Pixel-art cursors live or die on their palette. The right four colors look like a Nintendo cartridge; the wrong four look like a Geocities banner.
NES (1985)
The Nintendo Entertainment System used a fixed 64-color palette and could display 25 colors per scene. The “NES feel” comes from a tight selection — usually a chunky red, a sky blue, a dirty green, and pure white — against a deep navy or black background. Avoid pastels; the NES did not really do pastels.
Game Boy (1989)
Four shades of LCD green: #0f380f, #306230, #8bac0f, #9bbc0f. That is the entire palette. Game Boy cursors only work if you commit to the limit; adding a fifth color breaks the spell instantly.
Commodore 64 (1982)
Sixteen fixed colors, with that unmistakable purple-grey background. C64 cursors look best when you lean into the original palette’s slightly muddy quality rather than over-saturating.
PICO-8 (modern)
The PICO-8 fantasy console codified a 16-color modern pixel-art palette that has become a default for new pixel projects. It is balanced, has good contrast, and works at small sizes.
How to pick
For a cursor pack, restrict yourself to four colors maximum: shadow (usually black), fill (usually white or near-white), accent, and highlight. Anything more reads as “digital art,” not “pixel cursor.”
More guides
- How to Install Custom Cursors on Windows 11 (and Windows 10)
- Custom Cursors on macOS: What Actually Works in 2025
- Installing X11 and Wayland Cursor Themes on Linux
- Browser-Only Custom Cursors with the CSS cursor Property
- Design Your Own 16x16 Pixel-Art Cursor (Beginner Tutorial)
- Animating .cur and .ani Cursor Files: A Practical Guide
- Cursor Pack Licensing, Plain English: CC0, CC BY, and Commercial Use
- Cursor Readability: Five Rules That Keep Pixel Pointers Usable
- Cursors for Streamers: Visibility, Branding, and Chat-Friendly Pointers