Action Replay

(Pro) Action Replay is a series of cheat devices by Datel for various computers, consoles, and handhelds. Besides cheating, they can be used to explore unused game content or crash games in a variety of amusing ways.

Versions for Computers

 * Commodore 64
 * Action Replay
 * Action Replay MK II
 * Action Replay MK III
 * Action Replay MK IV (1988)
 * Action Replay MK V (1989)
 * Action Replay MK VI
 * 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) for DOS (1994)
 * Action Replay PC for Windows 95/98 (1998)

Late 8-Bit Era

 * Nintendo Entertainment System
 * Pro Action Replay (1992)
 * Sega Master System
 * Pro Action Replay
 * Star Disk System
 * Pro Action Replay

16-Bit Era

 * Sega Mega Drive/Sega Genesis
 * Action Replay (no trainer, and only supports ROM cheats)
 * Pro Action Replay
 * Pro Action Replay MK2
 * Super Nintendo Entertainment System
 * Pro Action Replay
 * Pro Action Replay MK2
 * Pro Action Replay MK3

32/64-Bit Era

 * Sega Saturn
 * Pro Action Replay
 * Pro Action Replay 4M (with 4MB RAM for special games, and auto-detection of which RAM is needed)
 * Pro Action Replay 4M Plus (same as the 4M, but with manual choice of the needed RAM)
 * PlayStation
 * Action Replay (1995)
 * Pro Action Replay (1996)
 * Action Replay CDX (1997)
 * Action Replay 2 V2 (2001, as bonus disc with the PS2 "Action Replay 2 V2")
 * Equalizer
 * Equalizer CDX
 * Equalizer Xtreme
 * Nintendo 64
 * Action Replay/Gameshark
 * Action Replay Professional/Gameshark Pro (1999)
 * Equalizer

Sixth-Generation

 * Dreamcast
 * Action Replay CDX (2000)
 * Equalizer Xtreme
 * PlayStation 2
 * Action Replay 2 (2000)
 * Action Replay 2 V2 (2001)
 * Action Replay MAX (2003)
 * Action Replay MAX EVO (2004)
 * Action Replay MAX EVO (2009)
 * Xbox
 * Action Replay (2002)
 * Action Replay MAX
 * GameCube
 * Action Replay (2003; later Wii firmware blocks this on consoles running in GameCube mode)
 * Action Replay MAX (200X)
 * Action Replay (2006; works on Wii)

Seventh-Generation

 * Wii
 * Action Replay Powersaves including 512MB or 1GB SD card (July 2007)
 * Action Replay for Wii (later Wii firmware blocks this)
 * Xbox 360
 * Action Replay MAX 360Powersaves (July 2009)

Versions for Handheld Consoles

 * Sega Game Gear
 * Pro Action Replay


 * Game Boy (Pocket/Color)
 * Pro Action Replay
 * Action Replay Professional (1997)
 * Action Replay Pro (1999)
 * Action Replay Online (2000)
 * Action Replay Xtreme (2001)
 * Game Boy Advance (SP/Micro)
 * Action Replay GBX (November 2001)
 * Action Replay (2003)
 * Action Replay MAX (2004)
 * Action Replay MAX DUO (March 2005)


 * Nintendo DS (Lite)
 * Action Replay MAX DUO (March 2005)
 * Action Replay DS (July 2006; no longer supports past games requiring v1.71 for codes to function)
 * NDS Trainer Toolkit (February 2007) {only available online; Toolkit Manual}
 * Action Replay DS Media Edition (September 2008; only available online)
 * Action Replay DS EZ (February 2009)
 * Nintendo DSi (XL)
 * Action Replay DSi (October 2009)


 * PlayStation Portable
 * Action Replay MAX including 64MB Memory Stick (August 2005; Powersaves only)
 * Action Replay for PSP including 64MB or 1GB Memory Stick (Powersaves only)
 * Action Replay PSP including 1GB Memory Stick (October 2008)
 * Action Replay PSP Online (December 2009)

Nintendo 64
The Nintendo 64 version was sold in North America as the GameShark. Despite the regional differences, it works equally well on NTSC and PAL systems. The hardware is extremely cheap and prone to failure, though.

Some revisions include a parallel port on the back to connect to a PC while the game is running, but for some reason Datel also released Action Replays with nonfunctional parallel ports. Older versions instead had a smart card reader, which was intended for some sort of upgrade system that ultimately went unused.

Action Replay will only boot if the connected cartridge has a *101 or *102 lockout chip. For other lockout chips, a key code must be entered. Most NTSC games have 6102 chips, while most PAL games have 7101 chips.

GameCube
Fortunately, the GameCube version includes region-lock removal. Unfortunately, it also has encrypted codes.