Released to positive reviews, with aggregated scores of 87/100 on Metacritic and 88.7% on GameRankings, some journalists considered Super Monkey Ball the highlight of the GameCube's launch lineup. Edge praised the main game as "absorb[ing]" due to its high level of difficulty, noting that the trial and error required to complete challenging levels forces one to learn the nuances of its "reductive control system" and eventually enables the player to perform seemingly impossible tasks with increasing ease: "Once a level falls, the mysticism around it vanishes. It's beatable; it's an afterthought on the route to your next impossible hurdle." Ben Turner (GameSpy) commented on the "excellent progression of difficulty" engendered by three distinct difficulty modes and thoughtful stage design, expounding "most levels introduce some new idea or concept to the game" and "every single level played adds to your skill." Matt Casamassina (IGN) commended the "great level variation", with "well created mazes and puzzles that must be completed using a combination of physics calculations, careful planning and a huge helping of patience." Turner complimented the frequent introduction of incentives to keep playing such as additional continues and hidden levels, adding that a high "ceiling of mastery" enhanced the game's longevity through a "simple but well conceived" scoring system and 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:
