I have heard of Celeste and I have played through VVVVVV. I will check out the others.
Celeste is kind of an example of what I was talking about though. The game gives you a ton of movement options and "floaty" air control with a lot of maneuverability. NES games never did that. The controls were simple and highly responsive, but generally very "committal."
The only recent game I know of with controls that really felt like a NES game was La Mulana. That game did not allow you to reverse directions in the air after a jump. Once you jumped forward you were fully committed to the arc of that jump.
I see what you're going for. We're sort of struggling to come up with a common nomenclature . For me when I hear floaty controls I think of games where the physics are loose (SMB) as opposed to tight controls (Megaman).
Personally, I really hate being forced to commit to a jump direction like you would in Castlevania.
But there are quite a few NES games that give you control in the air: Megaman, Ninja Gaiden, SMB2 as Peach, Contra, etc.
I do like games with air control, I just also like the old school non-air-control games.
Modern platformer devs seem to be very much heavily biased to the air control side, where characters can maneuver in both directions at high speed to a far greater distance than their jump height. I really don't like that level of control, as it leads to the need to make level designs based on large amounts of horizontal movement in the air. It's a style of gameplay that came out of Super Mario World's infamous cape powerup, which severely undermines the challenge of that game.
Celeste is kind of an example of what I was talking about though. The game gives you a ton of movement options and "floaty" air control with a lot of maneuverability. NES games never did that. The controls were simple and highly responsive, but generally very "committal."
The only recent game I know of with controls that really felt like a NES game was La Mulana. That game did not allow you to reverse directions in the air after a jump. Once you jumped forward you were fully committed to the arc of that jump.