Play Disney's Donald Duck: Goin' Quackers Online

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Game Info

Cover art of Disney's Donald Duck: Goin' Quackers

3.5 / 5

27 votes

Platform
PlayStation
Genres
Adventure
Player Perspective
Third person
Developers
Ubisoft Shanghai
Release date
November 14, 2000

Summary

Donald Duck: Goin' Quackers feels like a love letter to classic platformers, borrowing the fast‑paced, lane‑changing vibe of Crash Bandicoot while slipping in a few Disney twists. The PlayStation build upgrades the graphics, reshapes familiar levels and adds a handful of brand‑new stages, but the core loop stays the same: dash through Duckie Mountain, Duckburg, Magica DeSpell’s manor and finally Merlock’s temple, dodging enemies and taking down a boss at the end of each warp room. A quirky mechanic that sets this version apart is Gyro Gearloose’s under‑powered teleporter – I have to climb high points and plant reflector dishes across the mountain, the city and the flying mansion before the device can whisk me to Merlock’s lair. Bonus stages pop up as wild chases – outrunning a bear, a Beagle Boys’ truck, a ghost hand (or a statue head in the original PS version) keeps the pace fresh. The camera flips between 2‑D side‑scroll and 3‑D perspectives, and replaying levels to beat Gladstone’s time rewards you with extra lives and outfit unlocks that even change Donald’s idle animations, like snapping photos when he’s dressed as a tourist. Ubisoft Shanghai stitched together adapted levels from the Casablanca team with their own creations, all set to Shawn K. Clement’s upbeat score. Critics gave it a modest 65 on Metacritic, but as IGN’s Adam Cleveland put it, it’s "quick and easy, but it’s got all the right stuff."

Storyline

Disney's Donald Duck: Goin' Quackers opens with Donald, his rival Gladstone Gander, and inventor Gyro Gearloose watching reporter Daisy Duck on TV. She describes the discovery of a mechanized, Aztec‑styled temple built by the evil magician Merlock near a volcano, and is then kidnapped by him. Gladstone rushes to rescue her, but Donald decides to use Gyro’s new Tubal Teleport System to track Merlock.

The teleport device is too weak to reach the lair, so Donald must place antennas at specific sites to boost its power. While doing this he constantly competes with Gladstone, undoes Merlock’s spells on Huey, Dewey and Louie's toys, and battles a series of bosses such as the Beagle Boys and Magica De Spell.

Eventually Donald reaches Merlock’s temple, defeats the magician and frees Daisy. The structure collapses, but Gyro teleports the trio back to his lab, where Daisy rewards Donald with a kiss.

Edited by Maya Carter

Game Screenshots

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Multiplayer

Game modes
Single

Alternative Titles

  • Disney's Donald Duck: Goin'*! "Qu@ckers" Stylized
  • Donald Duck: Goin' Quackers Alternative
  • Donald Duck: Goin'*! "Qu@ckers" Alternative
  • Disney's Donald Duck: Quack Attack Alternative