[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/princess_peach_01.jpg]]

''Super Princess Peach'' is a NintendoDS platform game [[SpinOff spun off]] from the popular ''Franchise/SuperMarioBros'' franchise. Though Peach has had playable appearances dating back to ''VideoGame/SuperMarioBros2'', this is the first game where she takes up the starring role.

In a [[InvertedTrope reversal]] of the typical ''[[Franchise/SuperMarioBros Mario]]'' tale, Bowser has kidnapped Mario and Luigi and hauled them off to Vibe Island, and is wreaking havoc on the inhabitants' emotions with a wand called the Vibe Scepter. Determined to rescue them, Peach sets off on a journey with the help of a magical talking parasol named Perry. Due to the influence of the Vibe Scepter, Peach also gains powers based on emotions (joy, anger, sadness, and calm) that will help her solve some of the puzzles.
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! Tropes found in ''Super Princess Peach'':
* AbortedArc: There is abundant info about Perry's past in the game. Nothing comes of it at all.
* AdjectiveNounFred: "Super Princess Peach"
* AssKicksYou: Peach's version of the downhill slide technique that originated from Mario 3 and Super Mario World.
* BadassPrincess
* BadassInDistress: Mario and Luigi. They only keep their DistressedDude status for one game.
* BalefulPolymorph: The main detail of [[spoiler:Perry's backstory]].
* BraggingRightsReward: Endless Vibe, the most powerful ability in the game, allows you to use vibes at will without ever draining your vibe meter. The only problem? You don't get it until you've achieved HundredPercentCompletion -- in other words, after you've already done everything there is to do in the game.
* ButtMonkey: Luigi, more than usual. Bowser and ''Peach herself'' don't remember his name and call him the man in green. (She is rather happy to see him, though.) Even the ''game text'' can't address him by name.
* [[StalactiteSpite Coconut Spite]]: Rather spiteful Coconuts in Wavy Beach detach from their trees and drop on Peach when she walks under them.
* ContinuityNod: Many subtle elements of the game are very reminiscent of their equivalents in ''VideoGame/YoshisIsland'' -- the inflating advice blocks, several of the graphic tiles, the action-freezing cut scenes (like waiting for a beanstalk to grow), and even the eerily similar appearance of the Koopa Troopas.
** There is also the appearance of the [[VideoGame/SuperMarioBros2 Turnip]] in the end-of-level goal roulette. It only rewards one coin when you get it though.
* CriticalAnnoyance: The alarm that goes off when you're down to one heart may be the real source of the game's ease it's so annoying that you'll immediately regenerate health just to stop it.
* ADayInTheLimelight: After 20 years of sitting on the sidelines, [[DamselInDistress waiting to be rescued]], playing [[TheChick the girl]], and witnessing Mario's [[VideoGame/WarioLand other]] [[VideoGame/YoshisIsland Co-Stars]] [[VideoGame/LuigisMansion hit]] [[VideoGame/DonkeyKongCountry it]] big, Peach finally gets her big break.
* DeathIsASlapOnTheWrist: The game has no lives, though dying sends you back to the world map, and getting back to where you were can be an annoyance. You keep all the Toads and items you found before you died, however.
* DinosaursAreDragons: Blizz''aurus'', the boss of Gleam Glacier, is an ice-breathing dragon.
* DoesThisRemindYouOfAnything: There's the name "Vibe Scepter"... wonder what sort of batteries it uses?
** The end of the game even states that [[spoiler:the Vibe Scepter might be able to be found in the player's house and could make their mom "laugh happily".]]
* DummiedOut: [[EnsembleDarkhorse Everyone's favorite]] QuirkyMinibossSquad, the Koopalings, were meant to appear in this game between ''VideoGame/MarioAndLuigiSuperstarSaga'' and ''VideoGame/NewSuperMarioBrosWii''. Even more interestingly, Morton's and Roy's shells were meant to be recolored green for this game, predating most of their shells getting recolored for the latter game.
* EasyLevelsHardBosses: Unusually for a game set in the Marioverse, the bosses are the only part of the game that present any real challenge.
* ElementalPowers: Peach can use different powers based on her emotions due to the influence from the Vibe Scepter.
** BlowYouAway: Activated when Peach becomes all perky.
** HealingFactor: Activated when Peach becomes calm.
** MakingASplash: Activated when Peach gets all teary-eyed.
** PlayingWithFire: Activated when Peach gets hotheaded.
* EliteMooks: Of a sort. Due to everything on Vibe Island being emotionally unbalanced, you have superfast Goombas, charging Paratroopas, and Boos that approach when you look their way in addition to the regular line-up of Mario series Mooks.
* EmpathicWeapon: Perry the Parasol.
* EnemySummoner: Army Hammer Bro.
* ExtremeOmnivore: Perry can swallow any enemy Peach can pick up whole. Doing so restores some [[ManaMeter vibe]].
** Eating EliteMooks tends to recharge more vibe, as the EliteMooks in question having their own Vibe powering them.
* FreeFallFight: Hoo, the second boss, in his second phase.
