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EGA is a really strange standard.

It uses an RGBI monitor, so it has 16 set colors. You can have a combination of R, G, and B, and that combination can be either low intensity or high intensity. It's a digital standard, so those aren't running at different levels, you get on or off for each signal line.

Meanwhile, the palette behind the scenes is 6-bit, so you have 4 levels of blue that can coexist with 4 levels of green that can coexist with 4 levels of red. While you can set all these colors, the monitor can only display the set 16 colors, so whatever scene you draw with 64 colors, you're only displaying 16 colors.

It's like being really imaginative so you can imagine these beautiful paintings, but you suck at art so it comes out pretty bad despite that.

That's a contrast with CGA, which had the exact same 4-bit color depth on the screen, but could only display 2 bit color in graphics modes, limiting graphics to 4 colors.

VGA was really the point that video games were able to become really visually amazing. You could display 256 colors, and you could also decide which 256 colors you wanted to display from a huge selection of thousands of colors. In addition, mode 13h was dead simple to put graphics on the screen for, being a direct bitmap, so it was dead simple to code.
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