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Action Replay

Action Replay is the brand name of a series of video-game cheating devices, such as cartridges and discs, created by , a UK-based developer and manufacturer of gaming enhancement products and hardware peripherals. These devices enable users to input codes that modify a game's during , providing cheats like infinite lives, unlimited ammunition, level warps, and access to hidden features such as debug menus or unobtainable items. Originally developed for home computers including the Commodore 64 and , the Action Replay line expanded to support a broad array of platforms, encompassing early systems like the IBM PC compatibles as well as consoles such as the Game Boy, , PlayStation 2, and . Later versions incorporated additional functionality beyond , including save state management, region-free gameplay, and the ability to load homebrew applications or recover corrupted saves. As one of the longest-running and best-selling cheat system brands, Action Replay has influenced gaming culture by empowering players to explore and customize experiences, while also aiding developers in testing and modding communities through its memory manipulation capabilities.

History and Development

Origins in the 1980s

Action Replay was developed by Electronics, a UK-based company, as a hardware cartridge for the Commodore 64 home computer, debuting in mid-1986. This device emerged amid the limitations of early 1980s gaming software, which often lacked built-in pause or save functionalities, forcing players to restart lengthy sessions from the beginning. The initial design emphasized practical utility over gameplay manipulation, allowing users to pause a running program mid-execution via a dedicated freeze button and capture the full system state for storage on floppy disks or audio cassettes. By dumping the 64's 64KB contents—along with and other regions—Action Replay enabled reloading exact game positions later, effectively simulating a save state in an era when such features were rare in commercial titles. This addressed key frustrations in complex games like adventures or simulations, where progress could take hours to achieve. Early models, such as Action Replay MK1 and MK2, both released in 1986, integrated directly into the Commodore 64's expansion cartridge slot for seamless compatibility. These versions featured a compact 16KB for the operating system but no additional , relying on the host computer's memory for operations. Basic memory dumping techniques were handled through simple menu-driven commands accessed after freezing, supporting backups to disk via standard drive protocols or to tape for portability. These foundational tools laid the groundwork for later expansions into code modification capabilities.

Company Background and Evolution

Datel Electronics was founded in the early 1980s in the United Kingdom by Mike Connors, initially specializing in consumer electronics such as citizens band (CB) radios before pivoting to peripherals for home computers like the Commodore 64. Datel Electronics Ltd. was incorporated on 1 July 1985. The company established Datel Design & Development Ltd. in 1993 to focus on video game accessories, marking a shift toward gaming hardware amid the burgeoning home computing market. Action Replay, Datel's flagship brand, debuted in 1986 for the Commodore 64 as a freezing and memory backup utility, evolving by the late 1980s into comprehensive cheating tools that addressed growing demand for game enhancements as console gaming expanded. This transition was fueled by the rising popularity of titles requiring modifications for infinite lives or unlocked levels, positioning Action Replay as a key player in the unlicensed peripherals sector. Datel entered the console market in the early 1990s with versions for systems like the Mega Drive, broadening its reach beyond PCs. Throughout the 2000s, encountered significant legal challenges from over rights related to Action Replay software for consoles, including a 2012 alleging by altering game RAM values; these disputes culminated in a 2024 European Court of Justice ruling favoring , affirming that such tools do not infringe on game code when run separately. In response to industry pressures, the company adapted by introducing PowerSaves in the , a line of save-editing and cheat devices for handhelds that emphasized user-friendly USB-based updates over traditional cartridges. Datel's transitioned from standalone hardware cartridges—peaking in popularity during the and with widespread adoption for major consoles—to hybrid software-hardware solutions, sustaining sales through online code downloads. As of 2025, remains active in legacy gaming support, offering Action Replay and PowerSaves for older platforms like the and accessories, though without new major releases for contemporary systems.

