How many colors are in an 8-bit game?

In 8-bit games, the number of colors that can be displayed on screen at once depends on the specific hardware and system limitations. Generally, 8-bit graphics systems have a color palette that defines how many colors can be used in a single image or frame. Here's a breakdown of how color limitations worked in the context of 8-bit games:

1. Color Palettes in 8-bit Systems:

  • Common Range: Many early 8-bit systems, like the NES (Nintendo Entertainment System), Sega Master System, and Game Boy, could display only a limited number of colors at once, typically 8 to 16 colors on screen at a time, but with a color palette that offered more options to choose from.

  • Example 1: NES (Nintendo Entertainment System)

    • The NES used a 52-color palette with only 25 colors available for background graphics and 8 colors for sprites (characters and enemies).
    • The NES could display 25 colors on the screen simultaneously, but in practice, most games limited the colors further, as developers often used a 4-color palette per sprite for a specific character or enemy.
  • Example 2: Sega Master System

    • The Sega Master System could display up to 32 colors on screen at a time, with a total 64-color palette. However, because of hardware constraints, games usually displayed a smaller number of colors at once.
  • Example 3: Game Boy

    • The Game Boy (a monochrome handheld) could display four shades of gray (black, dark gray, light gray, and white) at a time, though the system had the capability to use a palette of 8 colors for colorized versions of some games.

2. How Colors Were Limited:

  • Color Depth: In 8-bit systems, "8-bit" often refers to color depth, meaning each pixel could be represented by 8 bits of data. In this system, each color was typically defined by 3 bits for red, 3 bits for green, and 2 bits for blue (hence the typical 256 possible colors for more advanced systems).
  • For many early consoles and systems, they would display a subset of these available colors at a time on the screen due to limitations in hardware processing power.

3. Color Use in Early Games:

  • Palette Restrictions: Most 8-bit systems did not support full-color displays. Games had to carefully select and limit the colors used to fit within the system's hardware constraints. This led to a distinctive pixel-art style, where developers chose colors wisely to convey information and create distinct visual effects.

  • Games with more colors: Some later 8-bit systems like the Commodore 64 and Amiga had access to a wider range of colors and could display up to 256 colors, but often only a handful of those were usable at any given time on screen.

4. Summary of Color Limitations in 8-bit Games:

  • Limited number of colors on screen: Most 8-bit systems can display between 8 and 32 colors on screen simultaneously.
  • Palette: Each system had a specific palette of colors from which these were selected.
  • Pixel Art Style: Due to these limitations, 8-bit games are known for their pixelated graphics and the clever use of limited color ranges to create engaging visuals.

In conclusion, while 8-bit games typically had a very limited color palette compared to modern games, the constraints helped define their iconic visual style. Depending on the system, the number of colors that could be displayed on-screen at once was usually between 8 and 32, but developers worked within these limitations to create memorable game visuals.

Retour au blog