PICO-8
16 colorsThe 16 colors of the PICO-8 fantasy console: punchy, readable, and famously hard to make ugly.
Lexaloffle
- console
- retro
- high-contrast
Free palettes with every hex code listed: hardware classics like Game Boy, PICO-8 and NES, plus ramps built for dungeons, characters and tilesets. 256 palettes, one click to save any of them.
Every retro color palette here lists its full hex codes. Copy them straight off any palette page, or add a palette to your account and it shows up in the pixel art editor color sidebar, ready to draw with or to snap an existing sprite onto. Already have favourites from Aseprite or another editor? MagicPixel also imports .gpl, .pal and .hex palette files. New to working inside a limited set? Start with the color palette guide.
Chasing that 8-bit and 16-bit look? pulled straight from the consoles and computers that defined them.
Popular palettes: Game Boy DMG, PICO-8, NES, Commodore 64, CGA 16, ZX Spectrum.
23 palettes
The 16 colors of the PICO-8 fantasy console: punchy, readable, and famously hard to make ugly.
Lexaloffle
The IBM CGA 16-color set every DOS game grew up on: harsh, saturated, unmistakably 1985.
IBM (hardware)
Sinclair's bright/dark pairs: pure hues at two intensities and nothing in between.
Sinclair (hardware)
A working 16-color slice of the NES master palette, kept to hues the PPU can actually pair.
Nintendo (hardware)
The classic Mac OS 16: clean primaries plus a proper gray ramp for interface pixel art.
Apple (system)
The default Windows/VGA sixteen: the palette of early icons, cursors, and toolbars.
IBM / Microsoft (system)
Pure black and white. No shading, only silhouette and pattern dithering.
MagicPixel
A softened two-tone pair: off-black ink on warm paper for comic-style pixel art.
MagicPixel
Sixteen balanced colors with clean dark-to-light ramps: a modern PICO-8 alternative.
GrafxKid
Eight maximally distinguishable colors: readable at 16×16 and for color-blind checks.
MagicPixel
Sixteen of the Amstrad CPC’s 27 firm-hued colors: blunt primaries with just enough mid tones to shade.
Amstrad (hardware)
The eight pure teletext colors: black, white, and full-blast RGB corners. Brutally readable.
Broadcast standard (hardware)
A 16-color slice of the Master System VDP: two-bit-per-channel steps, arcade-bright.
Sega (hardware)
The default Atari ST 16: full-strength hues plus their halves, the classic demo-scene starting point.
Atari (hardware)
France’s school-computer palette: saturated primaries with a handful of pastel softeners.
Thomson (hardware)
Two opposing three-step ramps plus a shared light: hard-edged, poster-like sprites.
MagicPixel
The film-grade complementary pair, ramped for pixel art without muddying the mids.
MagicPixel
Four neutrals and four hues: a deliberately tiny working set for jam sprites.
MagicPixel
Four steps from night violet to sun gold: tiny palettes that still feel atmospheric.
MagicPixel
Eight hues chosen to stay distinguishable for the common forms of color blindness.
MagicPixel
Clean-room whites and greys for polished sci-fi architecture.
MagicPixel
Saturated leaded-glass jewels bound by dark lead lines.
MagicPixel
Balanced dark-UI slate ramp with an accessible top contrast step.
MagicPixel
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Provenance and licensing. Hardware and system palettes here (Game Boy, PICO-8, CGA, C64, ZX Spectrum, NES and friends) are factual color sets from the machines themselves, credited on each card. Community palettes are included only when released CC0, credited to their authors. Every other palette is authored by MagicPixel. All of them are free to use in your projects, commercial work included, and color values themselves are not copyrightable.