General Features

Core Cheating Functions

The core cheating functions of Action Replay devices revolve around the entry of hexadecimal cheat codes to directly modify game , enabling users to alter variables such as , resources, or progression states during . These codes typically consist of -value pairs in hexadecimal format, where the specifies the location (e.g., RAM offset for a game's lives ) and the value sets the desired modification (e.g., 0A for 10 lives). For instance, a code like "8012:0A" might set infinite lives by writing the value 0A to the 8012, effectively freezing the lives at 10 regardless of in-game losses. This mechanism allows for straightforward cheats like infinite or by targeting specific byte or word values in the game's runtime . Action Replay devices achieve memory patching by intercepting the game's ROM or RAM through hardware integration, such as cartridge mapping or interrupt handling, to apply codes dynamically at runtime. Upon activation—often via a button press or automatic loading—the device executes a monitor program from its internal ROM, which remaps memory access and writes cheat values during frame intervals like VBlank to avoid disrupting gameplay. The patching process involves searching for target addresses (e.g., using known-value scans: observe 48 bullets, fire one to 47, then modify matching addresses to a high value like FF for unlimited ammo) and applying persistent overrides. Codes follow a standardized hex syntax across platforms, such as "00AA AADD" for Sega systems where AA is the RAM address (C000-DFFF) and DD the byte value ($00-FF), ensuring compatibility while requiring platform-specific addresses due to varying memory layouts. Basic operations enabled by these functions include level warping, achieved by modifying progression flags or coordinates (e.g., setting a level byte to 05 to skip to stage 5); item multipliers, such as amplifying or by writing multiplied values (e.g., for set to 9999 in as 270F); and unlocking hidden content through manipulation (e.g., toggling a 01 value at a secret unlock to access bonus levels). These alterations provide immediate advantages without altering the base game files, focusing on direct RAM intervention for reversible, on-the-fly changes. Save state features, such as pausing to apply codes mid-game, complement this but are secondary to core memory editing.

Advanced Capabilities

Later iterations of Action Replay introduced save state functionality, allowing users to capture mid-game snapshots for later resumption, particularly in PC and early console versions. In the PC edition, this was implemented via a "freezing" feature that paused and saved the game's memory state to disk, enabling restarts from exact points even in games without native save support. For console adaptations like the Game Boy Color's Action Replay Extreme, similar freezing allowed snapshot storage in internal memory, while later models such as the DS's Action Replay DSi expanded this to game save backups stored on MicroSD cards, with options to create multiple backups per title and restore them to cartridges. These features relied on external media like SD cards in devices from the mid-2000s onward, providing portable storage without altering the original game hardware. Region-free playback emerged as a key advancement in console-specific versions, circumventing import restrictions through firmware modifications that bypassed region checks. For the 's Action Replay MAX, the integrated DVD X tool enabled multi-region DVD movie playback on unmodified consoles by altering region verification during boot. Similarly, the GameCube's Action Replay Freeloader , released by in 2003, de-zoned the console to allow NTSC and PAL game compatibility, inserting before the target to override regional locks without permanent hardware changes. This capability extended to other platforms like the original , where Action Replay cartridges modified checks for seamless cross-region operation. Homebrew and backup support further enhanced utility in later devices, permitting custom code execution and data preservation. The Action Replay DSi's file browser allowed loading and running homebrew applications in .nds format directly from MicroSD cards, facilitating custom games and tools alongside cheat integration. Backup functions enabled dumping game saves to external media for editing or archiving, with the PS2's MAX Memory Manager supporting transfers, compression (up to 10x storage efficiency), and deletion between memory cards and USB drives. However, loading unverified homebrew or improper firmware hacks carried risks such as glitches, save corruption, or potential bricking of the device if misused. Certain versions incorporated multimedia capabilities, transforming the device into a versatile media hub. The PlayStation 2 Action Replay MAX featured a MAX Media Player for playback of MP3 and WAV audio, AVI/MPEG/MP4 videos, and image viewing from CD-R or USB flash drives, all on standard consoles without modifications. It also included a PGEN emulator for running Sega Genesis/Mega Drive ROMs, supporting retro gaming backups in .SMD or .BIN formats prepared via PC software. These extras, introduced around 2003, emphasized Action Replay's evolution beyond cheating into broader entertainment tools.

