Color palette (Generations I–II)

The Generation I and core series games can be played in color or in monochrome (including grayscale), depending on the game system.
All Generation I games and non-Korean can be played either in monochrome or in color. However, and Korean Pokémon Gold and Silver can only be played in color.
==System colors and game compatibility==
===Game Boy===
The original Game Boy plays games in monochrome coloring.
The Game Boy's color values are stored as (2 bits), which are then used to display the entire game. The system also provides three palettes of tones. One tone palette is used by the tiled layers, and the other two tone palettes are used by all sprite objects. Each palette holds 4 entries of tones, where it is possible for each entry to be a unique tone, or the same tone (with 1 to 4 tones displayed at any given time).
While all four tones in the background palette are displayed on screen, only three tones from each sprite palette can be displayed at once, due to their 'index 0' being mapped to transparency.
* This transparency is what allows sprites to properly display in front of (or behind) backgrounds.
The system provides for two tiled layers - a moveable background, and a static "window" that can be overlayed on top. Both layers use the same background tone palette.
The programming technique was used to change a tone palette dynamically, during the middle of the screen being drawn on a given frame.
* This allowed the same background to display what appears to be more than one tone palette in use at the same time, which was more commonly used in the Generation II games.
* This is the same programming technique responsible for the scrolling effects when trainer battles or wild encounters are begun.
The physical screen of the console affects how the monochrome colors are displayed and perceived.
* The first Game Boy model (DMG-01) features these 4 monochromatic colors: light green, green, dark green, black.
* The Game Boy Pocket (MGB-001) features these 4 monochromatic colors: white, light gray, dark gray, black.
* The Japan-only Game Boy Light (MGB-101) features these 4 monochromatic colors: light cyan, cyan, dark cyan, black.
Compatible games:
* All Generation I core series games are compatible with Game Boy systems.
* Except for Korean, all other languages of are also compatible with Game Boy systems, where they are run in a "monochrome" mode.
Incompatible games:
* and the Korean Pokémon Gold and Silver are unable to be played on Game Boy systems, where a monochrome message regarding their incompatibility is displayed on screen.
===Super Game Boy and Super Game Boy 2===
The Super Nintendo Entertainment System using the Super Game Boy or Super Game Boy 2 is capable of running original Game Boy games and Game Boy Color games compatible with the original Game Boy. The color palettes used contain 4 color values sourced from the SNES's (2 bytes long, little-endian format). However, these accessories are not capable of running Game Boy Color-exclusive games.
The RGB channel values for red, green and blue are stored as 5-bits each, but are displayed on screen as 8-bits each.
* displayed = internal \times {8}
 Super Game Boy RGB channel values
5-bit internal value 	0 (0x00) 	1 (0x01) 	2 (0x02) 	3 (0x03) 	4 (0x04) 	5 (0x05) 	6 (0x06) 	7 (0x07)
8-bit displayed value	0 (0x00) 	8 (0x08) 	16 (0x10) 	24 (0x18) 	32 (0x20) 	40 (0x28) 	48 (0x30) 	56 (0x38)
  	 	 	 	 	 	 	 	
5-bit internal value 	8 (0x08) 	9 (0x09) 	10 (0x0A) 	11 (0x0B) 	12 (0x0C) 	13 (0x0D) 	14 (0x0E) 	15 (0x0F)
8-bit displayed value	64 (0x40) 	72 (0x48) 	80 (0x50) 	88 (0x58) 	96 (0x60) 	104 (0x68)	112 (0x70)	120 (0x78)
  	 	 	 	 	 	 	 	
5-bit internal value 	16 (0x10) 	17 (0x11) 	18 (0x12) 	19 (0x13) 	20 (0x14) 	21 (0x15) 	22 (0x16) 	23 (0x17)
8-bit displayed value	128 (0x80)	136 (0x88)	144 (0x90)	152 (0x98)	160 (0xA0)	168 (0xA8)	176 (0xB0)	184 (0xB8)
  	 	 	 	 	 	 	 	
5-bit internal value 	24 (0x18) 	25 (0x19) 	26 (0x1A) 	27 (0x1B) 	28 (0x1C) 	29 (0x1D) 	30 (0x1E) 	31 (0x1F)
8-bit displayed value	192 (0xC0)	200 (0xC8)	208 (0xD0)	216 (0xD8)	224 (0xE0)	232 (0xE8)	240 (0xF0)	248 (0xF8)
Using these SNES accessories, 1 of 32 predefined color palettes can be applied to the monochrome Game Boy games as they are being run. A color palette with custom defined color values can be applied to the screen as an alternative. Each color palette works by mapping color over all of the monochromatic tones from the original game's display. However, only a single color palette can be used at any given time that a monochrome Game Boy game is being run, where the entire display gets colorized.
