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[[File:PAL-NTSC-SECAM.png|thumb|400px|Regions of the world which used the different encoding systems]]
[[File:PAL-NTSC-SECAM.png|thumb|400px|Regions of the world which used the different encoding systems]]
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Within the video game community, '''PAL''' is a term used to refer to the region of Europe, most of Asia (minus Japan, South Korea, Taiwan and the Philippines), Africa, more than half of South America, and Australia. The term comes from the analog television encoding system '''Phase Alternate Line''', which was the primary method of encoding analog TV for these parts of the world. This is opposed to [[NTSC]], which is the standard used in North America and smaller parts of South America and Asia.
Within the video game community, '''PAL''' is a term used to refer to the region of Europe, Asia (minus Japan), Africa, most of South America, and Australia. The term comes from the analog television encoding system '''Phase Alternate Line''', the primary method of encoding analog TV for these parts of the world.


There are numerous differences between PAL and NTSC as television formats, but the main difference which affected video games was their refresh rates. NTSC TVs run at 60 hertz (meaning the image refreshes 60 times per second), while PAL TVs only run at 50 hertz (50 refreshes per second), meaning that, unless adjusted to account for the refresh rate, PAL runs at 5/6th the speed of NTSC. An alternative standard that runs PAL at 60 hertz was later developed, so the difference between the formats primarily became their different methods of encoding.
PAL is most commonly used as shorthand for "the European version of a game". Historically, Europe is usually the third and final region for games made in Japan to be released, as games have to be translated into several languages, a process that takes both more time and more space than the [[NTSC]] region. In addition, due to cultural differences, the English translation cannot always be simply copied from the American version of the game. As a result, PAL releases are often the final version of the game, with all known bugs fixed and possibly significant changes added.
 
Historically, the PAL version is usually the third and final major version for games made in Japan to be released. This is for numerous reasons: as PAL functions very differently from the NTSC format, games had to be converted to work in the PAL format, and games have to be translated into several languages within the region, whereas [[NTSC]] regions have fewer languages to handle (at minimum, only English and Japanese). In addition, due to differences between American English and Commonwealth English, the English translation for the UK and Australia cannot always be simply copied from the American version of the game; the same applies to Latin American Spanish and European Spanish, as well as Canadian French and European French.
 
As a result, PAL releases were often the final version of Nintendo games, with the chance of the highest amount of bugs fixed, the games being adjusted to run at 50Hz (sometimes resulting in slower gameplay speed), and possibly significant changes added, at least prior to the adoption of online play requiring copies of the games to be compatible with each other.
 
Though the last Nintendo console to support the analog PAL video signal was the [[Wii]], the term is still commonly used as shorthand to refer to the areas where PAL was formerly used, as the games released there usually use the same version between them.


==Summary of PAL releases of the ''Super Smash Bros.'' series==
==Summary of PAL releases of the ''Super Smash Bros.'' series==
===''Super Smash Bros.''===
===''Super Smash Bros.''===
The original ''[[Super Smash Bros.]]''{{'}}s PAL release has a few differences to the NTSC-U version, retaining all its changes while slightly buffing or nerfing a few characters. Despite the refresh rate difference between PAL and NTSC systems, the game has been optimized to run at a similar speed as the NTSC versions. There are two separate PAL releases; a European and an Australian release. The European version has language options for French and German, and {{SSB|Link}} differs between the two PAL versions. Link was rebalanced in both versions, with Link being nerfed in the Australian release and buffed in the European release compared to his NTSC-U counterpart.
The original ''[[Super Smash Bros.]]''{{'}}s PAL release is not notably different than its NTSC version, retaining all its changes while very slightly buffing or nerfing a few characters.


===''Super Smash Bros. Melee''===
===''Super Smash Bros. Melee''===
The PAL version of ''[[Melee]]'' used the NTSC 1.02 version as its base, but then added balancing changes to several characters, resulting in dramatic metagame differences between the two regions. For example, {{SSBM|Falco}}'s down aerial can no longer [[spike]] opponents during the late hit, and so is harder to use effectively. {{SSBM|Fox}}, {{SSBM|Sheik}}, and {{SSBM|Marth}} have also been [[nerf]]ed in notable ways.  
The PAL version of ''[[Melee]]'' began with the 1.2 version from NTSC, but then added balancing changes to several characters, resulting in dramatic metagame differences between the two regions. For example, {{SSBM|Falco}}'s down aerial can no longer [[spike]] opponents during the late hit, and so is harder to use effectively. {{SSBM|Fox}}, {{SSBM|Sheik}}, and {{SSBM|Marth}} have also been [[nerf]]ed in notable ways.


