betvisa888 liveCaptain Toad: Treasure Tracker Archives – Destructoid - jeetbuzz88.com - cricket betting online //jbsgame.com/tag/captain-toad-treasure-tracker/ Probably About Video Games Sat, 21 Jul 2018 21:00:00 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa888Captain Toad: Treasure Tracker Archives – Destructoid - Jeetbuzz88 - live cricket asia cup //jbsgame.com/reviews/review-captain-toad-treasure-tracker/?utm_source=rss&utm_medium=rss&utm_campaign=review-captain-toad-treasure-tracker //jbsgame.com/reviews/review-captain-toad-treasure-tracker/#respond Sat, 21 Jul 2018 21:00:00 +0000 //jbsgame.com/review-captain-toad-treasure-tracker/

The pixel toad noises have been burned into my mind

Personally, I never ended up buying a Wii U. My original plan was to wait for Breath of the Wild to release on the system before nabbing one. But by the time that was drawing near, the Switch was announced and right around the corner. However, one of the games that immediately caught my eye during the Wii U's life-cycle (and nearly pushed me over the edge into purchasing the system) was Captain Toad: Treasure Tracker.

As a toad enthusiast who is still baffled that after The Year of Luigi we've yet to experience or even hear plans for The Year of Toad, I was stoked toads everywhere were finally getting the spotlight in the form of Captain Toad. Still, I couldn't help but feel distraught at the time knowing Captain Toad was released on a sinking ship of a platform. Thankfully, Captain Toad has now made its way to the Switch and 3DS and if you missed out on the Wii U like me, there's no time like the presen?t to enjoy some fantastic? puzzling on the go!

Captain Toad: Treasure Tracker review

Captain Toad: Treasure Tracker (Switch [Reviewed], 3DS, Wii U)
Developer: Nintendo EAD Tokyo
Publisher: Nintendo
Released: July 13, 2018 (Switch, 3DS) December 5, 2014 (Wii U)
MSRP: $39.99

Captain Toad is pretty light on story, with only a handful of story beats ??and cutscenes happening throughout the course of the game. The adventure begins with Captain Toad and Toadette out exploring in search of stars when suddenly Wingo (a giant bird) comes along and steals the star and Toadette along with it. Of course, Captain Toad is a toad of action. He isn't about to go beg some plumber in a red cap for help and sets off to save the day. That said, Toadette isn't any slouch though waiting to be saved, as you'll even get to play as her in the following episode in what is basically a role-reversal.

This adventure takes place ??across three episodes, each with a number of different levels and bonus challenges to complete. The levels themselves, although small in size, allow you to manipulate the camera around them to uncover various hidden areas or objects. It's in this foundation of a mechanic where the bulk of the puzzle-solving is built upon, with the simple rule of Toad or Toadette not being able to jump (due to their heavy backpacks). Alongside moving the camera around the stage, you'll also be tapping or using the gyroscope-controlled cursor (when docked on Switch) to stun enemies or activate or move objects in the environment to re?ach the star and complete the level.

Notably, though, you can't seem to use gyroscope aiming during on-rail levels while the Switch is docked. I can only assume this was due to the gyroscope controls being assigned to the mock-up cursor when playing while docked. Co-op was also added to the Switch version (if you can even call it that), which?? allows the second person to take control of the on-screen cursor... Exciting! As for the 3DS version, you move the camera with either the right analog nub or by dragging the touch screen on the bottom screen. It's not as intuitive as the Swit?ch controls, obviously, but it still works. However, what you will find on both versions of the game is some absolutely solid perception-based puzzling and plenty of charm.

Each level is beautifully crafted and meticulously planned out, with a number of them throwing in their own unique mechanics. The first episode acts as sort of an introduction to many of the puzzle mechanics and is fairly simple overall. For those of you aiming for 100% completion, though, Captain Toad offers up a good challenge in the form of hidden collectibl??es around the environment and bonus challenges to complete. Episode 2 and onward thankfully picks up the slack as well, with a slightly higher difficulty in some levels -- which was much appreciated. My favorite level was easily 3-10 (Multi Vator Mayhem), simply because it let me drop four toads off a high ledge and it sounded wonderful.

