Super Mario 64 for the Nintendo 64 remains to this day one of the best 3D platformers ever. The open-ended exploration and perfect controls make the game an absolute joy to play. When I first played the game, I couldn't get enough, so even after finding all 120 stars, I went back to every level and tried to get as many coins as I possiblly could. The game was so good I just couldn't put it down. These days, when I get to the end of a game, I always put it down even if I could play some more just because my time is so limited it seems like I should move on to another game to get a different experience. But that leads me to Super Mario 64 DS. This was the first game I got for the DS, and for one reason or another I only ever got 64 stars (coincidently), despite the fact that there are 150 stars in the game. Well, last night I picked it up again and found out why -- the controls for that game make it practically unplayable. Not having analog control renders the game inaccurate and not much fun. Using the touch controls and the stylus helped, but then that felt a bit loose, and having to use the stylus with my right hand and jump with my left hand was the weirdest feeling. I know there was the thumb pad accessory that came with the original DS, but I'm not sure what happened to it and I don't think it came with the DS Lite. It didn't help much either, if I recall. In any case, playing the DS version made me realize how amazing the controls are for the original Super Mario 64 and how even to this day there hasn't been a more spot-on control scheme for a 3D platformer.
As an aside, Super Mario Galaxy is an awesome game, too. I took the time to get every star with Mario, but I will say that some of the challenges were straight up not fun. A few of the purple coin stars took me 30 or 40 tries (the Luigi coin run comes to mind) and only through my desire to get 120 stars was I able to persevere and finish these challenges. Maybe it is just a harder game in general, but I still feel Super Mario 64 had the perfect balance of skill versus fun-factor.
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