Cabal (US set 2, Trackball version)

Arcade 1988 TAD Corporation (Fabtek license) Shooter 3rd Person
Cabal is a war themed shoot-em-up with one or simultaneous two-player gameplay in which two unnamed commandos must battle through five different stages
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Cabal (US set 2, Trackball version)

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Contenu de la ROM :

Technique

CPU
  • maincpu 68000 (@ 10 Mhz)
  • audiocpu Z80 (@ 3 Mhz)
Chipset
  • YM2151 (@ 3 Mhz)
  • Seibu ADPCM (@ 0 Mhz)
  • Seibu ADPCM (@ 0 Mhz)
Affichage
  • Orientation Yoko
  • Résolution 255 x 224
  • Fréquence 59.6 Hz
Contrôles
  • Nombre de joueurs 2
  • Nombre de boutons 2
  • Type de contrôle trackball

Screenshots de Cabal (US set 2, Trackball version)

Cabal (US set 2, Trackball version) - Screen 1
Cabal (US set 2, Trackball version) - Screen 2
Cabal (US set 2, Trackball version) - Screen 3
Cabal (US set 2, Trackball version) - Screen 4
Cabal (US set 2, Trackball version) - Screen 5

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Scoring de Cabal (US set 2, Trackball version)

* Enemies :
SOLDIER : 210 points
'GRAY MAN' : 410 points
SWIMMER : 410 points
MOTORCYCLE : 1,000 points
TRUCK : 3,000 points
TANK (2 types) : 5,000 points
CHOPPER : 7,000 points
AIRPLANE : 10,000 points

* Bosses :
CHOPPER : 60,000 points
SUB : 70,000 points
LONG-TRUCK : 5,000 points each part
BOXES-CANNON : 40,000 points each part
GROUNG-CANNON : 500,000 points if 1-credit-completion. 10 points each other part.

Tips sur Cabal (US set 2, Trackball version)

* The game have a 'anti-leeching' tool. If you delay a lot of minutes (between 4 and 5 minutes) on the same stage/screen, you will receive a hard 'rain of bombs', like that bombs the airplanes shoot on you. Try to do it on the stage 1-1, the easiest. And if you delay a lot of time in the same position of the 'enemy' bar, without progress, you will receive this rain of bombs easily. Yeah, if you are expert, you will can survive to these bombs, without die, using your skill on the 'rolling' move. You will receive a lot of items (bombs, weapons) if you destroy bombs or if you shoot at the bush.

* General Tips :
1) Killing people and motorcycles (and rocks) won't get you many points -- don't bother unless they get in your way.
2) A well-placed grenade will destroy two choppers.
3) If you are in a corner and a chopper is firing at you, run farther into the corner. Even if you're already IN the corner, if it sees you trying to move toward the corner, you won't die.
4) If you find yourself trapped by incoming bullets, spin the trackball down and to one side (but mostly down). This will cause your character to 'duck and roll'. If you are rolling, you can't be hit.
5) Kill the snipers (the guys in gray bullet-proof suits). Half the time you'll get a grenade for killing him. If you don't, two medics will come running out to reclaim the body. Shoot these medics as much as possible! Each shot they will drop 1 grenade. But the limit is 4 grenades on the screen at the same time. Pick up these grenades as quickly as possible and shoot the medics again for more grenades. Sometimes they will drop new weapons too.
6) On the level one screen with the sliding doors : shoot out the doors immediately upon starting the level. This will stop the guys from lobbing grenades at you.
7) Airplanes are hard to kill. The best method is by using machine gun or bazooka gun on it. In the absence of a super-gun, you can lead a grenade ABOVE where it is on the screen. If you don't get it, and the three bombs are being dropped right on you, it IS possible to stand BETWEEN where two bombs are coming down. You WON'T die!
8) When there's nothing good to shoot on the screen, fire at a bush. This is the way to get extra gunnery! Sometimes you'll only get more grenades, but you'll eventually get a super-gun!

* Tips For Specific Enemies :
1) The giant chopper that shows up at the end of screen 4 on level one doesn't give you any points until you destroy it. Shooting the orange bullets won't knock off any points toward killing the chopper. Only shoot the orange bullets if they're in your way. Otherwise, spend all your time shooting the chopper. Don't waste any grenades on the chopper--it doesn't do as much damage as your gun (and you have unlimited bullets).
2) The semi-truck that shows up at the end of screen 4 on level three will self-destruct if you destroy the CAB (the blue section in the front of it). On this screen you actually get the point for it as well. It is easiest to kill it with the machine gun and/or bazooka gun, but in the absence of either of these, throw grenades at the cab (leading the throw by about four inches). It is MUCH easier to destroy the cab rather than destroying all the attack sections that it drops off.
3) The three CPUs that show up at the end of screen 4 on level four can actually be destroyed with only 2 grenades (I had to do this once when my grenade supply got low), but the best strategy is to lob five grenades at one of the outside CPUs (note that you can only have four grenades per player in the air at any given time, so space them out a bit), then go for the CENTER one (with another five grenades). The final CPU can simply be shot with the standard rifle, and if you're standing on the opposite side of the screen from it, it won't be able to hit you. Don't waste any more grenades.
4) Once you learn how to defeat the final menace (at the end of screen 4 on level five -- the final level) you can get by it (rather) painlessly. Go all the way to one side. Use your gun to shoot out the two surrounding machines that are shooting at you. As soon as they are both gone, lob three grenades at the center machine. By this time, the two outer machines that you shot out have regenerated and are firing at you. Shoot them out again, followed by another volley of three grenades to the center machine. Repeat until the center machine is gone. This requires 20 to 40 grenades, so stock up on the last level (5-4). That is what that final level was for.

