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FAQs>>
WHAT IS NTSC AND PAL ?
NTSC IS THE TV SYSTEM THAT IS USED IN AMERICA,
JAPAN, HONG KONG AND OTHER COUNTRIES. PAL IS USED IN EUROPE, SOUTH
AFRICA AND AUSTRALIA.
No PAL of Mine ! -
(WHY NTSC IS BETTER THAN PAL)
This article was written quite a few years ago, although
still applies to many new games (Only on Playstation 2 and
Gamecube, though; Xbox has a 60-hertz option in the settings
menu which fixes this "problem")
If
you're well versed in the differences between the two TV systems,
skip the next few paragraphs and head for the rant. Don't say
I didn't warn you! NTSC is the TV encoding signal used in the
US and Japan, PAL is the signal used in Europe and Australia.
Here are the important differences: a. NTSC operates at 60 Hz
(i.e. 60 frames/updates-a-second) with a vertical resolution
of 525 lines. b. PAL operates at 50 Hz with a vertical resolution
of 625 lines. Essentially, PAL provides a more detailed display
than NTSC but it updates less frequently. The upshot of all
this is that (since almost all games are written primarily for
NTSC systems) when pure NTSC game code is run on a PAL display
the screen has to account for the missing 100 lines (resulting
in ugly black borders at the top and bottom of the screen) and
runs almost 17% slower due to the difference in Hz. Yeuch.
Thankfully, most software houses make an effort to optimize
game code for a PAL release this is the reason most often
given to justify the common three to six month delays between
NTSC and PAL release dates. Unfortunately, PAL optimizations
are a tricky business. The only way to fill the "missing"
lines on a PAL screen is by upping the resolution a game runs
at - not only is this time-consuming, but it also creates a
greater demand on the hardware. Coupled with the fact a game
is already running at 83.3% of the original NTSC speed before
a single line of code is touched and the obstacles to a perfect'
PAL conversion (low frame rate, slowdown) soon become apparent.
So, what are developers to do? It's understandable that games
are designed with NTSCin mind - not only do you get better performance
from the hardware, but the NTSC market is sizably larger than
the PAL one anyway (even European software companies develop
in NTSC). I have sympathy for the developer who, having pushed
the hardware as far as he can, suddenly has to find room for
the additional demands of a PAL conversion. It's a difficult
question, but it has to be said some developers manage better
than others: when you see sub-standard PAL software that could
never push hardware to its limits (like puzzlers or retro titles),
it just reeks of laziness. So, pity the poor PAL gamer.
Last weekend, nearly 6 months after the Japanese release, Metal
Gear Solid was finally released in the UK. The stores are full
of standees, posters and display units - goading Britain's legion
of PlayStation owners to take on the (rather brief) challenge
that is Metal Gear Solid. As I type this, hordes of eager gamers
are no doubt hunched over their pads, enjoying the epic action-movie
majesty of the same game their American and Japanese counterparts
finished months ago. Except, they're notplaying the same game
The effects of sub-standard conversions are quite significant.
First of all, they make the game much easier; the player is
given more time to react to events (as it's essentially running
in mild slow motion). Also (without wanting to sound like a
pretentious twat), the whole look and feel of a game gets spoiled;
the borders present in many titles have the unfortunate effect
of "squashing"the in-game graphics, so the game doesn't
even looklike the creators intended.
Thankfully, Metal Gear Solid runs without any borders, but it
looks like the extra strain this puts on the PlayStation hardware
has taken its toll. PAL Metal Gear Solid is s-l-o-w, I'm telling
ya. When I saw the UK demo released a couple of months ago,
I noticed it was pretty pokey compared to the Japanese and American
versions that I've played but assumed it was probably not 100%
optimized yet. Wrong! The final retail version is just as lethargic
(Solid Snake looks like he's been doped), and to put it to the
test I decided to compare the UK version head-to-head with the
NTSC one. The difference is extremely noticeable when you see
the games running side-by-side. The worst part is, Metal Gear
Solid isn't a particularly bad PAL conversion the lack
of borders is an unexpected bonus, and the slow speed isn't
as bad as some titles in the past. Even so, the difference between
the native UK version and the original is pretty significant.
Still, in the old days things were much worse; NES and Master
System games (and most 16-bit titles) never got anywhere near
a PAL optimization, I suspect. I still get twinges of anger
when I play my PAL copy of SNES Pilotwings, a brilliant game,
resplendent in its 16:9 ratio.
Thankfully, in the last few years the importance of the PAL
market has risen dramatically in the eyes of many companies.
I suspect we have the N64's failure in Japan to thank for Nintendo's
newfound interest in the European market (a dedicated "Nintendo
Europe"? Whatever next?) and Sony seems to be narrowing
the gulf between NTSC and PAL releases. A greater number of
PAL games seem to be running full-screen, too (although the
N64's Zelda like Metal Gear is notably slower
than the NTSC original). There's an easy answer to all this,
which goes something like, "anyone who cares about this
will always buy NTSC stuff. Enough said!
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