

#Speedrunners game wiki Pc#
The Western PC release was on May 2003 while the Japanese edition was released a couple of months later, on September 2003. This would sometimes cause the Asian version to have more bugs than the western version.Ī good example would be the Japanese PC version of Grand Theft Auto Vice City, which was done by Capcom instead of Rockstar Games. Legend of Zelda), the Japanese version will usually see a significant time gain just by virtue of the use of kanji and the Japanese syllabaries (hiragana and katakana).Īll of the previos answers are correct, but Ill like to add something extra.īack in the day when, when western companies didn't had any presence or subsidiaries in Asia, they would contract another company to do the Japanese or Chinese version.
#Speedrunners game wiki code#
In the majority of cases, NTSC wins out for speed due to being about 17% faster, although there are a few cases where PAL is actually faster due to certain major time-saving techniques being unfeasible at the faster 60Hz rate.Īctual code differences/revisions: Certain games are actually more buggy in some releases (usually the older ones which are typically the Japanese release, although again, this has exceptions) and these bugs can be used for faster runs.Ĭharacters-per-second in text: For games that have character-by-character text (e.g. Almost everything about a game in older games is tied around this refresh rate, so input checking, frame rate, and so on is all based on the "refresh rate clock".

NTSC uses a refresh rate of approximately 60Hz (I want to say it's 59.94Hz, but for simpler math, let's go with 60Hz), while PAL uses 50Hz. NTSC (Japanese or US) instead of PAL (European): While this is less of an issue in newer games (AFAIK), the major difference here is refresh rate (which in itself affects frame rate). There's a few reasons why a given release of a game (Japanese vs International, NTSC vs PAL) is used for any given run, and they change depending on the game.
