• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Vib Ribbon on US PSN is the PAL ver.?

Tizoc

Member
So I boot up Vib Ribbon and to my surprise the PS logo shows 'Sony Computer Entertainment Europe'
When the game runs, it shows the same as the above in its title screen.

This would mean the game is 50 Hz. What gives here?
Note that I can't take screenshots since the game isn't compatible for them.
 
So I boot up Vib Ribbon and to my surprise the PS logo shows 'Sony Computer Entertainment Europe'
When the game runs, it shows the same as the above in its title screen.

This would mean the game is 50 Hz. What gives here?
Note that I can't take screenshots since the game isn't compatible for them.
There isn't a US version, so you get to experience the wonders of PAL games. But I suppose this is optimized, since it's all rhythm and timing based gameplay.
 
There's no American version of Vib Ribbon- it was only released on Japan and Europe. That's the whole reason why the PSN release is such a big deal.
 
Wait really this never got a US release O_o
Well it does seem optimized but sometimes my inputs aren't registered correctly and I end up fumbling when I press a button as soon as I approach an obstacle.
I would've settled if it was the JP ver., sorry but I've come to really avoid 50 Hz whenever possible
 
I don't think that would indicate 50hz/PAL.

Actually it would, if it never got a US release then it's the PAL version which ran at 50Hz. Furthermore Sony of Europe puts PAL version up on the PSN, which is annoying.

Can someone explains what it being in 50hz means?

It means that the game runs 17% slower than the 60Hz version, which affects gameplay and music.
 
Fairly certain Vib Ribbon is PAL-optimized. Even between the Japanese and European releases the differences are purely localisation.
 
If it's true, and the PSN version runs at 50 fps instead of 60, what the fuck?
Fairly certain Vib Ribbon is PAL-optimized. Even between the Japanese and European releases the differences are purely localisation.
I highly doubt this - everything I've seen says the JPN version runs at 60 fps.

American TVs use 60hz. So for some the game could not display on their TVs.
The game would display fine for 99.99% of American TVs. But 50 fps doesn't multiply evenly into 60 fps, what most modern TVs display at. If you had a 300 fps TV, it would display each frame 5 times and it would look as it should. BUT the game would still be running 17% slower than the Japanese version, and the music and sound effects would be slowed down accordingly.

Really amazing that Sony couldn't get this right. I would have cancelled the project immediately if I were in charge and found out they were basing it off the 50 Hz version.
 
Actually it would, if it never got a US release then it's the PAL version which ran at 50Hz. Furthermore Sony of Europe puts PAL version up on the PSN, which is annoying.
I would think the SCEE logo simply means SCEE made the game instead of SCEA, not necessarily that the version on the US PSN runs at 50hz.
 
The alternative would be the japanese version
You mean the one that people in America imported in the first place? What horror, having to navigate a few menus in Japanese. I'd prefer 60fps gameplay to English gameplay if I had to pick for a game with as little text as this. I've imported Rhythm Tengoku and Kururin Paradise for example. Both are in Japanese.
 
I would think the SCEE logo simply means SCEE made the game instead of SCEA, not necessarily that the version on the US PSN runs at 50hz.
But SCEE didn't make it. NanaOn-Sha in Japan developed it, SCEJ published it and SCEE localized and published it in Europe. There is no English version that runs in 60Hz.
Can someone explains what it being in 50hz means?
In this case, probably nothing. Maybe some frame stuttering.
 
Just because a game is the PAL version, doesn't mean it is slower or the aspect ratio is squashed. The issue with PAL gaming was that the majority of US and Japanese made games were published with no PAL optimisation. So they ran 17% slower, with big black letterboxed borders.

If games were optimised, they looked, played and sounded just like the US version. I've not played Vib before, but for example, the PAL version of Parappa ran full speed, with tiny borders.
 
Just because a game is the PAL version, doesn't mean it is slower or the aspect ration is squashed. The issue with PAL gaming was that the majority of US and Japanese made games were published with no PAL optimisation. So they ran 17% slower, with big black letterboxed borders.

