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not [[PAL]]
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NTSC runs on 60Hz.  NTSC gets screwed over just as much as [[PAL]], though all PALers conspire never to admit to this.  NTSC runs approximately 20% faster, meaning players have 20% less time to react to whatever situation is presented to them in the game.  In general NTSC need faster reaction time and mental acuity, with the exception of [[David Clemens]] because he plays like a robot and does not react at all while playing, rather quitting out in any unfavorable situation.
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== The PALcebo Effect ==
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http://youreliteness.thengamer.com/qdb/?link&quote=19
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== Reaction Time and Score Adjustment ==
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In many commonly speedrun games, mainly including the [[Mario Kart]] and [[Legend of Zelda]] series, times achieved on [[PAL]] are divided by an irrational approximated by 1.2.  This means that for the exact same speedrun on PAL, it would take 1.2x longer to perform it, resultingly allowing more reaction time for people playing on PAL.
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== Other Differences ==
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In [[Goldeneye 007]], guards on NTSC are much more accurate and so deaths are much more frequent on NTSC on many [[00 Agent]] difficulty levels.  People who play PAL tend to claim the system lags much more, though on some very latent levels, mainly [[Train]], [[Jungle]] and [[Aztec]], the game would have to generate so much lag it does not process the lag anymore, making for a very clean run of these levels making performance easier.
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[[Perfect Dark]] is the most NTSC/PAL balanced game, since PAL has many slower lifts and doors throughout the whole game, but the [[Deep Sea]] Farsight Strategy for [[Agent]] and [[Special Agent]] does not work on NTSC.  The difference in points gained/lost on the rankings throughout the game because of these differences is roughly equal.
    
[[Category:Terminology]]
 
[[Category:Terminology]]

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