NEStalgia

← All episodes

NES box art for Cabal, the cover of NEStalgia episode 314

314 · Cabal

▶ Game info
VerdictSkip it
GenreArcade
ReleasedJune 1990
SeasonSeason 6
DeveloperZippo Games
March 1, 2024 · 41 min · transcript available

Originating in the arcades, Cabal is a shooter where the protagonist runs back and forth along the bottom of the screen, ducking and dodging bullets and grenades from the enemy. The player returns fire by moving a target around the screen which also moves the player character and may expose him to enemy fire.

Our verdict: Skip it

Cabal is a 1988 arcade game from TAD Corporation, a company of ex-Data East developers, and Mike, Sean and Joe all played the NES port. It's a shooting gallery where you control a soldier on screen, hide behind walls, and aim a crosshair at everything the Dreaded Republic of Allied Terrorists (DRAT) throws at you. The manual is a letter from Major I Am Havoc promising a week of "recon and ruination" on a tropical island. We liked it better than the game.

What works

  • The tone. When you clear a level, your soldier waves his gun over his head and dances off into the distance like he won the lottery, to happy music. Joe laughed out loud the first time. Sean called it the game's defining feature, and it clashes with everything else. The manual's last page congratulates you on finishing, so you could skip the playing.
  • A destruction meter. You don't hunt a set number of enemies. You wreck vehicles, boats and buildings until a white bar turns black.
  • Dodge rolls and scuba soldiers. Enemies popping out of the water, and white-armored soldiers who dodge-roll like you, are the most interesting foes. The submarine parked in a pond in front of a house was the one boss that felt like a real fight.
  • A good power-up. One beefier gun, in red and blue, falls briefly and is easy to miss, so grabbing it feels earned. Grenades follow your crosshair for range.

What doesn't

  • The controls. The D-pad moves the crosshair up and down and the soldier left and right, holding A reverses roles, and dodge rolls need button combinations. Joe called it a lot for one brain, and Mike felt the NES hardware lets the game down. We wished the soldier could shift a step into the screen to dodge.
  • Fragile walls. The cover walls were gone in seconds for Joe and Mike. A let's play we watched suggested they last if you play in the open and save them for crowded moments.
  • Bosses that don't build. One has a safe spot where you can stand and shoot for five minutes. After the tough submarine, the train boss was easier than the stages.
  • Hard-to-see bullets. They flash between two colors every frame, and Joe kept getting hit by shots he never saw.
  • It wants to be a Zapper game, but controlling the soldier rules that out. Two-player has red and blue crosshairs, and may make it friendlier.

Beyond the game

The arcade original used a trackball, which Mike wondered might fit better. TAD's follow-up, Blood Bros, is the same idea in the Wild West and is the one people tend to remember.

The bottom line

Skip it. We voted three no's. Mike left the NES version off because the controls hold it back. Sean enjoyed it and wants to try the arcade version and Blood Bros, but not as essential. Joe found it frustrating and, even past that, nothing to write home about.

Written from our conversation in this episode.

← Boulder DashCaptain Skyhawk →