Ooops Up is a game that looks like the great Pang. It was developed in 1990 by Silicon Warriors / Demonware (specialized mostly on Amiga demos) for the Amiga OCS systems.
Review
STORY / GAMEPLAY In this Amiga exclusive game, the story is quite simple and it resembles (in a way) the great Pang! In Ocean's Pang you were travelling across the world aiming to destroy the alien "bubbles"! In Ooops Up! you travel into hyperspace, through a variety of single screen levels with the same main purpose: destroy everything that moves on-screen. Your weapon has many variations and fires different projectiles (picked up as power ups), from a simple steel wire to a laser hand cannon. The bubbles are quite massive and you must break them into smaller bubbles, until vanished! There are also some "alien things" wandering or flying around that can freeze your movements or render your weapon useless for some seconds. These are the main details in common with Pang. The gameplay is not that good though due to the rather clumsy controls. The character moves in a funny way (just look at his legs) and too fast to control. Comparably, Pang is way more comprehensive in the controlling sector. The most cool detail of this game is its sound since Ooops Up! adds a lot to the stereo sound capabilities of the Amiga. The game can also be played in two players mode but, as in Pang, if a player loses a life you both start the level all over again (frustrating)!
GRAPHICS / SOUND The graphics are not something we can say too much. Oops Up! has some nice space backgrounds and, well, "acceptable" sprites. Every screen has its own "sci-fi" feel and is mostly based on planet surfaces. In this game, the most impressive aspect is the sound. The programmers wanted to show what the Amiga could do at that time, so they made a re-mixed version (a long loop actually) of SNAP's great hip-hop song Ooops Up and put it on their game, along with some basic sound effects. The music score is so good and, if you have a stereo amplifier, chances are that you'll leave the joystick aside and start to dance! NOTE: During a retro gaming event in Athens, Greece, we ran the game on an Amiga 500 and pumped up the volume, turning heads and leaving everyone in awe by its song!
Screenshots
Sounds
Intro/Menu music:
In-game music sample:
Gameplay sample
Hardware information
Amiga 500/500+
CPU: Motorola MC68000 7.16 MHz MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM. GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once). SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs