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PAL vs NTSC: what it means for your retro games

What PAL and NTSC mean for retro games: which regions use them, 50 vs 60 Hz speed, PAL video quirks and what to check before buying an import.

The RetroReady team · 15 October 2026 · Updated 16 October 2026 · 8 min read✓ 26 sources, each one linked

What do PAL and NTSC mean for a retro console?

PAL and NTSC are TV video standards: NTSC specifies video at 60 Hz, while PAL operates at 50 Hz1. Consoles were sold in versions for each: Japanese and American GameCubes output NTSC video, for example, and European ones PAL3.

On many consoles the labels also name a market: Japanese and North American Nintendo 64s share the same NTSC lockout, and Europe has a PAL one2. When an N64 starts, the cartridge reports one of just two region values, NTSC or PAL, and the console checks it against its own6.

Regions are often finer than the TV standard, though47. Here is how the sources divide them:

ConsoleRegions
NESNorth America; PAL-A (British Isles, Italy, Australasia); PAL-B (most of continental Europe); Asia7
SNESPAL, with Japan and North America sharing one lockout chip1
Nintendo 64NTSC (Japan and North America) and PAL (Europe)2
Mega Drive / GenesisJapanese, US, Europe/PAL8
PlayStationNTSC-U/C, NTSC-J, PAL4
PlayStation 2NTSC-U/C, NTSC-J, PAL, NTSC-C (China)49
DreamcastNorth America, Europe, Japan, Asia (including Australia)10

So two NTSC games can belong to different regions, NTSC-U/C and NTSC-J on a PlayStation for example4. And two PAL NES consoles can carry different lockout chips, because the NES enforces its lock regardless of TV signal compatibility7. The region locking guide goes console by console through what each lock blocks and what gets round it.

Why do PAL games run slower?

Because the refresh rates differ, the same game can run at different speeds4. On the SNES, NTSC's 60 Hz against PAL's 50 Hz gives an approximately 16.7% slower frame rate, and PAL's higher resolution letterboxes the picture1. Wikipedia puts some PAL games at about 17% slower than their NTSC counterparts, naming Square Enix's line-up on Sony systems as an infamous example4.

The Mega Drive shows the same gap: a Genesis game without a region check plays fine on a PAL Mega Drive, but may run slower than intended8.

Going the other way can fail outright: some PAL SNES games detect a console set to 60 Hz and will not play11.

Later PAL releases often sidestep the problem: starting with the Dreamcast, most software in PAL territories included the option to play in its original 480i/60 Hz format4.

Can a game from the other system look wrong, not just slow?

Yes410. What the sources report, console by console:

ConsoleWhat can happen with the other TV system
SNESabout 16.7% slower at 50 Hz, with a letterboxed picture1; some PAL games refuse a console set to 60 Hz11
PlayStationsome PAL games about 17% slower than the NTSC version4
Mega Drive / GenesisGenesis games without a region check may run slower on a PAL console8
Saturngames from a different TV system may have graphical problems4
Dreamcastan off-centre or black-and-white picture until the console has the region frequency mod10

Do PAL consoles have different video outputs?

Sometimes3, and it matters most when you buy cables.

GameCube. Japanese and American GameCubes output NTSC video in composite and S-Video, while European ones output only PAL (4.43) composite and RGB3. A PAL GameCube's RGB works with a standard PAL SNES RGB SCART cable, but it is limited to 240p and 480i; 480p is not supported at all12. For more on getting these consoles onto a current screen, see retro consoles on modern TVs.

SNES. Every original (large) Super Nintendo and Super Famicom, NTSC and PAL, can output RGB without a modification; it only needs the proper cable13. The catch is wiring: PAL SNES consoles have 12 V on pin 3 of the multi-out, used for SCART autoswitching, and connecting a CSYNC cable to a PAL SNES can damage your equipment5. On a PAL console, use a cable that takes sync from luma (pin 7, the recommended one) or composite video (pin 9)5.

Shared cables. The N64 uses the same AV cables as the Super NES and GameCube14. With RGB, though, the cable's region matters: an NTSC SNES RGB cable that uses CSYNC sends 12 V down the sync line on a PAL GameCube, which will most likely damage the video equipment it is plugged into15.

