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.
39 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)
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)
VIC-II's 16 colors: dusty browns and mid grays that force clever dithering.
Commodore (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 soft, slightly chalky MSX1 palette: great for friendly 8-bit character work.
Texas Instruments (hardware)
Apple II double-hires colors: strange magentas and mint greens that read as instantly vintage.
Apple (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)
A luma-heavy slice of the TIA table: long gray ramps with a few earthy hues.
Atari (hardware)
Four reds from the Virtual Boy's LED display: value studies with a headache.
Nintendo (hardware)
A single warm brown ramp: old photographs, parchment maps, and sepia flashbacks.
MagicPixel
Phosphor greens for terminal screens, scanline overlays, and CRT UI.
MagicPixel
The amber monitor variant: warm monochrome for old computers and consoles.
MagicPixel
Sunset pinks against pool cyan: 80s aesthetic backdrops and title screens.
MagicPixel
Grid-horizon purples with hot pink and turquoise for synthwave scenes.
MagicPixel
The teal-lit four shades of the backlit Game Boy Light: cooler and cleaner than the DMG greens.
Nintendo (hardware)
Sixteen of the Amstrad CPC’s 27 firm-hued colors: blunt primaries with just enough mid tones to shade.
Amstrad (hardware)
A workable 16 from the EGA 64: the extra mid tones CGA never had, still unmistakably DOS.
IBM (hardware)
The eight pure teletext colors: black, white, and full-blast RGB corners. Brutally readable.
Broadcast standard (hardware)
Sixteen evenly stepped MSX2 tones: three-value ramps per hue, exactly how 8-bit shading works.
Yamaha / ASCII (hardware)
A 16-color slice of the Master System VDP: two-bit-per-channel steps, arcade-bright.
Sega (hardware)
Sixteen slightly hazy Game Gear tones: the softer, screen-washed cousin of the Master System set.
Sega (hardware)
The lilac-and-rose 16 that Japanese PC-98 art is remembered for: soft, painterly, unmistakable.
NEC (hardware)
The default Atari ST 16: full-strength hues plus their halves, the classic demo-scene starting point.
Atari (hardware)
The TED chip’s luminance-heavy character: many grays, earthy hues, and gentle contrast steps.
Commodore (hardware)
France’s school-computer palette: saturated primaries with a handful of pastel softeners.
Thomson (hardware)
A 16-color slice in the X68000 arcade-port idiom: deep blues, hot reds, crisp highlights.
Sharp (hardware)
Sixteen mild handheld tones: value-first, with just enough hue to separate materials.
SNK (hardware)
A near-neutral handheld set with warm and cool tints layered over a gray spine.
Bandai (hardware)
Phosphor green from near-black to bloom: CRT terminals and hacking screens.
MagicPixel
A cold single-hue ramp for terminals, blueprints, and diagnostic overlays.
MagicPixel
A warm amber ramp for lamplight studies, sepia scenes, and CRT-amber mockups.
MagicPixel
Four aged-paper values: the Game Boy exercise in a warm, old-photograph key.
MagicPixel
Loud pattern colors for arcades, party stages and toy packaging.
MagicPixel
Roadside neon warmth for desert motels and highway diners.
MagicPixel
Faded photo neutrals for nostalgic scenes and aged UI frames.
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.