Versions for Computers

Commodore 64 Versions

The Action Replay cartridge series originated on the Commodore 64, a popular 8-bit powered by the 6510 CPU, where it was designed as a hardware expansion plugging directly into the system's 44-pin expansion port to enable memory manipulation and game enhancement without requiring software installation. Released by Datel Electronics starting in 1986, these cartridges marked the debut of the Action Replay line, focusing on freezing program execution for and backups while addressing the C64's hardware constraints, such as its 64KB addressable memory and limited I/O capabilities. The initial Action Replay MK I, launched in mid-1986, provided foundational features including a single freeze button to pause running programs, allowing users to inspect and edit via a menu that supported poke operations for simple memory modifications. It also incorporated a fastloader for quicker tape and disk access, a wedge for command-line file operations, and the ability to dump frozen program states to or for backups, all housed in a 16KB without additional expansion. This model emphasized practical utility for game preservation and cheating, such as altering values to gain infinite lives, though its was rudimentary compared to later iterations. Building on the I, the Action Replay II arrived later in 1986, introducing an optional Diskmate ROM switch for enhanced disk handling and improved save speeds to or disk, while retaining the core freeze and dump functions. It added basic cheat entry through menu-driven poke commands, making it easier for users to apply modifications without deep programming knowledge, and maintained the 16KB design without dedicated . These enhancements addressed user feedback on loading times, positioning the II as a more reliable tool for the C64's disk-based game ecosystem. The MK III, released in 1987, expanded capabilities with a dedicated button alongside the , enabling safer during sessions, and introduced a full code inspector for viewing and editing. Supporting fast-loading for cracked games via its fastloader and Diskmate integration, it facilitated quicker backups and application, still using a 16KB without extra but optimizing for the 6510's architecture to minimize conflicts with the C64's VIC-II graphics chip. This version became popular among programmers for its improved menus, allowing targeted searches for game variables like health or score. By 1988, the Action Replay MK IV introduced 32KB ROM banking for greater flexibility in handling larger programs and added support for programming, permitting users to write custom code directly to erasable memory chips. Its integrated provided advanced with hex editing, disassembly, and commands, while preserving pause, dump, and fastload features from prior models; early variants lacked dedicated RAM, but subsequent v4.x updates incorporated 8KB of expansion RAM for temporary storage during operations. The MK IV also included utilities like sprite monitoring and disk turbo loaders, enhancing compatibility with protected software on the C64 . The final Commodore 64 iterations, MK V in 1989 and MK VI around 1990, refined the with professional enhancements such as floating overlays for real-time debugging and expanded support up to 32KB, alongside 8KB in later versions like v5.0 and v6.0. These models consolidated features like comprehensive hex editing, cheat entry, and high-speed cracks into a polished package, serving as the endpoint for C64-specific development as shifted focus to 16-bit systems. Overall, the series evolved from basic freezing tools to sophisticated debuggers, significantly aiding the C64's homebrew and cracking communities through tailored to its 6510-based .

Amiga Versions

The Action Replay for the platform was developed as a software-hardware solution tailored to the system's 16/32-bit and custom , primarily targeting game modification and . Early iterations focused on the and 1000 models, providing essential freezing and memory editing tools for the era's demanding titles. These versions connected via the side expansion port, enabling users to interrupt execution mid-game for and alteration. The inaugural Action Replay Mk I, compatible with the and 1000, debuted in 1990 and served as a foundational "freezer" . It allowed pausing of games, facilitating memory inspection and modification to bypass protections or adjust variables, as demonstrated in complex strategy games requiring save states during play. Key utilities included a 68000 assembler/ and viewer, which proved invaluable for developers and crackers navigating the Amiga's multitasking . The 's emphasized with the base 512 KB Chip RAM configuration common to these machines, without adding extra memory itself but optimizing access to existing resources. The Action Replay Mk II, released in the early 1990s for and 2000 models via the 86-pin CPU slot, built on the Mk I with additions like a boot selector, picture editor, sound tracker, turbo fire manager, disk encoder, integrated DOS commands, and music ripper supporting 32 sample formats. It also supported Kickstart patching for enhanced . Subsequent enhancements, such as the Action Replay Mk III released in 1991 for , 1000, and 2000 models using side or CPU expansion, introduced a deep trainer editor for automated creation, burst nibbler, PAL/ switch, joystick handler, and improved expansion support, alongside built-in virus detection routines to scan and neutralize bootblock threats prevalent in pirated . The Mk III also supported Kickstart patching, allowing users to modify the bootstrap loader for extended with third-party hardware or enhanced OS features, such as enabling hidden Kickstart functions on restricted setups. involved booting from the provided disk after hardware insertion, with the software leveraging the Amiga's ECS/ chipset for seamless integration. Later, the Action Replay IV, adapted for advanced models like the 1200 and 4000 in the mid-1990s, connected via the trapdoor expansion slot and was supplied with software on . It retained features like game trainer editors, virus detection, and Kickstart patching, optimized for the chipset. A hallmark feature across Amiga Action Replay implementations was real-time through copper list manipulation, exploiting the Amiga's dedicated for hardware-accelerated graphics and sound alterations. Users could assemble and inject custom copper instructions to modify display parameters, sprite positions, or audio channels on-the-fly, enabling advanced cheats like infinite lives via dynamic tweaks or visual enhancements in games reliant on the chipset's and capabilities. This functionality, accessible via the cartridge's integrated copper assembler/, distinguished Amiga versions from simpler 8-bit counterparts by harnessing the platform's multimedia strengths for precise, low-level interventions. Development of Amiga-specific Action Replay products tapered off in the mid-1990s, coinciding with the decline of the Amiga market following Commodore's bankruptcy in , which curtailed hardware innovation and software support for the ecosystem.

