When the arcade game Space Invaders shipped the hardware was a fixed known value.
This allowed the designer to leave the frame-rate uncapped.
The processor would produce a frame-rate at the absolute speed at which it could process content. Emergently this meant that the more invaders killed, the less tasks the software had to complete and the framerate would increase, adding to the movement speed and music tempo, an consequently the difficulty and pressure of the game.
Early emulators and clones of the game had to implement artificial clocks to stop the game running at hundreds of frames per second on modern computers.
This is emergent behavior is based on hardware quirks, and also an interesting look into how hardware in computing has changed from the perspective that there was a time when computing hardware ( Turing's universal machine, remember..) was so specialised that one could rely on the specificity of the hardware as a software constant.
As a side note, the game was programmed in black and white. The arcade cabinets were shipped with a red cellophane foil strip at the top of the CRT monitor and a green strip at the bottom to give the appearance of colour.