This page details bugs of Disney's Donald Duck: Goin' Quackers (Nintendo 64).
Music Related Bugs#
For detailed documentation on the music issues, see the main page here. The following information relates solely to bugs, and not to the faulty soundtrack.
Apart from the fact that the music itself is in a faulty state, as described on the main page, there are even more problems, which are, however, due to bugs and not to the unfixed music files.
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.
This happens because the lab song does not contain any reverb commands in the midi (even if the reverb is supposed to be dry/not present, there must still be a reverb command with a value of 0), which means that the song sometimes adopts the reverb values of the previous song and thus, depending on how high the reverb value is, makes the lab instruments falsely quieter.
Has been fixed in the repair patch.
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.
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.