Super Princess Peach
I've recently fallen deeply in love with my 3DS and have subsequently
been looking at the wide and varied range of Nintendo DS games. I came across
the rather controversial Super Princess Peach, which I was actually first made
aware of while browsing a bundle of loose carts for sale on Facebook
Marketplace, where it’s beautiful Peach designed label caught my eye.
I sniffed myself out a boxed complete version and set myself up to play
it.
It’s a 2D platformer, with the twist in that Mario & Luigi have been
captured and Peach sets out to save them.
There was quite a bit of hubbub around this when it was released in
2004/5, as it was potentially marketed towards girls – with Nintendo it seems
getting both lauded and criticised for their approach.
Other than a quick look on Wikipedia, I ignored any reviews or scores
and dove in.
I played on a N3DS-XL.
The basis of the game is that it’s a 2D platformer, based primary in the
Mario universe with Mario lore and physics.
However, Peach has a handheld tool/weapon in the guise of a parasol
caller Perry.
Perry can be swung to hit enemies, scooped to flip enemies and used as a
mobility device as you progress through the game.
Peach also has four unique powers, or abilities, kind of like magic that
uses a depletable bar called Vibe.
As you progress through the game you collect coins, which accumulate and
can be spent in a shop outside of the levels in the world map.
You can buy things like extra heart containers, extra Vibe bar and other
speciality items that give permanent affects to Peach that help her through the
game.
You can also purchase abilities for Perry too, as I mentioned earlier
this will either help with mobility through the game or will add attack moves
for Peach to defeat enemies.
There are also various vehicles that Peach can use, a hot air balloon
that is powered by one of her special powers and a submarine that shoots
bubbles, if you blow into the microphone on the 3DS.
The initial 5 worlds levels are rather linear, with their depth gained
in verticality. World 3 (Shriek Mansion) is the Ghost House of the game and
those levels offer up a more mixed level progression but again - it’s not
really that hard, apart from one puzzle that I thought was a bit long and
convoluted.
Each level has three Toad’s that are hidden within it for you to find
and free from their box prison, these offer some re-playability to the levels
and offer a tease to back to missed toads to get the lovely star filled in on
the world map identifying the course.
Sadly, too often the toad puzzles are just about having enough Vibe bar
to activate a power, to clear a way or make an otherwise impossible route,
accessible via a power. This does change up later in the game after world 6 –
but I feel this would have benefited from being brought in earlier in the game.
The game I feel tries to place itself as a sort of platform puzzler, but
like the Toads the obstacle puzzles are as simple as hitting a key block that
is on the way to an obstacle to clear it. If the key block was hidden it would
make for such a more engaging and rewarding mechanism, as it is it simply feels
pointless in the first three quarters of the game.
Going back into the previous worlds to start to search for the other
Toads that you will have missed will start to throw up more exploration and
back tracking and it’s very welcome. You really have to start looking at odd
things in the environment and use your special skills to affect them in ways
which change the level - it does that thing that makes you feel smart when you
crack it. Sadly, I can count on one hand the game offers this mechanic.
The game is much better played with the D-Pad, although the circle pad
is perfectly useable it tends to be too easy to use the diagonal down motion,
resulting in Peach doing a crouch-slide, which often results in sliding off
platforms - so when the action gets tetchy, I would often slide off by mistake.
Or when placed on a diagonal surface, a slight misjudged crouch will result in
you sliding down the course and off an edge to your doom.
An interesting touch is that Peach runs by default, and you need to make
her tip toe by holding what would normally be a sprint button in Mario games.
So due to this she will hop over single block gaps when normally traversing the
scenery. The tip-toe mechanic is used on delicate surfaces to stop them falling
as fast, or to creep up on sleeping enemies – very good, I liked this and would
have liked it to be present more in the game.
The action buttons are flipped, A is jump and B swing Perry, it feels
unnatural and there’s no way to change it either. Too many times I swiped
instead of jumped and jumped instead of swiped.
