Super Princess Peach Review
Princess Superstar? Or a Mouldy Peach?
Version tested: DS
Viewed through one lens of the great telescope of personal truth, the Mario series is the shining star of the games industry; a cherished intellectual property that Nintendo isn't afraid to have fun with. As comfortable expanded and re-imagined in the joyful Mario & Luigi titles as it is as disposable family entertainment in Mario Party, the Mario series will always be a vital and magical part of gaming.
Through the other lens, which has dirt on it, the Mario series is a smelly rock of astronaut poop; an intellectual property long past its sell by date, which Nintendo would rather milk endlessly than face up to a desperate need for new ideas. Mario and chums shoehorn themselves into increasingly obscure genres in an attempt to remain relevant, with Mario now well acquainted with everything from soccer balls to baseball bats. With the only fat Italian-American that the average person wants to see swinging a baseball bat being Tony Soprano, the Mario series is increasingly redundant.

As you can see, screen real estate is somewhat unfairly weighted towards a giant picture of Princess Peach. STARE INTO HER SOULLESS EYES.
Depending on the lens you use to view the stars of Nintendo's night sky, your initial impressions of Super Princess Peach are going to be strongly coloured. A clever and funny twist on the Mario series, with the Princess saving Mario? Or a weak stab at the captive market of female DS owners brought by Nintendogs? You stab girls? SICK!
Though Princess Peach's most recent outings as a controllable character (outside of the Mario sports titles) were in the Paper Mario games, here controlling her brings to mind her role in the NES title Super Mario Bros. 2. There is none of the high pressure instant death action seen in Mario's usual platforming adventures, but a more thoughtful experience with a life bar, the princess's wide range of abilities used to explore levels with a variety of paths and puzzles.
Through the eight stages she must fight through on Vibe Island to rescue Mario, the princess's trials are eased by her 'vibes' - the political-correctness-gone-mad description of Peach's wildly changing womanly emotions. If Mario has to deal with this on a regular basis, I can understand his haste in getting kidnapped for a change (am I right, fellas?).
With a flick of a thumb on the touch screen, Peach feels Joy, allowing her to fly and create cyclones; Rage, allowing her to start fires and stomp switches; Gloom, allowing her to cry uncontrollably (her tears grow sprouts and extinguish fires); and Calm, which I didn't grasp the use for until the final world, but which allows Peach to slowly regain her life bar.

Strangely however, her actual in-game sprite is full of character, particularly when she's shocked and puts her little white gloves in front of her face. It's adorable.
The bottom screen is entirely taken up with a nice picture of Peach staring somewhat vacantly at the player, and the touchable hearts that activate her vibes. This is a terrible waste of the second screen, and rather than aid usability, the touch-screen is a detriment, placing functions that could easily be assigned to buttons (the shoulder buttons, X and Y are underused) on the touch-screen, which is particularly hard to press when you have your hands already occupied.
Keeping my thumbs on the d-pad and buttons, I've found myself twisting my index fingers from their natural positions to stab the screen, making play often uncomfortable and in many cases rendering the vibes ineffectual - with only milliseconds to spare before Peach falls to her death, hitting the Joy heart and then the A button to fly is nearly impossible. Of course, why Peach would feel a sudden rush of joy in the face of instant death is another matter.
As you can tell, this isn't a game for a player obsessed with keeping their touch-screen free of finger smudges. I sincerely doubt anyone, left or right handed, could successfully play this using the stylus.
Noting that I didn't learn of the health regeneration skill until the very end of the game, it's clear that despite input difficulties Super Princess Peach is near soporifically easy. The difficulty curve is a flat line apart from two dreadfully unfair spikes - the first spike aligned to the first boss, frustratingly requiring skilful vibe use as the player still struggles with the unusual input method. This is likely to put off any videogame-phobic little girls or other-halves that may otherwise have been lured into the seedy world of gaming by Princess Peach's nice pink dress, but the worst spike comes with the final boss.

