Nintendo's 8-bit console: 256 by 240 pixels, a master palette of about fifty-four colours with no grey ramp, backgrounds coloured in sixteen-by-sixteen blocks, and sprites of three colours plus transparent. Eight sprites per scanline; a ninth simply does not draw.
Eight-by-eight tiles at two bits with palette indirection made colour cheap in ROM, which is why a hero is skin, outfit and one dark that doubles as the outline. The sprite limit is the hardware's evaluation budget per line, and games hid it by flickering: alternate sprites on alternate frames.
The figure is rasterised at 256 by 240 and every cell becomes one of three colours: skin, shirt, or the dark that does hair, trousers, shoes, glasses and rim. Backgrounds are built block by block. A row of ten coins shares one line, so two are over budget and the row flickers at thirty frames a second. There is no dither; sprites never had any.