I doubt I'm going to stimulate further discussion on Super Mario 64 by posting further, but I believe I've reflected on my thoughts on the game and fired it up to mess around a bit more to really pin down a final statement here.
Super Mario 64 is brilliant and fun in almost any form you choose to play it in. There's a flexible, toy-like quality to it where so many people can approach it in so many different ways, and that's the game's real brilliance. it might not result in the same sort of cascade of non-linearity that maybe certain CRPGs on PC were doing at the time, but being so accessible and provide that sort of freedom is a heck of a balancing act to nail in design space that was so uncharted outside of maybe like... Jumping Flash.
This appreciation deepens when you realize how Nintendo came to some of these design decisions. SUper Mario Bros. has always been about exploring about for secrets, but games like Donkey Kong (game boy) and Super Mario World 2: Yoshi's Island represent both the exploratory nature and the puzzling nature of each of Super Mario 64's challenges in a duality. I do not think it any sort of coincidence that much of Mario's moveset from DK94 would find it's way into the 3D Mario games.
I do think the cracks show a bit when you hold details up to scrutiny of a modern eye. the N64 controller is incredibly uncomfortable to hold and that middle prong of it that my hands are too thick to hold properly is the star of the show here. while a tool of unrivaled precision in it's day, the analogue controls are only as strong as that camera can support, and the restrictions on lakitu and his stiff pans and how hacked-together it feels lets Super Mario 64 down. likewise, I do not find the gameplay of giving Bowser the Cesaro treatment to be compelling and to this day I am incredibly inaccurate at doing the bomb tossing. There's also some Very, VERY questionable logic with collision, particularly when it comes to attempting to grab 2D objects like Bob-ombs or Chuckya. I would say the lack of checkpointing is problematic, but the levels are small and compartmentalized enough to where it theoretically doesn't become a real problem until it comes time for some of the late 100 coin stars.
Presentationally, it holds up SO much better than many of it's N64 contemporaries due to smartly deciding to be somewhat minimalist with textures. the fact that the suspender buttons, the eyes, and the Emblem on Mario's hat are the only textures on him give that low-poly model an ageless aesthetic that can't be said of link's cheese wedge hands or banjo's... everything. yes, objects are texture mapped, but everything is kept to minimalist details as to avoid calling attention to them. The Score by Kondo-San, while certainly not anywhere NEAR my favorite, is the sort of iconic and memorable fare that you'd want. shout-outs to Koopa's Road and the Jolly Rodger Bay/Dire Dire Docks being pretty far removed from the jazzy rag-time sorts of compositions one might associate with a Mario game.
There's a very, VERY good reason that Super Mario 64 is positioned on the pedestal it is on today, why people have come together in grand academia to study in great lenghs it's level design, it's engine quirks, it's physics and created grand conspiracies about it. there's a reason it supplanted Quake and Super Metroid as THE video game for speed running competition. there's a reason that Super Mario 64 is responsible for me adding "Gay Baby Jail" to my vocabulary. There's a reason Super Mario 64 is a game I would even remotely consider playing in 2020 even when I do not have very high opinions of many 64-bit era video games, particularly the polygonal ones.