The feature that nails the performance of the Action Replay Plus 4M Auto home is the huge amount of internal backup memory. The Action Replay has an insane amount of internal memory, over 8,000 blocks (base memory before adding any new cheat codes) which is enormous considering that the Sega Saturn internal memory only holds 510 blocks. The Action Replay uses flash memory to retain all data so you don't need to worry about a battery doing dead and losing your saves, as is common with lost saves on the Saturn. This also is the ideal way to retain your saves while replacing the internal battery in the Saturn. While you can't save and load in-game directly from the Action Replay (games don't see it, only the internal memory) you can shunt data back and forth between the internal memory and Action Replay cartridge. In other words you select the save data of the game you wish to play and copy it to the internal memory from the Action Replay before beginning play, it's like a big file cabinet for your save data. For instance in the above picture data for Daytona USA, Asuka 120%, Capcom Generation 1, and Manx TT SuperBike is on the internal memory, so these would be the games that I'm currently playing and need save / load access to. These games are also backed up on the Action Replay cartridge along with my very large NiGHTS save data. Using this method I can transfer the game save files I'm using to the internal memory but not have to sacrifice any progress made on other games that wouldn't all fit on the Saturn internal memory. Additionally with the huge amount of memory on the Action Replay you can have backups of all your game saves just in case the battery in your Saturn dies, which will happen sooner or later. This also gives you the ability to take your save data with you between different Saturns, to trade data with your friends, or sell Saturn consoles with popular save data unlocks already onboard.