Good RNG
>having enemies cycle through all their available attacks at random while taking each used attack out of the attack cycle, until all attacks have been performed after which point the cycle gets refreshed and all attacks can be chosen again
>using a randomly chosen seed out of a static list for RNG behavior, and having multiple overlapping layers of seed-picked RNG to prevent the RNG from doing unintended things and making things more consistent and easier to test and balance, without making all possible seed combinations learnable by the player
>respawning zako runners in Contra, who can be taken out in one shot by anything and can only kill you by running into which you can most of the time see coming from far away, and add a layer of quick on your feet thinking when suddenly you have to deal with a part of the level where you aren't used to a suddenly incoming enemy you can't deal with in time
>the entirety of Ninja Spirit and Daimakaimura
DECENT RNG
>using a table of fixed chances to affect responses for certain minor actions, where things work as you'd expect most of the time, but sometimes it might not which creates certain edge cases, like how pain chances work in Doom and how you can sometimes hitstun an Archvile which essentially gives you a random free pass by canceling the Archvile's flame attack for a bit
>too lazy to write more
ORGANIC "RNG"/EMERGENT GAMEPLAY
<this is basically what happens when you overlap multiple deterministic patterns in such a way that although everything is fixed in a sense and can theoretically be played perfectly, the level of performance and consistency required to do play the same way each time is way beyond 99% of all players, where minor mistakes and changes in your approach creates such a massive butterfly effect that you end up having to rapidly adapt to the current situation each time even though you know exactly what's coming, which is basically what RNG can do but without giving player's the excuse of crying RNG as an excuse for why they lost
<alternatively, the amount of game states that can happen as a result of the player's actions and interactions with the world can be so vast that you naturally end up with a different experience each time
>the missile assault in Contra III at the end of Stage 4 where you find yourself jumping from missile to missile (which come in a fixed pattern) while having to adapt to incoming fire you need to predict (also fixed) and destructible mines which you have to adapt to (fully RNG, but not a huge deal)
>most beat 'em ups, as most enemy behavior is entirely predictable (as it should be), but combining different enemy types in such a way together with the player's route often deviating from the technically most perfect play creates a lot of on-your-feet thinking
>Deus Ex-likes, where you can make all kinds of things happen, even by-the-developer-unintended ones even though enemy behavior and most things are entirely deterministic