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Now, you could argue that these things aren't bad at all, because they make you think and explore, but that's like saying that it's better for your car to break down every time you wanna go somewhere, because it makes you think and learn how to repair engines before getting the desired result, which in SM64's case, would be the challenge of a platformer.
Some aspects in Super Mario 64 do have some stuff where you have to figure out what you should do while other parts is where the game assumes you know what you should do because you designed the game or something.
The point I'm trying to make is that if it's fun trying to figure out what you should do next, it's fine. Having an engine breaking down isn't a good analogy to entertainment like Super Mario 64, but I get your drift anyhow. But some parts (like the slide time thing) isn't done right for figuring out what you should do. There are absolutely no hints whatsoever. Just running out into the blue isn't good game design; it's random. That's not good; players should be able to 100% the game without a guide.
It's just like the blue coins from Super Mario Sunshine. They're not put in good hiding places. I don't like randomly spraying a wall in hope of a shine mark for a blue coin. Assuming the players knew where you hid stuff (speaking from a game designer's point of view) is not good and it makes for a very arduous experience for the player trying to find stuff.