Specifications

Game Boy (DMG)Game Boy Pocket (MGB)Super Game Boy (SGB)Game Boy Color (CGB)
CPU8-bit 8080-like Sharp CPU (speculated to be a SM83 core)
CPU freq4.194304 MHz1Depends on revision2Up to 8.388608 MHz
Work RAM8 KiB32 KiB3 (4 + 7 × 4 KiB)
Video RAM8 KiB16 KiB3 (2 × 8 KiB)
ScreenLCD 4.7 × 4.3 cmLCD 4.8 × 4.4 cmCRT TVTFT 4.4 × 4 cm
Resolution160 × 144160 × 144 within 256 × 224 border160 × 144
OBJ ("sprites")8 × 8 or 8 × 16 ; max 40 per screen, 10 per line
PalettesBG: 1 × 4, OBJ: 2 × 3BG/OBJ: 1 + 4 × 3, border: 4 × 15BG: 8 × 4, OBJ: 8 × 33
Colors4 shades of green4 shades of gray32768 colors (15-bit RGB)
Horizontal sync9.198 KHzComplicated49.198 KHz
Vertical sync59.73 HzComplicated459.73 Hz
Sound4 channels with stereo output4 GB channels + SNES audio4 channels with stereo output
PowerDC 6V, 0.7 WDC 3V, 0.7 WPowered by SNESDC 3V, 0.6 W
1

Real DMG units tend to run about 50-70 PPM slow. Accuracy of other models is unknown. See this page for more details.

2

SGB1 cartridges derive the GB CPU clock from the SNES’ clock, yielding a clock speed a bit higher, which differs slightly between NTSC and PAL systems. SGB2 instead uses a clock internal to the cartridge, and so has the same speed as the handhelds.

3

The same value as on DMG is used in compatibility mode.

4

The SGB runs two consoles: a Game Boy within the SGB cartridge, and the SNES itself. The GB LCD output is captured and displayed by the SNES, but the two consoles’ frame rates don’t quite sync up, leading to duplicated and/or dropped frames. The GB side of the vertical sync depends on the CPU clock2, with the same ratio as the handhelds.