Memorization could be seen/used as one back then, because most games never changed. If it suited your play style (or you weren't good enough to beat games any other way), memorizing enemy spawns or level layouts was an extremely effective way to make it through many games. Binding of Isaac, and roguelikes in general, deliberately avoid/prevent that by randomizing everything. They force you to take the "be good at the game" approach to a greater degree, because even after you know what all the enemies and items do, you still can't know which ones will be where when.Savagezion said:Basically, memorization wasn't a mechanic back then but rather a result of players trying to avoid the strong penalties for dying. A great example is the Binding of Isaac. I have constantly seen many people talking about the high difficulty and using methodical ways to defeat stuff that I don't care to read about because I beat it on my first playthrough with Isaac, my second playthrough with Magdolene, and almost beat it on my 3rd playthrough with Cain where I only ever had 1 heart after level 2 trying to unlock someone with "deals with the devil". (I died on level 6 with Cain only having 1 heart) A friend of mine hasn't beat it once with Isaac yet despite a handful of attempts.
Speaking of people talking about how ridiculously hard it's supposed to be and growing up with "Nintendo Hard" games, it took me a few more tries than that, but as someone who's been playing roguelikes since Rogue and Nintendo Hard games since the NES came out, I was still sort of surprised it wasn't a lot harder after everything I'd heard. I'm never going to get the "take no damage" in the later sections of the game achievements or anything, though. I'm just not quick enough for that these days.