Fact-checked by Grok 2 weeks ago

Super Princess Peach


Super Princess Peach is a 2005 side-scrolling platform video game developed by Tose and published by for the handheld console.
In the game, assumes the role of protagonist, traveling to Vibe Island to rescue and after they are kidnapped by , who seeks to exploit the island's emotional "Vibe" crystals to amplify his rage.
Peach employs four Vibe powers—Joy for floating, Gloom for raining water, Calm for healing and shielding, and Rage for fiery attacks—activated via the DS touchscreen, while her umbrella companion Perry assists in navigation, combat, and puzzle-solving across eight worlds featuring over 50 levels.
The title innovated by centering Peach as the hero, inverting the series' damsel-in-distress trope, and earned a score of 75/100, with praise for its colorful visuals, accessible gameplay, and DS integration, though some reviewers critiqued its simplicity and the emotion-centric mechanics as reinforcing gender stereotypes.

Development

Conception and Design Choices

The conception of Super Princess Peach arose from Nintendo's aim to position as the central protagonist in her inaugural standalone , enabling her to rescue and rather than being the one in peril. This approach sought to portray Peach as embodying strength and optimism, aligning with an internal vision of her as a capable figure uninhibited by dependency on male rescuers. highlighted that the development team drew from personal influences, such as households led by assertive mothers, to craft Peach's independent demeanor. Handled by Tose Co., Ltd.—a studio specializing in uncredited contributions to major titles—the project emphasized fidelity to Peach's established persona, including her signature for traversal and basic attacks, which facilitated a flutter jump mechanic reminiscent of earlier iterations. Designers prioritized visual and thematic elements that conveyed her "Peach-like" essence, such as free-spirited animations and a non-aggressive heroism, while planning for expanded future roles for the character beyond this DS-exclusive entry. Central to the design was the Vibe system, which granted Peach control over four emotions—Joy for , Rage for offensive bursts, Calm for restorative effects, and Gloom for utility manipulations like shrinking barriers—differentiating her abilities from Mario's physical-oriented toolkit and underscoring a thematic focus on harnessing internal states for progression. This mechanic integrated with the DS's dual-screen setup, using the touch interface for selective interactions, to create accessible yet varied platforming tailored to Peach's empathetic .

Technical Implementation and Innovation

Super Princess Peach was developed by Tose, a studio known for uncredited work on titles, initially conceived for the Game Boy Advance before being ported to the to leverage the system's unique hardware features. This shift enabled the incorporation of limited touch screen and functionalities, such as in optional minigames and specific puzzles where players interact via or blowing into the mic to influence environmental elements or enemies. The game's platforming engine emphasizes smooth sprite-based graphics and physics, with the dual-screen setup allocating the top display for primary action and the bottom for supplementary interfaces like the Vibe meter and . The Vibe system represents a key innovation in , technically realized through a depletable emotional resource bar that players maintain by collecting Vibe Crystals; switching between four vibes—, , , and —triggers distinct abilities via dedicated face buttons, integrating emotional states as a core depletable mechanic distinct from traditional power-ups. , the sentient umbrella companion, implements defensive and mobility features through simple and momentum-based floating, allowing Peach to deflect projectiles or hover, which adds layers to traversal without relying heavily on advanced -specific rendering. While not pushing the DS hardware to its limits in terms of or complex effects, the implementation prioritizes accessibility and deliberate simplicity, reflecting Tose's efficient adaptation of platformer conventions to the dual-input paradigm.

Gameplay

Core Mechanics and Controls

Super Princess Peach features side-scrolling platforming where players control through linear levels filled with enemies, obstacles, and collectibles. Core actions include jumping to traverse platforms, running to cover distance, and interacting with the environment to progress. Peach possesses infinite lives, allowing unlimited continues upon failure without penalty beyond restarting the level. Central to movement and combat is , an umbrella companion that deploys for versatile functions. Perry enables a spinning attack to stun or defeat enemies—initial contact knocks foes back, while a follow-up eliminates them—and can grab and throw stunned enemies as projectiles or to trigger switches. Players activate Perry's propeller mode by spinning him overhead to glide over pits or ascend short distances, functioning as a limited flight mechanic. Ground pounds with Perry extended break specific blocks or damage enemies below. Additionally, Perry serves as a shield against incoming attacks when held defensively. The Vibe system integrates emotional powers, activated via shoulder buttons once a gauge is filled by collecting Vibe Crystals dropped from defeated enemies. Four vibes provide distinct abilities: allows extended floating with heart-shaped projectiles for ranged attacks; generates fire breath to burn obstacles and enemies while boosting melee power; produces tears to extinguish flames, flood areas, or wilt certain plants; emits soothing waves to heal Peach or lull enemies into vulnerability. These powers encourage puzzle-solving and adaptive combat, as specific vibes are required for environmental interactions. Controls leverage the hardware primarily through buttons: the directional pad or analog nub (if available on compatible systems) handles left-right movement and menu navigation; face buttons manage jumping, Perry deployment, and basic attacks; shoulder triggers select and trigger vibes or special Perry modes. The touchscreen supports optional minigames, such as a Toad rescue challenge accessed by holding the R button at startup, but core platforming remains button-based.

