The first paragraph might explain why Super Nintendo (or similar consoles) emulators let you skip frames sometimes, although I don't know whether that affect the gameplay or not.Motion was decoupled from animation in the 2D sprite days, commonly characters would move at a fixed step and the animation would play at a lower rate, often holding different frames for different periods.
There was also a lot less input latency because the screen wasn't double buffered, you updated the sprites and scroll positions in the vblank.
I wrote a lot of genesis titles and they all ran at 60Hz, it was uncommon for that not to be the case. I used to hate supporting NTSC, because it meant you got 3.3ms less frame time and probably more importantly less time in the vblank.
Some of the early arcade games code are works of art.
Things have changed a lot back then it was about programming, now it's more about software engineering.
As for games running at 30 fps in the past, one of the uncommon ones, this article says that Strider 2 was 30 fps. I've never played a Strider game, but I've seen it on arcades and old consoles, but I am very surprised that is the case.
http://www.eurogamer.net/articles/digitalfoundry-2014-strider-next-gen-face-off