Carl Barks

Three classic stories from the Disney team. 'Donald in Mathmagicland' is an award-winning short film, featuring everyone's favourite duck. 'Ben and Me' tells the story of how one little mouse helped Benjamin Franklin and changed the course of history. Finally, 'Modern Inventions' finds Donald Duck in a mueum where he gets more than he bargained for. From the Back Cover

A compilation of classic Walt Disney clips from Mickey Mouse's long and illustrious career as the world's most recognised and best loved cartoon character. Includes "Thru The Mirror," "Hawaiian Holiday," "Lonesome Ghosts," "The Brave Little Tailor," "The Little Whirlwind" and "Mickey Down Under.

8.3/10

With his nephews and niece, everyone's favorite rich uncle, Scrooge McDuck, treks from his mansion home in Duckburg in search of the long-lost loot of the thief Collie Baba. But finding the goods isn't quite what it's "quacked" up to be! Their thrilling adventure leads to comical chaos, magical mayhem, and a lesson about what is far more valuable than money, gold and jewels.

6.9/10
8.8%

Ajax the killer gorilla has escaped from the zoo. Donald's nephews dress up as a gorilla, but soon Donald encounters the real gorilla, and they chase each other until the radio broadcasts instructions for subduing Ajax.

7.3/10

Pegleg Pete is practicing his trombone, badly. So badly, it's annoying the gods Jupiter and Vulcan and neighbor Donald. Only Donald has the temerity to confront him. He does, and Pete kicks him back home. The gods see this, and decide to give Donald a little bit of power which instantly goes to his head.

6.9/10

Donald is listening to a radio program that tells how to build an airplane from plastic, in a process much like baking a cake, cookies, and making toast. He takes it out for a test flight, still guided by the radio, and it works wonderfully. Until the radio interviewer asks if there's any problems: yes, it melts when it gets wet. Of course, Donald instantly flies into a rain cloud, and has to battle his plane as it disintegrates.

7.2/10

Pluto is in the infantry guarding a pillbox from saboteurs.

6.8/10

Donald drives too fast and blows out a tire. Of course, with this clown, changing it is not a simple operation. First he has to fight the jack, then the heavily patched inner tube, then the adhesive on the patch, then the pump, then the hassle of putting the tire back together. Finally, he's all done, and ... well, let's just say he's not going anywhere too quickly.

6.8/10

Donald is manning a listening post and falls asleep; he blows trumpet calls in his sleep and wakes his nephews. For their revenge, they send up a model airplane filled with gingerbread men with parachutes; Donald shoots it down, and cowers in fear when he sees the parachutes (and hears a simulated battle), until one lands on his beak. Donald kicks his nephews out until he mistakes a bee for an airplane, and calls them back to fight this menace.

6.6/10

The old shell game gets a new face as Donald stays off-base past "Taps" and has to try to sneak back in with out alerting Pete.

7/10

Donald needs a log for his fire. Unfortunately, the one he picks is occupied by a couple of chipmunks and their stash of acorns. When he cuts it down, Chip and Dale fall out, but their acorns stay behind, so they work at putting out Donald's fire and retrieving their stash. Donald, of course, takes this as calmly and cheerfully as you would expect.

7.4/10

A duck may not look the muscled part, Donald takes his job as village blacksmith serious. First he fashions a new iron ring for an oxcart-wheel, and expertly makes it dance onto the wood, but then painfully experiences the laws of physics mercilessly punish any size error, worsened each time he insists. Then Donald services a shy-looking client: vain 'Jacqueline-ass' Jenny, who refuses to approve any of the shoe-models he presents, and therefore stubbornly resists his equally driven attempts to fit it on her back-hoof.

6.4/10

Donald Fauntleroy Duck gets his draft notice and goes in, past all the amazingly enticing recruiting posters, to sign up. First he has to pass the physical. Despite his flat feet, he makes it. Donald wants to fly, but first he has to make it through Sergeant Pete's boot camp. He has a terrible time with close-order drills, and standing at attention without moving when he's over an ant-hill proves a real challenge. Eventually, Donald ends up on endless KP.

6.8/10

Donald tries his best to be polite and dignified as a hotel bellboy. But when his first guest is Pete Junior, the job is next to impossible.

7/10

It's snowed, and Donald Duck is going sledding. Meanwhile, his nephews have built a snowman at the bottom of the hill. Donald aims his sled at their snowman and demolishes it, so the boys get even by including a boulder in the bottom of their next snowman. This means war, so they retreat to opposing snow forts for battle.

