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Action Replay

No change in size, 23:08, 9 February 2013
Use and function
Cheating devices such as the Action Replay are primarily used to enable, disable, or modify sections of a particular game's code. By intercepting game code transmission between the game's software and the system's hardware, Action Replay devices can change the gaming experience. The use of cheating devices to modify Pokémon games has been a popular practice since the games' release in the mid-nineties. Popular applications of the device include capturing unobtainable Pokémon, acquiring normally unobtainable items or mass quantities of items, and modifying Pokémon stats.
 
Although Action Replay can be helpful, it is also known to freeze the game occasionally and to cause minor problems. Codes that simply allow users to change Pokémon, levels, or stats tend to be harmless, however, others like Walkwalk Throughthrough Wallswalls or codes rewriting major events in the storyline may result in minor game glitches or corrupt the entire save file.
 
If one uses too many codes at once, the probability of freezing rises. If one encounters freezing, it is recommended to disable recently-added codes before starting the game up again. Having less codes enabled decreases the likelihood of "paradoxes" created in the coding, thus decreasing chances of freezing. When the user turns the game back on, the trigger which prepares the execution of the code may not cause the game to freeze, and if sucessful, the user will be able to resume play. If the user has used an Action Replay and wishes to play their game without the use of codes or to fix problems and glitches caused by the codes, they can restart their game file.
 
Several examples of Action Replay codes include walk through Wallswalls, [[event]] codes, and [[Shiny Pokémon]] codes.
 
==Duo problem==
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