effect of stepping into a cartoon world is extraordinary for all ages — adults consistently come off this ride more surprised than they expected. Do it before 9am at rope drop or use Multi Pass Lightning Lane. The queue alone is worth arriving early enough to walk through slowly.


#6 — Millennium Falcon: Smugglers Run

Land: Galaxy's Edge
Height Requirement: 38 inches
Average Standby Wait: 30–60 minutes
Lightning Lane: Single Rider available

You sit in the cockpit of the actual Millennium Falcon and fly it.

That sentence alone gets an A tier. Smugglers Run is a collaborative simulator where your crew of six has specific jobs — pilots, gunners, and engineers — and your performance actually affects the outcome of the mission. Kids who grew up on Star Wars lose their minds the moment the cockpit window opens to hyperspace. The ride rewards multiple visits because the pilot seats deliver a noticeably different experience than the gunner or engineer positions.

2026 Update: A Mandalorian and Grogu storyline update launches May 22, 2026, replacing the original Hanta storyline. Single rider line available for significantly shorter waits.

Mateo's Take: Back-to-back Galaxy's Edge at rope drop is the move — Rise of the Resistance first on Individual Lightning Lane, then immediately to Smugglers Run while the land is still quiet. You can accomplish both by 9:15am on most days. Always aim for the pilot seats. The difference between piloting and gunning is significant — pilots feel every move the ship makes.


#7 — Matterhorn Bobsleds

Land: Fantasyland
Height Requirement: 35 inches
Average Standby Wait: 40–70 minutes
Lightning Lane: Multi Pass recommended

The world's first tubular steel roller coaster — opened 1959 — and it still delivers.

Two separate tracks wind through a massive mountain full of icy caves, the Yeti lurking in the dark, and genuine moments of speed that surprise first-timers. Rougher than modern coasters but that is part of the charm. Seeing the mountain dominate the Disneyland skyline and knowing you are about to go inside it never gets old. The dual-track layout means the experience varies depending on which side you ride.

The Yeti encounter mid-ride still gets screams from kids who do not see it coming. The iconic silhouette is one of the most recognizable images in all of theme park history.

Mateo's Take: Multi Pass is strongly recommended. The Matterhorn loads at a slower pace than most rides due to its bobsled configuration — the standby line moves deceptively slowly even when it appears shorter than Indiana Jones. Ride the left track when given a choice — slightly smoother with better Yeti views. Night rides are dramatically better than daytime.


#8 — Space Mountain

Land: Tomorrowland
Height Requirement: 40 inches
Average Standby Wait: 35–65 minutes
Lightning Lane: Multi Pass, or save for evening standby

An indoor roller coaster in complete darkness with a synchronized soundtrack that makes the whole experience feel like hurtling through deep space.

The ride itself is relatively tame by modern coaster standards — but the darkness and the music do something to your brain that pure speed cannot replicate. Kids riding it for the first time often have the most dramatic reactions of any ride in the park. The darkness contrast is more pronounced after natural daylight fades, making it one of the most noticeably different evening experiences in the park. A rite of passage — the first real roller coaster for an entire generation of families.

Mateo's Take: Save Space Mountain for the evening. A 20-minute standby wait at 8pm beats a 50-minute wait at noon and delivers a better experience because the darkness hits harder after a full day in the Anaheim sun. During fireworks the Tomorrowland area empties significantly — this is one of the best 30-minute windows to ride without Lightning Lane all day.


#9 — Big Thunder Mountain Railroad

Land: Frontierland
Height Requirement: 40 inches
Average Standby Wait: 30–60 minutes
Lightning Lane: Late afternoon standby often sufficient

"The wildest ride in the wilderness" has been making families scream since 1979 and earns every bit of its reputation.

A classic mine train coaster with perfectly paced hills, sharp turns, and enough speed to satisfy teenagers without terrifying younger kids. The theming — a haunted gold rush mine full of dynamite, flooded caverns, and runaway trains — is rich and detailed throughout. The most photogenic ride in the park at night when the whole mountain glows against the Disneyland sky. The ideal first major coaster for kids graduating from milder rides — a perfect stepping stone to Space Mountain and Matterhorn.