* GameBreakingBug: At the start of level 2-4, there is a vertical autoscrolling section where Peach has to climb up ladders. If she climbs up the second to last ladder, but doesn't move anywhere, the screen will leave her behind, but [[NonLethalBottomlessPits not far enough]] to where she'll be forced to start over again. Instead Peach will just stand on the ladder off the bottom of the screen. If you press ''down'' to climb down the ladder Peach is standing on, she loses all of her hearts and ''[[OneHitKO dies instantly]]''.
* GenderFlip: In this spinoff, Peach is the heroine trying to save Mario from Bowser.
* GettingCrapPastTheRadar: ''Everything'' about the Vibe Scepter, but particularly that it "may be found in your house" and could be responsible for YourMom's "laughing" a lot. Nintendo... were you even aware the radar existed when you wrote that?
* GrievousHarmWithABody: Perry is a ''living'' umbrella. Peach hits enemies with him. She can also toss Koopa shells and other enemies.
* GroundPound: The Poundbrella ability.
* HeartsAreHealth: You start out with three, but the increments in terms of taking any kind of damage are done in ''halves'', so right off the bat, you have ''six'' hit points instead of three. Big Hearts restore one full heart and small ones only half a heart.
* HeartContainer: You actually have to buy these in the Shop. Tough Coffee is the Heart Container item and increases Peach's LifeMeter by half a heart each time you buy one.
* HomeRunHitter: How Peach eventually finishes Bowser.
* LampshadeHanging:
--> '''Peach''' (end of level): "That was easy!"
* ManaMeter: The vibe meter.
* MetalSlime: There's an easy-to-miss recurring enemy that shows up in several levels and exists largely to be difficult to defeat (and thus add to your glossary) before it escapes. Oddly enough, it's [[TheLegendaryStarfy Starfy]].
* MoneyForNothing: Once you've purchased all the upgrades, music, and whatnot, all those coins become useless.
* MoodSwinger: A game mechanic.
* NonLethalBottomlessPits: Falling down a {{Bottomless Pit|s}} causes Peach to respawn in the same room with half a heart missing.
* OcularGushers: Peach in "Sadness" mode.
* OneHitPointWonder: Not during the actual game, but during the special stylus challenges in the boss levels and some of the minigames. Get hit once and you'll have to start it all over again.
* ParasolOfPain
* ParasolOfPrettiness
* ParasolParachute: Once purchased, anyway.
* PsychoactivePowers: The Vibes.
* RepetitiveName: In the Japanese version, Hoo's name is ''Mōri''. ''Mori'' means forest. Therefore, the Japanese name of Hoo's Wood is ''Mōri no Mori''.
* RoyalsWhoActuallyDoSomething: Along with ''VideoGame/SuperMarioBros2'' and ''VideoGame/SuperMario3DWorld'', this is one of the few games with Peach as a [[ActionGirl heroine]] rather than a DamselInDistress.
* SelfImposedChallenge: A common way of counteracting the game's easiness is to avoid buying Heart upgrades, or any upgrades whatsoever. Avoiding using the regain health vibe entirely also helps bring the game closer to standard Mario difficulty.
** Then there's the Mario Playstyle Challenge, in which the only permitted methods of attack against regular enemies are the GoombaStomp and kicking Koopa shells. No upgrades purchased. Avoid using Vibes whenever possible.
* SwissArmyTears: Peach's tears can make plants grow for her to climb, make her run fast, make water wheels go round and defeat the bad guys.
* TookALevelInBadass: Peach, compared to her usual DamselInDistress role in most ''Mario'' platformers.
* TrueFinalBoss: You can't face off against Bowser until you rescue all 126 hidden Toads and Luigi.
* UselessUsefulStealth: The game instructs players that when they come across a "Calm" enemy (always found [[CatchingSomeZs sleeping]]) to walk (Hold L/R while you move) so Peach doesn't wake them up and they attack. That's a good idea, except for one thing: Peach ''[[CollisionDamage gets hurt]]'' ''anytime'' she touches an enemy regardless of what they're doing, so it's impossible to make use any practical use of this mechanic. You can't sneak past any sleeping enemy directly in your way. You have no choice but to wake up the enemy and fight or avoid them. Adding insult to injury (literally), getting hit wakes the sleeping enemies up anyway.
* VariableMix: Depending on Peach's mood, the background music will either raise or lower in pitch and tempo.
* VideoGameSettings
** GreenHillZone: Ladida Plains
** TheLostWoods: Hoo's Wood
** BigBoosHaunt: Shriek Mansion
** LethalLavaLand: Fury Volcano
** PalmtreePanic: Wavy Beach
** SlippySlideyIceWorld: Gleam Glacier
** BubblyClouds: Giddy Sky
** TheVeryDefinitelyFinalDungeon: Bowser's Villa
* WasOnceAMan: [[spoiler:Perry.]]
* WingdingEyes: Peach gets fire in her eyes when in "Anger" mode.
* WouldHitAGirl: This is the first time Bowser and Peach fought in platforming combat. The Koopa King pulls no punches on the princess, and treats Peach no differently as if it were Mario fighting him.
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