Cabal

Cabal is an arcade game developed by TAD Corporation and published in 1988 by Taito in Japan and Fabtek in North America and Europe.

Numerous conversions for Amstrad CPC, Commodore 64 and ZX Spectrum are inferior in quality to the original, while the Amiga and Atari ST versions are excellent coin-op replicas. Porting for Nintendo Entertainment System is performed by Rareware.

Gameplay
Cabal is a fixed-screen shooter set in modern times, the player controls a shotgun soldier firing shooting by referring to a viewfinder. Two players can simultaneously play in co-operation.

The player assumes the role of an unnamed soldier trying to destroy several military installations belonging to an imaginary terrorist organization [1]. The screen is three-dimensional, but fixed. Five are the levels, each of which is subdivided into four scenarios. The protagonist is seen from behind, can only move to the right and to the left and at the beginning is protected by a defensive wall, which can be destroyed by enemy fire. The player uses three keys: first he controls the machine gun, unlimited ammunition, using a viewfinder that moves across the screen; With the second launches limited grenades, which more easily damage enemy troops and their installations, while the third key allows you to make "goats" to quickly dodge the shots. If you want to stop the viewfinder, press the relevant button. In addition to soldiers, armed with guns and grenades, meet tanks, helicopters, and more, before facing the boss of the end.

Much of the landscape can be destroyed by firing repeatedly, military buildings, civil buildings, rocks, and so on: as they get hit they crash and then collapse, powering up and often taking shelter from the enemy. Power ups can also be released by the killing enemies. Some allow the player to recover grenades, others provide special weapons, sometimes formidable.

The enemies cross the screen continually, coming from the sides: to complete a scenario you have to eliminate a certain number, at that point all surviving enemies die and the still standing buildings are ridden to the ground so that you can move to the next scenario.