Super Princess Peach Game Over

Super Princess Peach
Developer(s)Tose
Publisher(s)Nintendo
Director(s)Akio Imai
Azusa Tajima
Producer(s)Shigeru Miyamoto
Yasuhiro Minamimoto
Hitoshi Yamagami
Designer(s)Takayuki Ikeda
Composer(s)Akira Fujiwara
SeriesMario franchise
Platform(s)Nintendo DS
Release
  • JP: October 20, 2005
  • NA: February 27, 2006
  • AU: March 30, 2006
  • EU: May 26, 2006
Genre(s)Platforming
Mode(s)Single-player

Super Princess Peach[a] is a platformvideo game developed by Tose and published by Nintendo for the Nintendo DShandheld game console. It was released in Japan in October 2005, and worldwide the following year. The first in the Mario series of games to feature Princess Peach as the main playable character,[b]Super Princess Peach follows the titular character as she ventures to Vibe Island in order to rescue Mario and Luigi, who have been kidnapped by Bowser, in a reversal of the damsel in distress trope.

Super Princess Peach II: Shaken Emotions is the sequel to Super Princess Peach made by EEA Inc. And was released for the Nintendo Wii in January 2010. The game includes lots of use of the Wii Remote, including shaking it to use Peach's Vibes. Get the best deal for Super Princess Peach Video Games from the largest online selection at eBay.com. Browse your favorite brands affordable prices free shipping on many items.

First announced by Nintendo in 2004, Super Princess Peach was released in Japan in October 2005 and later elsewhere in 2006. Critics noted the game's marketing campaign, questioning whether or not it catered towards stereotypical female interests. It sold 1.15 million units worldwide.[citation needed]

Gameplay[edit]

Princess Peach navigates a level in World 2, Hoo's Wood. The lower screen indicates that she is expressing the 'calm' vibe; this can also be seen in the faint bubble surrounding her in the lower screen.

Super Princess Peach Game Online

Super Princess Peach plays similarly to traditional platformers. There are eight worlds, each of which contain six levels and a boss battle which leads the player to the next world. Each boss battle requires playing a short minigame that makes use of the DS touchscreen. Three captive Toads are hidden throughout each level, with each boss battle holding a single Toad contained in a bubble. In order to play the final boss battle, the player must rescue all of the Toads.

After the game is completed, the player can go through the levels again to pick up more unlockable items. Beating a boss will unlock three new levels for the next world; for instance, beating the World 1 boss will unlock three new levels for World 2 and so on. There are a total of 24 extra levels to unlock.

On the upper left hand side of the screen, there are two bars: heart gauge (maximum of five hearts) and emotion meter. Whenever Peach falls down a hole, an ocean of lava or gets hit by an enemy, she loses half a heart and respawns at the last checkpoint. When all hearts are gone, she starts over at the beginning of the level. Peach has infinite lives, so the player can continue as much as they please.

The emotion meter corresponds to the four vibe powers she has. The emotions at Vibe Island affect everybody, even some enemies, but Peach can change her emotions at will. The four emotions are joy, gloom, rage, and calm. When the player taps on each mood, it will activate a different ability, which helps solve puzzles and defeat enemies.

Each use will drain the player's vibe meter. The bar can be restored by capturing blue turquoise jewels or absorbing enemies using Perry the parasol.

Unlike Mario, jumping on enemies does not defeat them; Peach must use Perry to hit them. The player can press 'B' to immediately sweep them aside or 'X' to put them on top of the umbrella. Once an enemy is on top of the umbrella, the player may press 'X' again to put the enemy down, 'B' to throw the enemy, or down on the D-pad to absorb the enemy, which refills part of the emotion meter.

As the game progresses, Perry gains new abilities. The 'Subrella' allows Peach to travel underwater. To attack, the player blows into the microphone to blow bubbles to defeat the undersea enemies and break blocks. The 'Slidebrella' turns Perry upside down and uses his handle like a hook. It is used in areas with a maze of high-flying wires. The 'Bowlbrella' puts Peach in the umbrella and allows her to navigate through the water's surface.

In addition, the game features a shop where players can buy items. Using coins as currency the player can buy incremental upgrades to expand the heart gauge or the emotion meter, as well as three new abilities. The 'Floatbrella' allows Peach to stay afloat for a few seconds. 'Poundbrella' shakes the ground and stuns any enemies nearby. 'Chargebrella' creates a small charge that will stun the closest enemy.

