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Bugs:Disney's Donald Duck: Goin' Quackers (Nintendo 64)

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This page details bugs of Disney's Donald Duck: Goin' Quackers (Nintendo 64).

Music Related Bugs

Faulty Midi Command

Hmmm...
To do:
Take a look at the midi player and commands from the N64 version of Rayman 2. The music of this game changes dynamically according to the player's actions. Donald Duck 'Goin Quackers runs on the same engine and maybe the midi player was not adjusted properly.

As if the wrong sample rates and midi errors weren't enough, the midi player of this game also has a bug.

Many midi channels of the songs have a reverb command, which is supposed to make the instrument sound reverberant. However, this doesn't seem to work quite right in this game's midi player, because while it does reverberate, the channel also just goes erroneously quiet. The higher the parameter of the reverb command is set, the quieter the instrument becomes.

This alone makes very many instruments almost never audible, since many songs use this command and it is usually even with the parameters set to the highest level.

Midi Channel Failure

Sometimes, when leaving a level via the pause menu to return to Gyro's lab, one or two midi channels of the lab music suddenly drop out. This can then only be fixed by resetting the game.
This also seems to almost always happen with certain Milkshake songs.

Never Ending Milkshake Song

Once you have unlocked the Time Attack in Magica's Manor, start the Ghostly Path level in Time Attack and run to the first chasm with the Milkshake you got at the beginning, then run back to the beginning. For some reason, the invulnerability music will play forever, even after the milkshake runs out.

This bug does not exist in the Windows/Dreamcast version, since there are no Milkshake songs there anyway (the songs exist, but they are unused there).

Boss Warp Field Skip

It is possible to enter the Boss Warp field with only three fields instead of the full four. If you collect all the warp fields except the one from the first level, you can enter the Boss stage just like that.

This is not possible in the Windows/Dreamcast version.


Flying through the Floor Forever

In the main levels of Magica's Manor wait at the starting point until Donald does his trembling-idle animation, then wait until Donald turns around in the animation then press B, Donald now flies forever through the floor while the question to leave the level is displayed. If Yes is selected the game softlocks, if No is selected Donald loses a life and the level starts normally.

This bug does not exist in the Windows/Dreamcast version, but it did exist in the Windows Proto Donald Duck demo.


Nephew Skip

If you stand behind the nephew but turn away from him to a certain angle while standing on the level portal, you can enter the level without talking to the nephew or needing any of the toys. This happens because the nephew's hit box is supposed to prevent you from entering, but it doesn't cover the portal completely.

This is also possible in the Windows/Dreamcast version. Footage can also be found on this version's bug page.


Getting Behind The Chase Head

In Chase Level Head Alley it is possible to get behind the rolling head before the first checkpoint. To do this, you have to walk onto the fragile bridges at the right moment and jump over the head.
This even allows to show an otherwise unused idle animation.

This is also possible in the Windows/Dreamcast version. Footage can also be found on this version's bug page.