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 ... See full summary »
Mickey has been reading Alice in Wonderland, and falls asleep. He finds himself on the other side of the mirror, where the furniture is alive. He eats a walnut, which makes him briefly ... See full summary »
Mickey, Donald, and Goofy are cleaning a large clock. Among the complications: Mickey fights a sleeping stork that doesn't want to leave, Donald gets tangled up in the main-spring, and Goofy is inside the bell when the clock strikes four.
Mickey and Pluto go hunting for quail. Pluto scares away the first ones they see; Mickey scolds him, then relents. He shows Pluto how to be a pointer, and they set off after another quail, ... See full summary »
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... See full summary »
Donald Duck visits a museum of modern inventions; among the inventions he struggles with: a robot butler who keeps taking his hat; a package wrapping machine; a robot nursemaid; an automated barber chair.
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 ... See full summary »
Donald is courting Daisy (called Donna, here in her first appearance) Duck in Mexico. He arrives on a burro, which doesn't get along at all well with her; she convinces him to buy a car. ... See full summary »
Goofy shows us how to swim, first using a piano stool to demonstrate the strokes, right into the middle of traffic and back again. Next, Goofy tries to change in a tiny beachhouse and ends ... See full summary »
Donald and Goofy are trappers in the frozen south (Antarctica) with different approaches. Donald sees a penguin and dresses as one to lure her to the chopping block; Goofy baits a trap with... See full summary »
As we all know, whatever Donald Duck sets out doing at the start of any cartoon, by the end everything in the vicinity, be it house, car, shop, work, will be destroyed and Donald will be left fuming.
Here, Donald is working on plumbing in his basement, using a magnet to pick up objects from the floor. Pluto becomes curious to the magnet's strange powers and mucks around with it. Soon enough he's swallowed it and scrambles around the house trying to get it out, eventually tying up Donald in the shenanigans.
Cue running from flying knives, walking on the ceiling (including one moment when Donald bizarrely defies gravity) and general mayhem in which Donald's house is left in ruins.
It's what we expect and love about Donald.
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