>>12002045 (OP)
It's about level design coupled with gameplay mechanics. More reflex and on the fly strategizing with memorization mixed in, than strategy orchestration through pre-planning, unless you're speed running. When I'm playing Mario I'm not usually thinking about the next 4 or 5 platforming hurdles, I'm going with the flow and if I'm familiar with the level, the strategy comes alive as I'm playing. Sonic is a different story. Memorization is key in performing well in sonic levels, but good reflexes are needed too. Then you get games like Castlevania, which is a precision platformer, where good reflexes are nice to have, but accurate movement is much more important. Accurate movement and memorization, which is basically the same for MegaMan games. Games like Prince of persia/flashback/blackthorn are like precision platformers with more ambience I guess. Older games like impossible mission and pitfall are good examples of proto precision platformers. It's all about having fun overcoming obstacles through physics and/or weapons. Lots of great puzzle platformers that you might like. Dk94 is the best example of this genre, but games like odd world Odyssey and Exodus are also very well out together puzzle platformers. There's tons of platformers that get overlooked like chips challenge and og duke nukem or jill of the jungle. These are indicative of PC platformer culture and ate very different than most console platformers of the same era. I'd avoid Amiga platformers unless you're on acid or mushrooms, as they only offer pretty colorful graphics,but abysmal physics/controls.