SEGA Saturn PAL optimised and NTSC 60 Hz switchable games

Hi everyone,

I 've been wanting to do a list for PAL optimised games on SEGA Saturn (games which can't work properly when you switch them in 60 Hz or have a cut display at some point in the game) for years but I had not the full set, not the time, not the energy, not the right tools. But this summer, there was an alignment of planets and what randomised gaming had published in the past, I decided to run my own tests according to my observations with my Saturn "gear and stuff". I'm sorry, my comments are in French for now. I will update the files when I bring something new (superior versions for PAL only SEGA Saturn games for example compared to PlayStation, I need to finish this).

Games with orange background are PAL optimised games (half of them depending on the Excel file you choose) which may have or have visible glitches or disturbing apect ratios or cropped displays during menu or title screens in 60 Hz.

Games with green background are NTSC 60 Hz compatible with full screen display and the 60 Hz speed that so many players from PAL countries appreciated so much during good old times.

Here is the link with three files :

- One Excel file which favours the real time "flow" (one second is one second in reality) in games needing time records (PAL games tend to respect more the flow of the running time - NTSC games from what I observed speed up the time records, which blur our senses of reality. It made me crazy when I realised that ^^'). 16 games are concerned for this difference of time flowing. I let you take that into consideration and apply your own subjectivity on that, knowing that these games display properly in 60 Hz, so it's up to you to choose what you want to focus on (slow contemplation of Panzer Dragoon Saga for example and right flow of time in the box game or more energic flights with the pace of your wings flapping more regularly the air OR in another example harder difficulty in Burning Rangers with faster fire explosions triggered in NTSC versions with faster camera response then less time to see what's happening on screen compared to PAL version where the slower camera allows the player to anticipate the fire explosions better plus the natural flow of time (one second being one second in reality) which is respected.

- One Excel file which favours 60 Hz at all costs, no matter what, whatever the "kind" of time flowing, and mimicking the NTSC 60 Hz versions when PAL games are switched to 60 Hz (with a switch modded Saturn or an automatic frequency change made by the ODE = Optical Drive Emulators like the MODE, the Fenrir, the Satiator or the Saroo)

- One Word document which details the 16 games I picked presenting different time flows from NTSC to PAL versions, but still working flawlessly in 60 Hz despite the timing problems. The games which are concerned by that are :

1) Athlete Kings (timer?) → Faster timer in 60 Hz, normal in 50 Hz. Screen cut off at the top. Readability issue in NTSC60.

2) Mighty Hits (timer?) → NTSC60 = 1 sec. = 1 sec. PAL60 = accelerated timing. Less time allowed for mini-games, making the game more difficult to complete challenges. PAL50 = 1 sec. PAL optimized.

3) WipeOut (timer?) → Timer accelerated in NTSC 60, even more accelerated in PAL60. Timer identical to US cadence in PAL 50. Native PAL game cadence respected in US.

4) Daytona USA (timer US/Jap/PAL versions) → NTSC60 Jap and US: black bar at the bottom, time slightly accelerated. PAL60: time too accelerated, still black bar at the bottom. PAL50: giant black bars, squeezed image, timer runs at the same speed as the NTSC versions.

5) Scorcher: NTSC 60: timing respected and clock not accelerated, same in PAL60, time elapsed slower than one second in PAL50. Interesting observation...

Games that have a minute equivalent to 60 real seconds in PAL, but accelerated/broken minute in US and Japan, which is 50 seconds in real time.

6) Burning Rangers → PAL 60 = NTSC60 even though time is standardized in PAL50

7) Highway 2000 (timer?) → NTSC60 = accelerated timing. PAL50: normal timing but wide black bars and less fluid animation. NTSC60 = PAL60 → game not optimized.

8) The Need for Speed (chrono?) → NTSC60 = PAL60→ slightly accelerated chrono. PAL50: normal chrono, wide black bars, squeezed image, slower car

9) Panzer Dragoon Saga → PAL 60 = NTSC60 even though time is standardized in PAL50

10) Saturn Bomberman → slightly accelerated timing in NTSC 60 and PAL 60. Normal time scrolling in PAL 50. PAL 50: Rather wide black bars, squashed image, characters moving less quickly on screen.

11) Sea Bass Fishing (timer?) PAL 50: 1 min = 11 sec. NTSC 60 (Japanese): 1 min = 10 sec. PAL60: 1 min = 10 sec. PAL60 = NTSC60. PAL 50: Rather wide black bars, crushed image when normally displayed in full screen. Switch to windowed fishing mode. No Japanese characters on PAL version.

12) Virtua Racing (timer?) → Timer slightly accelerated in NTSC60, full screen. PAL50 strictly adheres to the standard time, but with significant black bars and slower gameplay.