Captain Toad: Treasure Tracker review

Quality toad sounds from Samantha Kelly aside, not all the levels are wonderful. A good number of them re-use a lot of the same puzzle concepts with a slight twist, which definitely felt like padding at times. Then you have some tras??h-tier levels as well, such as Drop-Road Dash and Clear Pipe Puzzleplex. These levels, in particular, throw the perception-based puzzle solving out the window in favor of dumb gimmicks. Drop-Road Dash is an entire stage dedicated to a collapsible pathway floating in the sky filled with enemies that you simply r??un through. Clear Pipe Puzzleplex is an entire stage dedicated to going through clear pipes filled with enemies, all while moving non-stop.

Playing Clear Pipe Puzzleplex for the first time, I didn't realize you had to hold the analog stick in the direction you wanted to turn next while going through the pipes. Instead, I was trying to flick the analog stick in the direction once I was near or at the turns themselves, resulting in me missing nearly every turn and a fair amount of lost lives. Captain Toad and Toadette are like the crew of Star Trek: The Next Generation. They're great at thinking on their feet, problem-solving, and having diplomatic discussions. But once you put them in an action film, it's obvious they aren't action stars. Basically, these two levels are the equivalent of Star Trek: Insurrection and Star Trek: Nemesis. They don't match the overall puzzle-solving theme of?? Captain Toad and simply aren't necessary.

Thankfully, the Switch and 3DS versions of Captain Toad include some additional Super Mario Odyssey-themed levels and they're wonderful. These capture and highlight the notable Kingdoms from Super Mario Odyssey, as w??ell as offer up some slightly unique puzzle-solving mechanics ??from Odyssey itself. You'll gain access to the levels once you've completed the three episodes and they act as a perfect end-game incentive. Oddly enough, however, the Super Mario 3D World-themed levels fr?om the original Wii U release are nowhere to be found on the Switch and 3DS versions of the ??game.

Captain Toad: Treasure Tracker review

Some missing content aside, the Switch and 3DS v?ersions of Captain Toad look absolutely fantastic. The 3DS version, in particular, is maybe one of the best-looking 3DS g??ames I've played yet from Nintendo. This is bolstered by the fact it even supports stereoscopic 3D and the 3D effect itself works extremely well with the perception-based puzzle mechanics. Compared to the original Wii U release, which ran at 720p and a locked 60fp??s, the Switch version of Captain Toad now runs at 1080p while docked and 720p in handheld mode. Regardless if you're playing docked or handheld mode, both seem to run at a locked 60fps, while the 3DS version is locked at 30fps.

Whichever version you go with, you're still going to be in for a great time. Everything about Captain Toad is overwhelmingly charming. The soundtrack is solid, with plenty of levels having their own unique themes, as well as a few with familiar tunes from previous games in the Mario franchise thrown in for good measure. I'd argue there's been no better time than now to be a toad fan and with Captain Toad and Toadette planting their flags on more of Nintendo's platforms, here's hoping we continue to see them for years to come.

Now if you'll excuse me, I need to visit my doctor. Because after collecting every pixel toad, I can't stop hearing them.

[This review is based on a retail build of the game provided by the publisher.]

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Captain Toad Switch is smaller than Wii U

It was sometime during the lifetime of the Wii, I believe it was after the launch of Mario Galaxy 2, that I found myself in awe of just how ?skilled Nintendo was at c?ompressing their games.

While many other AAA titles were encroaching on 40GB at the time Nintendo managed to squeeze so much into so little, to the point where Galaxy 2 is still one of the best looking projects of that generation. The trend continued with the Wii U, and they got even better on Switch. We've seen all manner of wizardry so far, but Captain Toad: Treasure Tracker is ??confirmed to ?clock in at 1.4GB on Switch by way of a new eShop listing.

For those of you keeping track, that's 0.5GB less than the original Wii U release in 2015 -- and this is with additional levels in tow. While some third party developers haven't figured it out, I hardly ever have to clear out space for a first party game on a Ninte??ndo system. S??hout-out to the folks that make that all possible!

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Maybe people will play it

Like a lot of Wii U games Captain Toad: Treasure Tracker went unnoticed. At least, it wasn't as widely known as it should have been, given that it's ??one of the purest puzzle games Nintendo has ever crafted.

Fueled by the simple quest to discover stars with Toad, the charming adventure puzzler really grows on you, providing extra quests to keep you busy as well as one of the most effective uses of amiibo yet. On Switch you'll be able to enjoy a few more levels (Odyssey themed) and engage in two player co-op, where the second pla?yer basically just makes everything easier by throwing objects at the screen -- you know, typical "helper" Nintendo co-op type stuff, so don't expect a full-on split-screen Toad and Toadette mode.

