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.
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