Games acting differently depending on uninitialized memory is known in other situations too,
and is sometimes part of gameplay.
1 - My favorite example (and the one I think most relevant) has to be X-Men 2: Clone Wars for the Sega Genesis. It starts right to the first level, not the title screen, yet there's selectable characters. So for the first level it selects them randomly. My little brother and I, on our Sega Genesis Model 3, would simply reset the system until we got the choices we wanted for the first level. If you're on an emulator that starts all types of memory in a set state (like Gens), then I hope you like Wolverine or Beast because you'll end up with one of them on each cold reset, depending on if you have a 6-button controller or a 3-button controller set up. However on emulators that seem to do a little randomization first (like Kega Fusion), you're properly given a random char, like you would be on a physical system.
2 - Another example is how
Super Mario All-Stars inherits SM3's debug mode stuff, but unlike SM3, neglects to wipe/reset that specific address. So you could, depending on the last game played on your system (or entropy/chaos/whatever as some articles mention), start up SMA:SM3 and find the debug mode enabled on a physical SNES. But not so on an emulator that sets all ram to things other than 0x80 each and every time.
EDIT: Oh, whoops, the above post already mentioned example 1. Oh well, at least it's known then.