In case you forgot Captain Toad: Treasure Tracker is also comi??ng to 3DS on the same date -- July ?13.

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Where playground meets obstacle course

A friend of mine got a good deal on a Wii U recently. That meant that I finally got a chance to play Captain Toad. It's really humbling to know that people at Nintendo have also played Monument Valley. I played through a bunch of the game, and aside from parts where I had to keep looking between the touch-screen and the big screen (though I suppose I could have gotten around this by just playing on the touch-screen) and the parts where I had to fight bosses (though I suppose I could have gotten around this by just replaying Monument Valley), I really enjoyed the game up to a point.

That point was the point at which the game starts demanding you've collected some number of in-game "challenge" coins before it allows you to move on to the next level. Suddenly Captain Toad becomes Captain Tollbooth.

You see, not unlike many contemporary games, each level of Captain Toad features several different?? goals??, each intended for a different style of play.

Every level of Captain Toad is a dense little 3D dollhouse. (In fact, you start to wonder why it wasn't released on the 3DS, where I wouldn??'t have had to constantly flick my attention between the TV and the thing I w??as holding.) The player's job is to steer Captain Toad -- or later Captain Toadette instead, once she's submitted herself to being rescued by the character who isn't femme-presenting -- through these little dollhouses.

It's refreshing to see Nintendo finally catch up with more progressive developers, who allow playable women charac?ters in their games, but only a??fter male characters (or micropayments) have "unlocked" them. I'm not actually sure the game ever awar??ds Toadette the rank of full Captain.

Captain Toad or (Ensign? Admiral?) Toadette move through each dollhouse, avoiding (or occasionally vegetabling) threats, discoverin?g new ways to get around the place, and ultimately attaining the shining Star at the end. That's the point of each little dollhouse, its ultimate goal.

But there are "micro-goals" too: three special coins hidden in each little house. They're sealed, like plucky detectives in Nancy Drew novels, behind breakable walls, or tucked into secret nooks or out-of-the-way paths. Their purpose is to encourage (and reward) more thoroughly exploring each dollhouse,?? turning it over and over on your touch screen to peek into every part of it you can see.

That's a legitimate way of playing the game -- call it a "deep" rather than "wide" play style -?- and is legitimately rewarding to a certain type of player. Th?at's not usually how I play these games, though.

Playing Captain Toad, I was more interested in just seeing as much as possible - the wide rather than deep style of play. I wanted to see all the dollhouses. I wanted to see lots of neat, new things in succession, and not to be stuck on any o??ne for too long. (Certainly the fact that I wouldn't be able to play t?he game once I'd left my friend's house made me reluctant to linger.) But this style of play is legit too.

A design that incorporates both simple unlock-the-next-level goals and extra, optional micr?o-goals is, theoretically, one that accommodates both styles of play. If I want to see new things, I prioritize the overarching goal that will get me to the next level. If I want to feel like I'm really plumbing the depths of each individual level, I prioritize the micro-goals.

But more realistically, my play style -- and probably most players' -- incorporates elements of both: going for a challenge coin? when I see how to do so, but not replaying the same level over and over until I've gotten all three.

Where the?? design fails in this case is when it turns out these optional micro-goals aren't optional after all, and that you can only see so much of the game without prioritizing them. My friend was way more challenge-coin-oriented, but even so??, the available levels eventually petered out. "Did you unlock any more?" he asked me. I had seen a level or two later than he had.

After a point, Captain Toad explicitly enforces the "deep, not wide" style of play where it teases that it will accommodate both kinds of play. And it's not the only Mario (or "Mario universe?" "Mario galaxy?") game to be structured this way: this is the way they're designing them these days. I also bailed on Super Mario 3D Land before seeing the e??n?d because it wanted me to replay past levels and harvest more hidden coins.

Maybe the hope was that after playing "wide" for long enough, I'd develop enough of an investment in the game to play "deep" when I was forced to. Nope. I stopped pl?aying.

Oh, I stuck on for a few more levels, a few more tollbooths. But then I got tired of these forced intermissions between the stuff I wanted to be doing -- seeing new stuff -- to do stuff I was bored of: retreading old territory. I was up ?to the challenge of the new stages. I was capable, r??eady, and excited to do more. But the game was unwilling to let me, and I got bored, and I gave up. Surely that's not the outcome the developers were hoping for: player gets bored, gives up?

