A reason why earlier games ran slowly and newer games ran faster, despite the difference in framerates
If you create a game that's locked to the vertical refresh (which you should be doing if creating a real console gamse), you can't update faster than the screen refresh. In origianl Tekken I expect this is what they were doing. Every game loop was exectued and then waited for the vertical blank before executing the next iteration of the loop. That meant a 60 fps game in NTSC and 50 fps in PAL.
If you decouple the game engine from the refresh, you can run the engine at a speed independent of the refresh. You can have a loop every 60th of a frame to read player input and execute moves, and you can have a loop every 50th of a second for drawing the screen. You can also just speed up the amount that happens in a given frame. eg. If in NTSC Tekken a character move 5 units forwards in a frame when you press left, in the PAL version you can move them 6 units forward. The framerate is lower, but the gameplay moves at the same amount as the NTSC version.
If you create a game that's locked to the vertical refresh (which you should be doing if creating a real console gamse), you can't update faster than the screen refresh. In origianl Tekken I expect this is what they were doing. Every game loop was exectued and then waited for the vertical blank before executing the next iteration of the loop. That meant a 60 fps game in NTSC and 50 fps in PAL.
If you decouple the game engine from the refresh, you can run the engine at a speed independent of the refresh. You can have a loop every 60th of a frame to read player input and execute moves, and you can have a loop every 50th of a second for drawing the screen. You can also just speed up the amount that happens in a given frame. eg. If in NTSC Tekken a character move 5 units forwards in a frame when you press left, in the PAL version you can move them 6 units forward. The framerate is lower, but the gameplay moves at the same amount as the NTSC version.