Table of contents
Which Super Game Boy Should You Buy?
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Super Game Boy turned out to be more than just an adapter. It’s a genuinely unique accessory that really expands the world of Game Boy games on home consoles. Over the years, this adapter came out in several versions, and even if you live in, say, the US, the choice isn’t as obvious as it seems—because while the core function is similar, each version has quirks that can directly affect how games feel.
In fact, despite being sold across different regions, there are only four main variants of this device:
Top row:
1. Super Game Boy 1 (Japanese region);
2. Super Game Boy 1 (US region);
Bottom row:
3. Super Game Boy 1 (European region);
4. Super Game Boy 2 (Japanese region).
Sometimes you’ll see claims that a US version of Super Game Boy 2 existed, but no one has ever seen one in the wild. The rumor keeps resurfacing, including in respected outlets like Retro Gamer.
Let’s go through every SGB variant in a practical way.
Super Game Boy 1 (Japanese region)
The very first Super Game Boy launched in Japan back in 1994.
When designing the SGB, Nintendo’s engineers made a decision that wasn’t exactly a disaster, but it was still a mistake.
The classic Game Boy DMG-01 CPU runs at 4.194 MHz thanks to its own crystal oscillator. But the Japanese Super Game Boy 1 uses a Game Boy-compatible CPU (SGB-CPU-01) without its own crystal. Instead, it takes the clock directly from the Super Famicom and simply divides it by five.
Since the Super Famicom runs at 21.47727 MHz, the result is 4.29545 MHz. That means Super Game Boy 1 runs games about 2.4% faster than a real Game Boy, so everything is slightly sped up.
At first glance, 2.4% sounds trivial. But if you’re into music, emulation accuracy, or especially speedrunning (and even more so TAS), the difference matters. Over one hour of play, the gap becomes about a minute and a half.
This quirk also affects SGB modding. For example, you can add a Link port and try playing over a cable. But because the SGB-CPU-01 runs faster, without adding a proper crystal to match the original speed, that mod doesn’t make much sense. Imagine playing with a friend for an hour on different hardware—and by the end, one of you is almost a minute and a half “ahead.”
That said, for a normal player who just wants to finish a favorite game, the difference is barely noticeable. But if you want maximum accuracy or have more specific goals, it’s worth considering a different SGB version.
Another important point is region compatibility. I recommend reading this article separately: “Super Game Boy: Region Locks and Compatibility”, but here’s the short version.
Originally, this adapter was made only for the Japanese Super Famicom. To use it in a US Super Nintendo Entertainment System (SNES), you need to break off the plastic tabs inside the console that prevent inserting cartridges from other regions.
At the same time, SFC and SNES are both technically in the same NTSC region and can run each other’s games and accessories without issues. The “protection” is purely physical—there’s no special region-lock electronics inside the SGB.
But if you try to run a Japanese Super Game Boy on a European SNES (PAL region), it won’t work—the console will just show a black screen.
Aside from that, the Japanese Super Game Boy doesn’t lose to other versions. It’s also the most common one, so it’s much easier to find and buy. Usually it’s the most affordable option for a collection or simply for playing.
Super Game Boy 1 (US region)
In the same year, 1994, Nintendo released Super Game Boy for the US SNES.
Internally, this adapter is completely identical to the Japanese version: same hardware, and it runs about 2.4% faster than a real Game Boy. The only difference is the shell—it’s made to fit the US SNES cartridge slot. So if you have a US console, you don’t need to break or modify anything: just insert the cartridge and play.
The main downside of the US SGB is rarity. For example, right now you can’t find a single US SGB on Avito, and when it does show up, it usually costs noticeably more than the Japanese one—despite the hardware being the same.
It’s also worth mentioning region restrictions.
Here it’s a bit more complicated than with the Japanese cartridge: to insert a Japanese SGB into a US SNES, it’s enough to cut out two tabs in the console shell. But going the other direction isn’t that easy.
A US SGB won’t fit into a Japanese Super Famicom—the shape of the shell gets in the way, and the connector is physically smaller. You’ll have to either remove the console’s top shell, or open the cartridge and temporarily take out the board.
If you have a European SNES, things get even messier. First, the cartridge won’t physically fit—you’ll need to remove the console’s top shell. But even after that, Super Game Boy still won’t boot: you’ll just get a black screen due to PAL vs NTSC differences.
