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

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Title Screen

Disney's Donald Duck: Goin' Quackers

Also known as: Donald Duck: Quack Attack (EU)
Developer: Ubi Soft Casablanca[1]
Publisher: Ubi Soft[1]
Platform: Nintendo 64
Released in US: December 8, 2000[1]
Released in EU: December 20, 2000[1]

AnimationsIcon.png This game has unused animations.
DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.

DevelopmentIcon.png This game has a development article
BugsIcon.png This game has a bugs page

A port of the Dreamcast/Windows version of Donald Duck: Goin' Quackers, a 3D platformer very similar to Crash Bandicoot where Donald must travel around the world to rescue Daisy.

This version is probably best known for having music ported from the Dreamcast/Windows version with many errors, which probably resulted in one of the most glitchy soundtracks in video game history.

If not all, but most of the unused content from the other versions are present here.

To do:
Should this page and the Windows version page be merged into one? It is the same version but with a few differences that might be worth documenting. See here on the discussion page for more info.


Read about development information and materials for this game.
Development Info
Read about notable bugs and errors in this game.

Unused Animations

All unused animations from the Windows/Dreamcast version are also unused in this version.

Unused Midis

There are three unused midi files that are simply empty, which could very likely indicate a discarded song.

Possibly the actual Under'Hand'ed theme from the PC/Dreamcast version would also be planned for the N64, which consists of 3 segments.
Instead, the N64 version uses a short variant, which, however, is found unused in the PC version in a non-downgraded form.

Could indicate that after the developers "converted" the music, they simply emptied the midis of the actual Under'Hand'ed song to save memory and used an earlier, shorter version of the song instead.

Note that empty midis are also used by the game to mute songs (e.g. when you leave a level), but these midis here are never read by the game as it loads another empty midi instead.

Unseen Midi Comments


Marker ##

The midi files of the songs contain many markers with the names "Marker ##". These are just bookmarks leftover from the composer that are never read by the game.
Interestingly, these markers extend beyond the length of the song, which may indicate that each song consisted of one midi file before they were downgraded and divided into individual segments for the N64 port.

What's also weird is that each marker always has the exact same name, which can make midi editors bug out.


S 5000  X
GM Device  X

Each song has several comments (Usually used for notes or lyrics.) in the first channel, which may be the names of the individual midi channels with each channel named "S 5000 X" with X being a unique number. Only the Duckburg Milkshake song contains the other text "GM Device X".
Why these are used as notes and not as properly channel names is pretty strange, possibly a faulty export?

They often don't seem to match the number of midi channels, which is because many midi channels were deleted for the N64 port.

Soundtrack Errors And Oddities

To do:
The corrected versions are still unfinished; missing some extra notes and reverb. Some instruments use still the wrong sample rate

To the detriment of the game's nice soundtrack, the music has been heavily downgraded to fit the game cartridge in a sequenced form. And besides that, it seemed a lot went wrong in the downgrading phase. Most noticeable are faulty sounding instruments, missing instruments, and instruments that are way too quiet to even hear properly. Due to this faulty porting there are countless unused midi channels as well, which are not audible due to various reasons.

Looking at the midi files and the soundbank, it is strongly suspected that whoever had the job of importing the midi and instrument data to the N64 version had barely any knowledge about general midi and sound sampling.

These errors include:

  • Wrong Key due to wrong sample rates
  • Missing Instruments, even though they are in the midi file; countless unused midi channels
  • Botched midi edits to make many errors like wrongly adjusted zone range of some instruments not noticeable (often leads to wrong sounding notes)
  • Unnecessary duplicates of instrument samples in the sound bank, which is not only a waste of space, but also makes the instrument itself sound a bit too loud (e.g. the xhylophone instrument is found 4 times, but is identical)
  • Based on comparisons of the original Windows/Dreamcast and N64 version songs, some songs originally had instrument changes within individual channels. Even though the Nintendo 64 definitely supports this, they are not present here in places where they were very likely. (This leads to mismatched instruments in various places).

Wrong Key

All songs in the Nintendo 64 version are in a different key as the other versions. The sequenced music itself is in its correct key however, but most of the instrument samples are in the wrong key.

This happens because all instrument samples are being played at the wrong sample rate of 22050 Hz, even though most instruments are supposed to be played with 16000 Hz and some even with 7500 Hz. Only some drum and bongo instruments need this high sample rate.
Not only does this result in the instruments being played too fast and too short, but it also causes the entire soundtrack to be played in the wrong key.

Even though the Nintendo 64 can only store all instrument samples in a fixed sample rate (either 22050 or 16000 Hz), you can still set the sample rate to be played for each instrument individually in the sound bank, which the person responsible probably didn't know.

Used (22050 Hz) Corrected (16000 Hz)

Below is an example of a corrected version compared to the used one, as well as the original, non-downgraded version of the Windows and Dreamcast versions:

Used Corrected Original HQ Version

Missing Instruments

Many songs lack some instruments and some are just very quiet compared to the non-downgraded version. Extracting the game's sequenced music however reveals, that many instruments are actually not missing, just not used.

