Retro Colour Palettes
Every palette in the 8-bit photo converter is borrowed from a real machine, or in PICO-8's case a carefully designed imaginary one. These reference pages list the exact colours the tool uses, as hex and RGB, explain where each palette came from and how the hardware actually used it, and show the same test image converted with each one so you can compare them properly.
Published 5 September 2026
At a glance
| Palette | Machine | Year | Colours | How the tool maps | Best for |
|---|---|---|---|---|---|
| Game Boy | Nintendo Game Boy | 1989 | 4 greens | Brightness bands | Portraits, silhouettes, Game Boy Camera look |
| NES | Nintendo Entertainment System | 1983 / 1985 | 55 | Nearest colour | Photos that should still look like photos |
| ZX Spectrum | Sinclair ZX Spectrum | 1982 | 15 | Nearest colour | Bold, saturated, poster-like images |
| PICO-8 | PICO-8 fantasy console | 2015 | 16 | Nearest colour | Avatars, warm scenes, modern indie look |
| Commodore 64 | Commodore 64 | 1982 | 16 | Nearest colour | Skin tones, interiors, cosy everyday photos |
| CGA | IBM PC | 1981 | 4 | Nearest colour | High contrast, neon, graphic shapes |
| Black & White | 1-bit displays | 2 | Brightness threshold | Extreme contrast, stamps, icons | |
| Original colours | All | None (pixelation only) | Clean, modern pixelation |
The same scene in every palette
This is a synthetic test scene, a gradient sky, hills, sea, five shaded spheres and a grey and hue ramp along the bottom, chosen because it exercises everything a palette has to cope with: smooth gradients, saturated colours, subtle shading and neutral greys. Every version below was made with the converter at a pixel size of 6.









Palette reference pages
GAME BOY
Four shades of green. 4 colours.
NES
The 8-bit console palette. 55 colours.
ZX SPECTRUM
Fifteen bright colours. 15 colours.
PICO-8
The modern fantasy-console palette. 16 colours.
COMMODORE 64
Sixteen warm, characterful colours. 16 colours.
CGA
Cyan, magenta, white and black. 4 colours.
How the tool applies a palette
For most palettes the converter shrinks your photo into blocks, then replaces each block's colour with the closest one in the list, measured as a straight-line distance between the red, green and blue values. Game Boy and Black & White work differently: they look only at brightness and pick a shade from fixed bands. There is no dithering, so areas of flat colour stay flat. The how the converter works guide goes through all of it, including why the C64 turns some skies grey and why the Spectrum makes everything shout.
Choosing between them
If you only remember one rule: the fewer colours a palette has, the more your photo needs strong contrast and a simple subject. NES and PICO-8 are forgiving and keep photos recognisable. Commodore 64 flatters warm subjects and skin. ZX Spectrum and CGA are for bold, graphic results. Game Boy is for anything you want to look like it came out of a handheld in 1989. The palette comparison guide goes deeper, and every palette is one click away in the converter, so the quickest way to decide is to try three.
All eight palettes, free, in your browser. Your photo never leaves your device.
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