To the surprise of absolutely no one, I was never a Sporty Spice. When I snapped every one of the metatarsals in my foot clean across and had to spend the year reading and running a clandestine duet Dungeons & Dragons campaign in the stacks with a beautiful, Tolkien-obsessed lad who was also library-bound instead of doing PE and after school sports? Nothing made me happier. And yet, I really do love sports games—especially golf and tennis. So it’s surprising, that as someone who immersed herself in the deep nourishing Gatorade barrel of electronic Wimbledon-likes to create a definitive ranking of them, that I do not love the new Mario Tennis Fever.
Sure, it’s feature-complete out of the gate and has a wealth of characters to unlock. Yes, it’s smoother, faster, and the graphics are better by every technical metric than its Switch predecessor. The netcode could tighten up a bit, but it’s still a direct improvement by almost every metric. But despite all that, Mario Tennis Fever would get a 7 out of 10 (or a B, on the A.V. Club scale). It doesn’t earn its okay grade in the way we bicker and posture about on social media—it’s not a quirky genius, a messy cult classic, so bad it’s fun, or those miserable game critic words that rhyme with crank and bop. This is a straight reference 7 out of 10, a game that looks fine, plays nice, does mostly all it promises, and (just like 2021’s Mario Golf: Super Rush) still comes out a letter grade or two short. Most importantly—most worrisomely—this is a game that effortlessly communicates how far we’ve turned from the radiant face of the RPG god’s love.
Mario Tennis’s longtime developer, Camelot Software Planning, began its life with the goal of making Sony Playstation games. It created the first PlayStation RPG to hit U.S. shores (the tragic flop Beyond The Beyond), assisted in making Shining Force III, and then reunited Shining series designers Hiroyuki and Shugo Takahashi from Climax and Sonic! Software Planning under one banner, just as Sega pulled the rug out from under them to focus on the Dreamcast. It was in wrapping up Shining Force III that Monegi, a joint venture between Hudson Soft and Nintendo, approached Camelot to assist in Nintendo’s upcoming follow-up to NES Open Tournament Golf—not because of Camelot’s exceptional Everybody’s Golf (Hot Shots Golf in the US), but for its RPG pedigree. Nintendo wanted a studio with RPG chops that defined the foundation of the 16-bit console experience.
In the summer before the 20th century became the 21st, as Y2K panic started to swell, Spongebob made his debut, and the arrival of both unprecedented levels of bubble-centric design and the 7th season of The X-Files loomed, Mario Golf chipped its way onto the Nintendo 64. It ruled. Everyone agreed. Nintendo was psyched and had Shining Force II‘s Shugo Takahashi (maybe they really liked Beyond the Beyond and we’re all the ones who are wrong) take lead on the Game Boy Color version that would inject the diminutive cartridge with a surprisingly robust and innovative RPG mode with a 20+ hour adventure through multiple clubs, NPCs, and player advancement. Rave reviews and phenomenal sales followed, and a repeat of the process in 2000 with Mario Tennis cemented Camelot as Nintendo’s go-to ball guys.
