Mixed or average reviews - based on 32 Critics

Critic score distribution:
  1. Positive: 2 out of 32
  2. Negative: 11 out of 32
  1. The tasks are a mixed bag. [Aug 2006, p.58]
  2. Simple, direct, and appealing in its 3D platformer delivery, and it successfully harks back to a time where gaming could be fun without having to annihilate an entire alien race in the process.
  3. While the decision to expand upon the Super Monkey Ball franchise is to be applauded, the fact that the execution is so lacklustre conspires to make Adventure a less than essential purchase.
  4. 62
    Super Monkey Ball, it seems, just doesn't work as an adventure game.
  5. While the game has a lot of solid concepts, a ton of stages, and some pretty good “boss” fights, (if you even want to call them that) the game sadly suffers from a horrible camera and just annoying challenge; and in the end, the experience isn’t memorable by any means.
  6. 61
    The impossible puzzles to the Loading Gates destroy the enjoyment and leave you feeling more than a tad frustrated. [Issue 143, p.90]
  7. Despite the bright colours, cute simians, jolly music and overarching joyous abandon, Super Monkey Ball Adventure is a tremendously difficult videogame. And phenomenally frustrating to boot. [Aug 2006, p.130]
  8. Certainly nothing to go ape for. The adventure slips on a banana peel, but the classic mode and mini-gmes redeem the package. [July 2006, p.76]
  9. The charm factor is certainly still here in abundance. Ultimately though, it's simply far too frustrating for its own good.
  10. Those looking for a puzzler will be aggravated by the sub-par platforming, and those looking for platforming will be disappointed by the inclusion of mandatory Monkey Ball puzzles.
  11. Past Monkey Balls have let players select puzzles from a menu. Adventure only offers sets of puzzles ranked by difficulty. Get stuck on one, and there's nowhere else to go.
  12. Traveller's Tales has perverted Sega's previously charming action puzzle series into a clumsy, frustrating action adventure game.
  13. A very disappointing one. If you want to get the most out of it, buy it for the new puzzles and not the story mode.
  14. The problem seems to be that everyone involved was aiming low, and it's not a game that ever speaks of large-scale effort or imagination; the graphics are recycled, the monkey voices are largely the same throughout, and the script is humourless, journeyman stuff that wouldn't make it onto CBeebies. There's no enthusiasm.
  15. Unfortunately, the poor controls, cringe-worthy sound effects and a story that I'm not even sure would fight for the attention of a child make for a serious let down to anyone seeking a Marble Madness shadow with a narrative.
  16. The fundamental gameplay created by the 'monkey in a ball' mechanic simply doesn't work within the confines of an adventure title.
  17. Unfortunately, you have to keep playing through the adventure portion of the game, and it really isn't all that worth it unless you're the most ardent fan of monkeys inside balls. [Oct. 2006, p.87]
  18. With only the puzzles of Challenge Mode and the Party Mode games to save it, SMBA would have been better off as just another puzzle game -- except it's not nearly as good as the puzzle games.
  19. 50
    Unless you're very forgiving, impervious to frustration, or blindly love all things Monkey Ball, Super Monkey Ball Adventure probably isn't your idea of a good time.
  20. Ambitious and frequently entertaining, but ultimately too frustrating for its own good.
  21. 50
    Adventure's six party games and puzzle-based challenge mode are the best this game has to offer. With multiple players, Adventure flies in the face of its weak story mode and becomes a genuinely fun experience.
  22. A tragic waste of one of gaming's more loveable franchises, Adventure takes the Monkey Ball concept and employs it in a manner to which it just isn't suited. [Aug 2006, p.58]
  23. 48
    This is a cookie-cutter sequel that borders on average and occasionally fails to hit the mark, but it's not awful. The puzzle mazes are still as addictive as ever, even if they are lacking finesse, and the adventure mode has its moments largely because of the new character power-ups.
  24. Long story short, the adventure motif simply didn't catch. [Sept. 2006, p.88]
  25. Traveller’s Tales should have left Super Monkey Ball as a puzzle game, instead of trying to turn it into an adventure platformer.
  26. The Story mode is fatally flawed. [Oct 2006, p.84]
  27. Play Adventure for the solid traditional modes and adequate multiplayer, but don't expect to get too much enjoyment out of the dull platforming. [Sept. 2006, p.98]
  28. It’s just too hard, the physics too capricious, and the tasks too frustrating for words. [Aug 2006, p.85]
  29. With the failure of its flagship story mode, Super Monkey Ball Adventure becomes a rather dull product that has little reason to exist.
  30. 40
    A misguided concept results in the worst Super Monkey Ball game to date. Wait for the next-generation sequel later this year.
  31. The adventure boldly promised by the title is lacking, leaving only a half-hearted tale that's trailing dozens of frustrated players and broken controllers in its wake.
  32. As any gamer knows, frustration is part of the joy of gaming, but this level of unresponsiveness is something not even the training mini-games on the title can prepare you for. Put that together with poor level signposting and you have an unengaging experience.
User Score

Mixed or average reviews- based on 10 Ratings

User score distribution:
  1. Positive: 3 out of 4
  2. Mixed: 0 out of 4
  3. Negative: 1 out of 4
  1. Oct 25, 2013
    The challenge mode is still as fun as ever, but why do you have to unlock the higher difficulty options by beating the first ones when the other games before it didn't. In fact that's the problem with the game, too much stuff is locked and makes most minigames boring unless you play the adventure mode and unlock them which isn't very fun to begin with. Full Review »