The game's bonuses include a glossary, puzzles, mini games, a music room, and replays of Perry's dreams. There are three mini games within the game and the levels are unlocked as the player finds more mini game pieces in the levels. All of the mini games has the player control Toad in a variety of activities (such as a platforming mode).

Plot[edit]

Near the location of the Mushroom Kingdom, a fabled land known as Vibe Island is said to hide a treasure known as the Vibe Scepter, a magical weapon that can be used to control the emotions of other people. Hearing of the island's legendary powers, Bowser builds a summer getaway home on the island in hopes of using it to his advantage.

After his second-in-command, Army Hammer Bro finds the Scepter for him, Bowser hatches a plan to capture the Mario Brothers. Army Hammer Bro. entrusts the scepter to a Goomba and sends it into the castle.

With the residents of the castle under the influence of the Scepter, the Army Hammer Bro. and his troops successfully capture Mario, Luigi, and several Toads, imprisoning them all across the island. However, Goomba becomes influenced by the Vibe Scepter and begins swinging it around, causing Bowser and his minions to lose control of their emotions.

Meanwhile, Princess Peach and Toadsworth return to her castle after a short walk only to find the residents in emotional disarray and a note from Bowser saying that he has captured Mario and Luigi. Enraged, Peach decides that she is the only one who can rescue the Mario Brothers and sets out to go to Vibe Island to do so. Shortly before her departure, Toadsworth, who is reluctant to see Peach travel on her own, gives Peach a magical, sentient parasol named Perry to help her on her journey. With Perry now on her side, Peach finally sets out for Vibe Island to rescue Mario and Luigi.

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Peach and Perry travel through eight different areas across the island, rescuing various Toads and defeating various enemies along the way. Because of the Goomba's earlier flaunting of the scepter, emotional energy had been dispersed all over the island, causing the residents to experience various moods. Even Peach is affected, but has better control, even gaining new abilities from each emotion. After defeating a boss and clearing the current area, Perry's backstory is revealed in the form of several flashbacks; long ago, Perry was a young man with magical powers, and was adopted by an old man who he came to call 'Grandpa'. Later, Perry transformed himself into an umbrella and was captured by a wizard and his henchman, but managed to escape by wiggling free from his captors and fell on the road. Sometime later, a traveling merchant found him and sold him to Toadsworth.

After defeating Giant Kamek and free Luigi, the duo arrive at Bowser's Villa, where they meet Bowser and Army Hammer Bro. Bowser uses the Vibe Scepter to increase Army Hammer Bro's power with rage, but Peach bests him nonetheless. Peach then fights and defeats Bowser, but the Koopa King uses the Vibe Scepter to turn into a giant, but Peach and Perry defeat him once again by throwing Bob-ombs at him, and then whack him out of the villa with the Scepter in hand. After Bowser's defeat, Peach frees Mario, after which they rejoice and return to the Mushroom Kingdom alongside Luigi and the Toads, with the fate of the Vibe Scepter left unknown.

Release[edit]

Super Princess Peach was first announced by Nintendo in October 2004 with the exclusion of a posted release date.[1] It was first released in Japan on October 24, 2005.[2] It later came out in North America[3] and Europe[4] on February 27 and May 26, 2006, respectively.

Reception[edit]

Reception
Aggregate scores
AggregatorScore
GameRankings76.60% (56 reviews)[20]
Metacritic75% (48 reviews)[21]
Review scores
PublicationScore
1UP.comB+[5]
AllGame[6]
Eurogamer6/10[7]
Famitsu34/40[8]
Game Informer8.75/10[12]
Game RevolutionC+[11]
GamePro[9]
GameSpot7.2/10[13]
GameSpy[14]
GamesRadar+[10]
GameZone8.8/10[15]
IGN7.8/10[16]
Nintendo World Report8/10[17]
ONM72%[18]
X-Play[19]

Super Princess Peach received generally positive reviews from critics, it currently has an average rating of 76.60% on GameRankings,[20] and of 75% on Metacritic.[21]

The game's lack of difficulty was intensely criticized. Gaming website GameSpy noted that the number of shop items and the 'Joy' vibe made it 'quite hard to die'.[14] Another web site, IGN, was more critical, criticizing Nintendo for 'going out of its way' to 'spoon-feed' the player full of tips and information.[16] Reviewer Ryan Davis from GameSpot similarly wrote that the game was 'way too easy for the average platformer player.'[13]X-Play's Morgan Webb gave it a 4/5, commenting that the game was very easy to play and should be played by first timers to platform games.[19]

