sega's genesis output mainly reflected the company's arcade-first approach: high difficulty and constant action that rewarded bombastic setpieces over longer runtimes. industry tides were changing however, and some developers took notice. while this game's predecessor - castle of illusion - hewed close to an linear level-by-level structure, quackshot opts to open up the map by incorporating some light adventure game elements. each stage has a checkpoint where donald can call his biplane and warp back to the map, with the option to return to that checkpoint at any time once it has been placed. generally some special inventory item or power-up is needed to progress past the checkpoint in each level, and so exploring all of the available levels is necessary to suss out the correct chain of events required to progress. it doesn't approach full-on metroidvania design, as each level is still just a straight-ish path towards the end, and areas are segmented via the world map, but it attempts to incorporate those ideas in a way that remains congruent with sega's house style, and imo succeeds at doing so. no needless backtracking or confusion exists here: the adventure game elements work to create a regular platforming adventure piecemeal from segments of each level.

donald is lovingly rendered with a bold and large sprite, and this excellent graphical fidenlity extends to some highly-layered parallax backgrounds and cartoonish enemy designs, all bursting with color even with the genesis's limited palette. donald's moveset revolves around a family-friendly gun that mainly shoots plungers, which immobilize enemies and make them intangible for a period. these plungers are quickly upgraded to stick to walls and act as temporary platforms as well as providing a way to hang on ceilings over certain obstacles. as area layouts get more complex, this method of traversal adds plenty of interesting wrinkles to obstacle avoidance, especially when combined with donald's slide that quickly gives him quite a bit of speed. donald also has access to a corn-pop-powered spread shot with limited ammo, as well as an exploding bubble upgrade that allows certain blocks and barrels to be blown open. donald has a pseudo-run that does not seem to speed him up normally but allows him to surmount slopes in a rather odd and probably unnecessary move, and when given enough chili peppers he can zoom off in an invincible rage. this latter mechanic is rather underutilized, since the peppers appear so sparingly. while donald has more than enough tools to get around easily, his sprite's size and his overall slipperiness can make him cumbersome, especially when it comes to avoiding enemies that do not go down quickly with the plunger. simply jumping over foes is a lot easier said than done given that they are also generally as large if not larger than donald, making damage boosting generally the best strategy in many cases, especially since health pickups are plentiful.

overall level design is breezy and snappy, with little to impede your overall flow beyond the occasional cycle-based platforms. infinite continues make this one of the more playable old-school sega titles, though late in the game the sparse checkpoints and low life count will likely make you reach for an infinite lives cheat or save states, like I ended up doing. these later areas attempt a number of different interesting concepts, but tend to fumble the execution in one way or another. blind jumps into damage or instant-death become more common, and are generally placed in such a way that you're intended to fall afoul of them at least once, much to my chagrin. there are also a few areas that explore other methods of movement, such as riding underneath a bird or in a mine cart. these are rather janky and feature no lenience: one mistake will always mean a death, which is especially annoying in the mine cart areas where donald does not retain momentum from the cart when he jumps and thus feels postively leaden in the air transferring from cart to cart. some of the other experiments bear little fruit as well, such as a plodding underwater section, an interesting haunted castle section with secret paths from area to area bogged down by near undodgeable swarms of ghosts, and a superfluous labryinth. the final section has some particularly annoying platforming sections, including one with platforms that move out at diagonals from a single point, which donald struggles to stay on when they all come out at once, and an exceedingly cruel final section involving unevenly-spaced invisible platforms that only appear after you've already jumped. still, I can appreciate the variety in setpieces across the game, with only a select few being reused in later levels. the bosses are all uniformly good as well, with an appreciable level of nuance to approaching each for a game of this era.

while I admire a lot about this game, the level design could benefit from being significantly less punitive and callous towards the player at points. given the relatively lax difficulty for the majority of the experience, it's obvious that certain areas were intended solely to suck up player time with trial-and-error segments that will send them back to checkpoints repeatedly. regardless, the focus on an adventure-lite take on a character action platformer does a lot to make the game feel less boxed-in, and it's hard to argue that this isn't one of the prettiest titles around the midpoint of the genesis's life. it's short enough to warrant a try, especially if you're a fan of this team's work on castle of illusion.

Reviewed on Feb 12, 2022


3 Comments


2 years ago

I only ever played this as a kid, it's been years, (like25) and I still have really fond memories of it. I never could beat it though and it's a game I actively avoid retrying as I feel it would shatter my rose tinted glasses. Good review.

2 years ago

@FallenGrace thank you! from my perspective (I'm under 25 lol so I was playing very few genesis games as a kid) it's still an overall positive experience, so you might be able to wring some nostalgic fun out of it regardless!

2 years ago

I'm one of the old timers on here ha ha. If I get the chance I will try it again :)