If games were optimised, they looked, played and sounded just like the US version. I've not played Vib before, but for example, the PAL version of Parappa ran full speed, with tiny borders.

Pretty sure this is properly optimised, because the included levels are built around the (great) soundtrack which is the same for the PAL/Japanese releases.
 
The alternative would be the japanese version

IIRC the version of Vib Ribbon used in MOMA's Applied Design exhibit is the Japanese Version.

Doesn't matter though. I've played this game for years (EU ver.) and it plays fine with both the ingame OST and my CDs.
 
Pretty sure this is properly optimised, because the included levels are built around the (great) soundtrack which is the same for the PAL/Japanese releases.

I assumed as much. I've never encountered a music based PAL game that didn't run full speed. I've now downloading it on Vita for a quick play.

ITT: people who don't know about PAL gaming overreacting about non-issues.
 
So does this run weird on US sets through psn or not?
Most people probably won't notice. I'm complaining about it and I probably wouldn't notice. That doesn't make it right.
What? It's a PSone ISO.
And they couldn't pick the Japanese ISO because...?

All those casual English-speaking fans are dying to play Vib Ribbon but are turned off by the Japanese language, right.
 
So does this run weird on US sets through psn or not?

When you play PS1 or PS2 classics on a PS3, they're output at 1080p/60. The PS3 does the scaling. I seriously doubt this game will not work on US PS3s, but I'm sure someone can confirm.
 
Really amazing that Sony couldn't get this right. I would have cancelled the project immediately if I were in charge and found out they were basing it off the 50 Hz version.

Sony just shot themselves in the foot.

I don't know how much the rest of you know about gaming culture (I'm an expert), but honor and shame are huge parts of it. It's not like it is in film where you can become successful by being an asshole. If you screw someone over in gaming, you bring shame to yourself, and the only way to get rid of that shame is repentance.

What this means is the gaming public, after hearing about this, is not going to want to purchase Vib Ribbon for either system, nor will they purchase any of Sony's games. This is HUGE. You can laugh all you want, but Sony has alienated an entire market with this move.

Square, publicly apologize and cancel Vib Ribbon for PS4 or you can kiss your business goodbye.

lol
 
It would make sense it being the SCEE version as it's an English language release but US PS3s aren't 50Hz compatible so it won't be running natively on it.
 
Sony just shot themselves in the foot.
I've made it on GAF. Every other thread complains about framerate and resolution yet in here it's a no-go. I'm interested in preservation and 50 Hz is very shortsighted. If the people behind the original PS1 game wanted it to be 50 Hz rather than 60 Hz, why did they put it out at 60 Hz in Japan? Were they dying to release it in Europe so they could put it at the 50 Hz rate they obviously intended from the start?

What would everyone say if Sony Pictures put out Spider-Man, filmed at 24 fps, at the PAL rate of 25 fps?

Again, I'm not saying most people would notice, but why defend such questionable practices?
 
I've made it on GAF. Every other thread complains about framerate and resolution yet in here it's a no-go. I'm interested in preservation and 50 Hz is very shortsighted. If the people behind the original PS1 game wanted it to be 50 Hz rather than 60 Hz, why did they put it out at 60 Hz in Japan? Were they dying to release it in Europe so they could put it at the 50 Hz rate they obviously intended from the start?

What would everyone say if Sony Pictures put out Spider-Man, filmed at 24 fps, at the PAL rate of 25 fps?

Again, I'm not saying most people would notice, but why defend such questionable practices?

Unbelievable.

It's an ISO. The PS1 classics are all ISOs. To get a PS1 game on PSN, they need to publish an existing ISO. They don't remake them. They don't port them. They publish existing ISOs.

In this case, its an ISO of an optimised PAL game, so it runs full speed, isn't bordered, works perfectly on US PS3s, and it the only way to get an English localised version available on the US store.

Your beef should be with SCEA back in 1999 when they passed on having a local version. Not SCEA now, publishing the English version of a niche game, in the only way they can do it.
 