Mateo's Take: Leave Big Thunder for late afternoon standby. The 4pm to 6pm window consistently runs under 25 minutes and is one of the most reliable crowd dips of the entire day. Save your Multi Pass for higher-demand rides and let Big Thunder be your reward for a well-managed afternoon. Night rides are dramatically better — the lighting transforms the entire experience.


#10 — Buzz Lightyear Astro Blasters

Land: Tomorrowland
Height Requirement: None
Average Standby Wait: 20–45 minutes
Lightning Lane: Not necessary

Interactive dark ride where every rider controls a laser cannon and shoots targets to rack up points. The competitive element turns it into a genuine family battle — kids versus parents, sibling versus sibling — and creates the kind of organic in-park memories that passive rides cannot manufacture. Scores are tallied and ranked at the end, which means a rematch is almost always demanded.

No height requirement and no scary elements — completely accessible to all ages. High reride value because everyone believes their score will improve next time. It usually does not.

Mateo's Take: Hit this during the 5pm to 7pm window when Tomorrowland thins out noticeably as families head toward dinner. Near walk-on or under 15 minutes standby is realistic in this window. Never use Lightning Lane here — save it for higher-priority rides and let Buzz be a natural fill-in during the evening.


#11 — Star Tours – The Adventures Continue

Land: Tomorrowland
Height Requirement: 40 inches
Average Standby Wait: 20–45 minutes

A flight simulator with dozens of randomized storyline combinations — including scenes tied to every Star Wars film era. The randomized nature means no two rides are exactly alike, giving it some of the strongest reride value of any attraction in the park. 3D glasses required.

Mateo's Take: If you love Star Wars and have already done Rise of the Resistance and Smugglers Run, Star Tours is a worthy third ride in the same visit. The randomization genuinely surprises even experienced riders. Lower waits in the afternoon make this an easy standby add.


#12 — Jungle Cruise

Land: Adventureland
Height Requirement: None
Average Standby Wait: 20–40 minutes

2026 Closure Notice: Jungle Cruise is closed for extended refurbishment as of February 2026 with no confirmed reopening date. Check the Disneyland app before your visit for current operating status.

The original Disneyland pun machine. A river tour past animatronic animals with skippers delivering scripted jokes that range from brilliant to deliberately terrible — and the deliberately terrible ones are often the best. The humor is the entire point. The queue is beautifully themed and moves efficiently. Every age group loves Jungle Cruise for different reasons — little ones for the animals, older kids for the jokes, adults for the nostalgia.

Mateo's Take: Morning is the best window when skippers are freshest. Find a skipper in good form and this ride absolutely delivers. When it reopens in 2026, expect slightly elevated waits from pent-up demand.


#13 — it's a small world

Land: Fantasyland
Height Requirement: None
Average Standby Wait: 15–35 minutes

The soul of Disneyland. A slow boat ride through hundreds of dancing dolls representing children from every country on Earth, set to the most infectious song ever written for a theme park. It is gentle enough for newborns, meaningful enough for adults, and the Halloween and Christmas overlays are among the best seasonal transformations in any park.

Walt Disney created this ride for the 1964 World's Fair as a celebration of global unity and childhood innocence. Parents who rode it as children go quiet on it. First-timers smile without knowing why. Kids wave at the dolls like they are real friends.

Mateo's Take: Never use Lightning Lane here — save every booking for higher-demand rides. Hit it during the lunch window when Fantasyland briefly quiets, or after fireworks when it is often near walk-on. You cannot leave Disneyland without riding it. That is simply the rule.


#14 — Peter Pan's Flight

Land: Fantasyland
Height Requirement: None
Average Standby Wait: 40–80 minutes

The sensation of flying over London and Neverland in a suspended pirate ship is unlike anything else in the park — genuinely magical and timeless for young children. The miniature London cityscape below is extraordinary in its detail.

The problem is purely strategic. No Lightning Lane is available. On a peak day this ride consistently has one of the longest waits in Fantasyland for its duration.

Mateo's Take: Rope drop only — walk straight to Fantasyland at park open and ride it before 8:30am when the wait is manageable. After that, the math simply does not work on a busy day unless you have young children who specifically need it. For families with toddlers experiencing their first Disneyland visit, it is absolutely worth the wait. For everyone else, ride three other things in that same time window.


