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PAL vs NTSC

Regional speed differences

The video standard differences that caused European gamers to experience games 17% slower than intended, with wrong-pitched music and bordered screens.

cross-platform regionalvideospeedborders 1970–present

Overview

PAL vs NTSC describes the regional video standard differences that significantly affected gaming. European PAL systems ran at 50Hz versus NTSC’s 60Hz, meaning games often ran 17% slower with wrong-pitched music and black borders, unless specifically optimised.

Fast Facts

  • NTSC: 60Hz, 525 lines (USA, Japan)
  • PAL: 50Hz, 625 lines (Europe, Australia)
  • Speed difference: ~17% slower in PAL
  • Optimised PAL: Rare, required extra work
  • Impact: Music pitch, gameplay speed

The Speed Problem

AspectNTSCUnoptimised PAL
Framerate60fps50fps
Game speed100%~83%
Music pitchCorrectLower
DifficultyAs designedOften easier

Why It Happened

FactorCause
TV standardsRegional infrastructure
Game codingOften frame-locked
EconomicsPAL optimisation costs money
IgnoranceSome developers didn’t know

Visible Differences

DifferenceAppearance
BordersBlack bars top/bottom
SpeedEverything slower
MusicLower pitch, wrong timing
GameplayEasier timing windows

Properly Optimised PAL

Rare but existed:

ApproachResult
Speed-correctedRuns at correct pace
Music adjustedCorrect pitch
Borders filledFull screen

Notable Examples

GamePAL Status
SonicProperly optimised
Most NES gamesUnoptimised, slower
Most SNES gamesMixed

Impact on Speedrunning

IssueEffect
Time differencesPAL/NTSC categories
Frame rulesDifferent timing
RecordsMust specify region

Legacy

PAL vs NTSC differences gave European gamers a fundamentally different experience. The 17% speed reduction affected difficulty, music, and gameplay feel in ways that weren’t fully appreciated until emulation allowed comparison.

See Also