PAL issues
With the launch of the Wii in territories using the PAL television system, it has become apparent that in most cases the games supplied for the Virtual Console run in 50 Hz mode and in their original unoptimized state. Unoptimized PAL games run roughly 17% slower than their original speed in 60 Hz and have borders covering the top and the bottom of the screen. Setting the Wii console to 60 Hz mode does not force the 50 Hz game into 60 Hz mode (as is possible on emulators and modified PAL consoles).
All currently released Nintendo 64 games are partially PAL optimized, resulting in full screen games (although still running in 50 Hz and locked to the original slower gameplay speed). This optimization was not the case for the original cartridge versions of Super Mario 64, Wave Race 64 or Mario Kart 64, making the Virtual Console versions superior in that regard.
Additionally, some Super Nintendo games are also partially PAL optimized with reduced borders but still retaining the slower run speed of the original PAL release (Super Mario World, Super Probotector and Street Fighter II).
A select few games were already optimized in the original release to begin with, and are thus just as fast as their 60 Hz counterparts this time around (the most obvious examples being Donkey Kong Country and Donkey Kong Country 2: Diddy's Kong Quest).
TurboGrafx-16 games are the only Virtual Console games to actually run in 60 Hz on PAL Wii systems; this is because the game data was never changed for release in PAL territories, the original hardware itself performed the conversion to a 50 Hz signal.
One example of a poor PAL conversion is seen in the Virtual Console release of Sonic the Hedgehog, which retains the slower framerate, music and borders of the original PAL Mega Drive version,[70] despite the fact that the GameCube release Sonic Mega Collection allows PAL users to choose which version of the game they want to play.
Recently, during Nintendo's 'Hanabi Festival' campaign, certain titles that were never released in Europe are being added to the Virtual console. Some of these games, namely the Japan-only titles such as Super Mario Bros.: The Lost Levels, are run in 60 Hz only, thus keeping the original speed and gameplay. A small reminder is shown when previewing the game's channel. Interestingly, these games can actually be played in both PAL60 (480i) and 480p modes. This makes these releases look significantly better on Progressive displays such as LCD TV's. The fast moving sprites in NES and SNES games generally create a significant amount of interlace artifacts on such displays that the 480p option resolves. However Hanabi Mega Drive titles run in 50 Hz with the usual PAL conversion problems, despite not been released in PAL.
Initially, some PAL Virtual Console games would not display correctly on high-definition televisions when connected via the component lead. However, starting with the April 13, 2007 update of the PAL Virtual Console, certain newly added games, such as Punch-Out!!, support the "Wii Component Cable Interlace mode." This is a temporary fix to problems with various Virtual Console games being played over component cable on HDTVs. The mode can be enabled by accessing the operations guide of the game, and (with the Nunchuk attached) pressing the buttons Z + A + 2 simultaneously. A sound is played if the mode is enabled correctly. Several older games also have updates available to enable the feature, such as Super Castlevania IV. The mode can be disabled by using the same method, but with the button combination Z + A + 1 instead. A full list of games supporting this mode is available at vc-forums.com.[71]
The PAL versions of 3D Classics, Excitebike and Urban Champion on the Nintendo 3DS runs much smoother at 60 Hz unlike the Wii's Virtual Console versions which only run at 50 Hz mainly due to the fact the 3DS versions are semi-modified ports of their original NES versions.
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