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Action Replay

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This article is about the Action Replay video game accessory. For other uses, see Replay.
Action Replay is the brand name of a series of devices created by Datel, primarily used for changing the behavior of video games. Currently, Action Replay is available for the GameCube, Game Boy Advance, PlayStation 2, Xbox, Nintendo DS, and PlayStation Portable (PSP).
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Origin and history

Action Replay has its roots in the Commodore 64 home computer. In its trademark red cartridge, the Action Replay was one of the most popular turbo cartridges; that is, cartridges that allowed faster disk and tape operations, allowing for example most of the disk operations to run 10 times faster. Another key point was it that it was also a freezer cartridge, which meant it could stop the current program, save memory contents on tape or disk, and when this file was loaded again (on a C64 which need not have the cartridge installed), the program would continue from the exact same point. This allowed single-load games to be backed up and copied. The cartridge also included a lot of other utilities, like floppy disk file management and disk copying features.

Since then, there have been many revisions of the theme for various systems, but they have all, with some exceptions, retained the same feature found in C64 version, that is, the ability to examine memory locations and — more importantly — modify them. The exception to this rule are the Xbox and PlayStation Portable Action Replay devices, which are save game transfer devices, as well as the Nintendo DS Action Replay, which is a save game transfer device with memory modification features limited to Game Boy Advance games.

Typical features

General:

Specific:

Criticisms

Datel, the maker of Action Replay, has received several criticisms from the gaming world over its products. One of the most popular complaints is the so-called "planned obsolescence" where codes for a just-released game require the most recent version of the cheat software. Datel is also notorious for its poor codes support; many gamers have to wait for weeks for Datel to release its code for a particular game and very often, the codes themselves are not complete. For example, in the game Gran Turismo 4, Datel released the codes more than one month after the game's release date. Even with such a late schedule, most of the codes are for changing the car in the Arcade mode. More desirable codes such as lap-reducing codes (to shorten the amount of time needed to complete an Endurance race) were posted after several requests and much anger from users. Datel also offered a CD with cheats specifically for Gran Turismo 4 but given the company's track record, few gamers were convinced.

Datel also encrypts the codes on the Action Replay; this was meant to stop hackers from translating its codes for use in other cheating devices, but it prevents users from making their own codes for their games. It also prevents the creation of codes using a template. Cheat codes normally involve a memory address, a value, and sometimes a trigger that says when the code is activated (always on, on at the start, on after a certain button press); because of this, for some games it is possible to create a code template, and derive hundreds of codes by modifying the values. For example, in a role-playing game, one can use a code template and a table of values to create a code that will give any character, any piece of equipment in the game. By encrypting the codes, it is not possible to use such a template, and any code must be created and distributed by Datel; because of the sheer number of codes that can be created in this fashion, it is not plausible for Datel to release a list of codes with this versatility.

Sometimes, the codes for certain first-party games on the GameCube make it impossible to go further into the game with cheats activated (e.g. Pikmin and Star Fox Adventures). Other times, cheats freeze the game in the first stage (e.g. if cheats are activated at the beginning of Super Mario Sunshine and Metroid Prime, the game will freeze, and the system will have to be switched off). Also, in Pokémon games, advanced-generation ones especially, using the "Instant Win" code causes the glitch character "?????????" to appear, usually resulting in a corrupted game. That being said, Datel's website often indicates when a code should not be used.

A common infamous thing the PS2 Action Replay version does is corrupting memory cards. People usually think there is no way to erase the corrupted data, when in fact, the Action Replay has a solution to the problem it started. When one has un-erasable data on your memory card, use an Action Replay and go to the "Max Memory" section. Referring to the instructions book, highlight the device desired to format (erase all data). Then, press square, and the whole memory card is like in "new" condition, and you are ready to use it again. If one owns a MAX Drive or compatible USB device for one's Action Replay disc, or even another memory card, it is much advised that all non-corrupted data be copied to one of the aforementioned data storage devices before the unusable memory card is formatted. The data can then be copied back over to the memory card, sans corrupted data. People often throw away their corrupted memory card because they do not know this solution.

Versions for computers

Versions for video game consoles

8-bit era

16-bit era

32/64-bit era

6th generation era

Versions for handheld consoles

See also

External links

 


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