Vibe System and Power-ups

The Vibe system serves as the core power mechanic in Super Princess Peach, allowing to channel four emotional states—, , , and Calm—through her companion the umbrella to overcome obstacles and enemies. These vibes are activated by tapping corresponding heart-shaped icons on the touchscreen, which switches Peach's emotional mode and grants temporary abilities until the Vibe Gauge depletes. The gauge is replenished by collecting Vibe Crystals, small orbs dropped by defeated foes or found in levels, with rarer Peril Vibe Crystals providing additional emotional energy for emergencies. This touch-based activation leverages the DS hardware for intuitive control, contrasting traditional button inputs in platformers. Each transforms Peach's appearance and Perry's functions, enabling context-specific platforming and combat solutions. In Rage mode, Peach turns red and fiery, allowing her to launch fireballs from Perry to incinerate enemies or melt ice barriers, emphasizing offensive power at the cost of rapid gauge drain. Joy mode shifts Peach to a cheerful hue, generating a swirling of wind that enables prolonged floating for traversal, dispersal of fog or clouds, and activation of windmills, while also repelling lighter foes. Gloom induces a blue, tearful state where Peach floods areas with cascading to nurture growing for platforms or create slippery surfaces to slide past hazards and stun grounded enemies. Calm, depicted in soothing green tones, emits a melodic from Perry to heal Peach's or induce sleep in aggressive enemies, facilitating stealthy progression or recovery during intense sequences. Beyond vibes, supplementary power-ups include Perry's baseline abilities—such as spinning attacks for combat, defensive shielding against projectiles, and parachute deployment for short glides—which integrate with vibes for hybrid effects, like combining fire with spins for area-clearing bursts. Collectible allies, rescued throughout levels, occasionally grant minor buffs like temporary invincibility or enhanced jumps upon reunion, though these are secondary to the vibe framework. Vibe usage encourages strategic switching, as only one mode is active at a time, and overuse leads to emotional "cooldowns" where Peach reverts to neutral states vulnerable to attacks. The system's design promotes puzzle-solving over pure action, with environmental cues dictating optimal vibes, such as for vegetation-heavy areas or for aerial navigation.

Level Structure and Progression

Super Princess Peach employs a linear progression system divided into eight worlds, each featuring six main levels followed by a dedicated stage. Players advance sequentially by completing all levels within a world, which unlocks the subsequent world on the Vibe Island map. Levels consist of side-scrolling platforming segments emphasizing exploration, enemy encounters, and puzzle-solving using Peach's vibe abilities and the umbrella. Boss encounters conclude each world and typically involve mini-game sequences rather than direct platforming , requiring precise timing or to deplete the 's . For instance, certain es summon enemies that drop Vibe Crystals to replenish Peach's gauge during the fight. Completion of the main campaign unlocks three additional challenge levels per (stages 7 through 9), introducing heightened difficulty and new obstacles. Throughout levels, players collect Vibe Crystals to maintain the Vibe Gauge for ability usage, alongside optional items like s and music scores that contribute to post-game unlocks and achievements, though core progression relies on reaching stage endpoints. Toad Houses interspersed between levels allow upgrades via collected s, enhancing Peach's capabilities for subsequent stages without altering the linear world structure. This design encourages replayability for full completion while maintaining straightforward advancement through the story worlds.

Story and Characters

Plot Summary

In Super Princess Peach, Bowser acquires the Vibe Scepter, an artifact capable of manipulating emotions, and deploys it to kidnap , and several Toads from 's castle while she is on a stroll in the . Upon her return, Peach discovers the castle in disarray, with remaining Toads affected by emotional chaos induced by the scepter, and receives a taunting message from announcing his relocation to Vibe Island. Toadsworth provides her with , a sentient that serves as both a and companion, enabling Peach to embark on a solo rescue mission to Vibe Island, located near the . Peach traverses eight themed worlds on Vibe Island—starting with Ladida Plains and culminating in Bowser's Villa—confronting Bowser's minions and environmental hazards while harnessing four emotional "Vibe" powers derived from the scepter's influence: for levitation and healing, for fiery attacks, for watery projections and shrinking, and Calm for soothing barriers and purification. Throughout her journey, she rescues over 100 distressed Toads scattered across levels, defeats mid-bosses such as Petey Piranha, King Boo, and the Wiggler, and collects Mini-Perrys to expand her abilities. These efforts culminate in a confrontation with a giant Kamek, who guards and the remaining Toads, followed by an invasion of Bowser's fortified villa. In the final sequence, Peach battles Bowser directly, exploiting his emotional vulnerabilities amplified by the Vibe Scepter to secure victory, thereby liberating Mario and Luigi and restoring order to the island. The scepter's power dissipates, freeing the affected Toads and ending Bowser's scheme, with Mario presenting Peach flowers in gratitude upon rescue. This narrative inverts traditional Super Mario roles, positioning Peach as the active hero rather than the damsel in distress.

