Action Replayy was panned by critics. Rajeev Masand of CNN-IBN rated it 1.5/5: "Sorely lacking in drama and genuine humour, Action Replayy is mind-numbingly dull because there's no conflict or plot progression, and everything seems to fall into place too conveniently".[10] Mayank Shekhar of Hindustan Times rated it 1/5 "Scenes may well be dull and weak in parts. And they are. But for a musical, the soundtrack is pure third rate".[11] Raja Sen of Rediff rated it 1/5: "This is, first and foremost, a tacky film. The tastelessness flowing right down into the script, however, makes for a very different league of disaster".[12] Taran Adarsh of Bollywood Hungama rated it 3/5: "Action Replayy is a light-hearted rom-com that should be viewed without really seeking much rationale or logic behind every action and reaction".[13] Nikhat Kazmi of The Times of India rated it 2.5/5: "Action Replayy needed a much smarter script to keep the laughter ringing".[14] Sarita Tanwar of Mid-Day rated it 2.5/5: "Watch it for the effort and for Akshay-Aishwarya's crackling chemistry."

With the freemode events dlc that came out, we got the rockstar editor. Now in freeroam, when you hold the down button on the D-pad, it gives you two options: action replay and record. I'm confused as to what the difference is between the two. What is the difference if they both just record your gameplay? Thanks for any informative responses.


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I'd keep action reply on if I were you so you can save something after it happens, then if you want to record just switch it back to record. I hope they add an option to make action replay the default because it's annoying to lose an awesome replay because the setting switches to record once you leave a session, at least I think it does.

The NFL has come to embrace instant replay, but the process that led to the state-of-the-art system the league uses today was not always seamless. The history of instant replay in professional football is filled with stops and starts; missteps and controversy; and modifications and improvements that continue to this day.

The NFL first experimented with instant replay in 1976 when Art McNally, then the director of officiating, wanted to find out how long a video review would delay a game. Equipped with a stopwatch and video camera, he observed a "Monday Night Football" contest between the Dallas Cowboys and Buffalo Bills from a press box inside the stadium.

Two years later, the league first tested instant replay on a wider scale during seven nationally televised preseason games, starting with the 1978 Hall of Fame game between the Philadelphia Eagles and Miami Dolphins.

Replay officials sat in a booth in the stadium with two nine-inch television monitors showing the broadcast feed and two videocassette recorders. The two VCRs were capable of recording and immediately replaying individual plays. Reviews would be a maximum of two minutes, timed from the moment when the umpire signaled timeout.

The owners reapproved instant replay for the next season. Barely. The measure got exactly the 21 votes needed to pass (21-7) and was accepted with a few minor tweaks. But just like the 1986 decision, the system would have to be approved again the following offseason.

During a Kansas City Chiefs and Oakland Raiders game in October 1986, Raiders quarterback Marc Wilson threw a pass to Dokie Williams in the corner of the end zone late in the first half. The on-field officials ruled the play a touchdown. But up in the instant replay booth Jack Reader, assistant supervisor of officials, determined it was incomplete.

A new system was approved for testing in 10 preseason games in 1996. Coaches could challenge rulings on the field and replay now covered three categories of plays: out of bounds, number of players on the field and scoring plays.

While the consultation model largely remains in place today, the Competition Committee voted to make two additional changes before the 2017 season. Final decisions on all replay reviews would come from designated senior members of the officiating department in AMGC and referees view all replay video on wired, hand-held Microsoft Surface tablets.

Ahead of the 2021 season, the NFL expanded its replay rule to allow replay officials and designated members of the officiating department to assist on-field officials in specific, limited game situations. This move has dramatically reduced the number of coaches' challenges and AMGC/booth reviews.

"People didn't have advanced telescopes to study supernovas when they went off hundreds of years ago," said Armin Rest of Harvard University, who led the light echo observations using Gemini. "But we've done the next best thing by looking around the site of the explosion and constructing an action replay of it."

Note that I can't do something simple, like store the href and set window.location later -- some of the links have their own onClicks set, while others have various targets specified. I'd ideally like to just replay the event I stopped earlier.

