2/20/2024 0 Comments Action replay gamecube codejunkiesThe next game I tested was the PAL version of Luigi's Mansion. The cheat codes DID work, but at a cost of an agonizingly slow game. It was possible to finish the game, but when the end credits were running, the music made it halfway through a second run. Without codes, the game was slightly out of sync and also ran a bit slower than normal. The cut-scenes were again out of sync, possibly more than previously. There was a green line at the top of the screen, which later became a thin line of coloured mess. 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). The final test was a PAL copy of Sonic Adventure 2: Battle. Trying a Japanese copy of Super Mario Sunshine also proved to be okay. Trying it both with and without codes, it performed just as smoothly as normal. 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. (The Q's only difference is in its appearance and the addition of a DVD player. 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.Īfter this, I gave the AR a spin on a Panasonic Q. The game ran smoothly without any problems, and when using the cheat codes, performed as expected. 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. 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. Entering new titles and new codes is pretty cumbersome via the onscreen keyboard. “Options" allows you to adjust saving options and the like for the Action Replay card. “Action Replay Codes" gives you a menu of codes as well as the option to add more 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). “Start Game" boots up the game you were last playing with codes. You'll initially start with four options: Start Game, Freeloader, Action Replay Codes, and Options. The AR is pretty simple to use, as it is menu driven. Once you're in the Action Replay menu, then you can let go of the button. 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. It doesn't automatically detect WaveBird controllers. If you use a WaveBird, you'll run into the AR's first problem. 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. This memory card saves any additional Action Replay data you enter, such as new codes or titles for your GameCube. You also receive a special "Action Replay" memory card, which is inserted into slot B of your GameCube. The first thing you'll need is some kind of case to protect your disc. The disc is slipped in between the manual's pages, which is the oddest way of packing a disc ever. 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 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. 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. A newer version is available, which remedies problems running The Wind Waker and has a larger code database (but apparently removes WaveBird support completely). Please Note: The version of the Action Replay used for review purposes was Version 1.06.
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