

This behavior creates a minor hassle for PAL IGT runners in that the actual run time will be faster or slower than what the timer shows at face value depending on whether the centisecond portion is on its first or second roll. NTSC versions (PS2 and Wii both, again) measure proper centiseconds as expected. It appears that on PAL (PS2 and Wii), the centisecond portion of the timer inexplicably rolls over twice per in-game second and thus. I was wrong, though, that it hadn't been adjusted at all. This is good for PAL players because it means that PAL's slower gameplay speed isn't punished by the in-game timer, allowing PAL and NTSC players to compete evenly for IGT categories (though I suppose one could argue PAL gets a slight advantage via having more time to react, but that's getting too pedantic IMO).

I was right about it being slower - upon inspection using video tools, it indeed seems like IGT on PAL runs slower at more-or-less the same rate that is expected of PAL gameplay vs NTSC (roughly 5/6 slower).

While verifying Winter_Doggo's recent minigame runs, I noticed that the in-game timer seemed to run slower than real time, as if the PAL version hadn't been adjusted to ensure that minigames still measured real time despite the expected gameplay slowdown. Long post incoming - tl dr the PAL in-game timer acts weird, it's both good and bad, and I'm spending way too much brain power on differences of less than half a second
