I can't agree more with SMB's daddy, movements are the most important thing in the game. It's the core.
Coming from HL/HL2/CS, the controls are very very tight, but over the last few years it seems like most games are always xbox+ps3+pc and they never seem to be that great for PC. Either consoles get away with a lot worse controls, or the ports/PC-versions are just worse quality :(
P.S. I will say an example for me wasn't CS:GO, but some of the newer Call of Duties. Which is ironic because the first Call of Duty back on PC was actually one of the few games that could contend with Valve-quality FPS controls (I felt).
This comes up a lot. The most pithy version I've seen is from Mencken: "For every complex problem there is an answer that is clear, simple, and wrong." But the same lesson is in the [1] Dreyfus model of skill acquisition, and also in the shu-ha-ri model [2].
[1] http://en.wikipedia.org/wiki/Dreyfus_model_of_skill_acquisit... [2] http://c2.com/cgi/wiki?ShuHaRi
http://www.testufo.com/#test=framerates
Smoothness, feeling of fluidity and responsiveness. Being very timing-sensitive and twitch-skill-based, SMB would gain a lot more from 120 Hz than a slower paced game would.
[1] Of course, the gains of going from 60 to 120 fps are much smaller compared to 30 to 60, but still. People have PCs and monitors capable of running SMB at 120 fps, so being bottlenecked by the software is frustrating.