
Game intel
Mario Tennis Fever
Hit the court for explosive action in the latest Mario Tennis game! Join Mario and friends for over-the-top tennis mayhem! Use topspins, slices, lobs, and oth…
Nintendo dropped Mario Tennis Fever for Switch 2, pegged for February 12, 2026, and my first thought was: please be more than Mario Tennis Aces 1.5. I liked Aces’ tight fundamentals and trick-shot mind games, but its launch content was thin and its Adventure mode felt like a long tutorial. Fever looks bigger: four-player matches, a “Fever” gauge tied to roughly 30 special rackets, close to 40 characters, online play, a tower of trials, special games, and a proper Adventure mode. That’s a strong pitch-if Nintendo sticks the landing on balance and online.
The trailer lays out a simple loop: you build a Fever gauge during rallies and cash it in with a Fever Shot that changes based on the racket you’ve equipped. Nintendo name-dropped examples like Flame (blazing shots), Ice (freezes part of the court), Mini Mushroom (shrinks rivals), and Shadow (creates decoy doubles). Expect plenty of “did that just happen?” moments in four-player matches, especially with “special games” and a “Mix It Up” ruleset that throws Wonder Flower-style surprises into the rally flow. The roster pushes to 38 characters—series staples like Mario, Peach, and Donkey Kong alongside deeper pulls—and there’s online, a Tower/Trials mode for gauntlet-style play, and a Swing Mode that leans on the new Joy-Con 2 motion tracking.
This is clearly the successor to Aces’ energy system, which rewarded positioning and timing with Trick Shots and Zone Speed. The difference here is how overtly arcadey the effects look. That can be awesome for couch chaos, but competitive sets live or die by predictable systems. The fix is obvious: let us toggle Fever Rackets off, or run “standard” and “fever” rule lists online like Smash does with items. If Nintendo offers clean presets—no gimmicks, pure ball-striking—the game can serve both crowds without diluting either.

Mario sports on Switch had a pattern: solid mechanics, light content at launch, then months of updates. Aces eventually felt complete; Mario Golf: Super Rush and Mario Strikers: Battle League followed a similar arc. Fever’s pitch—38 characters, a tower, special games, and a fuller Adventure—sounds like Nintendo heard the feedback. What I want to see before launch: a clear breakdown of modes at day one, not “coming later” placeholders; meaningful single-player progression in the tower and Adventure; and offline/online tournament tools with options that competitive communities can build around.
The tease about characters becoming baby versions to “relearn” tennis is very Nintendo. Cute’s fine, but the campaign needs teeth—boss encounters with readable patterns, gear or skill unlocks that impact play across modes, and optional challenges that teach advanced tech without feeling like homework. If the Adventure hooks into the Fever Racket system in interesting ways (e.g., level-specific hazards, boss counters, risk-reward meter management), it could be more than a warm-up lap.

Nintendo says online modes and regular competitions are in. Great—but talk to anyone who grinded Aces ranked and you’ll hear the same wish list: stable netcode, strong matchmaking, rematch options, rage-quit penalties, and region filters. If Switch 2 brings better networking and reduced input latency, Fever needs to leverage it. Rollback netcode would be the dream; at minimum, a robust ranked ladder with seasonal resets and clear rulesets (standard vs fever, doubles support) is essential. Four-player online can be glorious or unplayable depending on the net, and I’d love to see an online test before launch to shake the servers down.
Motion controls in Aces were surprisingly fine for casual nights, but not competitive-ready. With Joy-Con 2, the promise is better tracking and less drift. If Swing Mode hits at 60fps with solid calibration and a gentler learning curve, it could be the family favorite. Just keep it siloed from ranked, and let local parties stack into four-player with simple onboarding. On the visual side, the trailer’s effects work during Fever Shots looks flashy; what matters is maintaining performance during doubles and four-player chaos. A consistent framerate beats spectacle every time in a timing-heavy tennis game.

At $69.99, Fever is priced like a flagship. That’s fair if the launch package is complete and the online holds up. Post-launch support will matter—new courts, rulesets, and balance passes are great, but please no “key features in month three” routine. Before preordering, I want clarity on:
Mario Tennis Fever looks like Aces with a bigger playbook—30-ish power-up rackets, 38 characters, more modes, and four-player chaos on Switch 2. If Nintendo delivers strong online and gives us clean, no-gimmick rule options alongside the party mayhem, this could be the series’ best entry since the N64 era. I’m cautiously excited—and waiting for an online test and real mode breakdown before calling match point.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Gaming Strategy Guide + Weekly Pro Tips