Sample rate (and more importantly proper timing) makes an even bigger difference than bit depth does, though (the latter matters mostly for quiet noise, the former matters for whether it even sounds correctly at all). Mind you, SNES still gets an edge there.tepples wrote:Compare the clarity of "Nintendo!" in Tetris Attack to "Say-Gah" in the Sonic games to see what a difference bit depth makes. Or compare the clarity of any Super NES game to its GBA port, which is usually a pile of hiss and aliasing because of its 8-bit DAC usually filled by software mixing at 18 kHz.
Also let's say Sega's sound engine wasn't exactly the best at PCM either even for the system's standards... (in fact the Seeegaaa sound is played with code that's unique to that sample with a busy loop just for that reason, which is also why it can't play properly anything else during that time)