Action Replay
From Free net encyclopedia
- 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 had 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:
- With the Action Replay, you can obtain objects that are not obtainable during normal gameplay. Example: using the Action Replay to get the "Forbidden Four" NES games in Animal Crossing.
- Action Replay allows you to have infinite amounts of limited resources, such as lives, time, money, or ammunition.
- Action Replay lets you access levels that are not normally available (most of these levels were usually used for beta testing, or were removed from normal gameplay).
Specific:
- The Game Boy version of Action Replay allows Mew to be captured in Pokémon Red/Blue/FireRed/LeafGreen.
- The GameCube version comes with a FreeLoader, which allows you to play games from one country on a console from another country (e.g. Japanese games playing on a European GameCube).
- The Action Replay MAX (an updated version of the original Action Replay for PS2) also includes the ability to play DVDs from any region, manage memory card saves, download game saves and codes via a Network Adapter, and chat online via Datel's own network (again using the Network Adapter). The updated version also includes PC software that allows you to create discs playable on an unmodified PlayStation 2 containing items such as DivX-encoded movies, MP3s, Homebrew software, and a Mega Drive/Sega Genesis Emulator. USB Flash drive support is also included.
- The Action Replay MAX can be used to access the controversial "Hot Coffee" modification to Grand Theft Auto: San Andreas.
- The Action Replay for Xbox helps with an exploit which can allow for homebrew, unsigned code to be run on the Xbox.
- The Action Replay Max Duo for Nintendo DS and Game Boy Advance is similar to a normal Game Boy Advanced Action Replay, but can store Nintendo DS game saves.
- One of the most popular uses of the GameCube Action Replay is activating Super Smash Brothers: Melee's Debug Mode, which allows the player to use characters such as Giga Bowser and Master Hand, as well as a great amount of stages that could never be used otherwise.
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 Missingno. to appear, usually resulting in a corrupted game.
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 you have 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. People often throw away their corrupted memory card because they don't know this solution.
Versions for computers
- Commodore 64
- Action Replay
- Action Replay II
- Action Replay III
- Action Replay IV (1988)
- Action Replay VI (1989)
- Commodore Amiga
- Action Replay (A500 cart / A2000 CPU card)
- Action Replay (A1200 card)
- Action Replay Mk II (A500 cart / A2000 CPU card)
- Action Replay Mk III (A500 cart / A2000 CPU card) (1991)
- PC
- Action Replay PC (ISA card) (1994)
Versions for video game consoles
8-bit era
- Nintendo Entertainment System
- Pro Action Replay
- Sega Master System
- Pro Action Replay
16-bit era
- Sega Genesis/Megadrive
- Action Replay
- Pro Action Replay
- Pro Action Replay 2
- Super Nintendo
- Pro Action Replay
- Pro Action Replay MK2
- Pro Action Replay MK3
32/64-bit era
- Sega Saturn
- Pro Action Replay (also available with 4M RAM expansion)
- Sony PlayStation
- Action Replay (1995)
- Pro Action Replay (1996)
- Action Replay CDX (1997)
- Nintendo 64
- Pro Action Replay (1999)
- N64 Equaliser
6th generation era
Image:ActionReplay GameCube.jpg
- Sega Dreamcast
- Action Replay CDX
- Sony PlayStation 2
- Action Replay 2 (2000)
- Action Replay 2 V2 (2001)
- Action Replay MAX (2003, significantly updated in 2004)
- Action Replay MAX evo edition
- Microsoft Xbox
- Action Replay (2002)
- Nintendo GameCube
- Action Replay (2003)
Versions for handheld consoles
- Nintendo Game Boy
- Pro Action Replay
- Action Replay Online
- Action Replay Extreme
- Sega Game Gear
- Pro Action Replay
- Nintendo Game Boy Color
- Pro Action Replay
- Nintendo Game Boy Advance
- Action Replay (2001)
- Action Replay Duo (2005)
- Nintendo Gamecube
- Action Replay (2001)
- Action Reply MAX (2005)
- Nintendo DS
- Action Replay Duo (2005)
- PlayStation Portable (PSP)
- Action Replay MAX (2005)
See also
External links
- Hacking 101 – Learn how to make your own cheat codes for videogames
- CodeJunkies.com – Official Action Replay website
- GSCentral.org – GSCentral has all of Datel's official AR codes, in addition to codes created by individual enthusiasts
- Action Replay Central – Has many codes for the GameCube, especially Super Smash Bros. Melee.
- The GSHI – Several Action replay codes made by homebrew hackers.
- CheatZILLA.com, one of the oldest collections of Action Replay codes on the internet.
- GCN Hacker87 – Every code created in part or in full by GCN Hacker87.de:Action Replay