Saturn. All regular Saturn models output composite, S-Video and RGB through a 10-pin mini-DIN connector16, and RGB needs no modification, just an RGB SCART cable17. PAL Saturns, however, have no composite sync: they put 9 V DC on pin 1 for aspect-ratio switching on some SCART TVs, so csync RGB cables meant for NTSC consoles will damage any attached device on a PAL one16. RetroRGB also warns that most Saturn cables are built wrong and to buy only from trusted vendors17.

Nintendo 64. By default the N64 outputs RF through a modulator, plus composite and S-Video through its AV port; RGB or HDMI needs a mod18. PAL boards vary: on many, S-Video reaches the multi-out but needs a special cable with certain parts to display correctly19. The board in the PAL "Clear Blue" model (turquoise blue top, eggshell white bottom) does not make S-Video available on the multi-out at all, though it can be restored19. For RGB, consoles with serial numbers starting NS1 (USA) or NUJ1 (Japan), and French consoles with the model number NUS-001(FRA), most likely take the simpler mod; other serials and PAL consoles need the "advanced" kits20.

NES and Famicom. The Famicom, Japan's version of the console, and the NES differ too: the original Famicom has only RF output, while the NES also offers composite video through RCA connectors47. The redesigns swap that round: the redesigned Famicom outputs only composite through a multi-out connector, and the redesigned NES only RF7.

Can a game from the other system run at all?

Often not without help: on the SNES, a lockout chip stops PAL games running on Japanese or North American consoles and the reverse1. On the N64, the console freezes the boot when the cartridge's NTSC or PAL value does not match its own6.

Handhelds are the easy case: the whole Game Boy line is region-free21, DS games run on any DS console bought anywhere, apart from Chinese iQue DS games on other original DS models22, and all PSP games are region-free23.

What should I check before buying an import?

  1. Will it boot? Check the console's lock first; the region locking guide covers each one. The Game Boy line needs no region adapters at all21.
  2. Will it run at the right speed? An NTSC game at PAL's 50 Hz can run slower18, and some PAL games refuse a console set to 60 Hz11. Most PAL Dreamcast software offers 480i/60 Hz anyway4.
  3. Will the picture be right? Dreamcast imports may need the region frequency mod for colour and centring10, and Saturn games from another TV system may have graphical problems4.
  4. Do your cables match the console's region? An NTSC-style CSYNC RGB cable can damage equipment on a PAL SNES, a PAL GameCube or a PAL Saturn51516.
  5. Does the console have the output you want? European GameCubes have composite and RGB but not S-Video3, and many PAL N64s need a special cable or a mod for S-Video19.

How to check your copy

  1. Read the model number. On a PS1, the last digit of the SCPH number gives the region: 0 Japan, 1 USA/Canada, 2 Europe/Oceania, 3 Asia outside Japan24.
  2. Check an N64's serial number. Serials starting NS1 are US consoles and NUJ1 Japanese ones20. A turquoise blue top over an eggshell white bottom is the PAL "Clear Blue" model19.
  3. Look at the cartridge. North American SNES cartridges have a rectangular bottom with inset grooves; other regions' are narrower, with a smooth curved front1. Famicom cartridges are slightly smaller than NES ones4, and a North American N64 cartridge's notch sits in a different place from a Japanese one26, while PAL and Japanese cartridges share theirs25.
  4. Read the exact region, not just PAL or NTSC. PS2 games have a fourth region, NTSC-C for China9, and the NES splits Europe into PAL-A and PAL-B7.

The product codes guide covers the codes printed on labels and boxes, and the RetroReady app reads the region and product code from a photo.

Frequently asked

Will a PAL N64 game work on an NTSC console?

Not on its own. A PAL cartridge has the Japanese notch position25, so it does not go into a North American console26; it does fit a Japanese one. A converter or removing the casing gets it into either2, but the console's region check then stops the boot because the cartridge reports PAL6. A bypass device such as the N64 Passport can be used to play imports2.

Why does my PAL game run slower than the NTSC version?

PAL runs at 50 Hz instead of NTSC's 60 Hz, which gives an approximately 16.7% slower frame rate1. Some PAL games are about 17% slower than their NTSC counterparts for this reason4.

Can I use an NTSC RGB cable on a PAL console?

Not if it uses CSYNC: PAL SNES consoles carry 12 V on multi-out pin 3, and a CSYNC cable can damage your equipment5. The same kind of cable sends 12 V down the sync line on a PAL GameCube15, and on a PAL Saturn, csync cables meant for NTSC consoles damage attached devices16.

Do PAL Dreamcast games run at 60 Hz?

