Camelot Software Planning finally cracks the code on Mario’s special powers with a brilliantly simple Fever Racket system, delivering a Switch 2 launch title that’s an absolute blast in multiplayer — even if solo players are left wanting more.
This is the first Mario Tennis where I’d rather keep the special powers switched on.
Disclosure: I was given a complimentary review key to facilitate this review. Receiving it did not impact my assessment.
I have a confession: Mario Tennis Aces left me cold. And I say that as someone who has loved this franchise since the N64 original. Aces had great bones — tight controls, beautiful presentation, a solid roster — but its Zone Speed and Zone Shot mechanics broke the flow of matches in a way that always felt more frustrating than fun. Every time I’d nail a perfectly placed drop shot to the corner, my opponent would slow time to a crawl, zip across the court, and smash it back. It turned rallies into a series of QTE interruptions rather than the fluid, strategic exchanges that make tennis — real or virtual — so satisfying. I bounced off it hard. So when Mario Tennis Fever was announced as a Switch 2 launch title with yet another new gimmick, I braced myself for more of the same. Instead, Camelot handed me the best Mario Tennis game since Power Tennis on the GameCube, and quite possibly the best entry in the entire series. The secret? They finally figured out that the power-ups should complement the tennis, not replace it.

The Fever Racket: A Gimmick That Actually Works
The headline feature is right there in the title: Fever Rackets. There are 30 of them, each one granting your chosen character a unique special ability that triggers when you build up your Fever Gauge through sustained rallies and then unleash a Fever Shot. On paper, it sounds like the same kind of chaotic layering that bogged down previous entries. In practice, it’s the most elegant implementation of special powers the series has ever seen.
Here’s why it works: there are no complicated inputs to memorize, no multi-button combos, no slow-motion mechanics that interrupt the rhythm of play. You rally, your gauge fills, you hit a charged shot, and your racket’s effect triggers when the ball touches the ground on your opponent’s side. The Ice Racket creates a frozen patch that can make your opponent slip. The Fire Racket scatters flames where the ball bounces. The Mini Mushroom Racket drops tiny mushrooms that shrink anyone who touches them. The Shadow Racket summons a clone to play alongside you. Each effect is immediately understandable, visually distinct, and — this is the crucial part — counterable. If your opponent returns the Fever Shot before it hits the ground, the effect never triggers. Better still, a well-timed return can redirect the effect onto your side of the court. What this creates is a beautifully layered risk-reward dynamic that sits on top of the fundamental tennis rather than replacing it. Do you rush the net to end a rally before your opponent’s gauge fills? Do you play conservatively to build your own? Do you equip two complementary Fever Rackets (an option in certain modes) for maximum chaos, or pair one defensive racket with one offensive one for a more measured strategy? These decisions matter, they feel meaningful, and they never stop you from playing actual tennis. After the overcomplicated mess that Aces’ mechanics sometimes devolved into, the simplicity here is genuinely liberating.

38 Characters, 14 Courts, and Baby Waluigi
The roster is enormous — 38 playable characters, the largest in series history — and it’s both deep and delightful. All the expected faces are here: Mario, Luigi, Peach, Bowser, Daisy, Toad, Rosalina, Donkey Kong, Yoshi, Wario, Waluigi. But the newcomers are what give the lineup its character. Nabbit, Goomba, and Piranha Plant all make their Mario Tennis debuts, and the baby versions of the cursed cast (including the first-ever playable appearance of Baby Waluigi, who is every bit as hilariously petulant as you’d hope) add a lovely wrinkle to the selection screen.
More importantly, each character actually plays differently. They’re sorted into six types — All-Around, Defensive, Powerful, Speedy, Technical, and Tricky — but individual characters also have unique traits that go beyond their stat profiles. Luigi’s slice shots are unusually powerful. Chain Chomp can’t be pushed back by strong returns. Rosalina’s lobs have a noticeably higher arc than anyone else’s. These small differentiators add real depth to character selection and make experimenting with different character-racket combinations one of the game’s most compelling hooks.
The 14 courts range from realistic stadiums to fantastical Mushroom Kingdom locations: Bowser’s airship, a forest court flanked by Piranha Plants, Waluigi’s Pinball Arcade. Each comes with optional environmental gimmicks that can be toggled off for purists who want a clean surface. And then there’s the Wonder Court, which imports the unpredictable Wonder Effects from Super Mario Bros. Wonder — a chaotic addition that’s tailor-made for party sessions and absolutely not for anyone trying to take a match seriously. The variety is excellent, and the option to strip away the chaos for competitive play shows a thoughtfulness in design that hasn’t always been present in Mario sports titles.