I think it's a failure when additional goals are used to narrow, rather than broaden, the player's experience. One of the games I've been spending a lot of time with lately, Alto's Adventure, a snowboarding game for the iPad, has a few different levels of overlapping goals: get as far as possible in a single run (survive), get as many points as possible on a single run (perform tricks), complete the current "missions" the ga??me has given yo?u (perform specific tasks).

S??ome of the missions are long-term: perform 10 backflips using a character who has a difficult ??time gaining air. Some of them are really specific: smash a rock during a chase scene. While I'm playing for the overarching goal of travelling as far as possible, these extra goals give me opportunities to explore wider aspects of the game systems. I might have never attempted a triple-backflip if the game hadn't suggested I try it, in addition to my already-established goal of getting farther, seeing more.

And not all games need extra layers of goals: Monument Valley doesn't need "missions" to distract from its sparse vignettes. But when extra ch?allenges ??are deployed, it should be in the service of expanding the player's experience of the game, rather than forcing it.

Maybe if you're a garden fungus, the only way up the ladder to the rank of Captain is doing whatever authority tells you ??without question. Maybe Toadette is the real brains here.

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Seems simple enough

Captain Toad: Treasure Tracker's amiibo support was shrouded in mystery for a while. Even at launch it wasn't clear what amiibo actually did, but over time Nintendo revealed their plans. Not only could you earn extra 1-Ups by way of figures (lame), but the Toad amiibo add??s "extra pixel Toads" to find scattered about stages.

Here's the rub with the pixel-dudes -- it looks like you'll get to tap t??he figure down on the GamePad, then you'll have 10 seconds to find it in a level, ??and make sure it's visible on the screen to "claim it." That's a really small feature, but if it appears in every single stage it's a good enough reason for me to go back.

Japan is getting a badass bundle (??check it out in the gallery below), but nothing has been announced for any o?ther region.

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RIP Tips & Tricks

Have you ever pushed through an annoying sequence without realizing that you were in fact "playing it wrong" and failing to grasp a concept or mechanic? I am guilty of this, but I'm struggling to think of an example newer than infinitely-spawning troops in Call of Duty's Veteran difficulty.

Well, here's one oversight I won't soon forget: Captain Toad has an attack in Treasure Tracker. And no, I don't mean throwing turnips. Next you're goin??g to tell me he can secretly do triple jumps.

Writing on Miiverse, director Shinya Hiratake breaks it down: "This might be going off on a bit of a tangent, but another one of the questions we received was 'Why did you include an attack for Captain Toad where he gets dizzy from spinning around?' This action is actually supposed to be Captain Toad attacking enemies with his backpack! We added it in because we wanted to give his backpack another purpose besides preventing him ?from jumping! We also wanted to add another means of attack besides throwing stuff, for pl??ayers who have got used to playing the game!"

T??he move requires some setup to get the timing just right -- you have to spin the analog stick around a few times -- but it tot?ally works. See the clip below.

Captain Toad Developer's Room [Miiverse via Alison Rapp]

I'm not even mad. I might as well take this discovery as a gentle push to wrap up Treasure Tracker.

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So that's why Nintendo held off on the announcement

Captain Toad: Treasure Tracker will be getting its long-awaited amiibo support on March 20. The game will use the new Toad amiibo, which is set to arrive as part of the Mario-specific line.

This must be why Nintendo has been quiet about amiibo support for the game -- it was waiting to announce the all-new Mario figures. It makes sense, since Toad isn't a Super Smash Bros. fighter.

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Toadally sufficient for puzzle enthusiasts

From the moment I played the Captain Toad minigame in Super Mario 3D World, I thought to myself "this would make a great downloadable title." It seems? ?as if Nintendo can hear my thoughts, because it did just that.

Priced at a budget level, Captain Toad: Treasure Tracker is a natural expansion from the levels found in World, with more complex concepts and that same beautiful art style. It may not be en??ough to warrant full price for some, but? for those seeking more Toad, it delivers.

Captain Toad: Treasure Tracker (Wii U)
Developer: Nintendo EAD Tokyo
Publisher: Nintendo
Released: December 5, 2014
MSRP: $39.99

Don't expect any meaningful exposition from Captain Toad, because it's not here. Cutscenes clock in at 30 seconds at most, and there are only a few of them in total throughout the adventure. The gist is that the evil bird Wingo has stolen a treasure that Toad and Toadette have just located, and in her attempt to yank it back, Toadette is l??ifted into the air and taken. Toad embarks on an adventure to save her that basically just involves solving puzzles to progress, and eventually she will join him and retu??rn the favor.