 Super Game Boy predefined color palettes
Palette ID	Color 0 	Color 1 	Color 2 	Color 3
1-A 	      0xF8E8C831 29 25	      0xD8904827 18 9 	      0xA8282021 5 4 	      0x3018506 3 10
1-B 	      0xD8D8C027 27 24	      0xC8B07025 22 14	      0xB0501022 10 2 	      0x0000000 0 0
1-C 	      0xF8C0F831 24 31	      0xE8985029 19 10	      0x98386019 7 12 	      0x3838987 7 19
1-D 	      0xF8F8A831 31 21	      0xC0804824 16 9 	      0xF8000031 0 0 	      0x50180010 3 0
1-E 	      0xF8D8B031 27 22	      0x78C07815 24 15	      0x68884013 17 8 	      0x58382011 7 4
1-F 	      0xD8E8F827 29 31	      0xE0885028 17 10	      0xA8000021 0 0 	      0x0040100 8 2
1-G 	      0x0000500 0 10 	      0x00A0E80 20 29 	      0x78780015 15 0 	      0xF8F85831 31 11
1-H 	      0xF8E8E031 29 28	      0xF8B88831 23 17	      0x80400016 8 0 	      0x3018006 3 0
2-A 	      0xF0C8A030 25 20	      0xC0884824 17 9 	      0x2878005 15 0 	      0x0000000 0 0
2-B 	      0xF8F8F831 31 31	      0xF8E85031 29 10	      0xF8300031 6 0 	      0x50005810 0 11
2-C 	      0xF8C0F831 24 31	      0xE8888829 17 17	      0x7830E815 6 29 	      0x2828985 5 19
2-D 	      0xF8F8A031 31 20	      0x00F8000 31 0 	      0xF8300031 6 0 	      0x0000500 0 10
2-E 	      0xF8C88031 25 16	      0x90B0E018 22 28	      0x2810605 2 12 	      0x1008102 1 2
2-F 	      0xD0F8F826 31 31	      0xF8905031 18 10	      0xA0000020 0 0 	      0x1800003 0 0
2-G 	      0x68B83813 23 7 	      0xE0504028 10 8 	      0xE0B88028 23 16	      0x0018000 3 0
2-H 	      0xF8F8F831 31 31	      0xB8B8B823 23 23	      0x70707014 14 14	      0x0000000 0 0
3-A 	      0xF8D09831 26 19	      0x70C0C014 24 24	      0xF8602831 12 5 	      0x3048606 9 12
3-B 	      0xD8D8C027 27 24	      0xE0802028 16 4 	      0x0050000 10 0 	      0x0010100 2 2
3-C 	      0xE0A8C828 21 25	      0xF8F87831 31 15	      0x00B8F80 23 31 	      0x2020584 4 11
3-D 	      0xF0F8B830 31 23	      0xE0A87828 21 15	      0x08C8001 25 0 	      0x0000000 0 0
3-E 	      0xF8F8C031 31 24	      0xE0B06828 22 13	      0xB0782022 15 4 	      0x50487010 9 14
3-F 	      0x7878C815 15 25	      0xF868F831 13 31	      0xF8D00031 26 0 	      0x4040408 8 8
3-G 	      0x60D85012 27 10	      0xF8F8F831 31 31	      0xC8303825 6 7 	      0x3800007 0 0
3-H 	      0xE0F8A028 31 20	      0x78C83815 25 7 	      0x4888189 17 3 	      0x0818001 3 0
4-A 	      0xF0A86830 21 13	      0x78A8F815 21 31	      0xD000D026 0 26 	      0x0000780 0 15
4-B 	      0xF0E8F030 29 30	      0xE8A06029 20 12	      0x4078388 15 7 	      0x1808083 1 1
4-C 	      0xF8E0E031 28 28	      0xD8A0D027 20 26	      0x98A0E019 20 28	      0x0800001 0 0
4-D 	      0xF8F8B831 31 23	      0x90C8C818 25 25	      0x4868789 13 15 	      0x0820481 4 9
4-E 	      0xF8D8A831 27 21	      0xE0A87828 21 15	      0x78588815 11 17	      0x0020300 4 6
4-F 	      0xB8D0D023 26 26	      0xD880D827 16 27	      0x8000A016 0 20 	      0x3800007 0 0
4-G 	      0xB0E01822 28 3 	      0xB8205823 4 11 	      0x2810005 2 0 	      0x0080600 16 12
4-H 	      0xF8F8C831 31 25	      0xB8C05823 24 11	      0x80884016 17 8 	      0x4050288 10 5
There are also certain Game Boy games (and Game Boy Color games) with in-game data for the Super Game Boy, where multiple color palettes are simultaneously used to colorize the screen.