Key Characters and Roles

Princess Peach is the protagonist of Super Princess Peach, departing for Vibe Island to rescue and after their kidnapping by . In a reversal of her usual damsel-in-distress archetype, she harnesses emotional "Vibe" powers—Joy for flight and wind manipulation, Gloom for water-based abilities, Rage for fire attacks, and Calm for healing—and employs her to navigate eight worlds, defeat enemies, and free imprisoned Toads. Perry functions as Peach's sentient parasol companion and primary tool, enabling attacks on foes by spinning to strike or whirl enemies into the air, as well as absorbing Vibe essences from defeated enemies to recharge Peach's powers. Perry also transforms into forms like a for water traversal or a for aerial mobility, assisting Peach in overcoming environmental challenges. Bowser serves as the chief , utilizing a Vibe-corrupting scepter to kidnap and , imprison Toads, and unleash emotion-influenced minions across Vibe Island, culminating in boss confrontations within his villa. and , typically the series' rescuers, are passive captives requiring Peach's intervention to liberate them from Bowser's hold. Toads appear as scattered allies, confined in levels and freed by Peach to aid in minor recovery or progression hints.

Release

Launch Details and Platforms


Super Princess Peach was released exclusively for the Nintendo DS handheld console, developed by Tose and published by Nintendo. The game launched first in Japan on October 20, 2005, marking an early title for the DS platform introduced the previous year. Subsequent releases occurred in North America on February 27, 2006; Australia on March 30, 2006; and Europe on May 26, 2006. A Korean version followed on November 4, 2005.
No ports to other platforms or digital re-releases have been announced as of 2025, maintaining its status as a DS-exclusive title. The staggered global rollout aligned with Nintendo's strategy to capitalize on the growing DS install base following the console's 2004 debut.
RegionRelease Date
October 20, 2005
November 4, 2005
February 27, 2006
March 30, 2006
May 26, 2006

Marketing and Localization

Nintendo marketed Super Princess Peach as a showcase for Princess Peach's starring role in the Mario franchise, emphasizing her emotional "vibe" powers to rescue Mario and Luigi on the Nintendo DS. Television advertisements aired in Japan starting in October 2005 and in North America around the February 2006 launch, featuring Peach wielding fire, wind, and water abilities with her parasol companion Perry. These spots highlighted the game's platforming mechanics and DS-specific touch controls, positioning it as an accessible entry for younger audiences and Mario fans. Promotional efforts included in-store displays such as posters and signs distributed to retailers in to coincide with the release and build anticipation for versions. Additionally, released a free browser-based game titled Super Princess Peach: Parasol Fall on its official website in , where players controlled using to navigate obstacle courses, serving as an to familiarize users with core mechanics like and vibe collection. This online tie-in was part of 's broader digital promotion strategy for DS titles during the console's early years. Localization for Western markets involved translating dialogue and text into English, with adaptations for European languages supporting left-to-right reading directions to ensure proper text rendering in menus and subtitles. No substantial content alterations, such as of or themes, were implemented, preserving the original vibe system's emotional mechanics and level designs. A minor textual error appeared in the North American version, where the boss Petey Piranha was erroneously labeled "Boss P. Plant" in one reference, likely an oversight during asset porting. Character names, including , remained consistent with prior Mario localizations, reflecting Nintendo's standardization efforts post-Super Mario 64.