Please note that, in general, events created or modified by JavaScript are marked as "not trusted" by user agents so they can't trigger default actions. Luckily click events are the only exception. (1)

I got it "almost working" by temporarily changing links' hrefs and targets so that they loaded a blank page in an iframe. I then listened for iframe "load" events to determine if the link's default action had taken place. In IE I could then fire "click" if needed, or "fireEvent" otherwise, after changing the href and target back.

The user can replay the actions of other. They can recreate whatever the activities a person went through in the past allowing them to view what that person did. Unlike full Event Recreation, the user can only replay the actions of others and not full events.

I loved using my action replay to make all the pokemon appearing in game be their shiny counterpart. It was a ton of fun to play my copy of Pearl in that way seeing all of the fun colors. Luckily all my time spent with the AR in Pokemon didn't end in corruptible failure, unlike my attempts with it in Phantom Hourglass in the later hours of the game.

Action replay let me experience events in Pokemon that I missed, sure I messed around and did max stats and 100% shiny rate. Most of the time I didn't save those things because even then I knew it wasn't as special. Still saved a few shinies though.

That being said I had a lousy partner in high school that would just ignore me and play WOW every time I went round his house, and I spent all that time Action replaying what you would call a 'living dex' these days of shinies. My idiot brain thought it was a good thing to do back then... Hey I didn't play any other games back then and I'd already spent hundreds of legit hours with these games.

This article resonated with me. I used an action replay to get a million bells and all fossils or something in Animal Crossing on GC for some reason. Didn't play it too much after that. Thankfully never used for Pokemon! However, I loved my Game Genie for my NES. That made it more fun. C'mon. Nes games were very hard for the most part! Plus, they always had mad things like Moon Jump. I would read the manuel over and over for Games I knew nothing about, had never seen images of, but picking out what 3 codes I would choose if I had them! (Think it was 3 max codes allowed).

I had the exact opposite reaction. I used my Action Replay, opened up my game, and had the time of my life. I still have DS, GBA, Xbox, and PS2 Action Replays. And as someone who had to rent a lot of their games, being guaranteed to beat it in the allotted time because I could cheat let me enjoy way more games than I could have otherwise.

Action Replay was very cool for moments. Later on after getting everything I wanted I realized similarly that nothing beneficial would come out of owning the game. Satisfaction of doing anything was gone. Nothing was earned.

As for its importance, there is some wrong doing with action replay for online, however action replay did make it possible to actually play the game online with more than one team and use pokemon you would have 1 in a billion odds of getting the optimal stats with, we didn't have bottle caps until gen 7 so our legendaries are literally useless without pokegen or action replay prior to that point. We would not have a competitive scene without it, or pokegen later on, it takes far too long to grind levels, rare candies, and ESPECIALLY tms which were limited supply. Now we have much better methods that still require grinding but you can salvage your pokemon for competitive decent fast, but action replay is what kept any kind of serious play alive. Frankly, if you played through pokemon games once, there's not much to miss and completing the dex is a herculean task back in the day when you needed multiple versions of the game to catch unavailable pokemon and trade them over, realistically getting regigigas was painful and mythical legendaries are still difficult to get without cheating, even the arceus hall of origin was flat out inaccessible besides cheating and is frankly one of the best moments of the game they for some reason scrapped (and yet also remade in the remakes).

I think TPC came a long way making everything easier to lessen the need for powersaves/action replays. There is still a lot more room to go (changing pokeballs primarily, as well as getting a way to reduce or specify IVs instead of only 31 from bottle caps.), but they did expose the flaws of the games that players needed to break through to fully enjoy game.

It really depends on how you use "cheat" codes because while they can break games they can also improve them and/or give them (further) replayability, for example I used to have so much fun using them in Mario 64 on emulator, even slightly editing them to better suit what I wanted to do!

Plus, like others mentioned you can use them to unlock things inaccessible to you because they were region exclusive, limited-time events etc. which is invaluable!

On the other hand, using them to actually cheat in multiplayer is the worst. be457b7860

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