Action Replay Gamecube

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The Game Action Replay (nothing to do with the Action Replay from Datel) is a really cool NES accessory that lets your save your game at any point in. This is a tutorial on how to install and use the Action Replay Gamecube homebrew application for the Wii. This means you don't need to buy the AR GC disc, yo.

GameCube

Action Replay for GameCube

Datel Electronics has developed and manufactured the GameShark devices for InterAct for years. Now that the two companies have parted ways, the long-delayed GameShark for GameCube will be released by Datel as the Action Replay.

Datel’s Action Replay works much like its previous GameShark products: players load up the Action Replay disc, type in the codes specific to a particular game (found at CodeJunkies.com), then replace the disc with the actual game desired when prompted. Since typing in multiple codes each time you hit the reset button can get annoying quickly, Datel has included an adapter letting players store new codes on a special memory card. The Action Replay disc also comes preloaded with over 1,000 cheats for PAL, Japanese and US GameCube titles already in stores.

What kinds of codes can be found with the Action Replay? Datel’s product provides anything from quirky, pointless alterations to unlocked secrets to gameplay tweaks to infinite life or ammo hacks. And with Datel’s historically excellent user interface, players will have no trouble brining order to all the possible mayhem!

Datel’s system supports all games, and new codes will undoubtedly pop up whenever a new game is released. You can even help the greater community out by discovering new codes!

One lesser-known feature of the Action Replay is that it doubles as a FreeLoader, Datel’s mod-free import-unlocking GameCube disc. This means you can now play GameCube games from other regions without altering your hardware!

The Freeloader is priced at $39.99, although Datel will also offer a Limited Edition Action Replay that includes a 1,000 block memory card as well.

The European release date for the Freeloader is 5th February 2003 priced at around £19.99 and the Action Replay will be available from 12th February 2003 for around £29.99.

Action Replay for GameCube Review

by Ben Kosmina - August 22, 2003

GC

Game Profile

Worldwide Releases

Action Replay for GameCube
ReleaseFeb 18, 2003
GC

Action Replay for GameCube

by Ben Kosmina - August 22, 2003, 4:05 am EDT

Ben gives the GameCube Action Replay a whirl on both PAL and NTSC systems.

Replay

Please Note: The version of the Action Replay used for review purposes was Version 1.06. A newer version is available, which remedies problems running The Wind Waker and has a larger code database (but apparently removes WaveBird support completely). The newer version has a picture of Link on the box with 'Includes exclusive codes for The Legend of Zelda: The Wind Waker' on it.

The Action Replay has been out for a while now, and I've been able to give it a thorough testing as I use it nearly every time I boot up. When you get your Action Replay, you'll be surprised to see that it comes, not in a DVD case, but a cardboard box. The disc is slipped in between the manual's pages, which is the oddest way of packing a disc ever. The first thing you'll need is some kind of case to protect your disc. You also receive a special 'Action Replay' memory card, which is inserted into slot B of your GameCube. This memory card saves any additional Action Replay data you enter, such as new codes or titles for your GameCube.

Once you have all your bits and bobs in place, you simply turn on your GameCube and you'll be taken to the Action Replay main menu. Actually, no. If you use a WaveBird, you'll run into the AR's first problem. It doesn't automatically detect WaveBird controllers. You'll need to turn on your WaveBird, hold a button (preferably not the A Button, as that will take you into the GameCube's system menu) and THEN turn on the GameCube. Once you're in the Action Replay menu, then you can let go of the button.

The AR is pretty simple to use, as it is menu driven. You'll initially start with four options: Start Game, Freeloader, Action Replay Codes, and Options. “Start Game' boots up the game you were last playing with codes. For example, if you played Metroid Prime with Infinite Missiles and Health, then you can select Start Game the next time you play and you'll use those same codes from your previous session (provided you're booting up Metroid Prime again). “Freeloader' runs the Freeloader disc. “Action Replay Codes' gives you a menu of codes as well as the option to add more codes. “Options' allows you to adjust saving options and the like for the Action Replay card. Entering new titles and new codes is pretty cumbersome via the onscreen keyboard. It would have been a bit more user-friendly if the Space and Caps Lock Toggle were assigned to the L and R buttons, which aren’t used at all.

Now for the tests. First, I put the Action Replay in a PAL GameCube with a copy of Sonic Adventure 2: Battle, trying it both with and without cheat codes. The game ran smoothly without any problems, and when using the cheat codes, performed as expected. When trying an NTSC version of Star Fox Adventures on the PAL GameCube, the game ran smoothly without any issues at all with or without a selection of codes.