Reception

Critical Reviews

Super Princess Peach received generally positive reviews upon its release on February 28, 2005, in North America, earning a Metacritic aggregate score of 75 out of 100 based on 48 critic reviews, indicating mixed or average reception. Critics praised the game's core platforming mechanics, which innovated on traditional Mario-style side-scrolling by centering Peach as the protagonist with unique emotion-based "Vibe" powers and the umbrella companion Perry for utility actions like shielding and attacking. The visual presentation, including vibrant hand-drawn sprites and atmospheric level designs, alongside a whimsical soundtrack, was frequently highlighted as a strength, contributing to its appeal as a charming, accessible entry in the Mario franchise. Unlockable content, such as additional levels and mini-games, added replay value for dedicated players. IGN's Craig Harris awarded the game 7.8 out of 10, describing it as a "quality product" for its solid platforming fundamentals and entertaining deviations from standard fare, though it fell short of 's top-tier offerings due to repetitive enemy patterns and underutilized touch screen features beyond basic menus. GameSpot's Ryan Davis gave it 7.2 out of 10, commending the straightforward controls and Peach's novel abilities as a refreshing alternative to male-led titles, but criticized its brevity—completable in under 10 hours—and simplistic puzzle-solving that failed to challenge experienced players, rendering it more suitable for newcomers or younger audiences. World Report echoed this, calling it a "true-blue game" with delightful and strong presentation, yet faulted its overall ease, suggesting it primarily appealed to hardcore enthusiasts despite lacking difficulty spikes or innovative integration. Common criticisms focused on the game's length and pacing, with many outlets noting that while the Vibe system introduced emotional states like for floating or for watering plants, it felt underdeveloped and occasionally gimmicky, leading to trial-and-error rather than strategic depth. The absence of robust multiplayer or advanced DS dual-screen mechanics disappointed some reviewers expecting more from the launch-era hardware, positioning Super Princess Peach as competent but conservative compared to contemporaries like . Despite these shortcomings, the consensus affirmed its value as a lighthearted, character-driven that effectively spotlighted without relying on damsel-in-distress tropes.

Commercial Performance

Super Princess Peach achieved estimated worldwide sales of 1.7 million units. This figure reflects shipments as tracked by industry analysts up to December 2014, positioning it as a moderately successful title within the library, which exceeded 150 million units sold overall. The game benefited from the DS's strong during its 2005-2006 release window, though specific regional breakdowns, such as U.S. NPD or Japanese weekly rankings, remain undocumented in publicly available data beyond aggregate estimates. No official per-title sales disclosures from were issued, consistent with the company's practices for non-flagship releases.

Accolades and Awards

Super Princess Peach received limited recognition in industry awards following its 2005 release. The game was nominated for the Girls' Choice Award at the 2006 Golden Joystick Awards, competing against titles such as Nintendogs and Animal Crossing: Wild World. It did not win the category, which highlighted games appealing to female audiences based on public voting. Additionally, Super Princess Peach earned a nomination in a children's or family game category at the 2006 NAVGTR Awards, organized by the National Academy of Video Game Trade Reviewers to recognize achievements in video games. No victories were recorded in major awards ceremonies, reflecting the game's niche status as a handheld platformer spin-off amid broader Mario franchise titles.

Controversies

Gender Representation Debates

Critics have argued that Super Princess Peach's core gameplay mechanic, the Vibe system, perpetuates stereotypes of women as overly emotional and irrational by tying Peach's abilities to four emotions—joy, rage, gloom, and calm—manifested through her parasol and Perry the turtle companion. In this system, introduced in the game's 2005 Japanese release and 2006 North American launch, Peach channels rage to attack enemies aggressively, gloom to weep and flood areas or stun foes, joy to float with happiness-induced gusts, and calm to heal or shield herself, which some reviewers interpreted as reducing female agency to hormonal fluctuations akin to historical notions of female hysteria. Feminist media critic , in a 2013 analysis, described the mechanics as portraying "Peach's powers are her out-of-control, frantic female emotions," exemplified by her "throw[ing] a temper tantrum and rag[ing] her enemies to death" or "sob[bing] uncontrollably to drown her opponents," framing this as a reductive reinforcement of gender norms where women's strength derives from instability rather than physical prowess or intellect. Similarly, GameSpot reviewer Ryan Davis, in a 2006 critique, highlighted the game's "weird sexist undertones," noting that while Peach rescues Mario and Luigi, her emotional dependencies undermine the empowerment narrative, especially contrasted with male protagonists' tool-based abilities in the Mario series. These views gained traction in online forums and analyses, with some players on platforms like echoing concerns that the Vibes evoke mood swings or tropes, further amplified by collectible coins funding wardrobe upgrades, interpreted as indulging shopping stereotypes. Counterarguments, however, emphasize the game's subversion of damsel tropes by positioning Peach as the active rescuer, with her emotional powers enabling strategic depth absent in linear Mario platformers; for instance, calm's healing function demonstrates controlled as a tactical asset, not weakness, allowing Peach to navigate Vibe Island's peril Peach's peril without relying on male-coded violence. Player discussions, including from female gamers, often dismiss sexism claims, viewing emotions as neutral superpowers harnessed deliberately—unlike the island's inhabitants overwhelmed by them—and crediting the title for a 2006 score of 72/100 from 28 critics, where empowerment outweighed stereotype critiques in aggregated reviews. This debate reflects broader 2000s gaming discourse on female leads, where Super Princess Peach's February 28, 2006, release predated more diverse portrayals, yet its mechanics arguably prioritize causal efficacy—emotions as tools for victory—over essentialist pitfalls, though sourced opinions vary without empirical consensus on player demographics' perceptions.

