yes, a well-made game will have that visceral feeling that you are really connecting and interacting with the elements in a game: whether it is landing on a platform, punching an opponent, slashing an enemy, shooting a boss, etc.
Sometimes, if a game has "floaty" controls you feel disconnected from the game. Other times, even if the control is more precise, a game still fails to deliver that visceral feeling.
Shububinaman 3 SCD... this is a game that I would add to your list.
DD2.... I was a bit dissappointed by this SCD, but a lot of this had to do with the fact that I paid a lot of money for it and had high expectations PLUS I am no longer a big fan of the beat-em-up genre (this was news to me, actually, but I finally realized I had been avoiding the genre for a reason).
SO, I need to give DD2 another chance. I was hoping the action would be a little faster (i.e. enemies are sluggish, but that's how they are in the original DD) and I hoped that the environments would be more interactive (i.e. most of the stages are too flat and linear... you don't play on different planes -- either by climbing or jumping -- to add additional strategy...)
That said, I really do need to give the game another chance. I actually liked some of the cheezy music and thought it added to the game's vibe (the "jungle sounds" for stage 2?... the 80's "dance" music... wonderful!).
I can't really remember the cinemas, but I remember I actually enjoyed seeing each successive scene -- it is like you are in an extended "chase sceen" in a typical Hollywood action films. It actually works, though the art has a lot to be desired.
Yes, the overall aesthetics of the game could have been better... it should have felt more than an "enhanced" NES game.