The IBM PCjr and Tandy 1000 series of computers featured built in video that was an enhanced version of CGA which allowed all 16 colors to be displayed at once
in both text and graphics modes on an RGB monitor. Unlike with CGA, however, the PCjr/Tandy graphics system did not have their own dedicated memory;
instead, they used memory from the main system. For this reason it was very common for games supporting PCjr/Tandy graphics
to require more system memory in that mode than in CGA or EGA mode.
While the PCjr predates the Tandy 1000, it was not successful while the Tandy 1000 series was; as a result these video modes are often referred to
in games as Tandy 16-color graphics or TGA even if it did also happen to work on the PCjr.
While many games displayed the 16 color graphics on both the Tandy 1000 series and IBM PCjr, some games
only worked in this mode on one or the other due to some minor differences between the systems or because the game
detects the presence of a particular system rather than the presence of the graphics capability.
resolution |
colors |
notes |
40x25 Text |
16 colors |
|
80x25 Text |
16 colors |
|
160x200 graphics |
16 colors |
|
320x200 graphics |
4 colors |
Unlike CGA, each of the 4 colors could be freely chosen from the full 16 color palette. |
320x200 graphics |
16 colors |
|
640x200 graphics |
2 colors |
|
640x200 graphics |
4 colors |
|
640x200 graphics |
16 colors |
Only available on the Tandy 1000 RL/SL/TL series. |
Like CGA, both the IBM PCjr and early Tandy 1000 computers could also be connected to a composite monitor or TV.
With a composite monitor color artifacting limited the resolution that could be displayed but allowed the possibility of
additional colors. Since the PCjr and Tandy 1000 were more commonly used with RGB displays, not many games offered
specific support for composite graphics on these systems;
A small number of games, however, did offer support for either
PCjr composite or
Tandy composite graphics.
See also: List of games supporting the 160x200 graphics mode.