Most do: starting with the Dreamcast, most software in PAL territories included the option to play in its original 480i/60 Hz format4.

Does a PAL GameCube output S-Video?

No: the European GameCube outputs only PAL composite and RGB; S-Video is on the Japanese and American consoles3.

Sources

  1. Super Nintendo Entertainment System, Wikipedia: "the NTSC video standard specifies video at 60 Hz but PAL operates at 50 Hz, resulting in an approximately 16.7% slower framerate. PAL's higher resolution results in letterboxing of the output image."; "Internally, a regional lockout chip (CIC) within the console and in each cartridge prevents the PAL region games from being played on Japanese or North American consoles and vice versa. The Japanese and North American machines have the same region chip."; "Physically, the cartridges are shaped differently for different regions. North American cartridges have a rectangular bottom with inset grooves matching protruding tabs in the console, and other regions' cartridges are narrower with a smooth curve on the front and no grooves. The physical incompatibility can be overcome with the use of various adapters, or through modification of the console."
  2. Nintendo 64 Game Pak, Wikipedia: "However, the systems are also equipped with lockout chips that will only allow them to play their appropriate games. Both Japanese and North American systems have the same NTSC lockout, and Europe has a PAL lockout. A bypass device such as the N64 Passport or the Datel Action Replay can be used to play import games"; "region-locked cartridges will fit into the other regions' systems by using a cartridge converter or by simply removing the cartridge's casing"
  3. GameCube: Region Information, ConsoleMods (read via the Wayback Machine): "The Japanese and American consoles output NTSC video in composite and S-Video ... The European GC outputs video only in PAL (4.43) composite (SNES/N64 compatible connector) and RGB"
  4. Regional lockout, Wikipedia: "The PlayStation and PlayStation 2 are region-locked into three regions: NTSC U/C, NTSC-J, and PAL."; "Due to the different refresh ratio, some PAL games are about 17% slower than their NTSC counterpart. An infamous example would be the entire SquareEnix lineup on Sony systems"; "starting with the Dreamcast - most software in PAL territories included the option to play PAL software in its original 480i/60 Hz format"; "Games from different television systems may have graphical problems."; "As the Famicom (the Japanese model) used slightly smaller cartridges, Japanese games could not fit into NES consoles without an adapter"
  5. SNES: Video Output Notes, ConsoleMods (read via the Wayback Machine): "PAL SNESes have 12V on pin 3 of the multi-out, which is used for SCART autoswitching. If you connect a CSYNC cable to a PAL SNES, you can damage your equipment! Instead, you can use a cable that gets sync from luma (pin 7) or composite video (pin 9) on the multi-out connector (luma recommended)."
  6. PIF-NUS, N64brew: "CIC sends 1 nibble (4-bits): region identifier (0x1 = NTSC, 0x5 = PAL) ... PIF checks that the region identifier matches the region of the console (which is hardcoded within the PIF SM5 ROM itself). This is the actual region check, preventing cartridges of different regions from working on the console. If the values don't match, the PIF stops the boot by freezing the CPU"
  7. Nintendo Entertainment System, Wikipedia: "Original NES consoles sold in different regions have different lock-out chips, thereby enforcing regional lock-out regardless of TV signal compatibility. Such regions include North America; most of continental Europe (PAL-B); Asia; and the British Isles, Italy, and Australasia (PAL-A)."; "The original Famicom features only radio frequency (RF) modulator output, and the NES additionally supports composite video via RCA connectors."; "The redesigned Famicom omits the RF modulator entirely, only outputting composite video via a proprietary "multi-out" connector first introduced on the Super Famicom/SNES; conversely, the redesigned NES features RF modulator output only"
  8. Genesis: Region Information, ConsoleMods (read via the Wayback Machine): "There are three main regions for Genesis/Mega Drive hardware; Japanese, US and Europe/PAL. ... Most games released before 1993 largely ignore these settings, but many released after this period perform a check to determine which console the game is running on. If the game detects a mismatch between what it expects and the console's region settings, it will not boot"; "Conversely, Genesis games without the region check will play fine on a PAL Mega Drive, but may play at a slower than intended speed."
  9. PS2: Region Information, ConsoleMods (read via the Wayback Machine): "The PS2 is region locked with four different regions for games, and more for other features such as DVD and movie playback. ... 09 China NTSC-C"