* Up to 4 color palettes are used at once.
* These multiple color palettes work by colorizing certain portions of the screen - regardless of background or sprite.
* Because this coloring technique did not work well with scrolling effects, areas in games involving scrolling (such as the overworld) only used one palette, with multiple palettes used for non-scrolling portions (such as stat screens, battles and encounters).
Compatible games (with in-game color):
* All Generation I core series games have in-game color data compatible with these systems.
* Except for Korean, all other languages of have in-game color data compatible with these systems.
All compatible games can make use of the Super Game Boy's predefined color palettes, where the entire display uses 1 palette instead of 4 palettes. This effect can be switched off or on at any time while the game is being run.
Incompatible games:
* and the Korean Pokémon Gold and Silver are unable to be played on these systems, where a monochrome message regarding their incompatibility is displayed on screen.
===Game Boy Color, Game Boy Advance, and Game Boy Player===
The Game Boy Color, Game Boy Advance, and Nintendo GameCube with Game Boy Player are compatible with all original Game Boy and Game Boy Color games. Like the Super Game Boy, the color palettes used consist of 4 entries for (2 bytes long, little-endian format). But unlike the Super Game Boy, these systems are incapable of displaying the Super Game Boy's color palettes, and instead utilize their own predefined color palettes for colorizing monochrome Game Boy games. In addition, the formula for displaying the color values is also different from that of the Super Game Boy.
The RGB channel values for red, green and blue are stored as 5-bits each, but are displayed on screen as 8-bits each.
* displayed = rounded \left( \dfrac {internal \times 255}{31} \right)
 Game Boy Color RGB channel values
5-bit internal value 	0 (0x00) 	1 (0x01) 	2 (0x02) 	3 (0x03) 	4 (0x04) 	5 (0x05) 	6 (0x06) 	7 (0x07)
8-bit displayed value	0 (0x00) 	8 (0x08) 	16 (0x10) 	25 (0x19) 	33 (0x21) 	41 (0x29) 	49 (0x31) 	58 (0x3A)
  	 	 	 	 	 	 	 	
5-bit internal value 	8 (0x08) 	9 (0x09) 	10 (0x0A) 	11 (0x0B) 	12 (0x0C) 	13 (0x0D) 	14 (0x0E) 	15 (0x0F)
8-bit displayed value	66 (0x42) 	74 (0x4A) 	82 (0x52) 	90 (0x5A) 	99 (0x63) 	107 (0x6B)	115 (0x73)	123 (0x7B)
  	 	 	 	 	 	 	 	
5-bit internal value 	16 (0x10) 	17 (0x11) 	18 (0x12) 	19 (0x13) 	20 (0x14) 	21 (0x15) 	22 (0x16) 	23 (0x17)
8-bit displayed value	132 (0x84)	140 (0x8C)	148 (0x94)	156 (0x9C)	165 (0xA5)	173 (0xAD)	181 (0xB5)	189 (0xBD)
  	 	 	 	 	 	 	 	
5-bit internal value 	24 (0x18) 	25 (0x19) 	26 (0x1A) 	27 (0x1B) 	28 (0x1C) 	29 (0x1D) 	30 (0x1E) 	31 (0x1F)
8-bit displayed value	197 (0xC5)	206 (0xCE)	214 (0xD6)	222 (0xDE)	230 (0xE6)	239 (0xEF)	247 (0xF7)	255 (0xFF)
The Game Boy Color's method of colorization is also different than that of the Super Game Boy. Whereas the Super Game Boy colorizes different sections of the screen with up to 4 color palettes, the Game Boy Color applies color directly to the original Game Boy's three tone palettes. As a result, this method allows for sprites and backgrounds to contrast on screen more vividly than on previous systems.