#15 — Roger Rabbit's Car Toon Spin

Land: Mickey's Toontown
Height Requirement: None
Average Standby Wait: 25–50 minutes

2026 Closure Notice: Roger Rabbit's Car Toon Spin is closed for refurbishment as of March 30, 2026. No reopening date has been announced. Check the Disneyland app before your visit.

A spinning dark ride through Toontown's criminal underworld. The spinning mechanism is half the fun — your cab rotates independently based on how you turn the wheel, meaning every rider gets a slightly different experience. A fan favorite that leans into vintage Disney weirdness in the best possible way.

Mateo's Take: When it is operating, ride it in the morning before Toontown crowds build. The spinning effect varies by vehicle — try to get a cab that spins freely for the full experience.


#16 — Mr. Toad's Wild Ride

Land: Fantasyland
Height Requirement: None
Average Standby Wait: 10–25 minutes

One of the strangest, most beloved original Disneyland attractions ever built. You end up in hell. That is not a joke — the ride literally ends with Mr. Toad crashing into a train and arriving in the underworld to be confronted by demons. Strange, dark, funny, and completely unrepeatable by modern Disney standards. A 1955 original that has never needed to change because it is already perfect.

Mateo's Take: Short wait almost all day — one of the few major dark rides where standby is nearly always reasonable. Adults who ride this for the first time consistently say it was funnier and weirder than expected. The ending alone is worth the 3-minute runtime. Do not walk past it.


#17 — Disneyland Railroad

Land: Main Street U.S.A.
Height Requirement: None
Average Standby Wait: 5–15 minutes

A genuine steam-powered railroad dating to opening day July 17, 1955 — Walt built this himself after building a miniature railroad in his own backyard. The full loop includes the Grand Canyon Diorama and the Primeval World dinosaur sequence that most guests have never seen. The best elevated view of New Orleans Square and the most genuinely peaceful 20 minutes available anywhere in the park.

Mateo's Take: Board at the New Orleans Square station — almost always shorter than the Main Street platform and gives the best departure view. Best experienced at golden hour as the park lights come on. The Grand Canyon sequence alone is worth riding the full loop. Walt loved trains more than almost anything. This ride is a direct expression of who he was.


#18 — Mark Twain Riverboat

Land: Frontierland
Height Requirement: None
Average Standby Wait: 5–10 minutes

A genuine 105-foot steam-powered riverboat operating since opening day 1955. A slow, quiet sail around Tom Sawyer Island with views of Big Thunder Mountain, the Haunted Mansion rooftops, and the Rivers of America scenery. Adults who slow down enough to take this ride often say it was the highlight of their day.

Mateo's Take: Board at New Orleans Square dock for the shortest wait. Evening is the best time — the golden light on the river and the park sounds drifting across the water make this one of the most quietly spectacular experiences Disneyland offers. One of the most underrated 15 minutes in the entire park.


#19 — Chip 'n' Dale's GADGETcoaster

Land: Mickey's Toontown
Height Requirement: 35 inches
Average Standby Wait: 10–25 minutes

A family coaster perfectly sized for young kids making the leap from gentle rides toward something with real speed. Short, mild, and completely charming with Gadget Hackwrench's invention theme. The training wheels coaster that leads kids to Big Thunder Mountain and beyond. Near walk-on most of the day.

Mateo's Take: Best for ages 4 to 8 making their first coaster experience. Zero stress for parents — this is the ideal starter coaster. Near walk-on most of the day, so no strategy required. Just show up and ride.


#20 — Dumbo the Flying Elephant

Land: Fantasyland
Height Requirement: None
Average Standby Wait: 15–40 minutes

This one is not about the ride. It is about the face. Every parent who has ever put a toddler in a Dumbo car and watched them discover the lever that controls the height knows exactly what this ride is for. The emotional DNA of what Walt built, compressed into 90 seconds. One of only a handful of opening day 1955 attractions still operating in the park.

Mateo's Take: Rope drop. Walk straight here with little ones before any other ride. The zero-wait morning window is a gift — use it. The moment a toddler discovers the lever controls the height is peak Disneyland parenting and it happens right here.


C Tier — Worth Knowing

#21 — Finding Nemo Submarine Voyage

Land: Tomorrowland
Height Requirement: None
Average Standby Wait: 20–40 minutes

2026 Closure Notice: Finding Nemo Submarine Voyage is closed for structural repairs as of February 2026. Check the Disneyland app for current operating status.

