Which Flash Cartridges Work on Analogue Pocket?
Here are two useful finds for original Nintendo hardware.
For Nintendo DS: DSPico flash cartridge with USB-C.
For Game Boy Advance SP: an IPS-ready eXtremeRate replacement shell.
Analogue Pocket can run original Game Boy, Game Boy Color, and Game Boy Advance cartridges, and with adapters it also supports cartridges for Atari Lynx, Neo Geo Pocket, PC Engine / TurboGrafx-16, and Sega Game Gear. You might expect that if regular games work, flash cartridges should work without any problems too. In practice, things are a little more complicated.
A flash cartridge is more complex than a regular game cartridge. It may contain its own menu, a memory card, several types of memory for running games, and a dedicated controller chip. As a result, each flash cartridge has to be tested separately for compatibility with the Analogue Pocket cartridge slot.
There was already good reason for such a test. Incorrect cartridge-bus timings had previously caused Analogue Pocket to corrupt system files on the EverDrive GBA Mini. Analogue addressed the issue in Pocket OS 2.6 by adjusting the GBA slot timing.
After that incident, I decided to test other flash cartridges. I selected 28 cartridges from my collection: 14 for Game Boy and Game Boy Color, and 14 for Game Boy Advance. The selection included both modern and much older models. I also tested four flash cartridges for Analogue Pocket adapters.
Test Conditions
The test was conducted on August 13, 2026.
I used:
- Analogue Pocket with Pocket OS 2.5;
- Super Game Boy core version 1.0.3.
Games from Game Boy and Game Boy Color flash cartridges were launched in two modes:
1. In the standard Analogue Pocket mode;
2. Through the Super Game Boy core.
When using the Super Game Boy core, I also checked borders, special palettes, and automatic recognition of
older games. Titles with full SGB support have their own borders, palettes, and other extra features. In
addition, Super Game Boy can recognize some games released before the adapter itself and automatically
assign them an appropriate palette instead of the default 1A.
I covered the differences between these modes in more detail in the article “Super Game Boy: Game Boy Cartridge Compatibility Details”.
Testing Game Boy Advance cartridges was simpler: I first launched the flash cartridge itself, then selected and launched a game. A “Works” result therefore confirms only that the game launched successfully. Saves, real-time clocks, and other additional features were not fully tested.
Game Boy and Game Boy Color Flash Cartridges
There were no serious problems in the standard Analogue Pocket mode. Every flash cartridge I tested booted successfully, let me select a game, and loaded it normally.
The main differences only appeared when using the Super Game Boy core.
| Flash Cartridge | Standard Mode | Through SGB | Notes |
|---|---|---|---|
| EverDrive GB X7 | Works | Partial | SGB features work, but older games are not recognized; palette 1A is used |
| EverDrive GB X5 | Works | Partial | SGB features work, but older games are not recognized; palette 1A is used |
| EverDrive GB X3 | Works | Partial | SGB features work, but older games are not recognized; palette 1A is used |
| EverDrive GB V.1 | Works | Partial | SGB features work, but older games are not recognized; palette 1A is used |
| EverDrive GB Pro Clone | Works | Partial | SGB features work, but older games are not recognized; palette 1A is used |
| EverDrive GB Extreme Clone | Works | Partial | SGB features work, but older games are not recognized; palette 1A is used |
| Nintendo Power | Works | Full support | SGB features and automatic recognition of older games are supported |
| FunnyPlaying Eversave MBC3 | Works | Full support | No problems found |
| FunnyPlaying Eversave MBC5 | Works | Full support | No problems found |
| FunnyPlaying MidnightTrace MBC3 | Works | Full support | No problems found |
| FunnyPlaying MidnightTrace MBC5 | Works | Full support | No problems found |
| GBFlash RTC | Works | Full support | No problems found |
| ChisFlash MBC5 | Works | Full support | No problems found |
| EZ-Flash Junior 1.05e | Works | Games launch | SGB features do not work |
EverDrive Family
All the EverDrive cartridges I tested produced the same result. This applies to the original X7, X5, X3, and V.1 cartridges, as well as the Chinese EverDrive GB Pro and EverDrive GB Extreme clones.
They work normally in the standard Analogue Pocket mode. Games also launch through the Super Game Boy core, and titles with built-in SGB support retain their borders, special palettes, and other extra features.
When they are run from an EverDrive, however, older games that Super Game Boy would normally recognize
automatically are not identified. Instead of a specially selected palette, the core uses the default
1A.
So it would not be accurate to call EverDrive incompatible with SGB. The main features work, but it still does not provide a complete replacement for an original cartridge.
Nintendo Power and Rewritable Cartridges
Nintendo Power delivered the best possible result. It runs normally in standard mode, supports the extended Super Game Boy features, and allows the core to recognize older games correctly.