While the story won't win any awards, it feels like the first legitimate adventure for the duo, which should please fans of toads everywhere. No other Mario characters are jumping out and stealing the spotlight here -- it's just the two aforementioned characters and their thirst for trea??sure that?? fuels the game.

Captain Toad is a puzzle game at heart and using the power of the Wii U's GamePad controller, involves anything from tactile controls to tapping, to microphone use. The concepts are pretty ingenious, including but not limited to: stunning enemies with taps, tapping to change-up platforms, triggering question m??ark or POW blocks, throwing turnips in first-person, and a lot more.

Each level is what I refer to as a miniature "fish tank," allowing the player to scan, flip, and zoom in and out of the entire environment during an attempt to solve the puzzle. The objective in every stage is threefold: find three optional Super Gems, solve an optional objective, and locate the star to end the level. The optional objective is usually the toughest, involving side goals like "don't destroy a bridge," "stay in stealth mode the entire level," or "locate a special trinket." They aren't revealed until after completing a sta?ge, which gives incentive to go back and replay it -- albeit in an attempt to give the game some padding since it doesn't reveal the objective upfront.

Toad's gimmick is that he can't jump because "his backpack is too full" (aw). He can run though, as well as pull up plants Super Mario Bros. 2 style and use them to kill enemies, grab mushrooms to grow back to size should he get hit, use power-ups like hammers and Double Cherries to clone himself a la 3D World, and utilize a minecart with an infinite turnip supply to chuck at enemies. There are also a ton of different concepts like boost pads, donut blocks, and a mix of classic Mario objects and new surpr?ises. The minecart bit is probably ??my favorite of the bunch, and the first-person viewpoint works in the game's favor because it feels so unique. I would easily pay something like $10 for a game that consisted entirely of minecart levels. While there are boss stages and they are often the highlight of any given string of puzzles, they are basically just regular levels with said boss adding some extra chaos to the mix.

As a general rule the controls are pretty great, and I had little problem getting Toad to do what I wanted. If you haven't played the Wii U a ton it can be jarring to go back and forth from touching and looking at the GamePa?d to looking at the TV, but after a period of time you'll either get used ?to it, or just learn to use the pad entirely. The part I really don't like about the controls is the forced use of the GamePad's accelerometer feature, which can often be used accidentally while holding the pad. While it doesn't get to the point of ruining levels consistently, it's annoying in that I can't turn it off completely, since I wholly use the right analog stick to control the camera anyway.

It's clear that Nintendo had a therapeutic goal in mind with Toad, because even during some of the more difficult levels the game is far from stressful or aggravating. This is especially evident when taking into account that players keep whichever Super Gems were collected during the same run. In other words, there's no worries if you get?? a tough to reach Gem then fall off a cliff, as long as you complete the stage eventually with the amount of lives you h??ave left you won't have to obtain it again. The game also tracks the highest coin run on top of all the tertiary goals, so it's perfect to occasionally run through past levels again.

The stress-free nature can work against it though. After completing the game I couldn't help but want more. While a lot of the mechanics in each level were a joy to see for the first time, ?after repeated play sessions some of them lost their luster, as the gimmick was basically a one-time thing. I even breezed through a few levels and roasted every goal on the first try, which led to the occasional bout of disappointment. While every new world feels fresh in its own way, there are a handful that are a half-meas??ure when it comes to challenging the player.

In terms of content, there are a little over 70 stages to tackle, including some bonus 3D World remakes (for those who have a World save file), which lightly modify the level to accommodate for Toad's lack of jumping. In essence these levels will take roughly 10 minutes to beat, and 30 minutes to completely master with all goals completed. There ar?e also bonus stages to earn extra coins and lives, but those only take a few minutes and pop up sparingly.

As a result, even with the lower price-point, you may feel underwhelmed by what's in the box if you don't absolutely love solving puzzles. There is amiibo support of some kind planned for a day-one update, and you'll find coverage of what that entails here ?;at a future date -- for now we're in the dark.

Captain Toad is an experience that doesn't attempt to really wow you, but instead delivers consistent puzzle experiences at a rapid pace. There's more Nintendo could have done with it, but it is a puzzler in its purest form, and that will be more than enough for people who wanted more of the titular hero after playing the bonus games in 3D World.

[This review is based on a retail build of the game provided by the publisher.]

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It's also 10 minutes of gameplay

December doesn't look super exciting for gaming, but there are a few bright stars in there like Captain Toad: Treasure Tracker. If you want to get a better look at the g?ame Nintendo has posted a new promo video showing a 10 minute playthrough with a woman and what I assume is her daughter.