Submerged submarines navigate through a coral reef encounter with the Nemo characters via screen projections. Charming and genuinely immersive for young children. Adults and teens find it long for what it delivers.

Mateo's Take: If it is operating and you have kids under 7, it is worth the wait. Everyone else can redirect that time to something higher on this list.


#22 — Pinocchio's Daring Journey

Land: Fantasyland
Height Requirement: None
Average Standby Wait: 10–20 minutes

A classic 1955 dark ride through Pleasure Island, Monstro, and the transformation sequence — all represented in vintage Disney animatronic style. Genuinely atmospheric for a ride that opened 70 years ago. Walk-on territory after noon on most days.

Mateo's Take: Low waits almost all day. The dark ride sequence has genuine charm and moves faster than most guests expect. A good mid-afternoon filler when higher-tier rides have long waits.


#23 — Snow White's Enchanted Wish

Land: Fantasyland
Height Requirement: None
Average Standby Wait: 10–20 minutes

Updated version of the original 1955 dark ride with new scenes, projections, and a genuinely terrifying Evil Queen confrontation at the end. The update added significant production value to what was already a classic.

Mateo's Take: Best for young kids who love the film. The Evil Queen sequence at the end is darker than parents expect — worth a heads-up for sensitive kids under 5. Walk-on or near walk-on in the afternoon.


#24 — Sleeping Beauty Castle Walkthrough

Land: Fantasyland
Height Requirement: None
Average Standby Wait: 0–5 minutes

Hand-painted dioramas telling the story of Aurora inside the actual castle. Most guests walk past without realizing there is an entire experience inside. Children who do the walkthrough at dusk with the park lights coming on are having a Disneyland moment that most families never give their kids.

Mateo's Take: Zero wait any time of day. Do it after dinner as the light changes outside. The elevated view of Main Street from the castle is the best photo position in the park and almost no one knows it is there. Ten minutes, zero line, genuinely magical.


#25 — Tom Sawyer Island

Land: Frontierland
Height Requirement: None
Average Standby Wait: 5 minutes raft crossing

A genuine island accessible only by raft with caves, a fort, rope bridges, and zero lines. Children run freely without screens, structure, or height requirements. One of the most underused spaces in Disneyland and one of the most valuable for families with kids who need to burn energy mid-day.

Mateo's Take: Bring kids who have energy to burn. The freedom of an unstructured outdoor space mid-park day is genuinely rare and valuable. Explore Fort Wilderness, find the caves, cross the barrel bridge. This is old-school Disneyland at its most unpretentious.


#26 — Star Tours – The Adventures Continue

Land: Tomorrowland
Height Requirement: 40 inches
Average Standby Wait: 20–45 minutes

Already listed at #11 in the B Tier.


#27 — Enchanted Tiki Room

Land: Adventureland
Height Requirement: None
Average Standby Wait: 5–15 minutes until next show

The world's first Audio-Animatronic show, opened 1963 and Walt Disney's personal favorite attraction. Sit in a cool, dark thatched room while birds, flowers, and Tiki gods perform elaborate musical numbers for 15 minutes. Genuinely strange, genuinely wonderful, and one of the most perfectly air-conditioned spaces in Anaheim.

Mateo's Take: Walk in, sit down, air conditioning. The Enchanted Tiki Room is a perfect mid-afternoon reset when the park heat is at its worst. Walt built this. Give it 15 minutes. Adults who dismiss it as a kiddie show come out quoting the songs.


#28 — Disneyland Monorail

Land: Tomorrowland
Height Requirement: None
Average Standby Wait: 10–20 minutes

2026 Closure Notice: The Disneyland Monorail is closed for refurbishment as of March 30, 2026. No reopening date has been announced. Check the Disneyland app before your visit.

A scenic loop between Tomorrowland and Downtown Disney aboard a genuine monorail. Best used as a transportation option rather than an attraction — the views of the park from outside the berm are unlike anything available from ground level.

Mateo's Take: When operating, best used as a late-afternoon or early-evening scenic transport rather than a must-ride attraction. The Downtown Disney entry is a genuinely elegant way to arrive at the park.