Gameplay and Accessibility Criticisms

Critics frequently highlighted the game's low difficulty as a primary flaw in its core platforming mechanics, noting that Princess Peach's expansive health bar—capable of holding up to 30 "perries" (health units)—combined with the Calm vibe's unlimited healing rendered most threats inconsequential, allowing players to progress with minimal risk or strategic depth. This design choice, while enabling quick completion times of around 5-7 hours for the main story, alienated experienced platformer enthusiasts accustomed to the tighter challenge in titles like New Super Mario Bros., leading reviewers to describe the experience as "too simple" and lacking replay incentive beyond optional mini-games and collectibles. The vibe-based power system, which cycles through emotions like (for floating), (for fire attacks), and (for shielding), was praised for innovation but critiqued for shallow implementation, with frequent pauses to switch vibes disrupting flow and failing to evolve into complex combos or puzzles demanding precise timing. Platforming controls, reliant on the DS's face buttons for movement and attacks, felt responsive yet basic, with Peach's floating traversal criticized as overly forgiving, reducing tension in level navigation and boss encounters. Touch-screen mini-games interspersed throughout levels, such as rhythm-based feeding sequences, drew complaints for imprecise input recognition and frustration on the handheld's small screen, occasionally halting momentum without adding meaningful variety. Accessibility features were minimal by 2005 standards, with no adjustable difficulty settings, color-blind modes, or control remapping options, potentially limiting appeal for players seeking customizable challenge or accommodations for motor impairments. While the game's relaxed pace and forgiving mechanics inadvertently supported casual or younger audiences, this came at the expense of depth for broader demographics, as evidenced by aggregated critic scores averaging 70-75% on sites like , where ease was a recurring deductor from otherwise solid production values. The absence of lives system and infinite continues further amplified perceptions of triviality, contrasting sharply with the series' tradition of graduated difficulty curves.

Legacy

Influence on the Mario Series

Super Princess Peach (2005) represented a pivotal shift in the Mario franchise by featuring Princess Peach as the central protagonist in a dedicated platformer, reversing the conventional dynamic where she serves as the damsel in distress rescued by Mario. In this title, Peach employs "Vibe" powers derived from emotions—such as Joy for floating, Rage for fire attacks, Calm for healing, and Gloom for shielding—to progress through levels, solve puzzles, and defeat enemies on Vibe Island, thereby emphasizing strategic emotional management over brute force. This mechanic underscored Peach's agency and resourcefulness, setting a precedent for portraying her as a capable heroine independent of male counterparts. The game's success in highlighting Peach's potential as a lead character influenced her expanded roles in later Mario spin-offs and multi-protagonist entries. Following Super Princess Peach, Peach appeared as a playable character with distinct abilities in titles like Super Mario Galaxy (2007), where she aids Mario in cosmic adventures, and New Super Mario Bros. Wii (2009), incorporating her signature floating jump refined from earlier appearances but amplified by her established heroic persona. These inclusions reflect a broader evolution in the series toward diverse playable options, with Peach's emotional and empathetic traits informing her utility in team-based gameplay. Furthermore, Super Princess Peach laid groundwork for future solo Peach adventures, culminating in Princess Peach: Showtime! (2024), the first such starring vehicle since 2005, which expands on transformation-based mechanics reminiscent of Vibe powers through theatrical role-shifting. This nearly two-decade gap underscores the game's enduring, albeit sporadic, impact on diversifying narratives within the Mario ecosystem, encouraging Nintendo to revisit Peach-centric stories amid growing demand for empowered female leads. While core platformers like (2017) maintain traditional structures, the legacy of Super Princess Peach manifests in the franchise's increasing integration of character-driven spin-offs that explore non-Mario perspectives.

Retrospective Assessments

Retrospective assessments of Super Princess Peach emphasize its pioneering role in elevating to protagonist status, subverting the traditional damsel-in-distress trope by having her rescue and using emotion-based "" abilities such as joy for flight and rage for attacks. Released on October 20, 2005, the game is noted for its satisfying platforming fundamentals, including floaty controls and collectible-driven exploration reminiscent of , which provided accessible entry for younger or casual players on the . Analysts highlight the novelty of its mechanics, where Peach channels four primary emotions to overcome environmental puzzles and enemies, marking an early experiment in emotional psychology integration into gameplay that influenced perceptions of character-driven design in the Mario series. Critics in later reviews point to the game's relative ease and heavy-handed guidance, such as frequent tutorials and hints, as factors that diminish replayability and challenge, making it feel dated compared to more demanding contemporaries like on the same platform. The Vibe system, while creative, has drawn scrutiny for reinforcing gender stereotypes through Peach's reliance on emotional states—calm, happy, gloomy, and angry—potentially portraying female agency as inherently tied to mood swings rather than physical prowess. Despite these elements, the title's visual appeal, with vibrant backgrounds and smooth animations, and optional mini-games for rescued Toads, contribute to its enduring charm as a low-stakes diversion, though it fell short of the critical acclaim garnered by core entries. By its 20th anniversary in 2025, Super Princess Peach is retrospectively viewed as a worthwhile, if flawed, milestone for female-led adventures in Nintendo's portfolio, with satisfying core outweighing representational concerns for some evaluators, even as it underscores evolving standards in character depiction amid later titles like Princess Peach: Showtime! (2024). Its commercial underperformance relative to peers notwithstanding, the game retains appreciation for democratizing platforming via DS touch and microphone features, fostering addictive collection loops without excessive frustration.

