However those 16 colors could be chosen from a total palette of 64 colors.
....again, that's true only in high-res mode (640x350), not in 320x200 or 640x200, which is what most EGA games used.
the x200 modes send out a 4-bit color signal (RGBI - same as CGA), so the 16 colors are limited to the default CGA ones; the full 64-color palette is not available in these modes. If you want to get real technical about the reasons behind this, see the link in my previous post.
"then why did so many EGA games stick to low-res modes with less colors", you ask? - probably disk space/memory considerations, and more compatibility for folks who used their EGA cards with CGA monitors (this wasn't rare, since EGA monitors weren't cheap back then). And less video memory needed = more programming tricks possible (for scrolling, buffering etc).
It also saved the artists a lot of work when converting a game's graphics for EGA... 320x200 was a common resolution with CGA, Tandy, PCjr, VGA and other computer platforms too. So SquallStrife has a good point.
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