Upon booting an original Game Boy game onto a Game Boy Color, one of 13 different color palettes can be applied. This only works on games with no in-game color data. Different palettes can be selected with combinations of the D-pad and A/B buttons, with 12 choices possible. (The 13th choice is with no combination pressed.) Unlike the Super Game Boy, it is not possible to change the color palettes once the game has started, and it is not possible to choose a color palette with custom color values.
* Despite each palette containing 12 color values, only 10 of these colors can be displayed on screen at any time. This is due to both sprite object tone palettes using one entry each for transparency.
 Game Boy Color predefined color palettes
Combination	BGColor 0 	BGColor 1 	BGColor 2 	BGColor 3 	OBJ0Color 0 	OBJ0Color 1 	OBJ0Color 2 	OBJ0Color 3 	OBJ1Color 0 	OBJ1Color 1 	OBJ1Color 2 	OBJ1Color 3
Up 	      0xFFFFFF31 31 31	      0xFFAD6331 21 12	      0x84310016 6 0 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFFAD6331 21 12	      0x84310016 6 0 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFFAD6331 21 12	      0x84310016 6 0 	      0x0000000 0 0
Up+A 	      0xFFFFFF31 31 31	      0xFF848431 16 16	      0x943A3A18 7 7 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0x7BFF3115 31 6 	      0x0084000 16 0 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0x63A5FF12 20 31	      0x0000FF0 0 31 	      0x0000000 0 0
Up+B 	      0xFFE6C531 28 24	      0xCE9C8425 19 16	      0x846B2916 13 5 	      0x5A310811 6 1 	      0xFFFFFF31 31 31	      0xFFAD6331 21 12	      0x84310016 6 0 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFFAD6331 21 12	      0x84310016 6 0 	      0x0000000 0 0
Down 	      0xFFFFA531 31 20	      0xFF949431 18 18	      0x9494FF18 18 31	      0x0000000 0 0 	      0xFFFFA531 31 20	      0xFF949431 18 18	      0x9494FF18 18 31	      0x0000000 0 0 	      0xFFFFA531 31 20	      0xFF949431 18 18	      0x9494FF18 18 31	      0x0000000 0 0
Down+A 	      0xFFFFFF31 31 31	      0xFFFF0031 31 0 	      0xFF000031 0 0 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFFFF0031 31 0 	      0xFF000031 0 0 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFFFF0031 31 0 	      0xFF000031 0 0 	      0x0000000 0 0
Down+B 	      0xFFFFFF31 31 31	      0xFFFF0031 31 0 	      0x7B4A0015 9 0 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0x63A5FF12 20 31	      0x0000FF0 0 31 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0x7BFF3115 31 6 	      0x0084000 16 0 	      0x0000000 0 0
Left 	      0xFFFFFF31 31 31	      0x63A5FF12 20 31	      0x0000FF0 0 31 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFF848431 16 16	      0x943A3A18 7 7 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0x7BFF3115 31 6 	      0x0084000 16 0 	      0x0000000 0 0
Left+A 	      0xFFFFFF31 31 31	      0x8C8CDE17 17 27	      0x52528C10 10 17	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFF848431 16 16	      0x943A3A18 7 7 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFFAD6331 21 12	      0x84310016 6 0 	      0x0000000 0 0
