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PAL optimizations in the 8-bit and 16-bit days

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    #16
    Originally posted by Ryo Saeba View Post
    That's not true afaik. It's been years since I played it, but my copy of Super Mario Kart wasn't optimised. The only thing they altered was the timer (so that one "ingame minute" was one "real minute") but apart from that it was noticable slower and bordered.
    That's the reason why you can't compete with NTSC times in Time Trial.

    Super Mario Kart was optimised for the PAL regions but it didn't run to quite the full speed of the NTSC version, which is why, on the time trials the times are always about 2 seconds slower then the NTSC counterparts.As with all the games nothing could be done about the borders.

    I think there was more about it in Super Play, but I aint looking through all the pile of mags atm for the item

    If you stick a PAL SMK into an NTSC super nes/sfc then it runs at ridiculous speed whereas if you stick a pal f-zero or top gear in an ntsc machine then they just run at ntsc speeds.With SMK it's faster to the to the point where you get the sky flashing and you can overload the processor in two player to the point where it nearly stops altogether.

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      #17
      @soopafamicom:
      Yeah, that sounds plausible, but they could've done something about the borders, they were just too lazy.



      I've read that many newer virtual console titles (SNEs and N64) seem to have been improved over their original releases.
      Anyone knoews more about that?

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        #18
        I didnt know that your were forced to play the PAL versions of VC games on the PAL Wii. Is there no way your can get the NTSC version on a PAL wii, maybe connect to the US Wii shop?

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          #19
          Nope, atm that's impossible. You'll have to get a US machine or wait til they crack the VC.

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            #20
            Super Metroid PAL ran too slow on 50hz but too fast when switched to 60hz. I know because I also owned a US copy which ran much cleaner on 60hz. DKC ran perfect on 60hz, so far I felt.

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