I'm going to keep using quick insecure PRNGs for my NES games rather than write a 6502 implementation of a CSPRNG... I guess this isn't something that's safe to assume for all game development by any means, but in my case if someone really can predict the future actions based off of visual observation they deserve the slight advantage they get.
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We can probably assume that writing assembly for a machine the better part of 40 years old was not what the author had in mind when writing.
I hope you have already watched "Dragon Warrior by NEScardinality" that shows exactly what slight advantage is
https://www.youtube.com/watch?v=Bgh30BiWG58&t=428s
This exploit the fact that the game use a PRNG instead of a true RNG, and can work regardless of whether the PRNG is a CSPRNG or not.
You could use Siphash as a CSPRNG, and I have an implementation in 6502 asm:
https://github.com/secworks/siphash_6502