PC Versions

The PC versions of Action Replay, developed by , marked a shift from hardware cartridges used on earlier platforms to integrated hardware-software solutions tailored for PC compatibles, emphasizing memory manipulation for and early Windows games. Released in , the initial edition targeted 286, 386, and 486 processors, requiring an 8- or 16-bit expansion card installed in a free slot, along with EGA or VGA graphics support and a hard disk for installation. This version functioned through a terminate-and-stay-resident (TSR) program named AREPLAY.COM, loaded via AUTOEXEC.BAT to enable real-time access to running applications without interrupting gameplay. Core features included a memory trainer for searching, modifying, and saving RAM values to generate universal cheat codes—such as infinite lives or level skips—applicable across compatible systems; additional tools encompassed slow-motion playback, screen capturing, virus detection, and save states for pausing and resuming games. It supported popular DOS titles like Doom by allowing users to freeze execution, inspect memory addresses, and apply parameter tables stored in .PMT files for persistent modifications. In 1998, released an updated edition for and 98, adopting a delivered via and authenticated by a to prevent unauthorized use. This software-based toolkit extended compatibility to DirectX-accelerated games, providing automated code scanners—often called "pokefinders"—to iteratively locate and edit memory locations for cheats by guiding users through processes like losing a life and refreezing the game state. These PC implementations remained focused on single-player enhancements through the early , with compatibility extending to but no further official updates or support for and later systems as of 2025, rendering the tools largely obsolete amid modern anti-cheat protections and free alternatives.

Versions for Home Consoles

Third-Generation Consoles

The transition of Action Replay devices to third-generation consoles marked an adaptation of Datel's computer-oriented cheating tools into dedicated hardware for 8-bit gaming systems, beginning in the early 1990s. These cartridges bridged the gap from software-based modifications on personal computers to plug-and-play solutions for home consoles, focusing on memory patching to enable gameplay alterations without altering the original game cartridges permanently. The Pro Action Replay for the (), released around 1991 by Electronics, functioned as a lock-on that allowed users to input up to five custom cheat codes via an integrated trainer accessed by resetting the console. It supported basic cheats such as infinite lives in titles by applying mapper overrides to modify program ROM, character ROM, or RAM addresses during gameplay. Additionally, the device included a switch to enable compatibility for PAL-region NES consoles, enhancing its utility in European markets. A bundled code book provided examples and instructions for code entry in format. For Sega's third-generation platforms, Action Replay versions debuted with the basic model for the in late 1991 or early 1992, featuring a dated 1991, followed by the Pro Action Replay for both the and in 1993. These lock-on cartridges included over 50 preloaded cheat codes in an accompanying booklet, optimized for the Z80 CPU architecture shared by the and . Users could activate codes to grant effects like unlimited ammunition or level skips in titles such as , with the Pro version adding a trainer for custom inputs. The edition also supported codes via a converter , broadening compatibility. These early console devices were limited by the hardware of the time, lacking advanced features like save states due to insufficient onboard memory and processing power; instead, they emphasized simple, real-time patches for immediate activation. Released in the early amid growing popularity of 8-bit consoles in and limited North American distribution, they preceded broader legal scrutiny of cheat hardware and are now items among retro gaming collectors.

Fourth-Generation Consoles

The fourth-generation consoles, including the (SNES) and Sega Mega Drive (also known as ), marked a significant expansion for Action Replay devices, which evolved from basic utilities to more sophisticated cartridges capable of storing and applying multiple codes in . These versions catered to the 16-bit era's growing library of complex games, enabling users to modify gameplay elements such as lives, levels, and abilities without altering the original cartridges. Released amid rising demand for game enhancements, these devices introduced battery-backed for code persistence and processor-specific patching to integrate seamlessly with console .)) For the SNES, launched the Pro Action Replay in 1992 as a direct competitor to devices like the Game Genie, functioning as a passthrough that intercepts and modifies RAM during gameplay. It supported a range of cheats for popular titles, including infinite lives and level skips in , allowing players to access hidden areas or extend play sessions effortlessly. In some regions, this device was rebranded under name, maintaining the core functionality of real-time code application while adapting to local market preferences. The hardware emphasized compatibility with the SNES's 65816 processor, enabling precise interventions in game logic without requiring external tools.)) The Mega Drive version of Action Replay debuted in late 1991 in the United Kingdom, featuring a design that allowed activation via a switch for on-the-fly code toggling during play. It included pre-loaded codes for games like , such as stage selects and unlimited rings, which helped users explore extended levels or overcome difficult sections. An enhanced Pro Action Replay variant followed in early 1992, expanding support to up to 20 simultaneous codes and incorporating a built-in trainer for monitoring and editing game variables in real time. Tailored to the Mega Drive's processor, the device applied patches to exception vectors and memory addresses, ensuring stable modifications even in fast-paced titles. Its hardware incorporated 8 KB of battery-backed to save custom codes, preventing loss upon power-off and facilitating repeated use across sessions.)