The same was true for modern rewritable cartridges:
- FunnyPlaying Eversave MBC3 and MBC5;
- FunnyPlaying MidnightTrace MBC3 and MBC5;
- GBFlash RTC;
- ChisFlash MBC5.
All of them work fully in both the standard Analogue Pocket mode and through the Super Game Boy core.
This produced an interesting result. Complex all-purpose flash cartridges with a menu and memory card performed slightly worse than simple rewritable models that store one selected game. Because the latter behave much like original cartridges, the SGB core can access the game's enhanced features and correctly recognize older titles.
At least based on this test, Nintendo Power and rewritable cartridges provide the most complete compatibility with the Super Game Boy core.
EZ-Flash Junior
EZ-Flash Junior with firmware 1.05e deserves a separate mention.
In the standard Analogue Pocket mode, the cartridge works normally: the menu launches, and you can then select and start a game.
Through the Super Game Boy core, the situation is different. The games themselves launch, but the SGB features do not work at all. Older games are not recognized correctly, and extended features are also missing in titles that originally supported them. The core seems unable to determine exactly which game is running inside the EZ-Flash Junior.
This is more than a minor limitation like the one seen with the EverDrive family. If you are simply running GB/GBC games on Analogue Pocket, the problem does not show up. But buying an EZ-Flash Junior specifically for Super Game Boy mode is definitely not a good idea.
Game Boy Advance Flash Cartridges
Testing Game Boy Advance cartridges was much simpler. Almost all of them launched without any visible problems.
| Flash Cartridge | Result |
|---|---|
| G6 | Works |
| M3 | Works |
| EFA | Works |
| EFA 2 | Works |
| EverDrive GBA X5 | Works |
| EZ-Flash Omega | Works |
| EZ-Flash Omega Definitive Edition | Works |
| EZ-Flash Air | Works |
| EZ-Flash IV, white | Works |
| EZ-Flash IV, black | Works |
| EZ-Flash Reform | Works |
| SuperChis | Works |
| Original SuperCard MiniSD | Works |
| Later SuperCard MicroSD clone | The game launches, but then freezes |
Note that this test specifically used the EverDrive GBA X5. I did not test the newer EverDrive GBA Mini, so the X5 result should not automatically be applied to the other model.
Analogue Pocket runs both modern EZ-Flash and SuperChis cartridges and older G6, M3, EFA, and EFA 2 without any problems. In other words, basic compatibility extends across cartridges from different generations.
Flash Cartridges for Analogue Pocket Adapters
In addition to GB, GBC, and GBA cartridges, I have the complete set of Analogue Pocket adapters: Sega Game Gear, Neo Geo Pocket, Atari Lynx, and PC Engine / TurboGrafx-16.
The main appeal of these adapters is that they let you use physical cartridges from other systems instead of relying only on software cores. I bought a separate flash cartridge for each adapter and tested it on Analogue Pocket.
| Adapter | Result | Notes |
|---|---|---|
| Sega Game Gear | Works | No problems found during testing |
| Neo Geo Pocket | Works | No problems found during testing |
| Atari Lynx | Works | No problems found during testing |
| PC Engine / TurboGrafx-16 | Partial | The flash cartridge menu does not open; instead, one game launches immediately |
Three of the four flash cartridges worked without any problems. The PC Engine cartridge was the exception: it does not open its menu and launches one game immediately. The game itself runs, but the cartridge cannot currently be used as a normal multicart.
Analogue Pocket Ran Almost Every Flash Cartridge We Tested
Overall, Analogue Pocket compatibility with flash cartridges is very good. All 14 Game Boy and Game Boy Color flash cartridges launched without problems. Among the 14 GBA cartridges, only one of the two SuperCard units had problems.
The adapters extend that list considerably. The flash cartridges for Sega Game Gear, Neo Geo Pocket, and Atari Lynx worked without any problems. The PC Engine / TurboGrafx-16 cartridge launches a game, but does not currently allow access to its own menu.
Noticeable differences appeared only when running GB/GBC games through the Super Game Boy core. Nintendo Power and simple single-game rewritable cartridges delivered the best results: with them, both special SGB features and automatic palette selection for older games work correctly. EverDrive cartridges preserve borders and other SGB features, but prevent the core from identifying older games. EZ-Flash Junior runs games, but SGB features do not work with it at all.
The problem with one SuperCard does not prove that the model is incompatible with Analogue Pocket. One unit worked normally, while the other froze only on the Pocket even though it had no problems on a regular GBA. This difference most likely comes down to the revision or condition of the individual cartridge.
That is why the word “Works” in this test needs some qualification. Simply launching a game does not guarantee that every additional feature will work correctly, and two old cartridges that look identical can behave completely differently.
The most unexpected result of the test concerns Super Game Boy mode. The closest replacements for an original cartridge were not complex all-purpose solutions, but Nintendo Power and simple rewritable single-game cartridges.