The nature of the vibes and Nintendo's marketing campaign were also noted in some reviews. Davis accused Nintendo of putting 'weird sexist undercurrents' into the game,[13] while GameSpy's Bryn Williams wondered if Nintendo was trying to say that all females were 'emo'.[14] Craig Harris from IGN said that the copy that Nintendo sent to him came in a box scented with perfume.[16]

As of July 25, 2007, Super Princess Peach has sold 1.15 million copies worldwide.[22]

Notes[edit]

  1. ^Super Princess Peach (スーパープリンセスピーチSūpā Purinsesu Pīchi)
  2. ^While this is the first game with Princess Peach in the main role, she had been one of the four playable characters in Super Mario Bros. 2 (1988).

References[edit]

  1. ^http://www.ign.com/articles/2004/10/29/princess-peach-gets-nds-game
  2. ^http://www.ign.com/articles/2005/10/24/now-playing-in-japan-33
  3. ^https://www.gamespot.com/articles/dses-now-feeling-peachy/1100-6144990/
  4. ^https://www.gamespot.com/articles/nintendo-announces-european-release-schedule/1100-6151400/
  5. ^Parish, Jeremy (2006-02-27). 'Super Princess Peach Review'. 1UP.com. Archived from the original on 2011-06-04. Retrieved 2013-10-23.
  6. ^'Super Princess Peach Overview'. Allgame. Retrieved 2009-03-18.
  7. ^Kumar, Mathew (2006-03-07). 'Super Princess Peach Review'. Eurogamer. Retrieved 2009-03-18.
  8. ^'NDS Games - Famitsu Scores Archive'. Famitsu Scores Archive. Archived from the original on 2008-09-02. Retrieved 2013-10-23.
  9. ^'Review: Super Princess Peach'. GamePro. February 27, 2006. Archived from the original on 2009-12-08. Retrieved 2009-03-18.
  10. ^Elston, Brett. 'Super Princess Peach Review'. GamesRadar. Retrieved 2013-10-23.
  11. ^Dodson, Joe (2006-02-24). 'Super Princess Peach Review'. Game Revolution. Retrieved 2013-10-23.
  12. ^'Super Princess Peach'. Game Informer: 118. March 2006.
  13. ^ abcDavis, Ryan (February 24, 2006). 'Super Princess Peach Review'. GameSpot. Retrieved October 23, 2013.
  14. ^ abcWilliams, Bryn (February 27, 2006). 'GameSpy: Super Princess Peach Review'. GameSpy. Retrieved October 23, 2013.
  15. ^David, Mike (2006-04-12). 'Super Princess Peach Review'. GameZone. Retrieved 2009-03-18.
  16. ^ abcHarris, Craig (February 23, 2006). 'Super Princess Peach'. IGN. Retrieved October 23, 2013.
  17. ^Shughart, Ty (November 24, 2005). 'Super Princess Peach Review'. Nintendo World Report. Retrieved 2013-10-27.
  18. ^East, Tom (10 January 2008). 'DS Review: Super Princess Peach'. Official Nintendo Magazine. Retrieved 2013-10-23.
  19. ^ ab'Review: Super Princess Peach'. X-Play. Archived from the original on 2017-08-06. Retrieved 2009-03-18.
  20. ^ ab'Super Princess Peach for DS'. GameRankings. Retrieved October 23, 2013.
  21. ^ ab'Super Princess Peach Critic Reviews for DS'. Metacritic. Retrieved 2013-10-23.
  22. ^Matt Casamassina (2007-07-25). 'Nintendo Sales Update'. IGN. Retrieved 2013-10-23.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Super_Princess_Peach&oldid=919739745'

Flowery and feminine, but still classic Nintendo design. How did the gal's first starring role stack up?