Fifth-Generation Consoles

The Action Replay for the , released in 1995 by , was distributed as a bootable CD to accommodate the console's lack of a parallel I/O port on later models, enabling users to input cheat codes directly from the disc interface. This version introduced CD creation tools for generating backup discs of original games, facilitating the playback of copied media through a disc swap method where the original Action Replay CD boots the system, followed by swapping to the backup while bypassing the lid sensor. For region unlocking, the same swap technique allowed imports from other territories by tricking the console into recognizing the disc as legitimate after initial boot. Popular titles like benefited from extensive code support, with hundreds of Action Replay codes available for modifications such as infinite gil, max stats, and item duplication, enhancing gameplay in this landmark . For the , Datel's Action Replay cartridge debuted in 1999, integrating directly with the console's controller pak for cheat code execution and memory management functions. This device plugged into the cartridge slot, allowing users to load codes for games like GoldenEye 007, which supported cheats for infinite ammunition, level skips, and character modifications via the pak interface, though its capabilities were constrained by the N64's cartridge-based architecture that prevented disc-style backups or optical media handling. The integration enabled seamless save data transfer between paks, but the lack of expandable support limited it to in-game patching rather than full . Adaptations for the , starting with the Pro Action Replay in 1995, utilized a format to deliver cheats and region-free playback for games. This version supported emulation through boot modes that facilitated backup loading via swap tricks, particularly useful for titles like , where codes unlocked hidden levels, infinite lives, and enhanced graphics options. By 1997, the Action Replay Plus iteration added 4MB RAM expansion for demanding games requiring additional memory, marking an early innovation in expandable storage for cheat devices. The saw the Action Replay CDX in 1999, functioning as a bootable disc that prompted users to select cheats before inserting the game , enabling modifications for titles with optical media. This adaptation emphasized disc for backups, allowing region unlocking and code application without hardware modifications, though it relied on the console's lid sensor bypass for full import support. Across these fifth-generation platforms, Action Replay innovations included the widespread adoption of memory expansion features, such as integrated pak management on the N64 and RAM carts on the Saturn, which allowed for more complex game mods beyond simple 2D ROM alterations.

Sixth-Generation Consoles

The Action Replay MAX EVO, released by in 2004 for the , introduced USB connectivity for downloading and managing cheat codes directly from a , allowing users to update their code lists via the MAX Drive software available on Datel's website. This device supported the creation and burning of backup discs for games, including popular titles in the Grand Theft Auto series, enabling players to apply cheats and modifications without relying on original media. The EVO edition featured updates that enhanced compatibility with newer PS2 games and addressed issues with code application, ensuring smoother integration of enhancements like infinite health or unlocked levels. For the original Xbox, Datel launched the Action Replay in 2003 as an 8MB device that facilitated the transfer and storage of modified game saves directly to the console's internal hard drive, simplifying the process of applying cheats without additional . It included a code browser interface for selecting and activating multiplayer-specific enhancements, such as those for , where users could enable features like unlimited ammunition or god mode during online sessions. This version emphasized seamless integration with the 's storage system, allowing quick loading of pre-configured cheat profiles for titles supporting Xbox Live. Datel's adaptation of Action Replay for the GameCube, introduced in 2003, primarily operated through a bundled inserted into slot B, limiting its functionality to cheat code loading and save modifications due to the console's stringent mini-DVD mechanisms. The device included over 1,000 preloaded cheats for launch titles and doubled as a FreeLoader for playing imported games, but its disc-based operations faced restrictions from the GameCube's security, preventing full disc backup capabilities seen in PS2 versions. Users relied on the for storing and applying codes, with an adapter enabling updates from standard cards. Datel provided regular code pack updates through their website (codejunkies.com) from 2002 until around 2010, supporting PS2, Xbox, and GameCube versions with downloadable lists compatible via USB, broadband adapters, or update discs. These updates ensured ongoing support for new releases but encountered compatibility issues with later console firmwares, such as the PS2 slim models' stricter disc reading and the GameCube's DOL-101 revision, which required specific Action Replay versions (e.g., 1.14 or higher) to function properly.