I've made it on GAF. Every other thread complains about framerate and resolution yet in here it's a no-go. I'm interested in preservation and 50 Hz is very shortsighted. If the people behind the original PS1 game wanted it to be 50 Hz rather than 60 Hz, why did they put it out at 60 Hz in Japan? Were they dying to release it in Europe so they could put it at the 50 Hz rate they obviously intended from the start?

What would everyone say if Sony Pictures put out Spider-Man, filmed at 24 fps, at the PAL rate of 25 fps?

Again, I'm not saying most people would notice, but why defend such questionable practices?
Uh... all home console games in Europe during the PS1 era were 50Hz. Of course they wanted it to be playable in 60Hz in Europe, but it wasn't until next generation 60Hz games would start to surface because who knows why. Why it didn't release in the US is anybody's guess.
And the Japanese version uses Japanese in the tutorial and menus, so I suppose they went with the European version because I don't think they would want to recompile a US version when the European version seems fine.
 
Uh... all home console games in Europe during the PS1 era were 50Hz. Of course they wanted it to be playable in 60Hz in Europe, but it wasn't until next generation 60Hz games would start to surface because who knows why.

The first console to offer native 60HZ gaming was the Dreamcast, which for some games, let you output using PAL60. This mode output at NTSC resolution and refresh rate, but using the PAL colouring system. It was only supported in TVs from the early to mid 90s and only using SCART connections. So the main reason was the lack of TVs that supported it. At the start of the PS1 gen, only a tiny fraction of TVs would accept PAL60. 5 years or so later, pretty much all new TVs did.

You could get early PAL consoles to output at PAL60 with chips or other tricks, but if the game had been PAL optimised, it would fuck everything up.
 
In this case, its an ISO of an optimised PAL game, so it runs full speed,
But it could be running at 60 fps. That would ensure zero duplicated frames on my American TV.
is the only way to get an English localised version available on the US store.
Sony could make an English version of the Japanese version, but you're right, it would be far too expensive for Sony to make its money back from doing so.
Your beef should be with SCEA back in 1999 when they passed on having a local version. Not SCEA now, publishing the English version of a niche game, in the only way they can do it.
But do they have to publish the English version of this niche game? Giant Bomb did a live stream of it with the Japanese version Jeff Gerstmann imported over a decade ago. Shockingly, he lived to tell the tale, unscathed by the foreign language present on that accursed disc.

It's odd to me that Sony is scared that this niche-ass game won't sell unless it's in English.
 
It's odd to me that Sony is scared that this niche-ass game won't sell unless it's in English.

They have good reason to think this. In general terms, American's hate non-English language media. That fact is well known, and definitely affects sales.
 
Really amazing that Sony couldn't get this right. I would have cancelled the project immediately if I were in charge and found out they were basing it off the 50 Hz version.

Literally never ever releasing the game in the US is a far worse fate by any sensible measure than releasing a 50Hz version. I didn't notice anything weird and it displays on my monitor just fine.
 
I'm playing on a NA VITA (original OLED unit) and it's fine so far. Sometimes when the camera swings around Vibry there seems to be slowdown but I cannot tell if it's intended or not since I have no previous experience to go on. The music does change tempo sometimes, so it could be as designed.

Most of the time it's really smooth and I have no issues with inputs since the game is fairly generous with timing windows. Compare this to the PSP release of PaRappa where the input felt somewhat off compared to playing it on a PSX with a tube television. The inputs for PaRappa are much stricter than Vib Ribbon.

I'm having fun with it so far. I'd love to play this with the custom music option, but that's an impossible proposition on the VITA for obvious reasons.
 
Alright, I took a 60 fps video of my TV and it's clear that 1 out of every 6 frames is doubled--so yes, it's running at 50 Hz. I compared it to a video of the Japanese video, though, and both the music and gameplay were perfectly in sync, so while it's running at 50 fps, it's not actually running slower.

Of course, the PS3's PS1 game frame delay on top of an HDTV's display latency also makes it much harder than it should be, but that's something else entirely.

Also, an interesting little tidbit that surprised me: even for the on-disc music, the tracks are somewhat randomized; some of the obstacles in the video I saw were different than mine, and there were spots where there was an obstacle in my game but not in the video and vice versa.
 
Top Bottom