Left+B 	      0xFFFFFF31 31 31	      0xA5A5A520 20 20	      0x52525210 10 10	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xA5A5A520 20 20	      0x52525210 10 10	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xA5A5A520 20 20	      0x52525210 10 10	      0x0000000 0 0
Right 	      0xFFFFFF31 31 31	      0x52FF0010 31 0 	      0xFF420031 8 0 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0x52FF0010 31 0 	      0xFF420031 8 0 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0x52FF0010 31 0 	      0xFF420031 8 0 	      0x0000000 0 0
Right+A 	      0xFFFFFF31 31 31	      0x7BFF3115 31 6 	      0x0063C50 12 24 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFF848431 16 16	      0x943A3A18 7 7 	      0x0000000 0 0 	      0xFFFFFF31 31 31	      0xFF848431 16 16	      0x943A3A18 7 7 	      0x0000000 0 0
Right+B 	      0x0000000 0 0 	      0x0084840 16 16 	      0xFFDE0031 27 0 	      0xFFFFFF31 31 31	      0x0000000 0 0 	      0x0084840 16 16 	      0xFFDE0031 27 0 	      0xFFFFFF31 31 31	      0x0000000 0 0 	      0x0084840 16 16 	      0xFFDE0031 27 0 	      0xFFFFFF31 31 31
In the event that a button combination is not pressed, the Game Boy Color will provide a default color palette based on the game itself. Similar to how the Super Game Boy had pre-defined default palettes for select games released before the system's release, the same is also true for the Game Boy Color.
* The Game Boy Color has default color palettes for all Generation I games (excluding international Yellow).
* Most of these color palettes are near-identical to button combination choices, with the exception of object palette 1 (which is only ever used by the star in the Game Freak logo).
 Game Boy Color default color palettes
Game 	BGColor 0 	BGColor 1 	BGColor 2 	BGColor 3 	OBJ0Color 0 	OBJ0Color 1 	OBJ0Color 2 	OBJ0Color 3 	OBJ1Color 0 	OBJ1Color 1 	OBJ1Color 2 	OBJ1Color 3
 	      0xFFFFFF31 31 31	      0xFF848431 16 16	      0x943A3A18 7 7 	      0x0000000 0 0	      0xFFFFFF31 31 31	      0x7BFF3115 31 6 	      0x0084000 16 0	      0x0000000 0 0	      0xFFFFFF31 31 31	      0xFF848431 16 16	      0x943A3A18 7 7 	      0x0000000 0 0
 	      0xFFFFFF31 31 31	      0x63A5FF12 20 31	      0x0000FF0 0 31 	      0x0000000 0 0	      0xFFFFFF31 31 31	      0xFF848431 16 16	      0x943A3A18 7 7	      0x0000000 0 0	      0xFFFFFF31 31 31	      0x63A5FF12 20 31	      0x0000FF0 0 31 	      0x0000000 0 0
 	      0xFFFFFF31 31 31	      0x7BFF3115 31 6 	      0x0063C50 12 24	      0x0000000 0 0	      0xFFFFFF31 31 31	      0xFF848431 16 16	      0x943A3A18 7 7	      0x0000000 0 0	      0xFFFFFF31 31 31	      0x7BFF3115 31 6 	      0x0063C50 12 24	      0x0000000 0 0
(Japanese only)	      0xFFFFFF31 31 31	      0xFFFF0031 31 0 	      0xFF000031 0 0 	      0x0000000 0 0	      0xFFFFFF31 31 31	      0xFFFF0031 31 0 	      0xFF000031 0 0	      0x0000000 0 0	      0xFFFFFF31 31 31	      0xFFFF0031 31 0 	      0xFF000031 0 0 	      0x0000000 0 0
Compatible games (monochrome):
* With the exception of international Yellow, all the other Generation I games (including Japanese Yellow) are played on Game Boy Color using one of the above color palettes (button-combination or default).
