Little do you know about the suffering in being a pal gamer...
Before the Godly Dreamcast was launched, PAL users always had to settle for 50 hz games. Well, in exchange for the lower refresh rate, PAL granted a slightly better vertical resolution...
Problem was; when porting games from ntsc (jap or us) standards to Pal with no optimization, the following things happened:
1) due to the slightly higher res, the same amount of pixels which would fit the entire height of the screen in ntsc, would fit a 'shorter' vertical area in pal. Therefore making characters shrink and look fat and leaving 2 rather large black areas above and underneath the "gaming screen". You'd play game in letterbox, basically, and with wrong geometry.
2) Lazy ports didn't take into consideration correct 'timing' but only 'frames'. In other words: Let's say it takes 60 frames to throw a punch in the ntsc version of Tekken 2 (which was actually one shitty port for us pals). In the pal version, your character still needed the same 60 frames of animation to complete the movement. Obviously, while it took the ntsc version one second to display the movement, the pal version would take 1 full second PLUS another 1/5 of a second (10 frames). 1"20 if you prefer. A whole 18.5% slower, and that's a lot.
Shit like this still happens; Anyone who experienced playing as a short, fat Dante in a very slow Devil May Cry knows far too well...
Dreamcast was a Godsend, as it was the first console to allow pal gamers to display games in ntsc resolution at 60hz. Xbox and, to a slightly lesser extent, Nintendo Gamecube followed it's footprints, while Ps2 still has quite a few shitty pal ports.
I'm guessing this is what happened to Pal Burnout 3; the game just runs slower when displayed at 50hz, and that's why it wouldn't be fair to let 50hz'ers and 60hz'ers compete against each other. Not that it's a major problem anyway; 98% of pal xbox owners play in PAL60 anyway, and i think they will be able to compete with ntsc users.