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Grand Monster Slam

Moby ID: 4916
DOS Specs
Included in

Description official description

Every five years the various races inhabiting the fantasy world of GHoLD meet for the Grand Monster Slam tournament to discover which is supreme. You must win a total of 9 matches to prove yourself, with two sub-games to negotiate (Revenge of the Beloms and Faulton Feeding - fortunately these can be practiced from the main menu) as well.

The basic game sees you and your opponent start with a row of six Beloms (small round creatures) which must be kicked across the pitch quickly enough to leave your opponent with all 12 at his end. When this happens you can run to his end to win. The main things to avoid during the match are being hit by a shot and kicking one into the crowd. When hit you lose time recovering, and are penalised with a Pelvan, which can cost you up to 3 Beloms, by hitting the crowd.

After every third match you must play the Faulton Feeding game, which involves aiming at six progressively-higher poles to hit the Faulton creature with the food - fail to get enough of these and you must replay the previous match. After other games you play the Revenge of the Beloms game, in which Beloms hurtle towards you and must be deflected away with your pole - failure to clear enough before one hits you reduces your score from the previous match.

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Screenshots

Promos

Credits (DOS version)

21 People (10 developers, 11 thanks)

Responsible for the project
Game Design
PC-programm-conversion
Graphics-conversion for PC (EGA)
Graphics-conversion PC (CGA)
Artwork, Package Design & Manual
Thanks to
Music
The lead miniatures are manufactured by
  • Hobby Products GmbH
Setting
  • Fotosatz Lorenz
GhoID, the world of six suns, was created by
GOLDEN GOBLINS is a trademark of
  • Rainbow Arts
GRAND MONSTER SLAM copyright by
  • Rainbow Arts GmbH

Reviews

Critics

Average score: 78% (based on 13 ratings)

Players

Average score: 3.6 out of 5 (based on 8 ratings with 1 reviews)

A classy game with a character and originality all of its own

The Good
The basic idea is sound, with a number of different approaches to be taken. The exact placing of where the next Belom will go is an interesting thing to spot, and helps you work out which order to play them to your opponent's side. The way that a succession of Beloms will get placed in front of you to be kicked away when you are behind works well to - it's like an automatic mechanism to help you catch up and keep the games frantic.

The difficulty curve is smooth and practical, especially as you can practice the bonus games from the main menu before they become important, and effectively get one 'continue' allowing you to restart from the last league you reached.

The fantasy setting works extremely well, with interesting profiles created for each character, and noticeably different playing styles and attitudes making for a variety of challenges. The presentation is generally effective, with lots of nice touches showing thoughtful design and a subtle sense of humour.

The Bad
A two-player mode would've been a nice addition - it's the kind of game that's crying out to be played against a friend face-to-face, to invoke a true competitive spirit. A link up cable would have been the ideal way, to ensure that neither player had the theoretical advantage of being at the bottom of the screen and thus 'shooting' upwards.

The exact timing of the 'home run' to win the game is a little imprecise - sometimes you can do them when you don't appear to have all 12 Beloms on your opponent's side, and occasionally one is just returning to you as you run across to take the win.

It can be quite annoying when a succession of shots hit you before you have a change to recover, potentially causing you to lose 5 or 6 shots without reply. This is especially bad as doing this to an opponent (by placing a succession of kicks in exactly the same place) is so difficult - the AI that allows this seems to be a little unrealistic.

The Bottom Line
Out of all the like-sport-but-not-an-actual-sport games on the Amiga, only Speedball 2 can beat this for thrills and spills, and the fairly short playing time keeps the variety coming. The basic idea is simplicity itself, and just the right amount of extra features (such as the wall that's added in the second league, and the Pelmans) and bonus games to ensure that things remain interesting.

Amiga · by Martin Smith (81722) · 2005

Trivia

Awards

  • Amiga Power
    • May 1991 (issue #00) - #100 in the "All Time Top 100 Amiga Games"

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  • MobyGames ID: 4916
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Contributors to this Entry

Game added by The Ring Hawk.

Atari ST, Amiga, Commodore 64 added by Quapil.

Additional contributors: Martin Smith, Jo ST.

Game added August 31, 2001. Last modified February 13, 2024.