In the past you didn't have to rely on shadow to land a jump though, it all felt natural. I agree wholeheartedly that the controls are very awkward. They are incredibly tight as long as you stay on ground, but platforming in 3D takes some time to accommodate. I think I didn't really get used to 3D Land/3D World weird momentum until
, that was when it finally clicked. Maybe because that's the first time across the two games when you need the absolute grasp over the move arsenal.
That's very unfair. Granted, I did not play SM64 in years, but the controls were great (at least on N64 pad) and camera is still quite decent and easy to adjust. Some of the later levels are very imaginative with either very interesting and fun quirky mechanics (Wet-Dry World, Tiny Huge Island) or overall great design (both winter courses, especially Snowman's Land; Rainbow Ride). If given a new coat of paint and more fluid camera control it would play as good as ever (as evidenced e.g. by OoT3D, which had shown that with tiny adjustments the core of the game has aged mind-blowingly well). And obviously soundtrack is midi, but it features a lot of incredibly catchy tunes, very few of them which are remixes of old songs.
And of course, we can't consider the game without it's historical significance. It's a seminal game that simply cannot be rated on the same terms we rate games these days. It was truly a revolutionary game and reached such levels of excellence in all aspects of the game that it's incomparable. Honestly, I'd say so far only Galaxy 2 managed to outdo SM64 in terms of the overall package. You can't accuse original SMB of being a boring because SMB3 came on the same platform yet was more impressive in every aspect (giraffics, powerups, amount of content), or because it features very few environments. I'll have to replay SM64 soon, but the game is still honestly great, if outdated in some areas.