References

  1. [1]
  2. [2]
    Super Princess Peach Release Information for DS - GameFAQs
    Rating 75% (48) Super Princess Peach – Release Details ; Platform: DS ; Genre: Action » Platformer » 2D ; Developer: TOSE ; Publisher: Nintendo ; Release: February 27, 2006.
  3. [3]
    Super Princess Peach
    ### Summary of Super Princess Peach
  4. [4]
    Super Princess Peach - IGN
    Rating 7.8/10 · Review by IGNTake control of Princess Peach and must work your way through a series of 2D side scrolling stages in order to save the classic mascot character.
  5. [5]
    Super Princess Peach Reviews - Metacritic
    Super Princess Peach is cute, delightfully absurd, and a true-blue Mario game, but still a bit easy. It's probably worth fifty clams to a hardcore Mario fan ...Super Princess Peach critic ...Super Princess Peach details
  6. [6]
  7. [7]
    Shigeru Miyamoto – Mario 20th Anniversary Interview
    Jan 8, 2022 · —This October, Princess Peach finally gets to star in her own game, Super Princess Peach. Miyamoto: It was important to us in Super Princess ...
  8. [8]
    The Top 10 TOSE Co.-Developed Games... That We Know Of
    Released in 2005, Super Princess Peach served as a pseudo-predecessor to the later New Super Mario Bros. as the first 2D Mario platformer in several years. What ...
  9. [9]
    Hands-On: Super Princess Peach - IGN
    Feb 1, 2006 · Super Princess Peach is an entertaining break from regular platforming. It has some great play mechanics, and will be a perfect fit a diverse system like the ...
  10. [10]
    Super Princess Peach (DS) Review - Vooks
    Rating 4.0 · Review by Daniel VuckovicMar 28, 2006 · Nintendo know how to make a great platforming game and Super Princess Peach is no different. ... touch screen and microphone enabled minigames are ...Missing: dual | Show results with:dual
  11. [11]
    Super Princess Peach - IGN
    Rating 7.8/10 · Review by Craig HarrisFeb 23, 2006 · Super Princess Peach: Flowery and feminine, but still classic Nintendo design. How did the gal's first starring role stack up?Missing: conception | Show results with:conception
  12. [12]
    Super Princess Peach Review for DS - GameFAQs - GameSpot
    Rating 75% (48) Jun 17, 2022 · The mechanic the game is built around, and what makes Super Princess Peach a bit strange, is the emotional swapping mechanic. Just like ...Missing: system | Show results with:system<|control11|><|separator|>
  13. [13]
    Super Princess Peach (2005) - MobyGames
    Mar 4, 2006 · Princess Peach, always the one in distress, will use all her unique abilities and items to travel the length of the Kingdom to save her heroes.<|control11|><|separator|>
  14. [14]
    Super Princess Peach - Guide and Walkthrough - DS - GameFAQs
    Rating 75% (48) Jun 29, 2009 · Hold R when starting the game and you will play a minigame where you control a Toad that pushes the other ones off the screen using a stylus.
  15. [15]
    Super Princess Peach Review - Nintendo World Report
    Feb 20, 2006 · Super Princess Peach is overloaded with cuteness, to the point that many enemies just march around whistling to themselves (until you eat them).
  16. [16]
    Princess Peach and the Power of Feelings - CGMagazine
    Apr 5, 2024 · Because of their reckless use of the Scepter, the entire island is filled with emotional energy, causing everyone to experience various moods.
  17. [17]
    Vibe | Mario Wiki - Fandom
    A Vibe (きぶん, Kibun?, Feeling) is an emotion featured in Super Princess Peach. Vibes can be forced on any living thing appearing in the game.
  18. [18]
    Super Princess Peach - Starfy Wiki
    Mar 29, 2021 · Developer(s), TOSE/Nintendo. Publisher(s), Nintendo. Director(s) ... Release date(s), Japan</span October 20, 2005. USA February 27, 2006
  19. [19]
    Super Princess Peach (Video Game) - TV Tropes
    Psychoactive Powers: The Vibes are the central gameplay mechanic of Super Princess Peach, which are abilities based on four emotions. In Joy, Peach creates ...Missing: dual | Show results with:dual
  20. [20]
    The Super Princess Peach Paradox - Does the Lady Surpass her ...
    Princess Peach is a symbol of feminine excellence. Of charity and temperance. Her role isn't to wage battle. It's to support, serve, and preserve. And here, the ...
