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Grand Monster Slam logo

RAINBOW ARTS
Amiga Joystick. 19.99 reviewed
ST Out now

G Grand Monster Slam etting your head kicked in takes on a whole new meaning if you happen to be a Belom, because all you are is a furry head. You do not get your head kicked in, however, you do the kicking instead. The action takes place on a grassy pitch with you and your opponent standing at the opposite ends of the playing field. In front of each of you is a row of quivering Beloms waiting to be kicked. The idea of the game is simple, kick those Beloms to the other end of the patch and then sprint to the opposing line. Reach the line and you go onto the next round of the game and if you are good enough you will eventually reach the final> your opponent of course has other plans because no one likes losing, not even a stupid ogre, and he kicks the Beloms back. You represent the stumpy people (dwarves) and must kick your way to victory.

In the first round of the context, you play though against seven other opponents in a knock out context, the winner of each match goes onto the next stage until you reach the round one final. After each match, the Beloms can get their own back in a bonus round. Here you just fend off the beloms for as long as possible. Win the final and you get to feed the Faultons.

Faulton feeding involves kicking Beloms into the waiting mouths of the Faulton who sit atop pedestals. If you get enough hits you go onto the next stage where you must defeat increasingly skilled opponents. The last thing you do to become GMS champion is beat the winners of three previous GMS Tournaments.

Graphics in GMS are cute and humorous with plenty of detailed opponents. The little Beloms in particular look good, shivering in anticipation of being kicked in the face.
Sound effects during the game consist entirely of kicks and thuds and cheers from the crowd. There are some very good tunes on the selection screens but nothing appears during the game itself.

CONCLUSION
Grand Monster Slam suffers in one important area: lasting interest. Game play is very repetitive, just kicking heads and playing one of the two intermediate stages. If there had been just a bit more thought put into gameplay, then this would have been an excellent game, but lack of variation just leaves you bored after a few games. In fact you will get more long term satisfaction from painting the free goblin, supplied with the game.
Gary Barrett

Amiga/ST Format, Issue 13, July 1989, p.p.90-91

STILLS 4.0
ANIMATION 4.5
SOUNDTRACK 3.5
LASTING INTEREST 1.5
OVERALL 54%


Grand Monster Slam logo

Rainbow Arts
Amiga

Grand Monster Slam This is a fine game of a particularly ludicrous conception. The Grand Monster Slam is a game like no other. You have a number of small, furry round tribble-like creatures and the idea is to kick them down to the other end of the pitch, where your opponent stands. He, or she, of course is trying to do the same thing, whilst also indulging in a spot of bodyline by kicking them at you to knock you over. This slows you down.

It might look simple, but it is not easy. As soon as you have knocked a couple down, your opponent is punting them back. If you are hapless enough to land a ball or two in the crowd, a penalty is awarded against you. The penalty feature is what saves the game from being the most basic and repetitive of outings. A duck appears from a suspended rope and confers with you (if the penalty is in your favour) as to which direction the shot should go. You then pick the bird up and loft him to the other end of the ground by putting a boot up his DA, where if he is successful, he does a little dance.

Little touches like this save Monster Slam from the banal. A fun game, with fine music and graphics, but not one whose appeal you should expect to last.

CU Amiga, May 1989, p.69
71%


Grand Monster Slam logo

Rainbow Arts, C64 9.99 cassette, 12.99 disk; Amiga 19.99
Grand Monster Slam Beloms aren't exactly vicious creatures. These small furry balls are either masochistic or stupid - they let everyone else kick them around, literally. The beloms are used in the weird sport of Grand Monster Slam where two competitors stand at either end of a pitch, trying to kick all twelve beloms over the other side, the main tactic being to knock your opponent over.
The height of kicks is determined by how long the fire-button is pressed, while they can also be aimed left/right. If a player kicks a belom into the crowd, a penalty (taken by kicking a duck!) is awarded to his opponent. If the penalty is successful, three of the taker's beloms are sent over to the other side.

Playing against various computer opponents, you must win three matches to advance to the next of three leagues. Between matches, a 'Revenge Of The Beloms' sub-game is played. The overhead view shows the player surrounded by nine angry beloms. They attack one at a time, and a given number must be knocked away with a staff to retain the score from the previous match.
If three matches are won, the player proceeds to another sub game, Faulton Feeding. Six reptilian faultons sit on progressively higher poles, waiting, in turn, to be fed. The player has a single attempt for each one, kicking a belom into its open mouth. A certain number of faultons (2 on the first level, 4 on the second) must be fed to qualify for the next league.

Zzap! Issue 51, July 1989, p.74

Phil King The sick humour featured in Grand Monster Slam makes it initially very appealing! But those poor beloms have a hard time of it - I wonder if the RSPCA know about this sport. Presentation throughout the game is very good - the weird computer opponents are especially well animated with some humorous touches. The concept of two competitors, kicking things at each other is reminiscent of the old 'Crossfire' board game, but with the added attraction of being able to knock your opponent over. This simple idea makes the game instantly playable and surprisingly addictive, but the lack of a two player mode lessens the long-term appeal. And with just the two simple sub-games, there's a general lack of variety in gameplay.

Randy Kicking furry things at each other seems a weird thing to do, but it's great fun for a while at least. All the opponents have different abilities, so you need to change your tactics slightly for each one. Having said that, once a basic strategy is mastered it's too easy to progress through the leagues, The main obstacles being the tricky sub-games. To get to final league, four of the six faultons must be fed, and if you fail you must play in the second league again - especially irritating for C64 tape users, as each opponent must be multiloaded in. Still, if you fancy a lighthearted 'sports' game, this is the funniest one yet.

64

PRESENTATION 67%
The tape multiload is irritating, but each opponent has a full, humorous description.
GRAPHICS 72%
Only two different pitches, but the players are well animated.
SOUND 65%
A good 'medieval' tune and informative in-game effects.
HOOKABILITY 80%
The amusing gameplay has you in stitches from the first go.
LASTABILITY 60%
The game is a bit too easy and there's not a two-player option.

OVERALL
71%
The appeal may not be long-lasting, but the game is great fun until completed.

AMIGA

PRESENTATION 80%
Detailed opponent profiles and options to practise the two sub-games.
GRAPHICS 78%
A lack of scene variety, but the humorous animation of the players is well achieved.
SOUND 81%
The pounding theme tune and jingles really set a good atmosphere.
HOOKABILITY 82%
Easy-to-understand gameplay and plenty of humour provide instant appeal.
LASTABILITY 58%
Not that much of a challenge to complete. A two-player option would have been welcome.

OVERALL
72%
Lacking the complex gameplay normally associated with 16-bit releases, but undoubtedly the funniest, furriest sports game ever.