Compatible games (in-game color):
* The international version of Yellow and the Generation II games have in-game color data compatible with these systems.
As a result, the non-Japanese versions of Yellow, and the non-Korean versions of Gold and Silver support three separate coloring modes, based upon whether they are played on the original Game Boy, the Super Game Boy, or the Game Boy Color.
===Game Boy Tower===
The Game Boy Tower feature from the Pokémon Stadium series games (available using the Transfer Pak) is compatible with color palettes from both Super Game Boy and Game Boy Color. Therefore, all Generation I and II core series games have in-game color data compatible with the Stadium series systems.
* Games with color data for both Super Game Boy and Game Boy Color will prioritize Game Boy Color data for usage in the Game Boy Tower.
* Compatibility between Game Boy games and Nintendo 64 games is based upon language.
 Coloring modes applied (International)
Game 	Pokémon Stadium 	Pokémon Stadium 2
Pokémon Red 	Super Game Boy 	Super Game Boy
Pokémon Blue 	Super Game Boy 	Super Game Boy
Pokémon Yellow 	Game Boy Color (with Super Game Boy border)	Game Boy Color (with Super Game Boy border)
Pokémon Gold 	incompatible 	Game Boy Color (with Super Game Boy border)
Pokémon Silver 	incompatible 	Game Boy Color (with Super Game Boy border)
Pokémon Crystal	incompatible 	Game Boy Color (with generic Super Game Boy border)
 Coloring modes applied (Japanese)
Game 	Pocket Monsters Stadium	Pocket Monsters Stadium 2	Pocket Monsters Stadium GS
Pocket Monsters Red 	Super Game Boy 	Super Game Boy 	Super Game Boy
Pocket Monsters Green 	Super Game Boy 	Super Game Boy 	Super Game Boy
Pocket Monsters Blue 	Super Game Boy 	Super Game Boy 	Super Game Boy
Pocket Monsters Pikachu	Super Game Boy 	Super Game Boy 	Super Game Boy
Pocket Monsters Gold 	incompatible 	incompatible 	Game Boy Color (with Super Game Boy border)
Pocket Monsters Silver 	incompatible 	incompatible 	Game Boy Color (with Super Game Boy border)
Pocket Monsters Crystal	incompatible 	incompatible 	Game Boy Color (with generic Super Game Boy border)
===Virtual Console===
The Nintendo 3DS's Virtual Console is compatible with color palette data designed for the Game Boy Color, but not for the Super Game Boy.
The monochrome Game Boy games are played by default with a grayscale palette. There is also a green monochrome palette based on the original Game Boy (DMG-01, which had a green screen), which is activated by holding L+R together and then pressing Y.
Unlike earlier game systems such as the Game Boy Color and the Game Boy Advance, the 3DS's Virtual Console does not have a variety of color palettes to apply on monochrome games (other than grayscale or green screen).
Compatible games (monochrome):
* With the exception of international Yellow, all the other Generation I games (including Japanese Yellow) are played on the Virtual Console in monochrome (either grayscale or green).
Compatible games (in-game color):
* The international version of Yellow and the Generation II games have in-game color data compatible with this system.
==List of color palettes==
===Generation I===
Almost all the core series Generation I games (including Japanese Pokémon Yellow) have a single set of color palettes, which is used for the Super Game Boy. The international versions of Pokémon Yellow are the only exception, because they have two sets of colors palettes: the one for Game Boy Color was added in the localization, in addition to the earlier one for the Super Game Boy.
Most of the Super Game Boy color palettes are the same in Pokémon Red, Green, and Blue, except the colors associated with their logos (like the "Red Version" text) is different between games, and the Rocket Game Corner slots also have different color palettes depending on the game.
==Notable uses of color==
All the Generation I and core series games have in-game color data, although these colors can only be displayed on compatible systems. Therefore, different things like Pokémon species, places in the overworld, the HP bar, the slots, the game logos, badges, etc. have different colors.
