the ability to test strategies in practice mode. Edge and Casamassina thought similarly, with the latter stating "there are shortcuts that can be carved out by the crafty player, physics to be considered when navigating and more." Tim Knowles (N-Sider) pointed out that "the latter levels in the game get extremely difficult and you will often get frustrated", while Casamassina felt "it may be a little too difficult for the casual gamer." However, Mark Medina (N-Sider) called the learning curve "perfectly spot on": "Any falling off the platforms feels entirely your fault and at the same time, you always get the sense that you're just that little bit closer to that elusive goal." Edge and Jason Nuyens and Will Stevenson (N-Sider) agreed with this sentiment, with the latter two emphasizing the addictive quality of the gameplay. On a technical note, Four-Eyed Dragon (GamePro) faulted the camera system, which "can get out of position, making it hard to maneuver in tight spots." Steven L. Kent (The Japan Times) described the game as "a test of nerve" requiring "advanced eye–hand coordination." Turner reflected on the game's ability to evoke feelings of "nervous excitement", "intensity", and "electrifying, stomach-wrenching fear": "It's a thrilling feeling to be winding down a paper-thin path with ten seconds on the clock, hoping against hope that you can keep your balance for just a few more seconds and make it to the goal before time expires." Edge opined that the game is "defined" by "unrefined and angular" emotions: "Every second brings another jagged spike of highrise elation or freefall despair, and that's what makes the game so superb ... when you finally beat a maze on your 15th try, on the last life of your last continue, it's all worth it. If that experience could be distilled into a single word, it would be euphoria; reducing Super Monkey Ball to one word is simpler. It's genius." On the party and mini games, Kent asserted "All of the activities ... were designed with an unerring eye for quality", Edge contended "none are half-assed throwaway rewards", and Nintendo Power remarked "each one is a fully realized activity that you could play for hours." Ricardo Torres (GameSpot) called Monkey Race "a solid little racer", and Casamassina recounted it felt "polished and finely tuned." Stevenson "loved Monkey Fight", while Casamassina and Kent highlighted the use of a crown to identify the player currently