7.9/10

Donald is stuck on KP at an air training base. Sergeant Pete gives him a huge pile of potatoes to peel first, then gives him some tests: close your eyes and touch fingers, pin the tail on the airplane. He finally gets sent aloft, only to discover it's a parachute jump. Eventually, both Donald and Pete end up falling with no chutes and a bomb.

6.9/10

Private Duck is a camouflage painter. He paints a giant cannon with some very gaudy colors, until Sergeant Pete explains that the point is to make it so the cannon can't be seen. Donald finds a bucket of experimental invisible paint and makes the cannon disappear. Pete isn't happy with this, and knocks Donald into the paint, then chases him, until he runs into the general. As Pete tries to explain, Donald prods him with a cactus, then goes off to steal some pies. Eventually, Pete goes berserk and starts throwing grenades willy-nilly and gets in more trouble with the general.

7.3/10

Pluto longs to be an Army mascot (especially after he sees how well they are fed) so he hatches a plan to take the place of the real mascot.

6.7/10

Donald is digging in his gold mine, mostly generic looking dark rocks, and being clumsy, to the great amusement of his burro, when he accidentally fills his cart with a load of pure gold. The burro takes off and dumps the cart, Donald and all, into a scary looking crusher. Donald barely makes it through the machinery.

6.9/10

Donald decides to try cooking along with a radio show.

7.3/10

Donald catches his nephews swimming on a school day. He thinks he's made an easy catch, but the boys are much more resourceful than that. When he tries to smoke them out of their clubhouse, they put three roast turkeys in their bed and dress one boy as an angel.

7.3/10

Donald has to get up early, but everything seems to be working to keep him awake. His loudly ticking alarm clock resists several attempts to quiet it. Donald ultimately swallows it; the glow-in-the-dark dial can be seen through his feathers. Then his folding bed folds up on him. Springs start popping out of it; Donald builds an elaborate framework to hold it down. Finally, enough of the clock reassembles itself to sound the alarm and night is over.

7.2/10

Donald owns a farm; he sings Old MacDonald while feeding the animals. He goes to milk Clementine the cow, but she's not in the barn: she's up a tree, nibbling on leaves. She floats down, and the milking goes well. Her tail stops swinging; Donald leans over to check and it swats him in the face. The milking is again interrupted by some flies buzzing around; Donald pulls his hat over his head and the fly gets inside, in the confusion, Donald gets his hat and pail confused. Donald starts firing milk at the fly in retaliation, but the fly manages to get the cow to send Donald flying.

6.6/10

Hobo Donald steals dinner off Pegleg Pete's table. Pete gives Donald a stick of dynamite. Then he puts Donald to work chopping trees. To say Donald is an inept lumberjack is understating the case. After several mishaps, Pete/Pierre chases Donald on railroad handcars.

7.1/10

Donald reads in his newspaper that eggs are really going up in value and the price is skyrocketing. Donald realizes that if he had some eggs, he would be quite the wealthy duck so he breaks into a nearby hen-house and collects as many eggs as possible putting them all in a huge basket. Unfortunately, a rooster standing guard makes his presence known and ejects Donald. The inventive duck is able to get back in disguised as a female chicken who the rooster falls for and dances with. Unfortunately, with the rubber glove comb constantly coming loose and a caterpillar falling down the back of his suit, he is ever at the risk of being discovered.

6.7/10

Donald is washing windows on a high-rise; Pluto is his assistant, hauling the rope for the platform and refilling buckets but mostly sleeping. And when things are finally going well, Donald makes the mistake of tormenting a bee.

7/10

Donald and his nephews are the staff of a fire station. Huey, Dewey, and Louie, annoyed by Donald's snoring, ring the fire alarm. Soon, his bumbling sets the fire station itself on fire. They race off at the alarm, not realizing they are already at the destination, and the firefighting efforts go downhill from there.

7.2/10

Pluto wakes up in the morning seeing birds eating his dish. Pluto's dish is empty, and he is hungry. He goes after the bone in the dish ofButch the bulldog, who is sleeping next door. He sneaks carefully trying to not wake him up. Though he succeeds in stealing the bone, Butch eventually wakes up. Pluto comes back to his home ,about to enjoy the bone, until an angry Butch shows up. Soon they are chasing each other through town and into a deserted carnival. The gust of wind from the chase made a poster of a belly dancer look like it was belly dancing. They chased each other through a "Tunnel of Love" ride and Pluto lost Butch by going into into a hall of mirrors. Pluto was having fun with hall of mirrors until he sees Butch. Pluto takes advantage of one set of mirrors to successfully scare Butch off, and even gets to keep the bone. He winks at the mirrors and goes off with the bone.