There is some mild stylus use, you’re often prompted to use the stylus
to explore the map and select levels, although it’s drawn out and a pointless
exercise when it’s simpler to just press A.
Prior to each worlds Boss fight is a precursor mission that uses both
the top and bottom screens of the DS, then, use the stylus to either control of
Peach moves, or protect Peach by carrying out tasks to clear her path.
It’s a nice touch and one that feels short enough to be fun and
different enough to be a welcome break from the regular platforming.
Generally, it’s a bit of cake walk for the first three quarters of the
game. There are no lives, so in effect you can be as careless as you
please and just keep going.
Another aspect of difficulty being a little light is that you can
actively back out of any course at any time, even if you’ve not finished that
course before and still leave with all of the coins and toads that you have
collected in that level. Which is great for mop up but as there’s no lives
anyway or danger of losing anything upon death it feels strange I suppose.
Then, at World 6 (Gleam Glacier) there is spike in difficulty. It even
got me sitting forward ! The World is tricky and has some well-designed levels.
Things ramp up in terms of pits, enemies movement and jumps – it feels fair, it
feels fun.
Some of the exploration starts to become more varied with multiple paths
and branching directions.
World 7 (Giddy Sky) is a nightmare. I disliked this world a lot.
Think motorised vines, trampolines, floating Bob-omb’s and vanishing
clouds.
The knock back on this game is big, old school big. So when you’re on a
tight platforming level with drops a plenty - it hits hard. Peach’s hit box
feels huge, like crazy big, you simply have to think that you might be timing
that jump a bit tight to pass that enemy and pow, you’ve been hit and knocked back.
It’s fair, I must say, but is brutal at times. I nearly snapped my DS on
several occasions in this world. There’s a section, right at the end of 7-4
where you need to land horizontal trampoline jumps onto more trampolines, two
blocks wide, below you - OFF SCREEN. Just the thought of it now makes me itch.
Visually it reminds me of a GameBoy Advance game, lovely spirit art,
great colours, very vibrant and wonderful aesthetic all round.
It sort of sits half way between Super Mario World and the Mario &
Luigi games on the DS for me.
The way that Peach is animated is delightful, she exudes a lot of
character in the way she traverses the land and moves around, if perhaps a
little too much gender characteristic put into her actions – more on that in a
bit. The way she tip toes about, lifts her bustle dress a touch and floats
about is very very well done.
Peach’s idle animation, sees her twirl her faithful aid Perry over her
should in a very feminine Victorian way, to which then after a few more
seconds, she holds it above her head and Perry appears to trap her inside him -
very odd !!
Interestingly, there are the Rex enemies from Super Mario World which
aren’t often represented in Mario games and a new version of Boo’s that I don’t
seem to remember coming up in other Mario universe games that will only
approach if you look at them.
To be fair, all the of the sprite work in this game is very good, very
joyful.
Boss fights generally enjoyable and are preceded by a little stylus mini
game I mentioned previously. If you die during the Boss fight you can choose to
skip the stylus mini game although doing the stage again will result in more
coins - which do become valuable as you get through to the latter part of the
game.
The Boss fights are you taking on a large enemy representative of the
level you have worked through and more often than not rely on an aspect of
Peach’s powers to get past it.
Once you approach the final battle, you receive a message saying that
you must save all the toads from the previous levels before you can enter, something
that I though was a bit of a shame if you just wanted to cruise through the
game and see the story. However, due to my video game-ness obsession, I had
already gone back at about World 7 to collect any missed Toads and had saved
them all – nice.
The final battle is decent, it takes place over three separate stages
and reminds me in a way of a Streets of Rage final battle, it has some great
characters in it and one of the main antagonists is one of my favourites of the
Mario universe, someone who doesn’t really get much screen time in the mainline
games.
The last fight, however, did take me 2 hours to beat, the whole length
of the Arsenal Leicester game in fact – which was a little testing to be honest
but once I did beat it, it gave me the wonderful feeling, so was worth it in
the end.