===Human characters (Generation I)===
The same color palette (index number 0x10) is shared by the full body sprites of all Pokémon Trainers, including the Trainer classes, the player character , and the rival , as well as Professor Oak (the last one at the new game cutscene).
* In Pokémon Red, Green, and Blue played on the Super Game Boy, due to sharing the same palette, all those people have light pink and dark purple colors in their game sprites.
* In Pokémon Yellow played on the Super Game Boy, the light pink has become lighter, and the dark purple was converted to dark pink.
* In Pokémon Yellow played on the Game Boy Color, yellow and red are used instead.
If the Generation I games are played in monochrome, when Professor Oak appears in the new game, he remains completely visible. However, when playing in color, he is initially seen as a black outline (using the black color palette with index number 0x1E) which is then converted into the normal colors.
===Pokémon (Generation I)===
When the Generation I games are played with in-game color data, there are 10 color palettes available for Pokémon species, as seen in the summary, the Pokédex, and in battles.
====Evolving Pokémon====
When the Generation I core series games are played in monochrome, a Pokémon remains completely visible while evolving. For example, when evolves into , the completely visible sprites of each species flicker in the transformation from one species to another.
However, when played in color, a completely black palette (index number 0x1E) is applied to the evolving Pokémon, effectively turning it into a black silhouette. Except the Pokémon's white features remain white (such as 's belly, 's top half, and the eyes of several Pokémon).
In Pokémon Red, Green, and Blue, this black palette is composed of subtly different shades of black, and therefore the features of the Pokémon may still be seen to some extent. However, in Pokémon Yellow, those shades of black are converted into a single black tone, completely obscuring those features.
====Pokémon with color palette 0x10====
In particular, the color palette (index number 0x10) used by human characters is also used by , , and . Therefore, those three Pokémon are dark purple and light pink in Pokémon Red, Green, and Blue, but they are red and yellow in Pokémon Yellow played on the Game Boy Color.
In the intro of Pokémon Red, Green, and Blue, there are some Pokémon with an unusual color palette seen together with the player character below the game logo. Those Pokémon include , , , , , , , , , etc. Specifically, they are also using the color palette 0x10 (the same color palette as the player), therefore they are seen as light pink and dark purple as well.
When Professor Oak introduces a Nidorino or Pikachu in the new game, that Pokémon appears with unusual colors because the 0x10 color palette is applied as well.
* In Pokémon Red, Green, and Blue, the introduced in the new game appears light pink and dark purple, while Nidorino in normal gameplay are completely purple instead.
* In Pokémon Yellow, the introduced in the new game has pink cheeks (in Super Game Boy) or red cheeks (in Game Boy Color). In normal gameplay, Pikachu have orange cheeks instead (due to using the color palette shared by all yellow Pokémon).
In the party screen, all the small Pokémon icons also share the 0x10 color palette.
====Purple Jigglypuff (Pokémon Blue)====
Due to an oversight, when Pokémon Blue is played in color, the seen at the game intro (battling against ) appears purple instead of pink. This is a leftover from the battle between Gengar and Nidorino, as both are purple Pokémon.
====Jynx (Virtual Console)====
	
In the international versions of for Nintendo 3DS's Virtual Console, has a color palette with purple skin, owing to the controversies surrounding this Pokémon, instead of the black-skinned color palette seen in the Game Boy Color.
In the Generation I core series games, this version of Jynx for the Virtual Console is the only Pokémon with a palette consisting of five colors (including the purple skin), as opposed to four colors. This change of color palette did not affect and the Japanese version of Pokémon Yellow, because these games are entirely played in black and white on the Virtual Console.
====Transform color palettes====
In Generations I and II core series games (when played in color), a Pokémon retains its original color palette. For instance, Ditto and Shiny Mew are both blue Pokémon, so they will transform into blue versions of the target.
Most Pokémon can use Transform via , therefore other color palettes can be applied to arbitrary Pokémon as well. For more examples, if a , , or uses Transform (via Mimic), it becomes a yellow, green, or red version of the target, respectively.