Seventh-Generation Consoles

The seventh-generation consoles marked a challenging for Action Replay devices, as manufacturers like , , and implemented robust online security and protections that curtailed traditional cheat hardware. Datel's adaptations shifted toward save file modifications and exploit-based loaders, reflecting the industry's move toward licensed peripherals amid escalating measures. For the Nintendo Wii, Datel released an SD card-based Action Replay in 2012, enabling users to load cheat codes via the Wii Message Board and navigate them using the Wii remote's directional buttons and cursor. This version supported thousands of preloaded codes for games like Super Mario Galaxy, allowing modifications such as unlimited lives, infinite health, and unlocked galaxies to enhance exploration and progression. An earlier disc-based iteration launched in 2008 but relied on a specific IOS exploit that Nintendo patched with system update 3.3 on June 16, 2008, rendering it obsolete shortly after release. The 2012 model's functionality remained constrained by Wii's evolving IOS vulnerabilities, with no further major updates beyond that year, as Datel pivoted from full code injection to more limited powersave features. Datel's Action Replay for the , released as PowerSaves in July 2009, emphasized save file editing over direct code cheats to navigate Microsoft's security. Users could download professionally modified saves via a web-to-console system, unlocking content like all achievements or maxed characters in titles such as , and resign saves for cross-profile use. However, the device faced early discontinuation due to Microsoft's aggressive bans on modified hardware, which prohibited online play and led to widespread console suspensions starting in 2007. No dedicated Action Replay hardware emerged for the PlayStation 3, as Sony's Blu-ray-based security and rapid firmware patches thwarted third-party loaders and cheat devices by 2008. Overall, seventh-generation support represented Action Replay's final significant home console push, with updates tapering off around 2012 amid hardware locks on subsequent generations like the and ; as of 2025, offers no official products for eighth- or ninth-generation systems.

Versions for Handheld Consoles

Game Boy and Game Boy Color

The Pro Action Replay, developed by Electronics, was introduced in the mid-1990s as a third-party cartridge for the original , enabling players to input special codes that modified gameplay elements such as lives, items, and game states. This device featured a distinctive fold-over, pass-through design that allowed the cartridge to be inserted directly into it, minimizing protrusion from the console's top edge and facilitating seamless integration without slot conflicts. It came preloaded with a selection of predefined cheats for popular titles and included a built-in game trainer mode for creating and entering custom codes, making it accessible for users to experiment with basic ROM modifications like infinite items or health boosts. In 1999, Datel released an updated version optimized for the Game Boy Color, known as the Action Replay Pro, which enhanced compatibility with color-exclusive games such as The Legend of Zelda: Oracle of Seasons and Oracle of Ages while retaining backward support for monochrome titles. This iteration expanded the preloaded library to over 100 cheats, focusing on common enhancements like unlimited resources and level skips, and improved the for easier code entry on the handheld's limited screen. The pass-through hardware remained central, adapting to the Game Boy Color's slightly thicker form factor to ensure stable connections during extended play sessions constrained by battery life. By 2001, the lineup evolved further with the Action Replay Extreme for , incorporating advanced features like a code generator for on-the-fly cheat creation and a "freeze" function to pause and manipulate save states mid-game. A special Pokemon edition of this model was also produced, preloaded with tailored codes for Generation II Pokemon titles including , , , , Silver, and , supporting modifications such as infinite items and simplified trading mechanics via save edits that simulated partner exchanges without requiring a second console. These devices gained significant popularity among players of early Pokemon games on and , where they were frequently used to exploit glitches—such as duplicating items or accessing out-of-bounds areas—through targeted code injections that altered memory without corrupting core saves. Their portable, inline design made them particularly suited to handheld constraints, contrasting with more expansive cheat tools for home consoles by prioritizing quick, battery-efficient manipulations over deep system access.

