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Game info |
|  | Donald Duck Going Quackers |  | Genre | Arcade Platform | Developer | Disney Interactive Studios | Publisher | Ubi Soft | Released | 2000 | Rating
 | Graphics: | 8.0 | Sound: | 9.0 | Gameplay: | 8.0 | Overall: | 8.0 |
| Reviewed by | P.Dial | Donald Duck: Goin' Quackers is an arcade platform game developed and published in 2000 by Ubisoft for the PSOne, Sega Dreamcast, Gamecube, PS2 and PC. |
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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 In terms of its presentation, the game is a candy to the eye, with colorful 3D visuals, cartoonish characters, cool action and very smooth animation plus some great sound scores and sound effects (Donald's funny voice included) that will take you directly into an almost real-life Disney cartoon adventure.
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Screenshots |
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Comparable platforms |
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Hardware information |
| Playstation (PSOne) CPU: MIPS R3000A-family R3051 @ 33.8688 MHz MEMORY: 2MB of main RAM, 1MB Video RAM, 512KB Sound RAM GRAPHICS: Handled by CPU, Maximum of 16.7 million colors (24-bit color depth), Resolutions from 256x224 to 640x480, Unlimited color lookup tables, Maximum of 4000 8x8 pixel sprites with individual scaling and rotation, # Flat or Gouraud shading, and texture mapping, Emulation of simultaneous backgrounds (for parallax scrolling) SOUND: ADPCM sources with up to 24 channels and up to 44.1 kHz sampling rate
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 | 24bit RGB 16,7 million-color palette (all on screen) | |
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Comments |
|  | comment on 2010-06-01 20:14:44 | Wonderboy | Join Date: 2009-09-12 | Had both Playstation and N64 version. Both are great though the N64 had better presentation (lighting and shading techniques like Gouraud shading on the N64 version of course) | |
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