Super Game Boy 1 (European region)
Super Game Boy also made it to Europe: in the same year, 1994, the adapter started appearing on shelves in European stores.
In general, this version is very similar to the Japanese one—same shell style and the same feature set.
The key difference is speed. Because the European SNES (PAL region) uses a different clock, the European Super Game Boy speeds games up not by 2.4%, but by about 1.5%. The difference is still there, just a bit less noticeable than on the Japanese and US versions.
However, due to its rarity, finding a European SGB is much harder, and the price is usually higher than the Japanese or US variant.
There are also regional quirks. The European SGB works only on a European SNES (PAL). Even though its shell makes it relatively easy to insert it into Japanese or US consoles, it still won’t boot there—you’ll just get a black screen.
Super Game Boy 2 (Japanese region)
In January 1998, Nintendo released Super Game Boy 2—an improved version of the classic adapter. However, SGB 2 remained Japan-only.
The first thing you notice is the updated design: the shell is now translucent, which looks more modern and more interesting than the first version.
The biggest change is inside. This time Nintendo did it properly: Super Game Boy 2 has its own crystal oscillator. Thanks to that, games run at the exact correct speed—just like on a real Game Boy. The “sped-up games” problem is fully solved.
It also adds a Link port: you can play over a cable between SNES and Game Boy, between two SNES systems, or even between SNES and Game Boy Player. There are rumors that Nintendo made special SGB 1 units with a Link port for Pokémon tournaments, but those were always custom mods. SGB 2 is the first—and the only—factory version with an official Link port.
A power LED was also added, so you can immediately see that the SGB is on and working.
There are software changes too. For example, the 9 default borders were completely redesigned—Nintendo replaced them with new ones. You can bring back the old borders using a secret button combo (read more here: “Super Game Boy Secrets”).
In terms of region restrictions, this cartridge is intended only for the Japanese Super Famicom. But if you remove the tabs in a US SNES, it will work there too. On a European SNES (PAL), SGB 2 won’t boot—you’ll just get a black screen.
Officially, that’s where the SGB lineup ends, if we ignore regional rebrands—like the Korean Hyundai Super Mini Comboy or the Brazilian PlayTronic. Those are basically straightforward copies of the US or Japanese SGB, without any unique differences.
However, quite recently, another curious newcomer appeared on Chinese marketplaces—what I call, условно: Super Game Boy Famicom. You can read the details here: “Game Boy – Famicom Adapter”.
Super Game Boy Famicom
It’s hard to say exactly when this cartridge first went on sale, but today you can buy it even on AliExpress.
Unfortunately, even though it uses the same SGB-CPU-01 as the original Super Game Boy, you don’t get any of the extra features of a standard SGB here. It’s simply a Game Boy–to–Famicom adapter that lets you run Game Boy games on a regular Famicom.
Most likely, instead of the classic four layers (game + border + palette + effects), this one uses only two: the game itself and a simple border. There’s no border selection and no custom palettes. You only get basic color switching from a fixed set.
This is probably the first of the two main downsides. A normal Super Game Boy is valued precisely because it lets you rediscover classic Game Boy games—with new borders, extra effects, and unique palettes. Here, the feature set is heavily cut down.
And since we’re talking about downsides, there’s a second important point: the price. This adapter costs around 6,000 rubles—about three times more than a standard SGB.
So for that money you get a “trimmed down” device, which, to be fair, does one job very well: running Game Boy games on a Famicom.
Epilogue
However you look at it, Super Game Boy is one of Nintendo’s most interesting and multi-layered ideas. Over three decades, this adapter has seen multiple versions, modifications, and even persistent rumors about revisions that probably never existed.
If you simply want to play classic Game Boy games on a big screen, the Japanese Super Game Boy 1 is the most affordable and common option. The US version is identical inside, but much rarer and noticeably more expensive. The European SGB is truly relevant mostly for collectors or PAL console owners.
But if you care about maximum accuracy, Link play support, or you just want the full “real Game Boy” experience—don’t overthink it: get Super Game Boy 2. It fixes the early quirks, supports the Link cable, and—most importantly—runs at the correct frequency.
Just don’t forget about regional restrictions. Always double-check compatibility with your console, so you don’t end up with a “black screen” instead of the game you wanted.
Other than that, any original Super Game Boy is guaranteed retro fun—and a great reason to rediscover the Game Boy library on a TV.
