I was confused by the "great for games" comment as well, but following the link shows that the author was thinking of simple hardware "games" such as this fortune teller consisting of LEDs and fairly simple circuitry. So I think the clock speed is more than fine for the application he had in mind...
There's a whole set of issues in UX where events are perceived in ways that are not entirely mathematically accurate, but cause the user to feel strongly about an application. One of my favorite is that a series of pauses that happen too close together are experienced as one giant pause for the whole duration.
So you know how you hate it when your music player is on 'shuffle' and it plays the same song twice in a row? OP is saying people experience that it games too, and I think that's perfectly plausible.
If I have a 10% chance of missing, there's a 1% chance of missing twice in a row.
If I have a 25% chance of missing, there's a 1.5% chance of me missing 3 times in a row, and if I sit there for an hour with my finger on the trigger this is going to happen rather a lot. What I'm going to remember is that 'all the time' I just miss the same dude and he nearly kills me and I don't like this game.
http://makezine.com/projects/electronics-fun-and-fundamental...