Game Boy Advance

The Action Replay for the (GBA), developed by , marked the adaptation of the cheat device series to Nintendo's 32-bit handheld console, enabling users to apply memory patches for gameplay modifications such as infinite health or unlocked levels. Released in 2001, the initial version integrated directly into the GBA's cartridge slot via the system's 16-bit bus, allowing precise code execution on the ARM7TDMI processor at 16.78 MHz. This hardware setup facilitated real-time memory alterations in , (32-256 range at 0x02000000-0x0300FFFF), and (up to 64 at 0x08000000+), with cheats leveraging hook routines and channels for efficient patching without disrupting core game functionality. Early variants, such as the 2001 Action Replay GBX and the 2003 Action Replay, supported multi-game code lists with manual entry of hexadecimal codes directly on the device, accommodating over 3,000 preloaded cheats across more than 130 titles. For example, codes for (2003) included modifiers for maximum stats and infinite resources, downloadable from Datel's site or entered via the device's interface. The device maintained compatibility with the original GBA, GBA SP, and the Game Boy Player accessory on , ensuring broad usability while preserving link cable functionality for multiplayer games unaffected by active cheats. In 2004, introduced the Action Replay MAX for GBA, expanding storage to 1 MB internal for user-added codes and introducing PowerSaves functionality to game saves directly from cartridges to the device. This allowed secure archiving of progress in SRAM or ROM-based games, with restoration via a simple menu selection, preventing during experimentation with cheats. The MAX model's code toggling switch enabled on-the-fly activation or deactivation during gameplay, minimizing interruptions and supporting up to 100 codes per title without stability issues in most cases. The Action Replay MAX DUO, launched in March 2005, combined GBA cheat capabilities with save management in a dual-slot design compatible with GBA, GBA SP, and systems. Preloaded with thousands of codes—including expanded sets for popular titles like —it featured USB connectivity to PC software for downloading updates from CodeJunkies.com, ensuring ongoing support for new releases. While focused on GBA patching via the ARM7TDMI's little-endian memory access, the DUO emphasized conceptual enhancements like level skips and item multipliers over exhaustive listings, with compatibility limited to custom code entry for supported mini-games when the accessory was used as a standard . integration relied on the GBA's EXMEMCNT register (0x4000204) for bus control, enabling 6-18 cycle wait states optimized for cheat execution.

Nintendo DS and DSi

The Action Replay DS, developed by , was released in July 2006 as a cartridge-based cheating device designed for insertion into the 's slot-2. It allowed users to apply unauthorized cheat codes to DS games, enhancing gameplay through modifications such as infinite lives or unlocked levels, with preloaded codes for popular titles including . The device featured a basic menu interface navigable via the DS's buttons and , supporting code toggling before launching the game. In 2009, introduced the Action Replay DSi, released on October 1, to support the console, including enhanced firmware compatibility for DSi-specific features and cheats applicable to certain DSiWare titles. Concurrently, the Action Replay DS EZ variant launched in February 2009, offering a simplified with full control for easier code selection and entry, preloaded with codes for major DS games. These versions maintained with original DS hardware while addressing DSi's updated architecture. Users entered hex-based Action Replay codes via the device's on-screen , requiring manual input of game IDs (e.g., eight-character alphanumeric strings like A2DE for ) followed by the corresponding codes, or by downloading updates through the included Code Manager PC software connected via USB cable. The PC software facilitated bulk code imports from Datel's database, firmware upgrades, and code management, with the cartridge removed from the DS for connection to a Windows PC meeting minimum specs (1GHz , 256MB ). Nintendo implemented system updates for the DSi and later that introduced whitelisting, blocking unlicensed cartridges like Action Replay from booting on updated versions, potentially leading to device incompatibility or perceived "bricks" if updates interrupted flashing. Datel's final major update for Action Replay DS/DSi compatibility occurred in 2012, addressing system software version 4.4.0-10, after which no further official support was provided. As of 2025, the devices remain functional on unmodified original DS and DSi hardware in legacy mode, bypassing later console blocks, though users risk online play bans in games detecting cheat modifications.

Nintendo 3DS

The Action Replay for the , released in September 2011 by , adapted the DS-era device for the new handheld, providing hardware compatibility while offering limited real-time code entry primarily for legacy DS titles played on the 3DS. This version supported cheat codes via a gateway interface for downloading updates, but native 3DS game enhancements were initially restricted, building briefly on the DS legacy by allowing touch-screen code input for backward-compatible software. In 2013, introduced the Action Replay PowerSaves , integrating traditional code-based cheats with save file modifications to address stereoscopic titles, enabling users to apply enhancements like infinite items and health in games such as Super Smash Bros. for . For , the system delivered targeted cheats, including maximum Pokémon stats and unlimited items, loaded through PC-connected save editing rather than in-game . Firmware updates continued through 2013 to counter Nintendo's system patches, ensuring compatibility up to 3DS firmware version 6.0.0-12 and incorporating mods for in select titles. Hardware compatibility extended to the 3DS XL, New 3DS, New 3DS XL, 2DS, and New 2DS XL models, with navigation relying on the console's Circle Pad for menu traversal and touch-screen for code selection. Official support ended after 2013, with no further firmware or cheat database expansions from ; by 2025, community-driven alternatives like (e.g., Luma3DS) and tools such as Checkpoint have filled these gaps, offering broader cheat implementation without proprietary hardware.

