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The evil wizard Merlock has kidnapped intrepid reporter Daisy Duck. Donald Duck wants to rescue her, and his friend Gyro Gearloose's latest invention, a teleporter, can help. Unfortunately, it can't reach Daisy directly due to a lack of power. To increase the energy, Donald must place weather vanes that catch gamma rays at the world's highest summits: the peak of Duckie Mountain, the Beagle Tower in Duckburg, and the flying mansion of Magica De Spell. Only then can the teleporter reach Merlock's temple so Donald can free Daisy.

Donald Duck: Goin' Quackers on the PlayStation 2 and GameCube follows the same story, general gameplay style and level themes as the versions on other platforms, but features unique level designs, enemies and gameplay mechanics.

The game is a platformer employing 3D graphics, offering three different styles of level in a manner similar to games in the Crash Bandicoot series: the camera is either placed behind Donald as he runs forward, at his side (emulating classical side-scrolling platform gameplay) or in front of him in levels where he is chased by a giant hand and must run towards the screen.

Each level must be completed within a time limit. There are many holes and gorges Donald must jump over, traps to avoid, as well as enemies he can dispatch by hitting or jumping on top of them. Picking up 100 golden gears gains Donald an extra life while collecting five within a second or less spells out one letter of the word SPECIAL. Once the word is completed and the level finished, Donald's nephews will teach him a special move. These moves make him invincible for a short time and result in the gears being worth more when picked up. To activate a move, Donald must jump on three enemies in a row without touching the ground, then pressing the activation button to begin entering a unique button combination within three seconds.

When Donald is hit by an enemy or hurt by a trap, he gets in a grumpy mood (indicated by his trademark quacking) and the next hit means the loss of a life. Picking up a milkshake will restore his good mood and health, however. Should he find a glass of orange juice, he becomes Hyper Donald for a short time, allowing him to run over enemies and crash through walls to find hidden areas. Stashed away there (but also sometimes in plain sight) are golden threads. Picking up all three per level unlocks bonus costumes that Donald can change into in Gyro's lab.

Each of the four worlds features three or four levels, plus a training stage and a boss fight. The boss fights follow the classic template of each boss repeating an attack pattern that must be avoided, as well as a single weakness that can be exploited to finish them off.


There are no GameCube user screenshots for this game.

There are 2 other screenshots from other versions of this game or official promotional screenshots.

Promo Images

Disney's Donald Duck: Goin' Quackers Screenshot
Disney's Donald Duck: Goin' Quackers Screenshot


Alternate Titles

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User Reviews

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Critic Reviews Jun 12, 2002 74 out of 100 74
64 Power / big.N / N Games Apr, 2002 73 out of 100 73 Jun 11, 2002 14 out of 20 70
Game Informer Magazine Jun, 2002 7 out of 10 70
Officiel Nintendo Magazine May, 2002 7 out of 10 70
GameSpy May 12, 2002 68 out of 100 68
GameSpot Apr 17, 2002 6.2 out of 10 62
GameZone Apr 16, 2002 6.2 out of 10 62
Game Freaks 365 2002 5.7 out of 10 57
IGN Apr 11, 2002 5.2 out of 10 52


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Terok Nor (30363) added Disney's Donald Duck: Goin' Quackers (GameCube) on Feb 15, 2014
Other platforms contributed by Charly2.0 (252745) and Terok Nor (30363)