captain toad treasure tracker

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Wouter Groeneveld 2023-10-10 19:57:06 +02:00
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---
date: "2023-10-11"
title: "Captain Toad: Treasure Tracker: Diorama Diamond Hunting"
tags:
- 'puzzle'
- 'mario'
- 'wholesome'
score: 3
howlongtobeat_id: 19217
howlongtobeat_hrs: 7.1
game_name: 'Captain Toad: Treasure Tracker'
game_genre: 'puzzle'
game_release_year: '2014'
game_developer: 'Nintendo'
---
What originally started as a fun little diversion in _Super Mario 3D World_ for the Wii U in 2013 a year later turned out into a Toad-filled fully fledged diorama puzzle game, although it was still locked behind a flopped console. Fortunately for Mario Universe sidekick lovers, in 2018, _Treasure Tracker_ was ported to both the 3DS and Switch---of which I played the latter one---as an attempt to maximize that sweet sweet Toad love.
To be completely honest, as much as I love the premise and the mechanics of the game, I wish the game was set in another universe. I simply don't like Toad---I never did---and the more they scream _WOAAHHH_, the less I do. At least in Mario 2, they didn't jabber as much. The game's representation can't be faulted, though, as it contains the typical Nintendo Quality Glitter And Gold (TM) sauce of contemporary 3D Mario games---although perhaps this is the exact reason to yearn for something else. It could be a bit harsh to hold the typical plasticy feel against the game, but having to navigate it---including the by now uninspiring coins and star to collect as a way to exit the level---for me felt tiring.
![](tree.jpg "Oh hey, I'm Toadette now... Yay? Now, how do I get up there?")
Having said that, the "diorama puzzle" core of _Treasure Tracker_ is yet another simply brilliant stroke of expert Japanese game design. Each perfectly bite-sized level forces you to kick your thinking cogs into second gear as you rotate the camera around looking for the best entry point. You're dropped on a mini 3D cube where your prime focus is to escape by grabbing the star while preferably also collecting the three (semi-)hidden diamonds, as you'll need those now and then to unlock the later levels and episodes. For example, say you spot a ladder and a sparkling thing ready to nab. Then you rotate the camera, send Toad(ette) along the way, and suddenly realize there's a gap. Five button presses, dizzying rotations, and alternate pathways later, you found the exit but forgot to get that diamond. Oops.
The game mechanics are difficult to explain. Think of it as a Rubric's Cube with holes in it, where each hole leads to somewhere you won't expect: the one going down probably goes up, and the one with a ladder to the left probably has you rotate the whole world to the right. And then there are obstacles to avoid: pea shooting moles, your typical Mario-esque chompers and Koopas, and perhaps worst of all: the ledge. On top of that, Toad(ette) is constrained by movement: no jumping or running allowed. If you're lucky, you can unearth a turnip to smack a goomba in the face, but your turnip supply is limited, so choose wisely: that projectile can also be used to access unreachable diamonds.
I played the first two episodes last year and recently came back to it to finish the game without thinking too much of it, but as I made my way through the last episode, I ended up enjoying the puzzles more than I was ready to admit. It's just a shame you have to take the whole Mario sauce with it.
![](cogs.jpg "I'm on the upper right, how do I get to the lower left?")
The best part of this game is perhaps its cooperative mode: it can be played in "true" coop mode or in assist mode where one player has control and the other points and temporarily freezes enemies to help speed up things. I played half of the game in coop mode with my wife and true to its nature, it's a real relationship tester, as every misstep results in a quick death. While one person is rotating the camera to explore the level, the other might be moving Toad(ette)---and probably cursing as well, since walking into obstacles is easy to do while the camera moves. I think the best way to play this game is with 2: it could even be considered a cozy [wholesome](/tags/wholesome) game. If you're done with _Snipperclips_ and are still looking for ways to secretly cut off your fellow player while yelling "whoops sorry!", this is the game for you.
Similarly, if you've breezed through _Captain Toad: Treasure Tracker_---which can be done in only seven hours---and are looking for more, then the eShop offers an extra episode DLC to keep you busy for a few more hours. I'm okay, thank you. Although, if you're short on cash, that might not be a problem, since replayability of the levels is quite high: I didn't collect _every_ single diamond, and after finishing each level you can play hide & seek with a pixelated sticker version of yourself stuck on a wall (triggered by the `Zr` toad on the screenshot below).
![](episode.jpg "Contrary to classic Mario games where levels are divided into themed worlds, here, you're instead browsing though pages of the episodic books.")
My biggest gripe with _Treasure Tracker_, apart from the unfortunate case that it was invented within another Mario game, is that while 80% of the levels are excellently designed, the other 20% somehow feel out of place due to the sudden change of pace and scope. And by that I'm talking about the more action-focused levels, such as boss fights or visually impressive chase scenes that just don't translate well into the diorama puzzling universe.
I don't even know why these events have to be in every single game. It's a puzzle game. Why don't you let me explore every nook and cranny at my own pace? Instead, I'm frantically trying to maneuver Toad(ette) over a too narrow leaden bridge that suddenly turns ninety degrees while a fire-breathing golden dragon is getting dangerously close. Oh, I missed that step by an inch because of it, tough luck---again. Sure, we Mario players are used to getting to the end of a particular world where Bowser or one of his minions awaits their booty kicking, but it's not because you pour your tried and true Mario Sauce over a neat little novel idea that every aspect of that formula will turn out as well as in the classic series. I just didn't like these sections, and purposely left behind most diamonds in those stages because of it.
![](kamek.jpg "You can point at the screen and temporarily disable one Kamek while trying to take out the other.")
That doesn't make _Captain Toad: Treasure Tracker_ a bad game. I just wish these levels were as pleasant (and laid-back!) as all the other highly enjoying and very original ones are. Perhaps the Toads should leave the platforming and chasing of big bads to Mario himself.
As for the music, some enjoyable remixes and good original tracks make their way into the game, although some of these can get a bit too repetitive, both in duration and in recycled use over the course of the different levels. I didn't feel the need to look up the soundtrack. Another case of Sauce Misfire, if you ask me.
Yet I can't criticize the raw inventiveness of the tiny but feature-packed Rubric-like levels. It's still addictive to Catch Em All. Just don't forget to bring along a buddy, and be prepared to close your eyes now and then for the tired _Nintendesqueness_.
![](boss.jpg)

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