Motion controls are set to become even more intergrated into gaming as a whole with the advent of VR.
Possibly true.
they're [gyroscope controls] objectively superior to twin sticks
HAHAHA, no. I have yet to play any game with gyro-enabled controls where they didn't give me some amount of trouble. Not too long ago I was playing OoT3D in bed and I had to to turn off gyro aiming because it jittered all over the place and I couldn't get my first slingshot upgrade.
Later, in Castle Town, I was trying to get my other slingshot upgrade while playing on the can and the gyro kept returning me to slightly left of neutral whenever I'd go back to neutral. After I failed my first attempt because of this, before starting my next I turned to the right so that the gradual shift would be easier to deal with, and
it completely forgot where neutral was, so I had to do my second try while sitting 90 degrees to the left of my normal position. To recap, it wouldn't properly go back to zero, which caused me to fail, and for my second try I turned to the right so the issue would be easier to deal with, which caused the code to have a panic attack that required me to nearly do a 180 to face left instead of right or straight ahead.
It's not just that game. Skyward Sword's Beetle had to be recalibrated almost every use, and would decalibrate itself during use on two different Motion Pluses. When playing DKCR, there were plenty of time I tried to roll but it didn't register and many more when I didn't want to roll but did anyways. One of my biggest complaints about the Wii version of Star Wars: The Force Awakens was how spotty the motion controls were, especially that Wiimote rotation thing you had to do to win in saber lock.
Gyro controls might become more prevalent with the expansion of phone games and VR, but they're objectively worse than traditional controls.
Some wanted challenge, others just wanted a means to make their game last longer. SMB1 would of been way more popular if it were easier and had more levels.
What? You are aware that everybody and their mother has played that game and almost all of them liked it, right?
All the time. Because motion controls are evil and everything pre DS is gospel, apparently.
Everybody loves the DS. Were the two screens a gimmick? Yes. Was the touch screen a gimmick? Yes. How did games use them? Casual bait games used them as a selling point, real games used them to cover the system's shortcomings and provide more complex games than would otherwise be possible. One screen was used for the main game, with nonessential HUD info moved to the other screen. This helps to hide the DS's small screens and allows for a larger play area, which in turn allows for more things to happen at once. The touch screen could be used for fast weapon switching and health kit use, which fixes the problem of the DS's SNES-syle buttons not giving as many inputs as a modern console's gamepad.
The games are all that matter. The DS had great games because the developers used the system's gimmicks to fix problems unique to providing a richer, fuller, more console-like experience on a system with a tiny screen and without enough buttons. In other words, the system was gimmicky, but plenty of its games weren't.