Cabal (US set 2, Trackball version) et M.A.M.E.

0.119u2 [Corrado Tomaselli]
0.35b11 [Carlos A. Lozano, Phil Stroffolino]

Bugs:
- Cabal uses MSM5205 chips instead of the custom ADPCM. Kold666 (ID 01550)

WIP:
- 0.145: Stephane Humbert fixed 'Bonus Lives' dipswitch in Cabal.
- 0.142u3: R. Belmont fixed second ADPCM player in games using SEIBU_ADPCM.
- 0.141: hap fixed memory_set_bank called for unknown bank 'bank1'.
- 0.135u3: Atari Ace converted Cabal to use driver_data structure.
- 0.133u1: Corrado Tomaselli verified/changed VSync to 59.6 Hz in Cabal.
- 0.131u1: Klaus added clone Cabal (bootleg of Joystick version, set 2). Changed description of clone 'Cabal (bootleg of Joystick version)' to 'Cabal (bootleg of Joystick version, set 1, alternate sound hardware)'.
- 0.129u4: Changed 2x Custom sound to 2x 'Seibu ADPCM'.
- 0.126u2: Fabio Priuli added DIP locations to Cabal.
- 0.126u1: Nicola Salmoria merged memory maps in Cabal. Fixed wrong soundfx in clone Cabal (bootleg of Joystick version).
- 0.125u7: John Gilbert fixed missing SHA1 values in Cabal.
- 0.125u3: Added 'Coinage' dipswitch.
- 0.124: Corrado Tomaselli corrected clocks on Cabal bootleg. Changed Z80 CPU2 clock speed to 3579545 Hz and YM2151 to 3579545 Hz.
- 0.122u2: Changed 68000 CPU1 clock speed to 10MHz and Z80 CPU2 to 3579580 Hz.
- 0.119u4: Pierpaolo Prazzoli hooked up the 2x MSM5205 sample player CPUs and added coin counters to Cabal (bootleg of Joystick version). It seems there still are some problems, because the coin up music is played during the game.
- 0.119u3: David Haywood fixed 'Cabal (World, Joystick version)' submission from previous release. Re-added 'Cabal (US set 1)' as 'Cabal (US set 1, Trackball version)'. David Haywood added clone Cabal (Alpha Trading). Changed description of clones 'Cabal (US set 2)' to 'Cabal (US set 2, Trackball version)' and 'Cabal (bootleg)' to 'Cabal (bootleg of Joystick version)'. Renamed (cabal2) to (cabalus2).
- 30th September 2007: Corrado Tomaselli dumped Cabal (World, Joystick version).
- 0.119u2: Replaced 'Cabal (US set 1)' with an incomplete new Cabal version (World, Joystick version).
- 24th August 2007: Guru - Cabal (joystick version) (Alpha Trading license 1989) arrived last week from Korea. Thanks to gp-lee for sending it out.
- 0.96u1: Aaron Giles added ADPCM utilities to sound\OKIM6295.c to correct hook up the sound in the Seibu games. Replaced MSM5205 sound with 2x Custom (8000 Hz).
- 0.93: Replaced the 2x ADPCM sound with MSM5205.
- 0.85: Added 'Coin A/B' dipswitches.
- 0.76u2: Improved sound in Cabal by adding ADPCM sounds [R. Belmont, Jarek Burczynski]. Added 2x ADPCM sound.
- 30th October 2003: R. Belmont added ADPCM sounds to Cabal and Dead Angle / Gang Hunter, with thanks to Jarek Burczynski for decrypting the sample ROMs.
- 0.62: Added new gfx2/3 roms (2x 512k). Added proms ($0, 100 - unknown).
- 23rd October 2002: Robin Merrill submitted bug fixes for the inputs in Cabal.
- 8th July 2002: David Graves added the correct graphics ROMs to the Cabal driver.
- 0.37b16: Nicola Salmoria decrypted the Seibu sound CPU, giving sound in Cabal and fixed Cabal original version. Added YM2151 (3579580 Hz) sound. Changed input to 3 players, trackball and 2x buttons. Added dipswitches 'Coin Mode' and 'Flip Screen'.
- 20th June 2001: Nicola Salmoria added partial sound to Cabal, but it lacks ADPCM samples.
- 30th April 1999: Cabal bootleg has ADPCM sound.
- 0.35b11: Carlos A. Lozano and Phil Stroffolino added Cabal (US set 1) (Tad 1988 (Fabtek license)) and clones (US set 2) and (bootleg). TODO: Fix ADPCM mapping.
- 16th April 1999: Nicola added some new Cabal romsets to the driver.
- 14th April 1999: Carlos sent in the Cabal driver which is now just about ready.
- 1st June 1998: dump.it dumped Cabal (bootleg of Joystick version) [Tad Corporation].

LEVELS: 20

Other Emulators:
* Raine



Romset: 1464 kb / 25 files / 497.3 zip
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