ROBLOX. VIDEO GAMES. MOVIES. ORIGINAL ANIMATIONS.
CLAY TRIBUNE.
Advertisement

Super Tennis gave the SNES a tennis game worth owning

Super Tennis on SNES scored a 7/10 — Tose's 1991 tennis game nails World Circuit depth and Mode 7 courts, but ships without a tutorial.

By mitch·5 min read
A small figure strikes a ball across a bright court in a scene drawn from an old console's game of tennis.

Super Tennis landed early in the Super Nintendo’s life, and it did what a launch-window sports game has to do: it gave the console a tennis game worth owning.

Tose, Tonkin House and Mode 7

Super Tennis is a 1991 tennis video game developed by Tose and published by Tonkin House for the Super Nintendo Entertainment System. Nintendo localized it and handled the release outside Japan. The game uses mode 7 graphics, the hardware trick the SNES leaned on for its earliest showpieces.

That pedigree matters less than what Tose did with it. The studio built a tennis game around three separate modes, and each one asks something different of the player.

Advertisement

Doubles, Singles and the World Circuit

The game features three modes: Doubles, World Circuit and Singles. In Singles, the player takes on a human opponent or a chosen computer opponent. Doubles is the flexible one — a player and a human teammate can face the CPU, two players can each pair with a CPU partner, or one player can team with a CPU opponent against two computer opponents.

World Circuit is the mode that separates Super Tennis from a straightforward exhibition game. It runs a wide range of sequential tours, and the player battles through each to earn ranking points. The goal is to finish number one in the rankings.

There are four minor tournaments and four major tournaments. Each takes place on one of three surfaces, and each surface changes how the ball bounces. The tournaments are based on real-life counterparts and cover nearly every world tournament in existence at that time.

Cute, Short and Nameless

Every tennis player in Super Tennis, playable or opponent, is a cute, short representation of the then-top world players. Their last names are left out of the game entirely.

That choice is strange, and it is also the smartest thing in the package. You are not playing as a licensed star with a signature shot you already know. You are playing as a small, blocky figure whose talents you have to work out yourself.

Each playable tennis player has their own talents on the court. The game does not tell you what they are.

Super Tennis takes time to master, as the game itself neither tells the player how to play, nor gives them any knowledge on how the many different playable characters subtly differ in play style.

Racket Buttons and the Control Pad

The controls do the heavy lifting. Multiple of the right-hand buttons on the SNES controller perform different racket moves. The control pad moves the player around their side of the court and also influences the direction of the ball when it is hit.

That second job is where Super Tennis lives or dies. Movement and aim share one input, so every step you take to reach a ball is also a decision about where the ball goes back. It is a demanding arrangement, and it is why the game’s learning curve is steep rather than gentle.

The mode 7 graphics put the court at a bird’s-eye and isometric-style angle that holds up as a piece of 1991 presentation. You can read the bounce, read the surface, read your opponent’s position. The camera does its job.

What Holds Up and What Does Not

Super Tennis understands that a tennis game is a game about positioning before it is a game about hitting. The three surfaces with different bounce behavior force you to adjust your court position rather than memorize one timing window. The ranking structure in World Circuit gives the tournaments a point beyond winning a single match. The eight tournaments, split four minor and four major, give the mode a full season’s worth of ground to cover.

The doubles options are generous in a way most sports games of the era were not. Letting one player team with a CPU partner against two computer opponents means a solo player can still get the doubles experience without a second person in the room.

The roster design is the quiet win. Stripping the last names keeps the game from dating itself to a single season of rankings, and it pushes the player toward learning each character’s talents through play rather than through a stat screen.

The game does not tell the player how to play. That is not a small omission. A tennis game with shared movement and aiming inputs, three surfaces and a roster of characters who differ subtly in play style needs a tutorial, and Super Tennis ships without one.

The result is a game that punishes the first hour. You will lose points to the control scheme before you lose them to an opponent. The characters’ differences are real, but the game gives you no knowledge of them, so the only way to find out is to cycle through the roster and feel it out.

The last names being left out cuts both ways. It keeps the game timeless, but it also means the top players of the moment arrive as anonymous shapes. Anyone hoping to play as a specific star will not find that here.

Super Tennis earns its place as one of the better early SNES sports games. Tose built a tennis game with real depth in the World Circuit, a doubles setup that respects solo players, and a control scheme that rewards practice instead of punishing it forever. The three surfaces with different bounce behavior are the detail that keeps matches from feeling identical.

The missing tutorial is the flaw that keeps it from being great. A game this dependent on feel should teach feel, and Super Tennis makes you find it alone. That is a real cost, and it lands on every new player.

Still, the parts that matter hold up. The mode 7 court reads cleanly, the ranking chase gives the tournaments weight, and the anonymous roster turns every character into a small puzzle worth solving. Super Tennis is not the deepest tennis game ever made, but in 1991 it was the one to beat on the Super Nintendo.

Hard Numbers

  • Title: Super Tennis
  • Year: 1991
  • Developer: Tose
  • Publishers: Tonkin House, Playtronic, Nintendo
  • Platforms: Arcade, Super Nintendo Entertainment System, Super Famicom
  • Genre: Sport
  • Modes: Single player, Multiplayer
  • Perspective: Bird view / Isometric
  • Modes in game: Doubles, World Circuit, Singles
  • Tournaments: four minor, four major
  • Surfaces: three, each with different ball bounce
  • Score: 7 of 10
The Notebook

Get the Notebook.

The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.

We send one note to confirm. Every issue has a one-click way out.

SNES reviews
Game reviews
Advertisement

Leave a Reply

Your email address will not be published. Required fields are marked *

As an Amazon Associate, Clay Tribune earns from qualifying purchases.