@Airwalk16,
Same as others have said. Old school games were optimized to an absurd degree, written specifically by and for the hardware they ran on, with tedious restrictions, bottlenecks, and other frustrations developers had to work around. Images were stored as indexed tiles they had to very carefully arrange not just in memory, but artistically as well to squeeze every last literal bit out of the assets.
Developers were just a different breed then. Now, those sorts of optimizations are not only unnecessary, they are also a detriment. Human time is too expensive, and so are developmental tools. Obviously you don't want to waste resources just because you can, but there's no practical gain now in tiled assets or chiptune music. In fact, it would actually cost you MORE resources to do either since modern hardware doesn't include onboard tile decompression or synthesizers.
So why would you bother with tiles when it just costs you time, limits your graphical capability and eats up CPU cycles? Store the asset trimmed and compressed (which OpenBOR does for you), then go on with life. Same for music. You want an old school chiptune? Well you could try and write a software emulator for the chiptune, but good luck ever getting it to sound consistent across any hardware, and say goodbye to a good 10% or so of your CPU time. Or, you could just record the chiptune in production and play it back.
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This all said, a lot of OpenBOR creators DO get a little flippant with their projects. They'll leave a lot of unused assets lying around (in some cases, many times over what's in the actual game) or pay no attention what so ever to music trimming and sound size. One common mistaken is not knowing how to set loops, so they'll just pack in a huge music file with several loops baked into the track.
Another size multiplier is adding massive .gif animations for cut scenes. These are common in really old games before the engine supported webm movies.
DC