The absence of the instruments has many, strange reasons:

  • Many midi channels are simply set too quietly
  • Many notes have their individual volume set too quietly
  • In the instrument bank, some samples have a lower zone range, which causes these instruments to simply not play after a certain high or low note. This is very noticeable in the xhylophone notes in the Main Street theme.
  • Many channels have an reverb setting, which doesn't seem to work properly in this game's midi player and will make the channel very quiet instead.
  • On some instruments, the zone ranges for higher/lower octaves are set too short, resulting in some instruments simply not sounding at all in certain low or high octave ranges.
  • Some notes are so extremely short (midi length value 1) that they are not audible. These notes should decay, but that doesn't happen because the release values of all instruments are incorrectly set to 0.

There doesn't even seem to be any suspicion that some instruments were just muted to save the time of fixing them, but they are really just porting errors, because when you reactivate the instruments, they don't even sound wrong but even adapted to the smaller selection of instruments in the bank.

Inaudible Channels

Almost every song in the game has at least one midi channel that is never audible which often happens due to their channel volume set almost quietly.

Urban High-Rises' theme, which is probably one of the most broken songs in the game, has more than three quarters of its instruments inaudible, including pretty much all of its lead instruments as well as some drum channels, even though they are present in the song file, making the song very static.
Below is an example of a corrected version compared to the used one, as well as the original, non-downgraded version of the Windows and Dreamcast versions:

Used Corrected Original HQ Version

Inaudible Notes

In some cases, the individual volume levels of the instruments are set much too low. Sometimes you can hear them very slightly but barely noticeable. This seems to have been a mistake during porting, because more often the notes are too quiet, which are only slightly quieter in the undowngraded version. Sometimes it is due to the glitchy reverb event setting, which makes the notes incorrectly quiet.

Here is an example of a fixed version of the second segment of The Roofs, where three quarters of the instruments are almost inaudible due to this porting error. Also, in this song, when looping at the end of the song, a wrong piano note is sounding that cannot be found in the midi file. It is not yet clear why this is, but it may be due to a faulty loop that assigns the midi channels to the instruments from the first segment of the song before the last segment is even finished.

Used Corrected Original HQ Version

Faulty Background Instrument

Some songs have a rather out of place organ like sound. This sound is actually supposed to be a background instrument, but since this is also played at the completely wrong sample rate (22050 Hz instead of 7500 Hz) it is played at more than three times the speed.

Used (22050 Hz) Corrected (7500 Hz)

Following are two examples of corrected versions. One example shows a fixed version of Creepy Corridor for comparison to the original CD quality version, while the second example shows a fixed version of Dangerous Cliff Theme, which is one of the N64 exclusive songs that isn't even found as an unused song in its original CD quality in the Windows version (some other N64 only songs can be found unused in the Windows version).

Creepy Corridor

Used Corrected Original HQ Version

Dangerous Cliff

Used Corrected

Interestingly, like other songs from the N64 version, Creepy Corridor has a slightly different, longer melody and a different instrumentation than the Windows version, suggesting that it is a late or early version (the latter is more likely).

Unused Text

Demo Selection Text

Side Walk
Urban High-Rises
Haunted Hall
Creepy Coridor

Leftover texts of a level selection from the early Windows demo. Oddly enough, these texts seem to be from an even earlier version, since First Avenue uses the internal name and Creepy Corridor is misspelled.

These unused text slots also exist unused in the Windows/Dreamcast version, with the only difference that the english First Avenue's text slot got overwritten with a letter test.

Boss Stage Names

Just like in the Windows/Dreamcast version, level names for each boss level exist, but are not displayed when standing on the teleporter as with the other levels.

English German France Espanol Italiano
Bernadette's Peak Bernadettes Gipfel Pic de Bernadette El Pico de Bernadette Il Picco di Bernadette
Beagle Boy's Tower Panzerknackerturm Tour Rapetou Torre Apandadora La Torre della
Banda Bassotti
Magica's Devilish Dome Gundels Teufelsgewölbe La Coupole La Cúpula de Mágica La Cupola Infernale
di Amelia
Ceremonial Room Zeremonie-Zimmer Salle de cérémonie La Sala de las
La Sala del

Placeholder Text

texte non valide

Empty, unused text slots use this placeholder text.
And yes, it also exist in the Windows/Dreamcast version.

Development Text

A few error messages in French from ticked developers can be found at 0x1D301 and 0xBF878 in the ROM.

error in file %s in line %d
AllocTmp: ecrase les données
---> AllocTmp: sort de la RAM <---
 Manque %d octets
écrasement de la pile des références indéfinies !!!


error in file %s in line %d
AllocTmp: erases data
---> AllocTmp: exits RAM <---
 Lack of bytes
overwriting the undefined references stack !!!