In these generations, the Pokémon images and their color palettes are stored separately in the game data, so the palettes are able to be arbitrarily applied to each Pokémon. There is no need to store repeated Pokémon images with different colors in the internal data.
In Generation I only, the causes the transformed Pokémon to lose their original color soon after transformation, being replaced by Ditto's color palette (therefore, Ditto itself and all Pokémon with its palette are unaffected by this). In Generation II, the transformed Pokémon retains its own color palette indefinitely.
Pikachu Ditto.png| transformed into (Generation II)
Pikachu Mew.png| transformed into Pikachu(Generation II)
Pikachu Shiny Mew.png| Mew transformed into Pikachu(Generation II)
===Overworld===
====Generation I====
In this generation, only a single 2-bit (4 colors) palette is seen in the overworld at a time. This color palette is shared by all features, including all houses, objects, and Pokémon seen in the overworld. The color palettes includes a blue shade for the water.
When the player goes from one place to another, the overworld completely changes it color palette at once. For instance, Cerulean City appears blue, while Cinnabar Island appears red. In particular, the same color palette (index number 0x00) is applied to all routes, resulting in white or green ground, blue grass, and blue water.
All human and Pokémon characters in the overworld have a color value for the transparency around them, as well as three available colors: black, white, and an additional color from the overworld.
====Generation II====
In this generation, each building and character in the overworld has its own 2-bit (4 colors) palette while they can still appear together on-screen. Like before, the characters have a transparency value around them and three available colors: black, white, and an additional color depending on the character's palette.
Unlike in the previous generation, the overworld does not change the color palette entirely when the player goes from one area to another.
===HP bar===
In Generation I and II, when the games are played in monochrome, the HP bar appears the same no matter how much HP the Pokémon has. When the games are played in color, the HP bar has three different palettes: green, yellow, and red HP bars.
===Dark screen===
In Generation I, some moves temporarily cause the Pokémon battle to become dark, by using either the battle animations 0xFD or 0xFE. Some moves (such as and ) use both battle animations.
* Some moves use the battle animation 0xFD, which completely reverses all the color palettes.
*: The color 0 (black) becomes the color 2 (light shade of the current Pokémon palette), the color 1 is unaffected, and the colors 2 (light shade) and 3 (white) become the color 0 (black).
*: When played in color, this does not change the color of the HP bar (such as green or red HP), although it changes the outline of this bar to a light yellow. The text nearby (including Pokémon's nickname and level) also become light yellow.
*: This causes the text at the bottom of the Pokémon battle screen (such as "<Pokémon> used <move>!") and the surrounding borders to appear with a black background and the color (light shade) of the player's Pokémon species. For instance, if the player is using a , the text appears pink; if the player is using a , the text appears blue.
* Some moves use the battle animation 0xFE, which applies a different color effect that appears dark as well.
*: The colors 0, 1, 2, 3 are reversed, therefore they respectively become 3, 2, 1, 0.
*: When played in color, this changes the HP bar into light yellow (no matter the color of the current HP bar) with a white outline. When played in monochrome, this changes the HP bar to a light yellow color (originally stored as the color 2).
*: This causes the text at the bottom of the Pokémon battle screen (such as "<Pokémon> used <move>!") and the surrounding borders appear as white text on a black background.
===Game Freak logo===
In Generation I core series games, the Game Freak logo seen at the start of the game intro has its own color palette (index number 0x24), including the text and the large shooting star.
The small stars falling below the Game Freak logo take their colors from other palettes:
* Green stars use the Viridian City palette (index number 0x02)
* Blue stars use the Blue Pokémon palette (index number 0x11)
* Red stars use the Red Pokémon palette (index number 0x12)
===Slots===
In Generation I, the slots at the Rocket Game Corner use several color palettes at once. The same color palette (0x1A) is shared by the reel icons. Three other color palettes (0x1B, 0x1C, and 0x1D) are used by the "3", "2", and "1" icons, respectively.
Category:Game mechanics