Why is the contrast so strange with 8-bit?
Why where 8-bit or 16-bit the contrast so different than today?
Say games that where 8-bit just look at the strange the contrast was.
Or this other 8-bit game
Yes even 8-bit operating systems like Common Desktop Environment(CDE)
Why was the contrast so strange with 8-bit?
I'm not sure what you mean be contrast. You see they have black and they have white. Can't get more contrast than that.
Maybe you're talking about the lack of colors or the strange choice of colors?
The Apple II was basically black and white. The colors that appear on a display connected to an Apple II are basically a side affect of the black and white pixels being drawn twice as fast (≈7 MHz) as the color burst frequency (≈3.5MHz) of NTSC monitors. The 16 color modes of the Apple II used ≈14 MHz. The four color hires mode added two colors (6 total) by delaying the dots by one half of the ≈7MHz period. The hires mode only used 7 bits per byte (the MSB was used to signal the half period delay). Each byte was retrieved at ≈1MHz (the same as the CPU clock which is based on the NTSC color burst frequency).
This was the cheapest way to do color back then - any more complexity would require additional chips that would add cost. These early computers used dynamic ram which had to be accessed periodically to refresh them. The bytes used for display were arranged such that the video drawing curcuitry is also the circuitry that does the ram refresh. This added further to the cost savings. The same RAM is used by video and for CPU so they use the same clock and access the RAM at different times in the same clock period.
The hires colors (violet, green, orange, blue) have 50% brightness compared to white. This is because the video output was basically digital. The four colors were a pattern of 1 and 0 dots - so the average intensity is 50%. There really wasn't any choice in colors (except for the Tint control on the TV).
But other systems would have more colors to choose from.
256 colors was introduced with VGA graphics on early PCs and Macintosh II computers (80286 or 68020). Those were 16/32 bit CPUs. The 256 colors could be chosen from a set of millions of colors.
The 68K Macs soon added support for 32768 colors (5bpc) and millions of colors (8bpc). Each increase in number of colors increases the size/cost of video ram and the number of bits for each pixel (so the hardware needs to get faster to deal with the same number of pixels).
For games on computers, fewer color means faster drawing times (this was before 2D acceleration).
For game consoles, the sprites are drawn by hardware but had to be kept small to fit on the rom chips and to keep the price of the hardware down.