Posted: 23 Feb 2006 11:25 pm
When Super Princess Peach arrived in the IGN offices, the box it came in literally permeated the air with an overwhelmingly flowery, peach scent. Call it a clue to where Nintendo's targeting its new platformer. Though the final, released game won't be covered in perfume, it should be clear to you just by the title what you're getting into: a Mario-style game that's more likely than not aimed at a more feminine, and less hardcore, girl audience. Even with this aim, Nintendo still manages to produce a fine platformer with plenty of references to its classic Mushroom Kingdom franchise. Just keep in mind that it won't be nearly as challenging to complete.
Super Princess Peach definitely shows Nintendo's expertise in the platform genre. After all, the company built an empire with the Super Mario series and all that experience has clearly been put into Super Princess Peach, albeit in a slightly more sugared and simplified design. Control is unbelievably tight and responsive, with many of the same gameplay mechanics of Super Mario employed in Princess' adventure: stomping enemies, smashing blocks, and collecting coins are three key elements to Super Princess Peach's design. And many of the locations and enemies in this platformer are welcome nods to the Mario franchise.
Though the game follows the Mario formula of simply getting to the victory point, the actual challenge is to use her powers to find three lost Toad characters in each level. Princess Peach's unique theme is her parasol, which enables her to not just whack enemies over the head, but also to scoop up baddies off the ground and throw 'em up, down, left or right. This umbrella can also gulp down certain enemies, a technique that will fill up Peach's Vibe power - another key element in the overall gameplay. Vibe is Peach's emotional state and taking control over her four emotions is absolutely integral to getting through the game's challenges.
Hitting her 'happiness,' for example, will make her float with glee, sending her flying around in a whirlwind that will allow her to reach new heights as well as blow away certain enemies with a powerful gust. Princess can also hit a bout of flaming rage that will burn bridges, light torches, and ignite specific items blocking the path. When Princess cries, she bawls a river of tears that'll grow flowers and spin watermills. Since her Vibe power is limited, there is a level of balance and conservation needed to put these powers to use - no Vibe power, no emotions. So players will have to do a bit of back-and-forth in a level to build up her Vibe meter.
As solidly designed as this platformer is, it's hard to believe that this game was originally intended for the Nintendo DS. Oh, sure, there are dual-screen and touch-screen elements in play, including a batch of collectible mini-games and pre-boss challenges that require the use of the stylus. But the majority of the game's second screen functionality is relegated to simply giving players four more buttons to activate Peach's different vibe powers. If you think about it, this control could have easily been assigned to a shoulder button toggle instead. With this in mind, through most of the experience Super Princess Peach feels like it was a title originally created for the GBA but shelved and brought back from the dead for the Nintendo DS platform.
The graphics could be a give away that the game might not have been originally intended for the Nintendo DS: its style definitely keeps with the look and feel of classic Super Mario Bros. games, but Super Princess Peach lacks a bit of visual pizzazz that Nintendo's platform designs adopted when the teams got their hands around more powerful hardware. Classic Super Mario games looked simple because the hardware dictated it - Super Princess Peach looks simple because that was the design team's choice. The DS is certainly way more capable than what's going on here - while it's officially a DS product, it's just a little suspicious if the DS was the intended platform.
But that doesn't hurt the game's entertainment value. For a very traditional Mario-style platformer, Super Princess Peach is a quality product. It might not quite reach Nintendo's A game, but it definitely exceeds the expectations that people might have for a 'girlie' product such as this.
What does affect the enjoyment, especially for gamers looking for a decent Nintendo challenge, is the main game's easy level of difficulty. Nintendo goes completely out of its way to spoon-feed the player, going so far as to nearly spell out the solution to every boss battle before the player enters the fight. Princess Peach can get hit multiple times without dying, and she even has the ability to heal herself with a Vibe emotion. On top of this, players can spend their coins to add more hit points to her power bar, making things even easier for the player. The game's puzzle elements aren't exactly mysterious or challenging, and even the 'hidden' elements, like the lost Toads, puzzle pieces, and mini-games, aren't exactly in a mysterious spot -- the game alerts players when they've entered a room where one is scattered.
But the benefit of an easier Nintendo platformer is, ultimately, an easier way to get that fun, satisfying sense of accomplishment. Super Princess Peach's main game is a good length for a Nintendo action game on the go, with a bit more added to the mix by a smattering of mini-game challenges to purchase and unlock. None of these extras offer a whole lot of creative use of the Nintendo DS platform, but they do a decent job of beefing up the experience.

Verdict

Super Princess Peach Game Over Youtube

There are two sides of the Super Princess Peach fence: on the one hand, you pretty much know what you're getting into with a game starring Nintendo's very, very female protagonist - a game most likely designed and marketed for the girl audience. On the other hand, it's a Nintendo developed platform game, and these generally have a level of expectation. It's an interesting balance, and ultimately Nintendo did a good job with Peach's first starring game. Even if it's a little too easy for the usual gaming crowd.

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