Captain Toad: Treasure Tracker & Diorama Levels

The Super Mario franchise has to have some of the most charming characters of any video game franchise. I’m not even talking about Mario, Bowser, or Peach either; characters like Boos, Wigglers, Monty Moles, and Cheep Cheeps are all beloved by me. They are all incredibly cute and show personality simply through strong character design and a few set actions. Another character I’ve grown to love is Captain Toad, but it wasn’t until recently when I played his very own game, Captain Toad: Treasure Tracker, that I saw how great the character and the world he inhabits could be. With a strong, clear focus of using dioramas as inspiration, Treasure Tracker displays not only some of the strongest level design in the Mario franchise, but some of it’s most charming.

Captain Toad as a character was introduced in Super Mario Galaxy as an adventure seeking little Toad that would appear in levels with his trademark mushroom-shaped spaceship. The same ship and character also appear periodically in Super Mario Odyssey, but in either game, the character doesn’t amount to more than a way to get an extra life or collectible. Captain Toad was first playable between those two games in Super Mario 3D World where you control the little adventurer through small, self-contained levels to collect Green Stars. While these levels were mostly just alright in 3D World, being short, easy, but ultimately fun mini interludes between the main levels, they set the foundation for Captain Toad’s gameplay and level design that was expanded greatly upon in his own game.

The levels in Captain Toad: Treasure Tracker  were inspired by dioramas and that’s exactly what they feel like—standard Mario levels that have been struck down miniature scale. They are very small and confined, but have the colorful art style, well-thought- out design, and incredible amount of polish present in larger Mario levels. The benefit of having levels so small is that they feel meticulously created. Everything in the levels is necessary—there is absolutely no wasted space in them. Aside from the critical path to the end of the level, all side paths hold secrets ranging from Golden Mushrooms for the bonus objectives to just a few invisible coins to collect. Even though the levels are tiny, they always feel rewarding to explore since the game constantly rewards the player. The levels even tend to feel larger than they actually are thanks to clever uses of the camera and level design.

Captain Toad: Treasure Tracker is played in the third person perspective, but the camera does not follow Captain Toad as he explores the level under his feet. Instead, moving the camera rotates it around the level itself, using the character as a sort of anchor, making sure the player can’t see too much above, below, or across the level from them until they reach that part. When a level starts, you can see most everything there is to see: the character rearing for adventure, the Power Star that acts as the end of the level, any and all level gimmicks or mechanics you will have to puzzle out—all the important information is present at a glance. But what the level hides in the spaces the camera can’t see immediately are the most interesting. Things like paths throughout the level, little caves to find entrance into, bonus diamonds or collectibles, pipes that take you to hidden parts of the level. These help a level feel like it’s unfolding around you as you guide the Toad throughout it and move the camera around to look into every nook and cranny present. What starts out looking like a simple, straightforward level soon balloons to a little puzzle box of branches to explore and secrets to discover.

There are over 50 levels in Treasure Tracker and—even though there are repeated level themes like grassy areas, desert ruins, little beach sides, and spooky haunted mansions—there are an abundance of level gimmicks and new mechanics being thrown at the player in every new level. This helps alleviate some of the repetition that comes from the game’s insistence on playing each level multiple times for 100% completion. The gimmicks usually revolve around moving parts of the level: wheels that rotating bridges, towers, or entire chunks of the ground, glowing blocks that can be shifted up, down, left, or right with a single touch, and some built-in mechanics like a level themed after a wind-up box that have each side of the level shifting up and down and a late game level that is just a cross of boxes the rotate around in a circle. These level gimmicks not only provide puzzles to solve and new ways to reach the Power Star, but often hide secrets within the moving parts. This is extremely common with the Pixel Toad Hide-and-Seek mode with the sneaky little Toad will be hiding behind a chunk of the level that must be moved first to see, but there are other secrets hidden within these folds of the levels. Often, if a diamond can be seen, but it is not immediately obvious how to get to it, there will be a hidden door somewhere behind a piece of shifting level. This again helps the levels feel bigger than they are due to every part of the level being used to encourage exploration.

The small, diorama levels adds another brilliant aspect to Captain Toad: Treasure Tracker, but it is the hardest aspect to explain due to its extremely subject nature. This aspect is the charm of the game. It all comes down to the art style. The highly polished and colorful style makes the game feel like a Saturday morning cartoon, especially when paired with the upbeat and catchy music. Super Mario 3D World has a similar art style, but it seems like the artists just had much more opportunity to fine-tune each and every level in Captain Toad: Treasure Tracker simply due to their smaller nature. The world in the game is just a very cheerful, pleasant, and cute one to immerse yourself in. Captain Toad and Toadette themselves also help to add to the charm of their game through the determination they show in trying to reunite with each other and the excitement they display when collecting another treasured Power Star. Each level is so enjoyable to explore and cute to see, that you will soon find yourself unable to put the game down just by sheer desire to see what comes in the next level. 

It’s telling how well the diorama inspiration aids the design and overall fun of Captain Toad when you look at the levels that stray away from that focus. Some levels, like the boss fights, mine cart levels, and levels that just feel overly large, seem to ignore the diorama structure of the others and they feel much weaker for them. These larger levels feel too long to complete—especially when trying to 100% the game requires multiple playthroughs of every level. They are not poorly designed, however, just more tedious and tiresome to complete.

Basing the levels on dioramas not only provides a clear focal point and through line throughout Captain Toad: Treasure Tracker, but also helps limit any excess commonly found in games nowadays. With keeping levels small, confined, and focused, the developers were able to make the most out of every level’s space and mechanics. Every level in the game feels so finely tuned, so meticulously crafted, and polished to a brilliant shine that it works as an example of the benefit of limiting a project’s scope, almost like a counterpoint to the massive, bloated open-world games that have taken over AAA game. Much like a diorama or miniature, if you have a very small space to create in, you better make sure it is the most detailed creation you can make.

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