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Donald Duck: Goin' Quackers (GCN)
No harm, plenty of fowl.
By Andrew S. Bub | May 12, 2002
The Lowdown: Great for all ages, if a bit too simplistic and easy for advanced players.
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Game Type: Adventure
Developer: Disney Interactive
Publisher: Ubi Soft
Full Game Information
At the game's start, Donald and another duck are watching Daisy on TV; she's a newscaster who's infiltrated the lair of an evil magician named Merlock. The villain spots her, nabs her, and sets Donald off on a collision course pitting his ducky moves and his anger management skills against all kinds of obstacles, baddies, and bosses. There are five levels all linked together by Gyro Gearloose's teleporting machine. Naturally the machine isn't able to teleport the Donald directly to his ladylove's rescue, so Donald has to explore each level collecting gears in much the same way Mario grabs those coins. Grab five within a set time period, and Donald unlocks a letter. Do it six times and you'll spell S-E-C-R-E-T and Donald's nephews will give you a new secret move. The secret moves and attacks become pretty useful later in the game, so repeating earlier levels to unlock them is worth your while.
Finally, there's a boss level. The bosses aren't difficult. Generally they involve dodging attacks, waiting for the boss to make a big attack, jumping out of the way, and then jumping on the stunned bosses head. The game isn't particularly challenging, but what difficulty that's there is certainly well-paced, and the game doles out extra lives, save checkpoints, and other goodies frequently enough so that your five-year-old child will enjoy the gameplay.
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