C'est quoi ce bordel !?!??! g_AlphabetCharacterPointer = %x 
C'est quoi ce bordel !?!??! p3d = %x 
C'est quoi ce bordel !?!??! d_stObjectsTable = %x 
Ecrasement memoire !?!??! Po = %x 
Ecrasement memoire !?!??! pObj = %x
Creation de section critique pour le son impossible
Null visual material in particles !!!


What the fuck is this !?!??! g_AlphabetCharacterPointer = %x 
What the fuck is this !?!??! p3d = %x 
What the fuck is this !?!??! d_stObjectsTable = %x 
Memory overwrite !?!??! Po = %x 
Memory overwrite !?!??! pObj = %x
Critical sound section is impossible to create
Null visual material in particles !!!
(Source: Ferrox)

Rayman 2 Leftover Text

Present at 0xE8C0D0 in the ROM is dialogue left over from Rayman 2.

Rayman, look what the pirates have done to our world.
A planet of anguish and pain, haunted by Evil.
A dark place, teeming with fierce monsters.
Nothing can stop them now that they've captured you.
They've taken everything and reduced our people to slaves.
Robots search for innocent prey.
In the chaos, they exploded the Heart of the world.
The 1000 Lums of energy which form It have been scattered.
We are getting weak.
Soon, it will be too late.
You must escape, Rayman.
You are our only hope!
The Buccaneer, the pirates' prison ship, commander the admiral RazorBeard.
Slaves now on board
Wake up Rayman, I have sent you help.
Spare us...
Not the whip!
Globox! My friend!
Are you ok, Rayman?
Not really... I feel weak and my powers have disappeared.
You know... I think this might be the end...
No! Not the end! Globox bring good gift from LY!
LY, the fairy?
A silver lum!
Incredible! I can feel its energy building up in me...
Now I can shoot with my fist again!
Globox we're saved!
Let's go see LY! She'll give me all my powers back.
Daddy saved Rayman!
Where's Daddy?
Uh, that is to say… we were separated, and uh....
Not Daddy Globox?
We want our Daddy!
Now don't worry kiddies!
I'll bring your dad back!
But first I've got to find LY.
She likes to hang out around here. Have you seen her?
The mean old pirates took LY over there!
I've got to set her free!
Come in, you useless grub!
Rayman has the 4 masks and he is on the ship.
You've failed me again...
I warned you, didn't I?
Let's see how well you swim in molten lava...
Meanwhile, I'll just handle this little problem myself.
Prepare the Grolgoth!
I know how to lure Rayman to me...
Identify target!
Leave my friend alone!
Now you're alone… for eternity!  Ha! Ha! Ha!
Are you O.K., Globox?
I'll be fine! Now go!
Now I've got you...
Don't be afraid, Rayman...
I'm here!
Bravo Rayman! You were sensational!
Razorbeard is nearly beaten!
Thanks to you, hope has come back into our hearts.
The slaves have broken their chains and escaped.
On land, Polokus eliminated all the Robo-pirates.
Destroy Razorbeard, and our victory will be complete!
Rayman! I've saved one little surprise for you...
Uh, oh...
You're the best!
Help! Please!
Back off kiddies.
Yahoooo! Yipeeee!
Yahooo! Yipeeee!
Yipeeee! Yahoooo!
Kudos for Rayman! Hurrah!
Yipeee! Yahooo!
Get out of the prisonship, kids!
I still have to find Globox.
(Source: Ferrox)


Misplaced Objects

Nintendo 64 Windows/Dreamcast
DonaldDuckGQ-FirstAvenueOddity-N64.png DonaldDuckGQ-FirstAvenueOddity-PC.png

The gyro box and the electric box are floating at this place in First Avenue. Very likely a leftover from the Windows Proto, where the planks were thicker.

This is fixed in the Windows and Dreamcast version.

Strange Dialogue

The German dialogue text from the Beagle Boy before the boss starts is pretty out of place and doesn't seem to be meant for this dialogue at all, but rather more for Gyro.
It means "Well done! I'm getting energy now, I'll bring it back".

This strange oddity does not exist in the Windows/Dreamcast version. There it uses the correct translation of the English text.

Desynchronous Intro Music

It seems that the game starts the song for the intro cutscene too late, which not only makes the song sound somewhat out of sync with the cutscene, but also makes the last 10 seconds or so of the song completely unused.

Out Of Bounds Oddites

All of the out of bounds oddites from the Windows/Dreamcast Version exist here as well.
Additionally, there are also unreachable collisions for the N64's cutscenes, that were scrapped in the Windows/Dreamcast version.

Untouchable Collisions

Gyro's Lab

For some reason only in the N64 version the lab has extra collision for the unreachable decorations as well as for the hoods above the teleporters.

End Scene

The N64 only in-game endscene map has collision for the entire model. The map is not a playable level, but only for scenery, which makes the entire collision completely pointless.

Regional Differences

USA Europe
DDGQN64-title.png DDQAN64-title.png

In Europe, the game's title was changed to Donald Duck: Quack Attack.