Why were cartridge sizes for the Super Nintendo always measured in megabit instead of megabyte?
Advertisement statements like "16 megs of awesomeness" etc., even though it actually just means 2 MB.
Isn't this totally nonsense and redundant?
I mean, it's not like a ROM can have additional bits that don't fill up a full byte.
So, unlike with internet speed, where data is actually downloaded in single bits, it makes absolutely no sense for ROM or RAM size. Every game always has a size of full bytes.
So, is this only some advertisement crap to make it sound more awesome?
In this case, why didn't they use kilobyte? It's a factor of 1000 instead of 8, i.e. even more awesome.
And at least it makes sense because while a game's megabit size will always be divisible through 8, the KB number doesn't need to fill up to complete megabytes.
"2000 KB of awesomeness" after NES games only had maybe 128 KB is at least a justified measurement.
Or is there actually a justified reason to measure ROM size in bits instead of bytes?
Advertisement statements like "16 megs of awesomeness" etc., even though it actually just means 2 MB.
Isn't this totally nonsense and redundant?
I mean, it's not like a ROM can have additional bits that don't fill up a full byte.
So, unlike with internet speed, where data is actually downloaded in single bits, it makes absolutely no sense for ROM or RAM size. Every game always has a size of full bytes.
So, is this only some advertisement crap to make it sound more awesome?
In this case, why didn't they use kilobyte? It's a factor of 1000 instead of 8, i.e. even more awesome.
And at least it makes sense because while a game's megabit size will always be divisible through 8, the KB number doesn't need to fill up to complete megabytes.
"2000 KB of awesomeness" after NES games only had maybe 128 KB is at least a justified measurement.
Or is there actually a justified reason to measure ROM size in bits instead of bytes?