Coming into Mario Tennis Fever, it’s important to note that I haven’t touched a single Mario Tennis game since the days of the Nintendo 64. Back then it was one of my favourite multiplayer experiences. It was concise, incredibly fun, and the controls felt tight and responsive. Some of my best core memories can be attributed to the couch gaming sessions that came from that era, so jumping into this felt like revisiting something that meant a lot to me. I’m extremely conscious of the fact that its been 26 years since the 64 release, but ever since it was announced in the September 2025 Nintendo Direct. I was definitely curious to see what Nintendo can serve up for its newest hardware.
Straight off the ̷B̷a̷̷t̷ racquet, Mario Tennis Fever is a game that clearly leans into the chaos and spectacle side of the series, this for me almost felt like Mario Party and Kart meets Mario Tennis. The name is fitting because everything revolves around these fever racquets and their specific power ups that dramatically change how matches play out. It is less about pure tennis, although you can play it more traditionally. However it is about adding that unpredictable Mario Kart style gameplay twist to every rally.
There is no shortage of modes. You have Adventure, Tournament, Trial Towers, Free Play, Mix It Up with unique rule sets, and Swing Mode which with its emphasis on motion controls feels like a throwback to playing tennis on Wii Sports. On paper it is a very generous package with something for everyone, especially if you enjoy party style games. In fact the only single player focused mode is adventure mode.

I managed to finish Adventure mode in about five hours. The story is lighthearted and revolves around Mario and almost all of the main characters having been turned into babies. They are all stuck down with a curse as they search for a golden fruit for Daisy who remains in a critical state in her bed. It almost sounds like a plot line from Grey’s Anatomy. Your goal is simple, try to restore everyone back to normal. It is charming in that typical Mario way, but the pacing really hurt it for me.
My biggest issue was that nearly half of the Adventure mode is spent in the opening area. Around two and a half hours are dedicated to tutorials and gradually unlocking mechanics before the adventure truly opens up. By the time the game started to feel like it was properly moving, it was already over. The back half moves quickly, almost too quickly, and that imbalance made the whole thing feel padded at the start. I thought that the beginning was the only section, that’s how long it dragged out.
To its credit, the game does a thorough job teaching you every type of shot. Top spin, slice, lobs, trick shots, defensive plays, it is all here. Mechanically it stays true to tennis fundamentals while layering Mario mechanics on top. The controls are sharp and responsive, and moment to moment gameplay feels smooth and polished if at times far too chaotic due to the fever power ups.

There is also a noticeable emphasis on accessibility in how the difficulty is structured. I rarely felt properly challenged during the Adventure mode, and most AI opponents went down without much resistance. That might frustrate more experienced players looking for depth, but it also makes the game welcoming for families and younger players. It feels intentionally designed so that almost anyone can pick it up and play.
Where I found myself spending most of my time was in Swing Mode. Playing with my four year old son completely changed how I felt about the game. That is where it clicked. It stopped being about me objectively playing and it just started being about laughs and connecting with my son. He loved it, and seeing him get excited over big shots and chaotic rallies reminded me why these games exist.
There is so much to unlock as you progress through the game’s many modes. With 38 characters to unlock it gives you a reason to come back for one more game. The different courts add subtle twists much like real tennis surfaces. There are icy stages, grass courts, factory themed arenas, even more playful environments like pinball inspired layouts. They change the flow of matches just enough to keep things interesting without overwhelming you.

The fever racquets is where the Mario Party energy really comes through. A banana racket can scatter peels across the court after a bounce. A volcano racket can create craters and launch fiery obstacles. There are 30 in total, and while you only start with a handful, they unlock fairly easily through just playing each mode. Personally, I enjoyed matches more without the fever effects because things could get extremely chaotic, but that chaos is clearly the point.
Multiplayer is absolutely the heart of this game. Most of the main modes support up to four players, with Adventure being the only true single player experience. There is local play, game share, and online matches, so it is very feature rich in terms of connectivity. It is clearly designed as a party game first and a solo tennis journey second.
Online matches worked smoothly in my time with it, and while it is not something I see myself grinding competitively, it adds longevity for players who are interested in it. Visually, it looks exactly how you would expect. Bright, colourful, expressive, and polished. The character models look great, including the newer look for Donkey Kong, and the courts are vibrant and clean. It is not pushing graphical boundaries, but it runs smoothly and consistently. Performance is rock solid, and I never ran into technical issues.

The roster is filled with familiar faces like Mario, Luigi, Donkey Kong, Diddy Kong, Rosalina, and even more unexpected picks like Chain Chomp. Each character falls into a playstyle category such as powerful, speedy, technical, tricky, or all rounder. It is simple to understand and makes the game approachable. You can pick up a controller and have fun without overthinking it.
Looking back on it, this is one of those games that is greater than the sum of its systems. On your own, you might see the shallow difficulty and predictable structure. With others, especially family, it becomes something different and much more memorable. It is less about mastery and more about creating core gaming memories with the people you play around.
Overall, I didnt hate Mario Tennis Fever, but I did not love it either. It does exactly what it sets out to do. It is accessible, chaotic, and designed for group fun. It is not especially memorable as a single player experience, and it never quite recaptured the magic I felt back on the Nintendo 64. But the time spent playing with my son is what elevated it for me. Those moments mattered more than all its shortcomings.
MARIO TENNIS FEVER REVIEW
Mario Tennis Fever is a colourful, chaotic, and accessible party game that shines brightest in multiplayer, especially with family and friends. While the Adventure mode struggles with pacing and the overall difficulty leans on the easy side, the tight controls, smooth performance, and variety of modes make it an enjoyable experience in the right setting. It may not recapture the magic of the Nintendo 64 era for long time fans, but the memories it creates on the couch with others give it that little bit of Nintendo charm.
PROS
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Fun and chaotic multiplayer
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Accessible for all ages and skill levels
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Smooth performance and tight controls
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Good variety of modes and unlockables
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Strong local and online features
CONS
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Adventure mode pacing feels dragged out at the start
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Fever mechanics can feel overly chaotic
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Not especially memorable as a solo experience
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Difficulty may feel too easy for veteran players
Reviewed on Nintendo Switch 2 a review code was provided from the publisher for purpose of this review