Presentation: Switch 2 Makes a Strong First Impression
Let’s talk about how this game looks, because it’s worth noting: Mario Tennis Fever is gorgeous. As one of the Switch 2’s launch titles, it serves as an early showcase for what Nintendo’s new hardware can do with first-party franchises, and the results are impressive. Character models are packed with detail — Donkey Kong in particular has never looked this good in a Mario spin-off, with visible fur textures and expressive animation that brings real personality to his court presence. The Adventure Mode cutscenes are fluid and well-animated, and the courts themselves pop with color and environmental life. Performance is rock-solid in both docked and handheld modes with no notable frame drops, which matters immensely for a game where timing and responsiveness are everything. The Talking Flower commentary in Tournament mode (borrowed from Super Mario Bros. Wonder) is a charming touch that adds personality without becoming grating — at least not for the first dozen or so tournaments.

Where It Stumbles: Adventure Mode
If Fever has an Achilles’ heel, it’s the single-player content — and specifically, the Adventure Mode that Nintendo marketed so prominently. The premise is genuinely fun: Princess Daisy falls ill, and Mario and friends travel to a mysterious island seeking a magical golden fruit that can cure her. Things go sideways when they encounter monsters that curse them into becoming babies, stripping them of their tennis abilities. You play as Baby Mario and Baby Luigi relearning the fundamentals at a Tennis Academy before venturing back to the island to break the curse through a series of tennis challenges and boss fights.
It sounds great. The execution is charming when it gets going — the baby versions of Wario and Waluigi being conniving little troublemakers is genuinely funny, and some of the boss encounters are cleverly designed. But the whole thing clocks in at roughly three to four hours, with the first half spent in the Academy doing what amounts to an extended tutorial dressed up with minigames. By the time you leave the Academy and the mode starts to find its footing with more interesting challenges and overworld exploration, it’s nearly over. Multiple reviewers have drawn the same conclusion, and I agree: Adventure Mode is a pleasant distraction, but it functions more as an onboarding tool than a substantive campaign. If you’re coming to Mario Tennis Fever hoping for the kind of RPG-flavored single-player depth that the Game Boy Advance entries delivered, you’ll be disappointed.
The core tennis is superb, the multiplayer is deep and replayable, and the volume of content (38 characters, 30 rackets, 14 courts, multiple game modes, online ranked play) is meaningfully more than what Mario Tennis Aces offered at launch. Tournament mode against AI is enjoyable, Trial Towers offers some genuinely tricky challenges, and the Mix It Up mode with its Wonder Effects and unexpected rule variants adds spice — but without the multiplayer component, Fever runs out of steam faster than its Fever Gauge.

Multiplayer: Where the Magic Lives
And yet, when you do plug into the multiplayer — whether locally or online — Mario Tennis Fever comes alive in a way that justifies its existence as a Switch 2 showpiece. Local play supports up to four players, and the GameShare feature lets one player with the game share it wirelessly with nearby Switch 2 (or original Switch) owners for local sessions. It’s a smart, consumer-friendly feature that makes Fever an easy pick for gatherings and parties.
Online play offers both casual rooms with customizable rules and competitive Ranked Matches. In my experience the netcode has been solid, with only occasional mild lag during peak hours — a noticeable improvement over Aces’ sometimes shaky online performance. The ranked ladder is where the game’s depth really shines: with 38 characters and 30 rackets creating over a thousand possible combinations, the metagame is already developing in interesting directions. There’s a legitimate concern, flagged by several outlets, that a handful of rackets are significantly more impactful than others, and online play could eventually narrow around a small pool of dominant setups. But in these early days, the variety is thrilling, and the skill ceiling — managing shot types, positioning, timing, Fever Gauge management, and hazard navigation simultaneously — is impressively high.
Swing Mode, using the Joy-Con 2’s motion controls, is present and functional but not transformative. It recognizes swings well enough and makes for a fun party trick, but it lacks the precision that button controls offer and lives in a separate mode with fewer options. If you loved Wii Sports Tennis, you’ll enjoy a few rounds. If you’re here for the competitive game, you’ll move past it quickly.

The Verdict: Ace Serve, Imperfect Follow-Through
Mario Tennis Fever is, to my genuine surprise, the most fun I’ve had with this series in well over a decade. Camelot has finally cracked the formula: instead of layering complex mechanics on top of the tennis and hoping players engage with them, they’ve built a system — Fever Rackets — that’s simple to understand, satisfying to master, and deeply integrated into the strategic fabric of every rally. The roster is the biggest and most characterful the series has ever offered. The presentation is a gorgeous Switch 2 showcase. And the multiplayer, both local and online, has the depth and the hooks to sustain a long competitive life.
On the court, with rackets in hand and Fever Gauges climbing, Mario Tennis Fever is an absolute joy. It’s the best Mario sports game in years, a worthy Switch 2 launch title, and — for anyone with friends to play with or a competitive itch to scratch online — one of the most addictive multiplayer experiences Nintendo has produced in recent memory. Welcome back to the court, plumber. You’ve still got it.
Mario Tennis Fever is a triumphant return to form for the series, delivering the most refined and strategically satisfying Mario Tennis experience to date.
