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All this said, I haven't been doing more than hobby coding myself, and it may be possible to circumvent this, particularly in more modern games. Back in my days (think original Civilization and games like Prince of Persia, up until the (still in my mind) modern Diablo 2), a lot of games were limited to two or four bytes per value, meaning you couldn't go above 255 or 65535 respectively (256 / 65536 if you used the 0 value as a 1), and typically were hard-capped to these numbers in order to prevent a stack overflow. Gaming, coding, technology and game design have all advanced significantly since then, and while the base limitations of a binary system remain, 'tis not inconceivable that methods to squeeze more out of it have been developed.
If you believe a red cape makes you faster then it does. :)