  21. [21]
    Super Princess Peach/Gameplay - StrategyWiki
    Jul 21, 2025 · Completion of a level will unlock the next level, until reaching the sixth stage. This stage features a mini-game, generally requiring use of ...
  22. [22]
    Super Princess Peach - Guide and Walkthrough - DS - By dmon2
    Rating 75% (48) Apr 10, 2006 · ... levels of each world will also have a music score for you to find. Level 5 in each world has no music score. This is true for all worlds.
  23. [23]
    Super Princess Peach Boss Guide - Lemmy's Land
    When you're low on vibe power, wait until he summons Magikoopas. Attack the ones with Vibe Crystals so you can get them. Hit him 2 more times to win. World ...
  24. [24]
    Super Princess Peach - Super Mario Wiki
    Super Princess Peach is a 2D platformer game for the Nintendo DS. In this game, the characters' traditional roles in the Super Mario series are reversed.Gallery:Super Princess Peach · Cloud (Super Princess Peach) · Puzzle Piece · Staff
  25. [25]
    Super Princess Peach | Mario Wiki - Fandom
    Developer(s) · Nintendo SPD · TOSE Software Co. ; Publisher(s) · Nintendo ; Series. Princess Peach ; Release date. Flag of Japan October 20, 2005; Flag of USA ...Plot · Gameplay · Enemies · Obstacles
  26. [26]
    Super Princess Peach for Nintendo DS - Sales, Wiki, Release Dates, Review, Cheats, Walkthrough
    ### Global Sales Figures and Commercial Metrics for Super Princess Peach
  27. [27]
    Super Princess Peach for Nintendo DS - Sales, Wiki, Release Dates ...
    Review Scores ; Genre. Platform ; Release Dates. 02/27/06 Nintendo 10/20/05 Nintendo 05/26/06 Nintendo ; Community Stats. Owners: 122. Favorite: 1. Tracked: 1.
  28. [28]
    Super Princess Peach TV Commercial for Nintendo DS - NDS - 2005
    Aug 24, 2024 · Your mission to use fire wind and water to save Mario and Luigi Super Princess Peach only on Nintendo DS rated E for everyone.
  29. [29]
    Nintendo DS - Super Princess Peach - TV Commercial (Japan, 2005)
    Oct 30, 2023 · Nintendo DS - Super Princess Peach - TV Commercial (Japan, 2005). 388 views · 1 year ago NINTENDO ...more ...
  30. [30]
    Super Princess Peach USA Commercial - YouTube
    Jan 22, 2009 · Super Princess Peach USA Commercial. 16K views · 16 years ago ...more. Japancommercials4U2. 128K. Subscribe. 133. Share.Missing: TV | Show results with:TV
  31. [31]
    Super Princess Peach 2005 Nintendo DS Store Display Promo ...
    In stock Rating 4.7 193 Super Princess Peach 2005 Nintendo DS Store Display Promo Poster Sign RARE ; RainierConsignmentShop (8668) ; Condition. Used ; Quantity. 1 available ; Item number.
  32. [32]
    Nintendo Arcade (partially lost Nintendo online Flash games
    Nintendo Arcade Games ; 31, Super Paper Mario Memory Match, Found ; 32, Super Princess Peach -- Parasol Fall, Found ; 33, Tales of Phantasia Archery, Found ; 34 ...Missing: promotional | Show results with:promotional
  33. [33]
    Nintendo web browser games - NintendoWiki
    Jul 17, 2025 · Super Princess Peach -- Parasol Fall; Mario Hoops 3-on-3 -- Dribble ... Both a platformer game and advent calendar/Christmas promotion by Extra ...
  34. [34]
    Super Princess Peach - The Cutting Room Floor
    Games > Games by developer > Games developed by TOSE · Games ... Games > Games by release date > Games released in October > Games released on October 20Unused Music · Unused Stages · Unused Enemies · Regional Differences
  35. [35]
    The Origins Of Princess Peach's Toadstool Name Have Been ...
    Sep 9, 2025 · Long before Princess Peach became Princess Peach, she was known as Princess Toadstool, at least in English-localized versions of Nintendo ...
  36. [36]
    Super Princess Peach Review - Nintendo World Report
    Nov 24, 2005 · Super Princess Peach is cute, delightfully absurd, and a true-blue Mario game, but still a bit easy. It's probably worth fifty clams to a hardcore Mario fan.Missing: reception | Show results with:reception
  37. [37]
    Super Princess Peach Reviews - GameSpot
    Rating 7.2/10 · Review by Ryan DavisFeb 24, 2006 · Super Princess Peach is a good alternative to all the Mario games, but it's not what it could be. The game is short and can be disappointing to many Mario fans.
  38. [38]
    Princess Peach: Showtime! Passes Major Sales Milestone
