These contraptions are strung together in series, requiring the player to constantly change the magnetic field to rapidly repel and attract their way through the level.
[8] There are also levels featuring transport via a minecart, where similarly to Donkey Kong Country, the player travels on rails and cannot choose their direction, but can jump to avoid enemies and obstacles.
[12] In general, the gameplay and advancement is noted to be difficult and based on memorization of the location of enemies and contraptions, much like traditional platformers from previous generations.
Neo enters the park and utilises his powers of magnetism to traverse the various platforms, traps and contraptions and to defeat any enemies and bosses in his path.
When Neo defeats the ballerina, its body explodes and sends the head (still containing Pinki, Yasu and Gasu) flying into deep space.
They explained in an interview with Gamers' Republic magazine that "staff members spent long hours working on game balance".
[3] To try to lessen the frustration over the difficulty of the game for the Western audience, Crave implemented power-ups that enabled Neo to take multiple hits before dying.
[2] The recurring view in reviews was that the game's strengths were in its visuals and unique concept of magnetism, and its weaknesses were its heightened difficulty and sub-par controls.
There were also frequent comparisons made to the Crash Bandicoot series due to the similar "running into the screen" viewpoint and animal rides.
[8] Anoop Gantayat of IGN praised the presentation, graphics, and sound, but criticized the gameplay's "silly definition of difficulty", "slippery sense of control" as well as its lasting appeal.
He went on to explain that the biggest flaw of the game is level mastery due to the difficulty being based on "trial and error deaths" which can become frustrating to the player.
[8] Xavier Burn of GameSpot shared a lot of the same views as Gantayat, mentioning "impressive presentation" and criticizing the "frustrating control issues" in the Japanese import.
Burn mentioned that the core concept of magnetism is "interesting and easy enough to grasp" and ultimately "a solid and unique enough game to warrant a look".
[5] Dave Halverson of Gamers' Republic described the same Japanese import as a "hard-core old-school platformer" and framed this difficulty in a positive light.