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Game info |
| | Donald Duck Going Quackers | | Genre | Arcade Platform | Developer | Disney Interactive Studios | Publisher | Ubi Soft | Released | 2000 | Rating
| Graphics: | 9.0 | Sound: | 8.0 | Gameplay: | 9.0 | Overall: | 9.0 |
| Reviewed by | ndial | Donald Duck: Goin' Quackers is a 3D platform game featuring Disney's famous Donald Duck as well as other Disney heroes. The game was developed and published in 2000 by Ubisoft for the PlayStation, Dreamcast, Gamecube, PS2 and Windows. |
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Review |
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STORY / GAMEPLAY In this great 3D platforn game you control the famous Disney's hero Donald Duck and set off to save your love interest Daisy Duck. Daisy -always wanted to become a star- works as a reporter at a TV station. One day, covering a story for a secret temple of an evil magician Lord called Merlock, things went bad. Daisy has suddenly disappeared and now Donald is called to find and save her. But he is not alone. His fellow Disney heroes are by his side -from his 3 nephews (Huey, Louie and Dewey) to his personal friend, the great inventor Gyro. As we know from Disney's comics, Donald always had a competitor. Yeah, you got that right, I'm sure! His "lucky" cousin Gladstone is also after Merlock to save Daisy, making Donald's quest even harder. This game is a classic 3D platform where you run, jump, avoid hazards, hit any enemies and offers great fun since its gameplay is not frustrating. GRAPHICS / SOUND The game's graphics are truly brilliant and include a Fully-detailed scenery with 2D and 3D landscapes, with parallax scrolling and nicely drawn cartoon characters. The sound is equally great and features some cool in-game music and sound effects taken from Disney's cartoons. | |
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Screenshots |
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Comparable platforms |
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Hardware information |
| Nintendo 64 (N64)CPU: MIPS R4300i-based NEC VR4300 at 93.75 MHz (connection to the system via 32-bit data bus) MEMORY: 4MB of RAMBUS RDRAM (expandable to 8MB with the Expansion Pak) with 562.5 MB/s peak bandwidth. GRAPHICS: 64-bit SGI co-processor (Reality Co-Processor) at 62.5 MHz chip split internally into two major components, the "Reality Drawing Processor" (RDP) and the "Reality Signal Processor" (RSP). 64-bit SGI co-processor (Reality Co-Processor) at 62.5 MHz chip split internally into two major components, the "Reality Drawing Processor" (RDP) and the "Reality Signal Processor" (RSP). Supports: 235x224 to 640x480 flicker free interlaced screen resolution. Hardware Z-Buffering. Hardware Anti-aliasing. Hardware Texture Mapping (32x32 pixel texture maps). Tri-Linear filtered MIP Mapping. Environment Mapping SOUND: Stereo 16bit PCM audio capable of 64 channels at 44Khz
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| 24bit RGB 16,7 million-color palette (32,768 on screen) | |
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