Tragically Apple's weakest link was always unimaginative hardware, which made most Macs unable to play even the simplest 386-era PC games. My first experience with crippled Apple hardware was trying to blit a 256 color screen on a Mac LC II with BlockMove() and if I recall, it only ran at 20 or 30 fps because the ram bus was only 16 bits wide instead of 32. A quick back of the napkin calculation showed that 640x480@256 should have gotten around 100 fps on a 16 bit, 16 MHz bus, but something about how the VRAM worked cut that by 2-4x. I wasted a lot of years on things like interlaced lines and 2x enlargement blitters that never could quite make up for the lack of a 320x240 video resolution. The system also didn't allow direct access to the palette entries, so palette animation blocked for 1/60 of a second so games couldn't use it. As an aside, the other system libraries for sound, input and networking all had various failings so I found myself reinventing the wheel at every turn. To me, those shortsighted decisions were a big part of why Apple almost went out of business before the second coming of Steve Jobs and the iMac (which had a decent enough video card to at least do 2D in thousands or millions at 60 fps).
Of course, Amiga realized all of this early on and went completely around the problem by providing decent video hardware. Whenever I hear people talking about various limitations with 3D graphics, physics or AI today, I mourn the lack of outside-the-box thinking that Amiga exemplified. Our hands are tied by the CPU/GPU/OS oligarchies for the foreseeable future.
I did a quick search for Amiga and found these videos, not sure if there are more:
https://www.youtube.com/watch?v=C-hJ_3MvH7Q