US or Japanese versions that have a timing of 1 minute = 60 seconds but have their timer accelerated in their PAL version switched to 60 Hz, with no glitches except for faster time scrolling:

13) Dark Savior

14) Destruction Derby

15) SEGA Ages vol.1 (Out Run)

16) Steep Slope Sliders

Interesting note for the PAL version of Doom on Saturn:

Doom (image cropped at the top and bottom during the demo and in the credits, PAL optimized if it is the only version to have a full image during the demo and credits?) → Does not start if the link cable is connected to another Saturn that is turned off. NTSC60 = PAL60 crop level, full screen, and smoothness. PAL 50 → full image in PAL 50 during demos and credits. Medium black bars in PAL 50. PAL improved.

Link : 97.9 KB folder on MEGA (Updated 11th January 2026 5:55 AM, Rennes, FRANCE)
 
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Regarding Doom, there is no crop of the picture during demos or credits at 60 Hz when compared to 50 Hz. You may be mislead by your display or your scaler. For example, I use the OSSC and set it to passthru when playing at 50 Hz and line 2x at 60 Hz because I find that gives the better picture with my TV (I don't like the picture to be too sharp for retro gaming and it sets the TV in a mode where it has a reduced display lag). But I have observed that if I use the passthru mode at 60 Hz, I get a slight vertical stretching of the picture on my TV when compared to line 2x, which looks like a cropping. And it's really due to how the TV displays that mode because if I record it, the stretching doesn't happen for the recorder.

Graphically speaking, the only thing that Doom does differently when it runs at 50 Hz is that it offsets the picture by 8 pixels to the bottom.
The vertical resolution in both video frequencies is 240p (except for the initial logos which are 480i).
So it doesn't use the 256p/512i resolution modes which can cause image crops when used at 60 Hz.

However, you have missed the real PAL optimization that the European version has, which is that the movement speed of the player is sped up when compared to the NTSC versions. Or rather, the NTSC versions have been slowed down since they were released later. The reason is that, while the European version higher movement speed may seem nice at first glance, it makes the game harder to control especially when the framerate really goes down, and even more so if you play at 60 Hz which accelerates it even more.

Anyway, even if it currently doesn't have any PAL optimization, I'd recommend to play the fix patch that I've released for the Japanese version of Doom. You'll find that it's much more enjoyable that any of the commercial versions, whatever the video frequency you choose to play it.
 
Thank you Fafling for your answer. I don't use OSSC or any kind of upscaler because I actually use the native S-Video cable on a CRT TV. So I can tell you in the demo mode, but not in the credits finally that the picture is cropped in NTSC version. It's the normal display for sure, but PAL version allows it to be fully displayed without any missing information on screen.

NTSC USA 60 Hz :

IMG_8123.jpeg



PAL 50 Hz :

IMG_8132.jpeg


Where you're absolutely right is that I missed the real PAL optimization of the European version. So it means it's better to leave it at 50 Hz to leave the speed as it should be.
 
Thank you Fafling for your answer. I don't use OSSC or any kind of upscaler because I actually use the native S-Video cable on a CRT TV. So I can tell you in the demo mode, but not in the credits finally that the picture is cropped in NTSC version. It's the normal display for sure, but PAL version allows it to be fully displayed without any missing information on screen.

NTSC USA 60 Hz :

View attachment 11887


PAL 50 Hz :

View attachment 11890

Where you're absolutely right is that I missed the real PAL optimization of the European version. So it means it's better to leave it at 50 Hz to leave the speed as it should be.
OK so you're playing on a CRT. Contrary to flat panels, CRT TVs don't display the full picture and they crop the sides and top and bottom. That cropped area is called the overscan and it can be adjusted on some CRT TVs. All Doom versions will be slightly cropped in the same way at 60 Hz, there's no difference about that between the European version and the US and Japanese versions.

At 60 Hz, the demos are cropped the same as in-game on a CRT, it's just that in-game it's less visible because the Demo message isn't displayed at the top.

The credits, and even all the menus and intermediate screens, are in fact even more cropped than in-game by a CRT at 60 Hz, because the picture in those screens covers the full height and width of the 352x240 resolution. In-game, Doom only displays stuff on a 320x230 area over the total 352x240.
 
I know, I contributed to their research a bit at the time (bug of timing on Atlantis in 60 Hz) but their list is incomplete or not taking into account some details which should fully say that if a game should be played only in PAL or not. They focus on the 60 Hz playable games, even if there are cropped screens sometimes. I'm more radical on this approach and simply made two lists to double check the PAL optimised games on the full set of the 241 games.
 
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I've always had doubts about Frankenstein: TTEOTM and to this day I'm not completely sure if playing at 60Hz is absolutely correct.
Yes, it becomes a little faster, but I remember having a CRT monitor refurbished and calibrated for PAL picture resolution and when I played Frankenstein on a PAL Saturn I was shocked to discover the image proportion was right, I mean, the circles were circles and not ovals, unlike what happens when the game is forced into 60Hz.
Does that also happens on the PC version, when you wake up and Tim is looking down on you, or when you go to the top of the tower and take a look at the drawing with the planet's orbits?
Oh, and the interlace screen flicker is so charming, it adds something special to the atmosphere. :biggrin:
 
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