Cadillacs and Dinosaurs (UE) / Cadillacs: Kyouryuu Shinseiki (J)
System: CP System Dash
Release date: 1993-02-01
|1.00||2014-09-15||The Golden Horse||Initial release.|
|1.50||2016-06-16||The Golden Horse||Track 29 title modified; identified "KIYO" as Kiyoko Yamada and retagged all tracks accordingly.|
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[Source] Tenchi o Kurau II -G.S.M. Capcom 7- / Alfh Lyra Pony Canyon / Scitron PCCB-00133 Aug 20, 1993 (Corroborated by its entry in 2012-04-22 version of the BridgeM1 List Pack) This licensed beat-'em-up by Capcom is based on Mark Schultz's "Xenozoic Tales" comic, popularly known as "Cadillacs and Dinosaurs" thanks to the name of its first trade paperback. It also came out two months before another licensed comic book game of theirs, "The Punisher." Like "The Punisher," you get to brandish firearms against your enemies, but they're separate pick-ups as opposed to a sidearm you automatically draw against armed thugs. For that matter, whereas "The Punisher" is a gritty tale (at least in spirit) of one man's mission of vengeance against crime, "Cadillacs and Dinosaurs" is a pulp-influenced tale of high adventure with a mechanic and his friends working to protect what's left of the dinosaur-populated environment from poachers and other ne'er-do-wells who seek to harm it for their own gain. This is reflected in the soundtrack as well, which, compared to "The Punisher's," _rocks the hell out._ Digitized electric guitars are everywhere, and even when they're not, the sound is still energetic and melodious, contributing to the fast-paced gameplay and making the game's atmosphere just plain fun. Nothing like running over tens of evil poachers with a Cadillac in a desert while shredding guitars herald your juggernaut of a car. (Did you know you can beat that stage, the third stage, without summoning your Cadillac or losing it? You can if you're good enough!) This is also one of five games Capcom made using the CP System Dash board, which was the CP System I with anti-piracy encryption and the QSound hardware later used in the CP System II. The QSound chips are the relevant part here, as they grant the soundtrack, among other things, the ability to use high-quality audio samples for all the instruments. The music is thus made even stronger with more authentic-sounding guitars compared to what could've resulted if the game was developed for the original CP System with its FM chip and its sub-telephone quality sample chip, and the rocking sound comes through completely. That said, there's something quite odd about this soundtrack. Namely, how much of it goes unused or unheard in the game. For instance, there are "time over" and "name entry" tunes you can never hear (both situations don't get music changes), and a screaming guitar "Overture" that's never played despite opening the official album's entry for "Cadillacs -The Four Heroes-." And speaking of which, "Cadillacs" was quite clearly composed to be the theme song, which you'd hear when the game begins and when you're driving off into the sunset during the credits after crushing the bad guys. Except on average, you'll only hear about fifteen seconds of it in Stage 1 before you get inside the building and the music changes, and you'll only be able to hear a good portion of it during the credits if you take your time entering your initials. Pretty big waste of a badass theme song, don't you think? And that's not including the track list oddities, like how "Cadillacs" and "Ending 2" are separate tracks even though they're both the same, and how two tracks are labeled "Stage 3-A" and "Stage 3-B" even though only the "Stage 3-A" one is used (presumably, "Stage 3-B" was meant for when you got in the Cadillac). These oddities are preserved in this pack's tracklist for accuracy reasons, except for the "Cadillacs" and "Ending 2" case where I've stuck the "Ending 2" label on the first track's name. This pack was made using MAME 0.148 (modified by Valley Bell), with the help of the game's internal sound test mode. It wasn't hard to trim this one, which I did by vgm_cmp'ing each track to speed up the vgmlpfnd process and whittling the maximum matching commands down to 16 so I'd just have to look for the loop among those many low-number clusters and pick the one that matches. (I trimmed the versions of the tracks that weren't compressed, of course, after which I compressed them as normal.) One last note: the title of track 21 in Japanese is two words separated by a dot, one meaning "random shooting" and the other meaning "brawl." However, both begin with the same character, which among other meanings signifies chaos and disorder. While other translations (including the one on VGMDB) opt to translate each word in the name with their usual meanings, I translated them as "Wild <whatever>" to preserve the effect. Enjoy!