#29 — Main Street Vehicles

Land: Main Street U.S.A.
Height Requirement: None
Average Standby Wait: 5–10 minutes

Horse-drawn streetcars, a fire engine, horseless carriage, and omnibus running up and down Main Street. The vehicles are operating antiques with genuine history. Runs mornings only on most days.

Mateo's Take: Board on the way in, not the way out — the toward-the-castle direction beats the exit view every time. A lovely way to arrive at the Hub on a clear morning.


#30 — Buzz Lightyear Astro Orbitor

Land: Tomorrowland
Height Requirement: None
Average Standby Wait: 15–30 minutes

Circular spinner where riders control their rocket's height above Tomorrowland. Visually impressive from the ground. The view down into Tomorrowland from the top is genuinely good.

Mateo's Take: Fine for young kids who want to feel some height. Adults can skip this entirely. The view from the top is the best part of the experience. Save the wait time for anything higher on this list.


Quick Reference — Complete Ride Ranking

RankRideTierHeightLightning Lane
1Star Wars: Rise of the ResistanceSNoneIndividual LL — buy at 7am
2Indiana Jones AdventureS46"Multi Pass — book first
3Haunted MansionSNoneMulti Pass — book second
4Pirates of the CaribbeanSNoneStandby — lunch window
5Mickey & Minnie's Runaway RailwayANoneMulti Pass recommended
6Millennium Falcon: Smugglers RunA38"Single Rider available
7Matterhorn BobsledsA35"Multi Pass recommended
8Space MountainA40"Multi Pass or evening standby
9Big Thunder Mountain RailroadA40"Afternoon standby
10Buzz Lightyear Astro BlastersANoneStandby — evening window
11Star ToursB40"Standby
12Jungle CruiseBNoneCLOSED — check app
13it's a small worldBNoneStandby — lunch window
14Peter Pan's FlightBNoneRope drop standby only
15Roger Rabbit's Car Toon SpinBNoneCLOSED — check app
16Mr. Toad's Wild RideBNoneStandby — anytime
17Disneyland RailroadBNoneStandby — anytime
18Mark Twain RiverboatBNoneStandby — anytime
19Chip 'n' Dale's GADGETcoasterB35"Standby — anytime
20Dumbo the Flying ElephantBNoneRope drop standby
21Finding Nemo SubmarineCNoneCLOSED — check app
22Pinocchio's Daring JourneyCNoneStandby — anytime
23Snow White's Enchanted WishCNoneStandby — anytime
24Sleeping Beauty Castle WalkthroughCNoneNo wait — anytime
25Tom Sawyer IslandCNoneNo wait — anytime
26Enchanted Tiki RoomCNoneNext show — anytime
27Disneyland MonorailCNoneCLOSED — check app
28Main Street VehiclesCNoneMorning only
29Buzz Lightyear Astro OrbitorCNoneStandby — skip if busy

2026 Ride Closures — Current Status

Four attractions are currently down for refurbishment as of May 2026. Always verify in the Disneyland app before your visit as reopening dates can change without notice.

Jungle Cruise — Closed since February 17, 2026. Extended beyond original timeline. No confirmed reopening date.

Roger Rabbit's Car Toon Spin — Closed March 30, 2026. Assumed general maintenance. No reopening date announced.

Disneyland Monorail — Closed March 30, 2026. Scheduled maintenance closure. No reopening date announced.

Finding Nemo Submarine Voyage — Closed for structural repairs as of February 2026. No reopening date confirmed.


Park Hopper Add-On

Most visitors spending two or more days at the Disneyland Resort add a Park Hopper ticket and split time between Disneyland Park and Disney California Adventure. If that is your plan, DCA adds a full roster of must-ride attractions including Guardians of the Galaxy – Mission: BREAKOUT!, Incredicoaster, Radiator Springs Racers, WEB-SLINGERS: A Spider-Man Adventure, and Soarin' Around the World.

See our full DCA Ride Ranking for the complete California Adventure breakdown.

For the combined two-park strategy covering both parks across one or two days, visit our Park Hopper Guide.


Guide by Mateo "The Map" Morales | Disneyland Specialist | Theme Park Network

Last updated May 2026. Ride availability, wait times, and operating status subject to change. Always verify current attraction status in the Disneyland app before your visit.

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