‘Super Princess Peach‘, a game targeted for the teenage female audience that Nintendo believed they lacked within their Mario franchise. Released for global consumption in 2006 on DS, Nintendo presented Princess peach’s first solo adventure. The game centred around Peach saving Mario and Toad, who had been captured.
An analysis into ‘Super Princess Peach’ would focus on the game play as well as those who developed the game; taking a feministic approach to how the game is grounded in what some would argue is sexism. Further, an analysis into the para-text surrounding the game; an example being the feminist movement that had reached Japan a few years before the games release that lead to its making and targeted audience.
The game play of this Nintendo production focused around Princess Peach and her ability to use her emotions as a super power; although this concept was interesting and fun in the aspects of game play, it presents a problematic view. The idea that Peach’s emotions were her only advantage in saving Mario and friends; in comparison to all the men in previous games that were able to do many of their adventures unassisted by self-attuned superpowers. This brings to light whether the creators of the game had any women in the production team to add a female view to the game.
Emotions as a concept was fun and interesting, however, the execution may of been less problematic with more insight. This game was one of the first Nintendo games that centred around a female lead, so it was a huge leap for Nintendo; unfortunately failing when there were no further adaptations to Peach being a main character in later games.
The analysis of ‘Super Princess Peach’ is post-structuralist, as not many people view this game as being problematic in its context. Few critics believe that the game was sexist, in that it was highly feminine and was perceived as being “too easy”; in comparison to many of the other ‘Mario’ games that came before. The approach to make the game appealing to the a younger female audience resulted in creating a game that was overly feminine and lacked in real adventure.
Originally posted at umbrelliablog.wordpress.com