While the video is clearly more produced than candi?d, I like that it goes through the entire puzzle solving process for multiple levels. It looks like there ?might be some merit there for hardcore puzzle fans.

The post This video of a mother and daught??er playing Captain To?ad is adorable appeared first on Destructoid.

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Amiibo support coming in 2015

Captain Toad: Treasure Tracker launches in North America on December 5.

The Wii U puzzler is based on a minigame from Super Mario 3D World, and sees the eponymo??us protagonist explore a myriad of locales in search of hidd??en loot.

Captain Toad will retail for $40 and support select amiibo figures some??time next year. Nintendo has yet to reveal what sort of functionality the toys will a??dd to the experience.

The post Captain Toad tracks treasure starting December 5 appeared first on Destructoid.

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Sounds reasonable

Captain Toad: Treasure Tracker is a fleshed out full release of the minigame from Super Mario 3D World, and it's looking like it's going to be one enjoyable ride based on what I've played so far. But Nintendo has been hush-hush so far on the exact pricepoint, and I know $60?? ?would be too much to swallow even for the most dedicated of fans.

Thankfully, Kmart's online listing for the game may give us a hint at its final retail price -- $39.99. Listings are made erroneously all the time, but for now, it's a solid lead that points to a very reasonable cost (assuming there's a ton of levels) -- inline with Game & Wario and a few other first-party releases that aren't quite as small as eShop games, but aren't large enough to w?arrant? a full price.

Nintendo Capta?in Toad: Treasure Tracker ??for Nintendo Wii U [Kmart]

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But it still doesn't jump with it

Super Mario 3D World was fantastic, and one of the reasons was its incredible variety throughout. Captain Toad made his fi?rst playable appearance there, with his levels acting as a sort of palate cleanser between Mario's running and jumping cat suit antics.

The basic premise of the levels is that Captain Toad wants to help Mario collect stars, but since he is slower and cannot jump, he needs to rely more on puzzle-solving ability and keen perception (along with smart level design) to get things done. Fans loved it and clamored for more Captain Toad, so Nintendo explored the idea even further with Captain Toad: Treasure Tracker. As it turns out, the basic premis??e really has legs -- legs that still cannot jump.

Most of the Captain Toad levels in Super Mario 3D World stuck to one general format. They stuck to a small, self-contained cube, ??they required the player to view the level from all angles in order to solve, and the goal was to get all of the stars on a level.

While a lot of the levels in Captain Toad: Treasure Tracker stick to most of that, there are a few notable differences. Now, instead of just hunting stars, Captain Toad is looking for gems as well. To fully complete a level in Treasure Tracker, the player must collect all of the gems, then touch the star, but acq??uiring gems is optional for those who just want to get to the e??nd.

The other big difference is that the levels are expanded, both in size and in scope. Though Captain Toad still does his fair share of walking around slowly, he now engages in other activities as well. One level I played had him riding a mine cart and throwing turnips. Another shows him fending?? off a huge, fire-breathing dragon.

The second level I got to try hands on was a haunted mansion. Touch control on the GamePad came into play, where certain chunks of the level could be moved by tapping on them. These pieces have doors on them that connect to other doors in the level, so the main part of the puzzle was figuring out how to arrange the movable parts in order to use the doors well. One particularly satisfying section has Captain Toad luring a pillar of goombas underneath a door, moving to it, and squashing them all in quick succession??.

Keeping with the standards set in Super Mario 3D World, Treasure Tracker is visually vibrant. Even now, a year and a half after the Wii U's launch, seeing Nintendo games in high definition is a treat. The format of Captain Toad lends itself to this end; with small, discrete levels, the variety in art di??rect??ion can only benefit.

So far, Captain Toad: Treasure Tracker is looking pretty good. Nintendo has announced that it will also be one of the first titles to use amiibo, but we do not know the pa?rticular functionality of it. Regardless, we can expect to track treasure with Captain Toad at the end of this year.

The post Captain Toad: Tre?asure Tracker takes the core i?dea and runs with it appeared first on Destructoid.

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Will be called Treasure Tracker

Nintendo announced a new game during their E3 digital event, that stars the one and only Captain Toad. Captain Toad: Treasure Tracker is a fully-fledged game inspired by the levels found in Super Mario 3D World.

It will be out on Wii U this holiday.

The post Captain Toad getting? a full-on game, coming holiday 2014 appeared first on Destructoid.

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