Sunday, January 10, 2021

Review: Super Mario Bros. Peach's Adventure


Finished 100% in ~6h45
 
So before starting, here's the question everyone will ask: Why is Peach so fat? I means, I'm not to criticize the artist style, and I'm not against well endowed characters but... why make Peach fat? That is such a weird interpretation. It would have been better if it was an original character since she doesn't looks like Peach at all. Some people may think it's simply the author's fetish... They may be right. She's also not the only female character that gained weight in the game. Anyway ingame nobody mentions Peach's new shape. Heck, even if her sprite is larger, the hitbox stay the same (which is kinda bad, especially when trying to enter pipes as you think you're centered enough but you're not). So hum yeah let's jump into this.

So fat she need bigger pipes.

First, let's say that the author was very dedicated about the game. The game comes with a pdf manual just like oldschool SNES games. The cutscenes are sparse but feature drawings made especially for the hack. I won't spoil, but the postgame has a lot of content. Through the game there's lot of easter eggs and some little nice touch. Yeah, a lot of work was put into this.

Yep that's Peach.

The hack use 8-bit style graphics in the style of SMB1 (since this Peach is inspired by the SMB1 Peach, at least the colors). It's not strict 8-bit, it use the SMW elements as it's full disposal like using background with parralax effect. The hack looks really good.
In team of music however I'm slightly disappointed because it's just normal custom musics. They are good, but I think 8-bit style music would have been great for this 8-bit graphics hack. Also some tracks appears a bit too often, and these are the ones everyone already know (like the SMB1 overworld theme from All Star).
 
Ah the diagonal SMW pipes you can enter...
 
Honestly this game is pretty easy. After all, this hack is noted to be difficulty "Normal" on smwcentral and I'm more used of playing "Hard" hacks. One of the reason it's easy is that you have SMB3 powerdown AND item box. Like Variety of Chance, that makes you can take twice as much hit before dying. Plus, there's a big enough amount of powerups in levels, and the platforming isn't too hard. But this time, tiers 2 powerups don't get overwritten by mushrooms, and that's nice. The last levels are harder just because they are long, and even then if you don't panic you can easily complete them without breaking a sweat.

Oh no, a SMW minecart section! (well it wasn't too horrible in this game)

Game content:
- Each levels has 5 star coins to collect. The thing is, you have to collect all five without dying. That means you will soon begin to avoid midpoints so you don't have to complete the level to restart getting the coins. This add some challenge, but sometimes not the best challenges. Coins can be in the way, sometimes nice sidetrack, and sometimes in a random pipe that you may miss even if you tried to enter each pipes before because of the wide player graphics that sometimes doesn't enter pipes because not centered enough. I replayed one level 5 times before getting into a pipe the 6th time. But 90% of the levels I get all star coins on the first try.
- The game use multiple powerup patch. The racoon, hammer suit, boomerang suit are here and kinda nice. Also the ice flower only in like two levels, they aren't even in the shop.
- Oh yeah you have no lives. You get plenty coin, that you can use in a shop to buy powerups. Except it's the same powerups you can find in level, so it can be faster to go in a level, get a powerup and start+select than going to the shop. Well the game is easy so you may not need to get outside powerups anyway.

A food world... not surprised lmao

So the level design. The game has a linear progression, and the levels are too. Some levels have alternate paths, with remixed levels from SMB1. The game is made to feels like a normal SMB games, and it's do it job at that. Levels are distinct from one another, but are mostly old school romps, with classic enemies (koopas and goombas will appears everywhere, sometimes with different graphics depending on the world). Sometimes the obstacles doesn't feel very original. It's not bad, but very classic. In late/postgame, it picks up a bit and become more interesting. There are some good platforming at parts. At the same time, there is also a few late/postgame levels that are kinda boring. Like that space water level with sloooooow autoscroll. That you may have to play twice if you miss one pipe that has a star coin inside. There's also more bullet generators lategame, and we all know bullet generators are lame.

The classic ridding a Mega Mole over munchers. Can the mole support Peach's weight?

The game clearly had a lot of efforts into it. It has a really interesting aesthetic, and the level design is basic but fun to play overall. Some people will definitely enjoy it. But if you want more challenge, or a hack that deviate more to the traditional Mario platforming, it may not be for you.

>tfw you will never get stomped on by fat Peach

⭐⭐⭐
Good

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