    May 7, 2024 · The game has already sold more than 1.22 million copies, officially joining a long list of million sellers on the system.Missing: figures | Show results with:figures
  39. [39]
    Golden Joystick noms announced - GameSpot
    Aug 2, 2006 · SpongeBob SquarePants: Lights, Camera, PANTS! Super Monkey Ball Touch and Roll Super Princess Peach. Nuts All-Nighter Award in association with ...
  40. [40]
    Golden Joystick Awards 2006 Nominees - Nintendo Life
    Aug 6, 2006 · Girls Choice Award. Nintendogs; Animal Crossing: Wild World; Grand ... Super Princess Peach; Lara Croft Tomb Raider: Legend; The Elder ...
  41. [41]
    Selected Genre Nominations - NAVGTR
    Oct 27, 2023 · Super Princess Peach. 2006-NAVGTR Awards, Game, Original Family, Viva Pinata. 2005-NAVGTR Awards, Game, Original Family, Lego Star Wars. 2005- ...
  42. [42]
    [PDF] A Textual Analysis of Sex in the game Super Princess Peach
    Sexual power is not overt in the game Super Princess Peach, but it clearly exists. Princess Peach's emotions are reminiscent of women's past hysteria, or ...
  43. [43]
    Portrayal of Gender in Super Princess Peach
    Feb 15, 2015 · ... Super Princess Peach, in which ... However, there's a stereotype about women being more emotional than men, which is considered a fault ...
  44. [44]
    Women who have played Super Princess Peach, do you think it's ...
    Sep 18, 2023 · I know this game is infamous for its gameplay revolving around the Vibe mechanic (in which Peach uses her emotions as powers), which is seen as sexist by many.Why is Princess Peach such a controversial character? : r/MarioOnline discussion about Super Princess Peach : r/casualnintendoMore results from www.reddit.com
  45. [45]
    PMSing All Over The Place: Super Princess Peach
    Aug 1, 2014 · ... Peach's vibes are a whole lot like the feelings girls go through when they're going through PMS or their period. Yes, these things can make ...
  46. [46]
    Super Princess Peach —A Forgotten Nintendo Classic - Fanfare
    May 14, 2021 · Super Princess Peach was empowering women and young girls by giving us a story where we are the hero the way we want to be the hero. I don't ...<|control11|><|separator|>
  47. [47]
    Mario & Peach can't shake gender stereotypes - Yahoo Finance
    Nov 16, 2006 · Where Peach focuses on a woman's bursting emotions, NSMB follows a size-obsessed man searching for that "mega mushroom" to make himself ...Missing: representation criticism
  48. [48]
    Review: Super Princess Peach - DownStab
    Super Princess Peach is a Mario-spinoff title: You travel through eight different worlds each with several stages and a unifying theme.
  49. [49]
    Comparing Princess Peach: Showtime to Super ... - Game Rant
    Mar 25, 2024 · Princess Peach: Showtime gives the princess a wider range of abilities due to the many transformations she has access to within the stages of Sparkle Theater.
  50. [50]
    How Princess Peach Became an Iconic Gaming Character - Airtel
    Oct 24, 2024 · Through her appearances in the Super Mario series and beyond, she has become a symbol of strength, resilience, and the growing recognition of ...
  51. [51]
    The Best Mario Games Turning 20 In 2025 - TheGamer
    Jan 19, 2025 · The Best Mario Games Turning 20 In 2025 · 8 Mario Party Advance · 7 Mario Superstar Baseball · 6 Mario Tennis: Power Tour · 5 Super Princess Peach.<|control11|><|separator|>
  52. [52]
    Super Princess Peach (DS) Review - HonestGamers
    Rating 8/10 · Review by dagossMar 17, 2022 · I walked away from Super Princess Peach with the same vibe as Stafy: it's a lot of fun, it's a bit heavy-handed in helping the player, and some ...
  53. [53]
    Princess Peach: Showtime! review - under the spotlight | Metro News
    Rating 2.5 · Review by GameCentralMar 21, 2024 · Especially as her only previous starring role, in 2005's Super Princess Peach, portrayed her as an emotionally unstable heroine that starts ...Missing: well | Show results with:well<|separator|>
  54. [54]
    Princess Peach powers up from distressed damsel to wartime general
    Apr 7, 2023 · She finally got to star in her own in 2005 with “Super Princess Peach” for the handheld console Nintendo DS. However, this came with some ...