I finally got my Analogue 3D this week, a system I ordered more than a year ago. If you haven’t encountered it yet, it’s a modern FPGA recreation of the Nintendo 64 meant to run original cartridges with clean output on current displays. These consoles tend to ship in limited runs, and once they’re gone, they’re usually gone for good, so I jumped on this one when preorders first opened.
Because much of the early coverage focused on its features, I wanted to do a bit of a deeper dive on compatibility questions, especially around flash cartridges. I brought out my older EverDrive 64 and my SummerCart64 I reviewed recently.. I also tested a BlueRetro Bluetooth adapter designed for original hardware to see how far I could push the Analogue 3D beyond standard carts.
You can see it all in action in my latest retro video!
To set a baseline, I first tried everything on an actual N64. The EverDrive behaved as expected: it loaded a homebrew title called Sticks from its SD card, saved progress correctly, and performed normally across a few commercial games. The SummerCart64 worked too, and I was able to run F-Zero X alongside its 64DD expansion disk. And my Bluetooth mouse worked through the BlueRetro adapter when I loaded up the Mario Paint 64DD title. Nothing surprising there.
On the Analogue 3D I tried the EverDrive first. The system simply didn’t see it, even after reseating it a few times. This older V2 Everdrive64 hardware appears to be a dead end for now. Newer EverDrives have already received a firmware update that adds compatibility, although those updates have to be applied using an original N64. But in my case the older Everdrive cart will likely not work at all.
The SummerCart, on the other hand, worked perfectly. The menu appeared, games booted, and saves from Wave Race 64 wrote correctly to the SD card. From there I tested the 64DD functionality, loading the F-Zero X expansion image the same way I did on real hardware. It launched, loaded its special tracks, and ran without issue. Given that this setup pushes accuracy and timing quirks pretty far, seeing it work at all was encouraging. The homebrew game loaded without issue and the BlueRetro mouse features worked just fine too.
There are a few quirks worth noting. The Analogue 3D treats the Summer Cart as a single “game,” which means display settings don’t persist per title the way they do when you insert individual cartridges. The Analogue 3D has a number of per-game settings that can be adjusted including scanlines, video processing and overclocking. But because it sees the SummerCart as a single title, you’ll need to adjust those settings each time you load a game.
Based on what we’ve seen with other Analogue products, it’s likely that an unofficial “jailbreak” firmware will eventually allow SD-card game loading directly through the console’s SD card slot. That has happened with nearly every device they’ve released. If that occurs here, it may open up broader compatibility and more options for people who don’t have a full library of cartridges.
Now that I’ve had some hands-on time with the system, I plan to hang onto it while waiting to see how the firmware evolves. I also might take a fresh look at the rest of the Analogue hardware I’ve collected over the years—each one has effectively become a short-run collector’s item.