While the game still plays in 50 Hz by default, the PAL version can be played in 60 Hz by holding the B button during the boot-up of the game. The PAL version has five languages available; English, French, German, Spanish and Italian, with all languages being available and selectable in all PAL releases.
It should be noted that many of the PAL version's attributes - such as Falco's down aerial and the [[semi-spike]] being removed from the entirety of {{SSBM|Link}}'s [[Spin Attack]] - remain unchanged in ''Brawl''. As a result, it appears that the developers used the PAL version of ''Melee'' as the base when developing ''Brawl''.
 
It should be noted that many of the PAL version's attributes—such as Falco's down aerial and the [[semi-spike]] being removed from the entirety of {{SSBM|Link}}'s [[Spin Attack]]—are used in all versions of ''Brawl''. As a result, it appears that the developers used the PAL version of ''Melee'' as the base when developing ''Brawl''. Some changes however (such as the reduced damage on some attacks and Marth's reduced weight) were not carried over to ''Brawl'' but instead kept their NTSC values.


===''Super Smash Bros. Brawl''===
===''Super Smash Bros. Brawl''===
In order for cross-region online play to be possible, most of the differences between versions of ''[[Brawl]]'' are purely aesthetic, though they are still encoded differently. PAL versions of ''Brawl'' can be played in 50Hz or 60Hz. However, [[Masterpieces]] are slightly different in the PAL version, running their PAL 50 Hz versions, as opposed to the NTSC version's NTSC 60 Hz versions. When playing ''Brawl'' in 50Hz, the effect this has depends on the game, with some running noticeably slower while others run at more or less the same speed. When playing the PAL version of ''Brawl'' in 60 Hz, however, some of the games are still using their PAL versions, but they are sped up to match the higher refresh rate. This results in some masterpieces (such as ''Super Mario Bros.'' and ''The Legend Of Zelda'') having much faster music than they are supposed to.
In order for cross-region online play to be possible, the only differences between versions of ''[[Brawl]]'' are purely aesthetic, though they are still encoded differently. In particular, [[Masterpieces]] are slightly different in the PAL version, running at 50 hertz as opposed to the NTSC version's 60 hertz.
 
The PAL version of ''Brawl'' actually has some skips in [[The Subspace Emissary]] which cannot be done in the NTSC versions, which makes the PAL version preferred for speedrunners.


===''Super Smash Bros. 4'' / ''Super Smash Bros. Ultimate''===
===''Super Smash Bros. 4'' / ''Super Smash Bros. Ultimate''===
Neither version of ''Smash 4'', nor ''Ultimate'', use analog connections (Although the Wii U is natively compatible with analog connections); as such, the gameplay is identical in both the PAL and NTSC versions of these games, again accommodating for cross-region multiplayer. However, the PAL version of ''Smash 4'' uses a variety of different names for characters, moves, and items, most notably [[Duck Hunt Duo]], [[Mii Sword Fighter]]s, [[Housewarming Party]], [[Duck Jump Duo]], and (in both ''Smash 4'' and ''Ultimate'') the [[Football]]. Some names and voices are also changed on the Spanish and French languages between both regions. In addition, both [[Wii Fit Trainer]]s have different voices in the PAL versions, and completely different translations are used for incidental text such as [[trophy]] descriptions. Masterpieces, however, are now identical to the NTSC version, running at 60 hertz. As the Nintendo Switch is region free, ''Ultimate'' essentially only has one version, with all of its regional differences built into the cartridge.
Neither version of ''Smash 4'', nor ''Ultimate'', use analog connections; as such, the gameplay is identical in both the PAL and NTSC versions of these games, again accommodating for cross-region multiplayer. However, the PAL version of ''Smash 4'' uses a variety of different names for characters, moves, and items, most notably [[Duck Hunt Duo]], [[Mii Sword Fighter]]s, [[Housewarming Party]], [[Duck Jump Duo]], and (in both ''SSB4'' and ''Ultimate'') the [[Football]]. In addition, both [[Wii Fit Trainer]]s have different voices in the PAL versions, and completely different translations for incidental text such as [[trophy]] descriptions. Masterpieces, however, are now identical to the NTSC version, running at 60 hertz.


== See also ==
== See also ==

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