  10. Dreamcast: Region Information, ConsoleMods (read via the Wayback Machine): "The Dreamcast is region locked with the four regions being North America, Europe, Japan, and Asia (which includes Australia)."; "If you successfully boot other-region games, you may notice graphical issues such as the screen being off-center or being displayed in black and white. You will need to perform the Dreamcast:Region Frequency Mod to fix this."
  11. SNES: Region Information, ConsoleMods (read via the Wayback Machine): "Some PAL games can also detect if they are running on a console set to 60 Hz and will not play."
  12. GameCube output, RetroRGB: "PAL GameCube’s also output RGB natively using a standard PAL SNES RGB SCART cable, however the output is limited to 240p and 480i – 480p isn’t supported at all."
  13. SNES, RetroRGB: "All original (large) versions of the Super Nintendo and Super Famicom (NTSC & PAL) can output RGB without a modification – All that’s required is the proper cable."
  14. Nintendo 64, Wikipedia: "using the same cables as the Super NES and GameCube"
  15. GameCube: GameCube Video Output, ConsoleMods (read via the Wayback Machine): "If you use an NTSC SNES RGB cable that uses CSYNC on a PAL GC, 12v will be sent down the sync line! This will most likely damage video equipment it's plugged into."
  16. Saturn: Video Output Notes, ConsoleMods (read via the Wayback Machine): "All regular models of the Sega Saturn output composite video, S-video (Sega's first console to have S-video across all models) and RGB through a 10-pin mini-DIN connector; RF is provided through an external modulator"; "PAL Saturns do not have composite sync and instead output 9V DC on pin 1, used for aspect ratio switching on certain TVs with SCART input. RGB cables that use csync and are meant for NTSC consoles cannot be used on PAL consoles, as this will cause damage to any attached device."
  17. Sega Saturn, RetroRGB: "The Sega Saturn requires no modification to get RGB output, just an RGB SCART cable. WARNING: Please make sure to only buy cables from the trusted vendors below!!! Most Saturn cables are built wrong"
  18. N64: Video Output Notes, ConsoleMods (read via the Wayback Machine): "By default, the N64 outputs RF via a RF modulator, and composite and S-Video through the AV output port. There are various mods to add RGB or HDMI output."
  19. N64: N64 Model Differences, ConsoleMods (read via the Wayback Machine): "Exposes S-video to the multiout, but a special cable with certain parts is required to correctly display S-video. ... Found in the PAL "Clear Blue" (turquoise blue top, eggshell white bottom) model as well as in the majority of Pikachu consoles. Video output quality is the same as NUS-CPU-P-02. This board does not make S-video available on the multiout, but it is possible to restore it."
  20. N64 RGB compatibility, RetroRGB: "If you have a serial number that starts with “NS1” (USA), “NUJ1” (Japan) or French systems with the model number “NUS-001(FRA)”, then you most likely have an N64 that’s compatible. ... If you have a serial number that starts with anything else, or is a PAL console, you’ll need to use the “advanced” kits described above."
  21. Game Boy: Region Information, ConsoleMods (read via the Wayback Machine): "The entire Game Boy line of hardware and software (Original, Color, Pocket, Light, Advance, Advance SP, and Micro) is region free. Regardless of which country the Game Boy was purchased in, it can play the entire Game Boy library without using any sort of region adapters or homebrew."
  22. Nintendo DS, Wikipedia: "The Nintendo DS is region free in the sense that any console will run a Nintendo DS game purchased anywhere in the world; however, the Chinese iQue DS games cannot be played on other versions of the original DS"
  23. Universal Media Disc, Wikipedia: "DVD region coding has been applied to most UMD movies and music. However, all PSP games are region-free"
  24. PS1: Region Information, ConsoleMods (read via the Wayback Machine): "SCPH-xxx0: Domestic Japanese units ... SCPH-xxx1: USA/Canada units ... SCPH-xxx2: Europe/Oceania units ... SCPH-xxx3: Asia outside Japan units."
  25. N64 Region Info, Console Protocols: "PAL Cartridges use the same notch position as the Japanese cartridges."
  26. N64 Region Modification, Console Protocols: "On the N64 the region locking is physical between North America and Japanese Console / Cartridge combinations. It's a notch in a specific position on the cartridge and a peg in the console."

How this guide was made. Written from facts we checked against the pages listed under Sources: each claim is quoted word for word from its source before it goes in. Spot a mistake? Write to support@retroready.app.

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