The music is generally good too I feel, with some decent tracks, the
usual competent Nintendo stuff with World 4 Fury Volcano having the stand out
tune.
There’s also a rather competent set of extras outside of the game.
There’s a music player that as you play and collect music notes you unlock
music from the game, relating to this you also unlock characters that all make
up the band that play the song on stage – delightful. There’s also a slew of
mini games that make use of the stylus, although they felt kind of lame,
especially after playing the recent Wario Ware Gold. There is however a
glossary of Characters and enemies – which is really cool. I liked this a lot
and they unlock as you play through the game.
Now, unfortunately, onto perhaps the most controversial part of the
game, or rather an aspect of it that stood out to me quite a bit.
I’m rather chill in my approach to things like this and often tend to
give things/people the benefit of the doubt but do understand the impact it can
have on the group its representing.
From the very start the game opens with Peach shouting out the Nintendo
pop screen, which is a nice touch I feel. Then a lovely pink and bright menu
screen. Nice.
Once you start the game you’re introduced to Perry, who is Peach’s
parasol umbrella, which again feels fine in isolation.
Then you are introduced to Peaches powers (emotions) which are as such;
- She has a flying power that
sees her twirl into the air while whistling a tune that seems to make out
she is daydreaming and floating off into space.
- She has a rage power, that
see’s her stiffen her arms to her side, stomp her foot, grit her teeth and
seemingly engulf herself in flame.
- She has a water power, which
see’s Peach burst into tears and sprint around in the direction you
choose, soaking everything in her path with her tears.
- Finally, she has a protect
power, that she simply activates by smiling and gives out a shield protecting
her.
The application of these are off putting to say the least and I’m not
going to try and suggest people be offended by this but as a game that has/is
potentially marketed towards female players as a break from the normal man save
woman trope of the Mario series – this is a very silly way to go about moving
that needle in terms of tact of delivery.
It could be an East vs West approach to woman, or I may be alone on this
but either way I think it something that could have had a much better impact if
handled differently and is a missed opportunity in that regard.
There’s plenty of other actions that could have been utilised other than
silly stereotypical female emotions. It does feel odd and sort of short sighted
in its design.
It’s more the sum of a series of things that gives it this feeling,
which is more frustrating in a way as its not a single action gone wrong by a
number of design choices that appear to have been specifically chosen to give
off this impression.
They paint a very overly feminine approach and one that I feel a lot of
girls, ladies and women may feel a little too over stereotypical and perhaps
insulting.
A number of times, without any sort of suggested inclination I would
show my Wife my 3DS and some of the actions Peach would do, she’d look at it,
take it in and sort of screw her face up without comment. That for me was a
clear sign that this was perhaps falling wide of the mark.
Despite the sexist issues I had above, I overall think that this is a
good video game. It has etchings of a time past with the difficulty spike that
crops up in World 6 which boarder lines on the unfair, or so it feels until you
finish it – so it’s perfect in that regard.
The end game is vast, once you beat the final scenario, you unlock some
extra levels in World 1 and an additional two or three items to collect on
EVERY level in each world. Something that felt a little overwhelming at the
time and offered little excitement to be perfectly honest.
By this time, I’d already saved all the Toads, purchased all of the
powerups from the shop, maxed out my hearts and fulfilled my Vibe meter to
full.
To then be told that there were another 60+ items to collect across the
whole game, was a little off putting – that said, I may well systematically dip
in and out to see what the final reward is for getting it all.
I can’t get the sense that this was once perhaps a GBA game, held back
for whatever reason and brought back out of the dark, touched up, new format
unique features added and released.
It’s a pretty, disjointedly difficult in places, fun, platformer. One
that I think is more interesting due to its odd representation of Peach as a
character and one that didn’t fit in with how I perceived her. One that I also
think I will try to forget when seeing her in games to come.
If you get the chance, give it a look.
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