- Atlus
  - Capcom
  - Cave
  - Falcom
  - Irem
  - Konami
  - Microsoft
  - Namco Bandai
  - Nintendo
  - Nippon Ichi
  - Grasshopper
  - Sega
  - Sony
  - Square Enix
  - Western Games

  - Castlevania
  - Chrono
  - Dragon Quest
  - Final Fantasy
  - Kingdom Hearts
  - Mana
  - Mario
  - Megami Tensei
  - Mega Man
  - Metal Gear
  - Resident Evil
  - SaGa
  - Silent Hill
  - Sonic
  - Star Ocean
  - Street Fighter
  - Suikoden
  - Tales
  - Ys
  - Zelda

  - Masashi Hamauzu
  - Norihiko Hibino
  - Kenji Ito
  - Noriyuki Iwadare
  - Koji Kondo
  - Yuzo Koshiro
  - Shoji Meguro
  - Yasunori Mitsuda
  - Manabu Namiki
  - Hitoshi Sakimoto
  - Motoi Sakuraba
  - Tenpei Sato
  - Yoko Shimomura
  - Koichi Sugiyama
  - Masafumi Takada
  - Nobuo Uematsu
  - Michiru Yamane
  - Akira Yamaoka

Home Contact Us Top


Interview with Masashi Hamauzu (RocketBaby - September 2003)

The following interview was carried out by RocketBaby.net, a sadly defunct site that once interviewed numerous game composers. Square Enix Music Online is hosting the interview to avoid it being lost forever.

RocketBaby: How does Unlimited SaGa's music differ from the rest of the series?

Masashi Hamauzu: The main difference is that all of the music is done with streaming technology. Because of this, the way I compose music changed drastically and was more flexible. Being able to include ample acoustic instruments was also one of the results.

RocketBaby: What were your most important musical ideas for Unlimited SaGa's soundtrack?

Masashi Hamauzu: Because of the increased flexibility due to streaming, there was an expansion in terms of musical genre but I made sure not to destroy the sense of unity or lose sight of myself in the music because of that.

RocketBaby: What track did you like best in Unlimited SaGa?

Masashi Hamauzu: Production schedule was quite short, so it's hard to say which one's the best. But if I had to, it would be "Soaring Wings". It is not refined but I think I did a good job nailing the concept in such a short time.

RocketBaby: Can you explain your process for producing Unlimited SaGa's music?

Masashi Hamauzu: There are two ways: 1) Shaping it more or less by myself by mainly using the sampler and then completing it with the manipulator; 2) Having the manipulator provide sound materials and rhythm patterns and composing from there. The manipulator was Ryo Yamazaki.

RocketBaby: Please share some of your thoughts and memories about the following:

Masashi Hamauzu:

Final Fantasy X Piano Collections
It made me realize that there is no genre harder to arrange than piano music but it was well received by pianists and I was relieved. It was a very good learning process.

SaGa Frontier II
In order to change the music style of RPG, I think I took a lot of chances in every possible way. As time went on, my satisfaction level rised and that methodology later became the basis of my own direction.

Piano Pieces "SF2" ~ Rhapsody on a Theme of SaGa Frontier 2
I really like the production of such collection of short piano pieces... I like it so much that I still write them on my own time, unrelated to the games.

Tobal No. 1
Nothing particularly as I only made the original version.

Chocobo no Fushigina Dungeon
It is my oldest solo work and there are parts that are naïve but I think it was the most complete overall as a soundtrack.