After this, I gave the AR a spin on a Panasonic Q. (The Q's only difference is in its appearance and the addition of a DVD player. The innards of the GameCube system are the same as a regular NTSC GameCube.) The first game tried was again, the NTSC Star Fox Adventures. Trying it both with and without codes, it performed just as smoothly as normal. So far, so good. Trying a Japanese copy of Super Mario Sunshine also proved to be okay. The final test was a PAL copy of Sonic Adventure 2: Battle. Here's where the trouble started.

When trying to play Sonic 2 PAL on my Q, the cut-scenes seemed to be a little out of sync with the voices (more than usual -- it's not the bad dubbing I was seeing). Trying out some codes made things worse. There was a green line at the top of the screen, which later became a thin line of coloured mess. The cut-scenes were again out of sync, possibly more than previously.

I then tried Bomberman Generation. Without codes, the game was slightly out of sync and also ran a bit slower than normal. Entering codes slowed it down painfully. It was possible to finish the game, but when the end credits were running, the music made it halfway through a second run. The cheat codes DID work, but at a cost of an agonizingly slow game.

The next game I tested was the PAL version of Luigi's Mansion. Surely this, the first GameCube game, could not have problems. However, it too suffered when running with codes. While it seemed to run fine without, turning on codes caused a fair amount of slowdown.

Finally, I tried a more recent game, The Legend of Zelda: The Wind Waker. At first, I didn't enter any codes. The game wouldn't boot at all. Consulting the manual, it was possible to get Wind Waker to run by using the Freeloader's third boot method (pressing 'Y' when in the Freeloader mode and selecting Europe as my region). It ran smoothly without any problems. Out of curiosity, I wondered if it would be possible to cheat in Wind Waker. It was difficult, but you can activate codes by once again using the Freeloader's third boot method. It was a partial success -- the game ran, the codes worked, but the entire game was displayed in bizarre neon colours. Ah well.

Replay

Overall, the Action Replay is a capable piece of hardware. It 'does exactly what it says on the tin', as they say. It's perfect for PAL gamers who are planning to import and/or cheat, and also great for any potential cheaters out there. It's not as good a solution, however, for NTSC gamers importing PAL games, due to slower game speeds and other problems. Nonetheless, most games do run. Cheat-wise, NTSC gamers will benefit more from the Action Replay as they'll get more cheat updates than their PAL counterparts, and in most cases, more or better codes.

Score

AppearanceComfortQualityValueConstructionFinal
807087
Appearance

The Action Replay card is slick and neat, and isn't unnecessarily bulky. The Disc's interface is clear, neat and simple to navigate through, and comes with a fair amount of codes for all regions. Sadly, the on-screen keyboard can be pretty awkward -- CodeJunkies should check out the Animal Crossing keyboard for a good example of a user-friendly on-screen keyboard.

Comfort
Action

N/A

Quality

Aside from the fact that the disc comes slotted in the manual instead of in its own case, the Action Replay is a great product. Easy to use, and it hasn't failed me so far or caused anything to fry or explode. Always a positive.

Value
Action replay gamecube sd media launcher

N/A

Construction

Does what it promises, to a degree. With only a minor amount of problems (and even after a bit of fiddling, you can still get most games to run), players can cheat to their heart's content.

Action Replay Gamecube
Final

Those using this for cheating, I'd recommend you use NTSC games. Those using this for importing, I'd recommend you're importing NTSC games. While PAL is supported, it's to a much more limited degree. Of course nothing beats having a GameCube for each region, but for those of who can't afford that (that'd be pretty much everyone except mad people like me, then) the Action Replay is certainly an option. If you're just after importing, you might want to get the Freeloader, but keep in mind that the Action Replay can allow codes to be entered to remedy game boot problems (F-Zero GX is a fine example of this).

Review Page 1

Summary

Pros
  • Great solution for PAL gamers who want to run NTSC games as well with or without cheats
  • Overall interface is clear and simple to use.
  • Useful for players who want to cheat or complete games with help on their own system format
Cons
  • Cheats are limited to what CodeJunkies eventually hack for you.
  • Doesn't detect a WaveBird unless you hold a button on boot-up.
  • Infrequent PAL code updates -- NTSC games seem to get preferential treatment.
  • No Disc case? That's just bizarre.
  • On-sceen keyboard is clunky.
  • PAL games on NTSC systems can often glitch when running with codes.
Review Page 2: Conclusion

Action Replay Gamecube Wii

GC

Game Profile

Worldwide Releases

Action Replay Gamecube Ebay

Action Replay for GameCube
ReleaseFeb 18, 2003

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