Disney's Donald Duck: Goin' Quackers (Windows)
|Disney's Donald Duck: Goin' Quackers|
This game has a prototype article
Donald Duck: Goin' Quackers is a 3D platformer in a similar style to Crash Bandicoot. Donald's fiancée Daisy has been "kidnapped" by Merlin while she was secretly recording a film documentary live in his palace, so it's up to Donald to travel arround the world to save her before Gladstone does.
- 1 Sub-Page
- 2 Unused Graphics
- 2.1 Early Loading Screens
- 2.2 Unused Textures
- 2.3 Unused Icons
- 2.4 Misc
- 2.5 Unused Music
- 2.6 Unused Voices
- 3 Regional Differences
Early Loading Screens
A big number of early loading screens exist in the game. A lot of them are renders from early levels and some of them are used in the early Donald Duck Demo prototype. These loading screens were meant to be used for each level, including the bosses and chase stages, but the levels use a more detailed loading screen which is the same per world in the final.
The forestchase picture shows an early and unfinished version of the Bear Path. Some previews are also mixed with the forestchase picture for some reason.
The first two pictures are used in the Donald Duck Demo. city_2_b shows the stage in rain, which isn't the case in the final. city_2_b and SIDEWALK also have a mixture from the unused inca_4_2 screen for whatever reason.
Magica DeSpell's Manor
HAUNTEd3-1 and HAUNTED3B are used in the Donald Duck Demo. The houseboss shows a different battle stage, similar to the GameCube and PlayStation 2 versions. Again, some of them are somehow mixed with the inca_4_2 screen.
inca_4_2 is the screen, that is slightly mixed into some other loading screens. Also the incaboss shows a different boss battle stage, also similar to the GameCube and PlayStation 2 versions.
Probably the earliest loading screen of all, as it can be found in the Proto, but without the development text on the top screen.
The "DDPC991119-v002" text possibly stands for Donald Duck PC, 19th November 1999, version 0.02. The final game was released in November 2000, a whole year later.
A very early loading screen for Gyro's Labor. This is also similar to the PlayStation version.
An alternative version of the menu's loading screen, with different lighting and a better portrait of Gyro.
Textures for a wooden box with a C on it. Depicting its filenames, this was some kind of checking something?
Sprayed Wooden Floor
Wooden textures with some words on it. These can be found in Gyro's labor's files, so they may were used as placeholders for some stages?
A portrait of Donald in... baby clothes? Yes of course!
An E3 logo consisting of 4 poor quality parts. Doesn't look that good, when putting them together:
Nephew Dialogue Icons
Early dialogue icons for Donald's nephews.
Gladstone Dialogue Icon
Also an early dialogue icon for Donald's rival Gladstone.
An icon for Donald, also meant for dialogues. But Donald ironically doesn't say anything in the whole game.
It was however used in the N64 version, where the cutscenes were in-game rather than the CGI clips used here.
This icon was also later used in the Game Boy Color version in the main menu.
An icon of roller skates can be found within the other toy icons. Interestingly, this can't be found in the Donald Duck Demo, but all the other toy icons can be found there, so this was probably introduced and then scrapped in late development.
Found in the files for Gyro's laboratory. This was probably planned to appear, when unlocking the chase stages.
Some icons, most likely used for debug features. These can also be found in Rayman 2, which runs on the same game engine.
Some sort of a continue screen. However, the final simply resets the game ultimately, when all lifes are gone.
A very early game over screen. The final uses a small videoclip, if Donald loses all his lives.
Some pictures of Donald. Depicting its filenames, these pictures have something to do with Donald's health.
The European logos with white backgrounds. The second one has a different position and a slightly different size.
There were originaly in-game cutscenes which were scrapped in favour of the prerendered CGI movies. A lot of remains can still be found in the game's files including the music for both the intro and outro scene. The in-game cutscenes were only used in the N64 version along with these songs, but they ended up being downgraded and are even in the wrong key. So the original high quality versions were never used in any version.
Originaly there were invulnerability songs when Donald collects a Super-Dooper milkshake, which are different for each world, but it strangely isn't used. However, just like the cutscene songs, these are used in the N64 version but in a downgraded form along with the wrong key.
|Duckie Mountain||Duckburg||Magica De Spell's Manor||Merlock's Temple|
The filename and the fact that this was used in the N64 version in an downgraded form, highly suggest that this was originally supposed to be used for the Under 'Hand'ed stage, which was replaced with a longer, more thrilling song in the final.
One of Donald's nephews playing with something? It's even "translated" into the other languages.
Gyro telling Donald about the costume machine. However, the machine itself tells Donald, how it works, so this goes unused and is even translated into the other languages.
However, the english one is used in the Playstation version.
The Italian message from Magica DeSpell before the fight, but without the echo effect and with laughing.
Donald's Full Falling Sound
Though this is not unused, but only the first half second can be heard.
Donald Duck: Goin' Quackers is known as Donald Duck: Quack Attack in Europe.
The Donald Duck series
|Genesis||QuackShot • World of Illusion (Prototype) • Donald in Maui Mallard|
|Game Gear||The Lucky Dime Caper • Deep Duck Trouble|
|Sega Master System||The Lucky Dime Caper (Prototype) • Deep Duck Trouble|
|SNES||Mickey to Donald: Magical Adventure 3 • Maui Mallard in Cold Shadow|
|Game Boy||Maui Mallard|
|Nintendo 64||Goin' Quackers!|
|Windows||Maui Mallard in Cold Shadow • Goin' Quackers! (Prototype)|