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640×480 interlaced @ 60 Hz; 640×480 progressive scan @ 60 Hz (mostly NTSC games only) [failed verification] 720×576 interlaced @ 50 Hz (PAL games only) [failed verification] [5] Connectivity 4 controller ports, 2 memory card slots; 2 high-speed serial ports. Serial Port 1 is reserved for a broadband adapter or modem adapter
It provides clearer and sharper picture quality and audio than an RF Switch. It is identical to earlier A/V cables. It carries dual-channel (stereo) audio and composite video at 576i/50 Hz (PAL) or 480i/60 Hz (NTSC/PAL60). PAL consoles come with a composite to Scart adaptor in European territories to allow Composite input via a Scart port ...
Xbox and GameCube also support PAL 60 unlike PlayStation 2. [24] The PlayStation 2 did not actually offer a true PAL 60 mode; while many PlayStation 2 games did offer a "PAL 60" mode as an option, the console would in fact generate an NTSC signal during 60 Hz operation.
The resolution of 960H depends on whether the equipment is PAL or NTSC based: 960H represents 960 x 576 (PAL) or 960 x 480 (NTSC) pixels. [29] 960H represents an increase in pixels of some 30% over standard D1 resolution, which is 720 x 576 pixels (PAL), or 720 x 480 pixels (NTSC). The increased resolution over D1 comes as a result of a longer ...
Metroid Prime 2: Echoes was released for the GameCube in North America on November 15, 2004, Europe on November 26, and in Australia on December 2. [35] The PAL version lacked the standard 50 Hz mode, and offered 60 Hz mode only. [36] [37] In Japan, it was released on May 26, 2005 as Metroid Prime 2: Dark Echoes. [38] [39]
The PAL version lacks the standard 50 Hz mode and offers 60 Hz only. [ 38 ] Re-released for the Wii in the New Play Control! series of GameCube remakes in Japan and as part of Metroid Prime: Trilogy internationally.
As HDTV hardware spread however, games for the Xbox 360 and PlayStation 3 were typically programmed in 720p or 1080p (which are standard across all territories), thus eliminating the TV specs hurdle. Also - starting with the Dreamcast - most software in PAL territories included the option to play PAL software in its original 480i/60 Hz format.
For nine of the games, it used PAL versions (favored primarily in European market) rather than NTSC (favored primarily in North American market and Japan), meaning they ran at a slower 50 Hz clock compared to the 60 Hz, which caused notable frame rate problems and impacted the gameplay style for some of the more highly-interactive titles.
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