← ImgScalePIXELLAB
Deep Dive · Pixel Art

Game Boy vs NES vs PICO-8: Choosing the Right Retro Palette

By ImgScale Team  ·  June 2026 · 6 min read · by kizura

The palette is the most impactful single setting in the Pixel Art Converter. It determines the entire "era feel" of the output — the difference between a muddy result and one that looks like it came straight off a real retro console. This guide walks through every built-in palette with examples and recommendations.

Open the Pixel Art Converter
In this guide
  1. How palettes work
  2. Game Boy — 4 shades of green
  3. PICO-8 — 16 vivid colors
  4. NES — 43 colors, the most nuanced
  5. CGA — the harsh 4-color PC palette
  6. 1-bit — pure black and white
  7. Auto — median-cut from the image itself
  8. Which palette to pick

How palettes work

When you select a palette, the converter maps every pixel in the downscaled grid to its nearest color in that palette using a perceptual distance formula (redmean weighting, which better matches human color perception than simple Euclidean RGB distance). The fewer colors in the palette, the more dramatic and "retro" the result — but also the more information is lost.

Dithering (Floyd–Steinberg or Ordered) can partially recover lost gradients by using patterns of different palette colors to simulate intermediate shades. It's worth trying dithering with any palette that has fewer than 8 colors.

Game Boy — 4 shades of green

Game Boy (4 colors)

Dark forest green to pale yellow-green. The original DMG palette.

The Game Boy palette is 4 shades of green ranging from near-black (#0f380f) to pale yellow-green (#9bbc0f). It's the most restricted palette in the set, but produces the most recognizable and evocative results for anyone who grew up with early handheld gaming.

Works best for

Add dithering

With only 4 colors, Floyd–Steinberg dithering makes a substantial difference — it can simulate 8–12 apparent shades by mixing adjacent pixels. Try comparing the same portrait with and without dithering on this palette.

Quick test: Convert a portrait with Game Boy palette + Floyd–Steinberg dithering. The result looks like original Game Boy camera output — remarkably expressive with only 4 colors.

PICO-8 — 16 vivid colors

PICO-8 (16 colors)

Vivid, saturated colors from the PICO-8 fantasy console.

PICO-8's 16-color palette is intentionally saturated and graphic. It was designed for the PICO-8 fantasy console (a fictional retro gaming platform) and prioritizes visual pop over photographic accuracy. Colors include vivid red, neon green, bright blue, pink, and orange — with only a handful of neutrals.

Works best for

Doesn't work well for

NES — 43 colors, the most nuanced

NES (43 colors)

The full NES palette — more nuanced than PICO-8 with better skin tones and sky blues.

The NES palette has 43 colors (the actual NES hardware supported 54, but many were duplicates or near-black — the implementation uses the 43 most useful). It's the most flexible retro palette: enough colors to render skin tones, sky blues, and earth tones with reasonable fidelity while still looking distinctly "8-bit."

Works best for

CGA — the harsh 4-color PC palette

CGA (4 colors)

The infamous cyan, magenta, white, black of early IBM PC graphics.

CGA (Color Graphics Adapter) is the most visually distinctive and polarizing palette — cyan, magenta, white, and black. It looks harsh and artificial on almost everything, which is exactly the point. It's a deliberate aesthetic choice, not a practical one.

Works best for

CGA is deliberately limiting. If your result doesn't look right, that's part of the aesthetic. Try with Ordered (Bayer) dithering for a structured, pattern-based look that complements the harsh color choices.

1-bit — pure black and white

1-bit (2 colors)

Pure black and near-white. The most extreme reduction.

Two colors: near-black (#141414) and near-white (#fafafa). The most extreme palette possible.

Works best for

Auto — median-cut from the image itself

The Auto palette uses median-cut quantization to extract the N most representative colors from your specific image. The color count slider (2–64) controls how many colors the algorithm finds. This is not a fixed hardware palette — it's a custom palette generated from each image.

When to use Auto

Color count guidelines

Which palette to pick

Content typeRecommended paletteSecond choice
Portrait / faceNESGame Boy + dither
Game sprite / iconPICO-8NES
Landscape / natureGame BoyNES
Illustration / animePICO-8Auto 16–24
Abstract / graphicCGA1-bit + dither
B&W halftone1-bit + Floyd-Steinberg1-bit + Ordered
Animated GIFAuto 32–48PICO-8
General / unknownAuto 16–24NES
Try all palettes — free, no upload

Related: Complete Pixel Art Guide · Dithering Explained