Mini-game touch screen segments such as this one come directly before boss battles, but are thankfully skippable after the first time.
All game designers that see fit to have final bosses with multiple forms or stages, each one harder than the last, already unnecessarily hard to begin with, should be given a sound beating by a progression of angry men, each angrier and stronger than the last. Because that's how hitting a brick wall of difficulty feels. My disdain for this kind of artificial challenge is only succeeded by my disdain for designers who have the player fight every single boss in the game for a second time one after another at the end, which is thankfully not the case here. (Oh, their punishment? To be beaten by perhaps ten or eleven angry men across a couple of weeks, and then beaten again by them all in quick succession a couple of days later. Make the punishment fit the crime, I say.)
Despite all of this doom and gloom, Princess Peach is not by any means a bad game. The more sedate pace of a Super Mario Bros. 2 inspired platformer suits the character, and the game's subplot, featuring Princess Peach's talking umbrella sidekick Perry, is cute, though it does actually endanger Peach's status as the main character in her own game. Exploration of the game world nets jigsaw pieces and musical notes, either usable in a remarkably pointless sound test (featuring the 'Peach Hit Five', a band consisting of only two members) and a jigsaw mini-game, which is as exactly as fun as a playing a jigsaw with a pair of tweezers sounds. However, there are a range of delightful mini-games to be found in the main game, including my personal favourite, which requires you blow into the microphone to make Toad jump enemies.
While the eight worlds on offer are not exactly rich with character (Nintendo must have had some pretty intense brainstorming sessions to come up with a slippy slidey ice world, for example) they are more than entertaining enough to warrant a revisit, with the game offering a secondary, more difficult challenge (including extra levels) for those who complete it once.
Super Princess Peach is not a truly remarkable title on the scale of Mario & Luigi, not only as it's not very funny, but its innovations in interface and design actually make it slightly less fun than it might be if you played it 'straight'. But neither is it a shameless cash-in. The game, though a solely single-player experience, has not only a fun story mode, but a host of extras adding longevity in the face of its relative ease. It's fun for a while, but its star doesn't shine bright enough to be anything but ultimately forgettable.
6 / 10
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Comments (36) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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How can you only view through one lens of a telescope?
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Peach deserves her own game. Poor Peach has been kidnapped and held to ransom enough that she deserves some main-lead love. But I don't think this is it...
Oh well.
*starts singing "Peaches" again*
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Agree with the multi-stage boss though, seems like the reviewers beef was with the difficulty and not the actual concept of a multi-stage boss. What I don't like is having to go back to the start of the boss and do the by-now-annoying early stages over again. Pain in the buttocks.
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Not the sort of thing you'd want your non-gaming mates to catch you playing.
'dunno man, I haven't personally heard a single person say that the final dungeon of Wind Waker was anything but complete arse.'
Wasn't that because they had about 3 more dungeons planned, but had to cut the game short to release it by the deadline?
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Funniest thing I've ever read!
Two lensed telescope? Microscope?
As bad as some of these mario games are, imagine a world without mario. Racing games would be all simulators, platforming would still be exactly like frogger, videogaming as we know it would have collapsed forever in the 80s!
Or maybe someone else would have invented a company and characters to drive the industry if mario and nintendo weren't around. But before you grab your shotgun, map of Japan and time machine... is that a risk you are willing to take?
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It seems so, but only because of the quality of games being published at the moment, rather than anything else.
I confess to predicting a 6 before the review page loaded, but only from what information I've gathered about the game beforehand.
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downloading pron with jack_klugman!
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if this was on the psp, they'd have given it 15/10.
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Have you played Canvas Curse?
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If he had, he'd realise what a stupidly stupid comment that was. Canvas curse is the BEST ds game there is.
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DS Kirby alone justifies the use of the touch screen/stylus.
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As for this game, it's clearly the kind of rampantly ignorant sexist-stereotype-reinforcement that ought to be banned more than any amount of Grand Theft Autos.
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Phoenix Wright does, but only two words. "Hold it!" and of course "objection!".
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That's the business strategy, but the game's legacy will surpass its role as a buffer for the new Mario (now that you've scored Princess Peach, Mario will knock the top off your scoring system- Eurogamer has seen through that trap.) Princess Peach will be remembered for the story. It's another muffled cry by the Japanese giant. "America, Europe, look! We've been making mature games from the beginning, but we let some slick marketing guys outsmart us. Now you think that killing brainless shiny mannequins is the adult thing to do, and you should be ashamed of yourself. Remember when we were in your head, hitting bricks, sliding beneath enemies, soaring like superheroes. We want it back."
I've gone too far, but Princess Peach should remind everyone that games, like Anime, can use childhood symbols to appeal to people of all ages. Here, the “Vibe Scepter” is an overt reference to “vibrator”, with some graphic references (check out the idle animation) and an epilogue that sets it in stone. Kids will love the game without having a clue. I will remember the day when Mario’s transformations took on a whole new meaning.
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Somebody really needs to remove those blinkers. Most racing games weren't simulators until revs and most arcade racers weren't for many years after. Can you say "outrun?"
Frogger a platformer?
Nintendo was a big influence on turning round the videogame slump however I seem to remember Sega having an influence. I also remember that many people were perfectly happy with Sinclairs, commodores etc.
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You realise that's THREE words?
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That'll surely make all the psp owners win!
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/dons flameproof suit
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/Demands that Furbs, Blerk and the rest are flung off the board of Regulards.
/Demands that smelly is installed as CEO.
OR
Down the the regulards!
Hooray for the Nintentards!
ED: AAANNNDD smelly for most improved poster of the year, while I'm in the mood.
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The DS has ... 16. (That includes, by the way, all three versions of Nintendogs.)
In the last three months, the only 8+ game for the DS was:
- Age of Empires.
The PSP in the same period:
- Daxter
- Syphon Filter
- Mega Man Powered Up
- Pursuit Force
- MLB The Show
- Exit
- Pro Evo 5
- Street Figther
- Mega Man Maverick Hunter
- WWE Smackdown
Touché?
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