Game Boy DMG
4 colorsThe four green shades of the original Game Boy screen: the strictest possible shading exercise.
Nintendo (hardware)
- console
- gameboy
- retro
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.
32 palettes
The four green shades of the original Game Boy screen: the strictest possible shading exercise.
Nintendo (hardware)
Four neutral grays from the Pocket revision: ideal for reading value before you commit to color.
Nintendo (hardware)
Four reds from the Virtual Boy's LED display: value studies with a headache.
Nintendo (hardware)
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
Four evenly spaced values: the fastest way to block out light before coloring.
MagicPixel
Six evenly spaced accent hues at matched saturation: status icons and tags.
MagicPixel
Eight maximally distinguishable colors: readable at 16×16 and for color-blind checks.
MagicPixel
Six-step single-hue blue: perfect for one-color mockups and moonlight passes.
MagicPixel
A single violet ramp for magic passes, dusk overlays, and shadow studies.
MagicPixel
A Game Boy-style four-tone set in warm tones: tight constraint, warm mood.
MagicPixel
A four-tone cool set for moonlit, underwater, and winter constraint pieces.
MagicPixel
A tiny six-color kit that still covers dark, light, warm, and cool: ideal for jams.
MagicPixel
The teal-lit four shades of the backlit Game Boy Light: cooler and cleaner than the DMG greens.
Nintendo (hardware)
The eight pure teletext colors: black, white, and full-blast RGB corners. Brutally readable.
Broadcast standard (hardware)
Eight steps of cold gray-blue for whiteout weather, snowfall vfx, and frozen skies.
MagicPixel
A translucent green ramp with a bright rim value so blobs read as gel, not stone.
MagicPixel
An eight-step ramp built for deep skin tones, with enough value spread to shade faces at 32px.
MagicPixel
A cool-leaning flesh ramp for pale, undead, or moonlit characters without going gray.
MagicPixel
Cool arc values with a white core and a warm afterglow for electric attacks.
MagicPixel
Frost blues to white for freeze effects, ice shards, and cold-damage frames.
MagicPixel
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.
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Four neutrals and four hues: a deliberately tiny working set for jam sprites.
MagicPixel
Six steps of one green: value studies, foliage passes, and single-hue mockups.
MagicPixel
A warm amber ramp for lamplight studies, sepia scenes, and CRT-amber mockups.
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One rose hue in six values: dusk scenes, romance UI, and soft single-tone art.
MagicPixel
Four aged-paper values: the Game Boy exercise in a warm, old-photograph key.
MagicPixel
A cool four-value set for high-contrast noir sprites and silhouette-first layouts.
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Four steps from night violet to sun gold: tiny palettes that still feel atmospheric.
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A four-value woodland set: the minimum that still separates canopy, trunk, and ground.
MagicPixel
Eight hues chosen to stay distinguishable for the common forms of color blindness.
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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.