7.2/10

Donald visits the house of his new love interest for their first known date. At first Daisy acts shy and has her back turned to her visitor. But Donald soon notices her tailfeathers taking the form of a hand and signaling for him to come closer. But their time alone is soon interrupted by Huey, Dewey and Louie who have followed their uncle and clearly compete with him for the attention of Daisy. Uncle and nephews take turns dancing the jitterbug with her while trying to get rid of each other. In their final effort the three younger Ducks feed their uncle maize in the process of becoming popcorn. The process is completed within Donald himself who continues to move wildly around the house while maintaining the appearance of dancing. The short ends with an impressed Daisy showering her new lover with kisses

7.3/10

Donald takes a kayak trip. When he gets to his campsite, he unloads the kayak, fights with his folding chair, and goes to sleep. Meanwhile, the chipmunks of the forest (precursors of Chip 'n Dale), attracted by his squawking, make off with the huge pile of food he carelessly unloaded. They get the attention of a bear, who Donald is soon battling.

7.2/10

Donald has a large sailboat, and his crew consists of his three nephews. But between his own clumsiness, and that of his inexperienced (but not mean) crew, the sailing is anything but smooth, particularly when Donald has a run-in with a shark.

6.9/10

Donald's cousin Gus Goose arrives unexpectedly. Despite the note from his mother saying "he don't eat much," he's soon eating Donald out of house and home.

6.9/10

Admiral Byrd ships Donald a penguin from the South Pole. Donald is amused by it, until he thinks it has eaten his goldfish. It hasn't - yet - so Donald gets a fish from the fridge to make amends. When he comes back, though, he's got a reason to be upset with the penguin.

6.7/10

Donald shows his nephews the moves that won him his hockey trophy. But the boys have a few moves of their own.

7.1/10

Donald Duck, delivery boy, is hired to deliver a mysterious package on Friday the Thirteenth. He is hindered by a bothersome black cat -- and by the fact that the package contains a live bomb.

7.2/10

Donald hears a radio philosopher advise to laugh and count ten when he gets angry. He tries it successfully, then settles into his hammock for a nap. Between a caterpillar and the hen chasing it, he's soon tangled up and counting ten again. He also shrugs off a bird using his lemonade as a birdbath, but when a woodpecker attacks his apple tree, burying Donald in apples, he snaps.

6.9/10

Uncle Donald goes golfing on a course by the beach, insisting on total quiet for his concentration, not even a singing bird. Alas for him the nephews, brought along as caddy trio, come prepared for more mischief then just making disturbing noises, they have a whole bag of trick clubs and enlist a grasshopper to 'animate' Donald's ball...

6.8/10

Donald's sister Dumbella sends her three sons Huey, Dewey, and Louie to visit their uncle Donald. They prove to be quite a handful for Donald, even with help from his book on child rearing.

7.1/10

Schoolboy Donald is torn between his angel and devil sides, though in Donald's case, the devil side isn't hard to resist. But the smoking he's encouraged to do turns him green and gives him regrets, and when the good side shows up and kicks evil's butt, Donald cheers.

6.9/10

Donald is leading a scout troop consisting of his nephews on a hike in the woods. Donald isn't nearly the expert on the woods that he thinks he is, much to the amusement of the boys. In a bid for sympathy, he douses himself in catsup and fakes injury; the boys bandage him so thoroughly he can't see, and he stumbles into a pot of honey, and is soon getting all too much attention from a bear.

7/10

Donald is the baggagemaster at a remote railway station. Part of the latest cargo shipment is Hortense the Ostrich, who is a bit too friendly with Donald, and who eats everything in sight, whether it's food or not (mostly not): a concertina, an alarm clock, some balloons, all of which start reacting when Hortense gets the hiccups.

6.6/10

Donald Duck goes to a museum of modern inventions. After getting in without paying, he meets a robot butler who takes Donald's hat every time he sees him. Donald is very annoyed by this and magically fixes himself a new hat every time this happens and strolls on. Ignoring the sign not to touch it, Donald starts playing with a wrapping machine and ends up being wrapped himself. He also encounters and tries out a robot nursemaid and a fully automatic barber chair. They both don't do him much good.

7.2/10

A candid and in-depth look at the Creators, the Culture, and the Collectibility of comics.