PlayStation Portable

The Action Replay for the (), developed by , was first released in August 2005 as a cheat device designed to enhance gameplay through preloaded and downloadable codes. It included a 64 MB PRO Duo for storage, a USB 2.0 for PC , and accompanying software on CD featuring hundreds of initial codes for popular titles. The device integrated directly with the PSP's MIPS R4000-based CPU architecture, allowing users to apply cheats such as infinite health, unlimited lives, and unlocked levels by inserting the UMD disc and booting the system with the Action Replay memory stick in place. Key features emphasized portable media interaction, with support for applying cheats to UMD-based games and facilitating UMD backups through storage for code application during playback. Action Replay Online enabled USB-based updates for code libraries, accessible via the PC software or the PSP's built-in at www.pspar.com, where users could download new cheats weekly. This system supported connectivity on the for direct code retrieval and sharing, amassing thousands of codes over time, including numerous codes for series titles like Liberty City Stories and Vice City Stories, as well as specific enhancements for games such as : Chains of Olympus, enabling features like max health and god mode. The device remained active from 2005 to 2009, with ongoing code updates and compatibility for PSP firmware versions up to 5.03 on models like the PSP-1000, 2000, and 3000. However, it was discontinued in 2010 following Sony's release of firmware 6.30, which introduced security measures specifically targeting unauthorized devices like Action Replay, rendering it incompatible without risking system instability. No official revival or updates have occurred as of 2025, aligning with the PSP's end-of-life status.

Power-Saves Devices

For Nintendo Wii

PowerSaves for the Nintendo Wii, developed by Datel and released in 2007, is a save game modification tool consisting of a 512MB SD memory card preloaded with enhanced save files and a PC software disc for downloading additional content from Datel's servers. The device enables users to access modified saves that unlock in-game features, such as extra items, maximum high scores, or all collectibles, without requiring manual code entry during gameplay. The process begins by inserting the SD card into the Wii console alongside the target game disc. Users then navigate to the Wii Menu's SD card channel to copy the desired PowerSave file directly to the game's save data slot, effectively editing progress data like unlocked levels or inventory. For further customization, the SD card is removed and inserted into a PC card reader, where the included Datel software allows browsing, downloading, and transferring new PowerSaves focused on data alterations such as boosted stats or complete item sets. An example application is in Wii Sports Resort, where a PowerSave can instantly unlock all player costumes and accessories by overwriting the save file. Compatible with the original and backward-compatible titles on the , the device received software updates from , with an updated model released in 2012 to address compatibility issues with system updates. As of 2025, it continues to function for offline legacy play on unmodified consoles, though online download services have long been discontinued. In contrast to traditional Action Replay tools that rely on runtime , PowerSaves operates solely through data manipulation, reducing risks of console or bans in multiplayer environments.

For Nintendo 3DS

Power-Saves for , released in 2013 by (under its CodeJunkies brand), is a hardware device designed specifically as a save data manager for the handheld console. The device functions as a that clips directly onto a 3DS game cartridge, facilitating the backup, modification, and restoration of save files without altering the console's firmware. Unlike runtime tools, it emphasizes offline save editing to enhance progression, such as unlocking content or optimizing character data, while maintaining compatibility with physical cartridges on both standard 3DS and 3DS XL models. The core workflow relies on dedicated PC software, available for Windows and macOS, which handles data import and export. Users connect the dongle to a computer via USB, insert the game cartridge into the device, and use the software's interface to automatically back up the save file—typically an encrypted .bin format stored locally. Modifications are applied by selecting from a database of pre-configured "power saves" or cheat codes downloaded from Datel's servers, allowing users to export edited data back to the cartridge for in-game use. This process supports targeted edits in supported titles, including StreetPass data adjustments for social features in games like Tomodachi Life. Particularly for Pokémon titles such as , Omega Ruby, Alpha Sapphire, Sun, and , the device enables save-based enhancements like introducing shiny variants of Pokémon or elevating them to maximum levels through bundled applications. However, such modifications may render Pokémon ineligible for official competitive battles or trades under Nintendo's rules, as they are considered hacked. These edits involve overwriting save elements with verified code sets, such as event Pokémon distributions or stat boosts, without requiring real-time console intervention. The software's auto-backup feature ensures original data preservation before writes, minimizing risk to integrity. Datel provided official software updates through its portal, with the final major release (version 1.45 in early 2017) supporting game compatibility up to titles released around 2017, such as Fire Emblem Echoes, after which no new official content was added due to the maturing library. As of 2025, the device remains functional on unpatched systems, where community testing verifies save operations without interference from discontinued updates. This longevity stems from its cartridge-focused design, which avoids reliance on services post-eShop .

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    ### Summary of Powersaves 3DS Software
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