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Interviews • Music Artists • Retro Gods • SNES

GameSetWatch Interviews Classic Composer Hiroyuki Iwatsuki

iwatsuki_composer

GSW has an interesting interview with classic and current composer Hiroyuki Iwatsuki, who worked on games for The NES, the SNES, and more recently XBOX 360. The interview disucsses some of the difficulties composers had on the older hardware, and compares and contrasts it to today’s modern games. An excerpt:

GSW: What are some of the important differences between composing for the XBox 360 compared with your work on the 16-bit Super Nintendo?

Iwatsuki: The biggest difference between the Super Famicom and the Xbox 360 is the difference in memory. You could almost fit the contents of a Super Famicom cart within the memory space allotted to the music of a single Xbox 360 game. For Omega Five it adds up to a few megabytes because of the high quality of the recorded sounds. The Xbox 360 uses 48 kHz sound output, so naturally we were using those specifications. In retro mode, we consciously lowered the sound source to between 12 and 16 kHz, then rendered these files at 48 kHz to give it an antique quality. Even the retro tracks are large files, which is the sort of thing you could not get away with on the Super Famicom. Back then we were forced to be inventive and make sacrifices on sound quality so that the hardware could handle it.

Read it.

In the News • Retro Gods

1UP Profiles Konami Composer Hidenori Maezawa

1UP has a interesting interview with Hidenori Maezawa.
1UP ‘Hidenori Maezawa Contra Music’ interview
There are some intersting bits, like his ambivelence regarding his fame and those who cover his tunes, and this intersting tidbit about how he helped designed the vrc6 chip:

1UP: Gradius II for Famicom was one of those games that never came to the U.S. because it had a special chip that improved the graphics and sound. Did you find it easier to work with those chips, like the VRC6?

HM: (in English) I made!

1UP: You made the VRC6?

HM: (begins drawing diagrams) These are the waves for the sound. With Famicom, there were three types of waves — square, triangle, and sawtooth — and you were able to use one for each of the three channels. But with the VRC6, you could add an additional three channels for a total of six notes, six channels.

I was actually the one who developed the chip. Of course, there were other technical people who put the parts together, but I was involved in its design. A chip is small, but the prototype is huge! I think the chip was first used in Akumajou Densetsu, which was Castlevania III in America.

More on the 1UP site, or via these direct links

An interview with Konami’s Hidenori Maezawa, pt. 3

An interview with Konami’s Hidenori Maezawa, pt. 2

An interview with Konami’s Hidenori Maezawa, pt. 1

Maezawa’s Greatest Hits: Castlevania III

Maezawa’s Greatest Hits: Bayou Billy

Maezawa’s Greatest Hits: Teenage Mutant Ninja Turtles

Thx Bud for the tip!