Grand Monster Slam manual
GRAND MONSTER SLAM THE GRAND MONSTER SLAM Once upon a time on a beautiful Nes (a monday according to earth standards) in the year 10365 the goblins packed their bags in order to wage war against men. They hadn't at this time the slightest idea that they would find their place in history as the founders of "sport" on the world of GholD. No, our little friends with their pointed ears had no idea of this, when they formed their forces of no less then 7000 soldiers, in actual fact, they didn't have much idea about anything at all. The extent of their ignorance became fully evident 2 months later after they had tried to conquer the first outpost of mankind - a desert fortress, an incident later known as "the Great Embarrassment". In order to understand properly what happened then, we should mention that goblins are quite skilful in manufacturing mechanical devices, which, combined with some surprising magical powers, makes them rather gifted as engineers and technicians. Accordingly, the main force of their military was a number of monstrous war machines, mainly catapults, which were drawn - by groaning and swearing pullers - through forests and swamps, and over hills and mountains, until finally, the desert of OhgruhN was reached, sundering the realms of men and goblins. Quickly the big catapults (which unfortunately tended to produce their little defects now and then) were switched to desert operation. The magazines of the repeating catapults were filled with stones. Then the goblins marched on, ready to overcome this last obstacle on their journey. After some days, the above mentioned desert fortress drew in sight. The goblin hordes set up their artillery, and then, shouting their terrible war cry "Bash, Beat, duff them in!", they let go a veritable hailstorm of boulders against the walls of the surprised fortress. For five minutes, rubble darkened the sky; then all was totally calm - in the fortress, where people were recovering from the shock (luckily, nobody had been hurt), and in the goblin ranks, because the had no more rocks. Finally, a low giggling noise, then loud laughter resounded from the ramparts of the fortress, when the inhabitants realised the mistake the goblins had made. A normal desert is made of sand - and of nothing else. Despite this, the goblins tried angrily to maintain the siege. When the first experiments with sand failed to show the desired effect, the marksman filled their machines with crates, pitchers, spare wheels, and such like, even draft animals and slaves didn't get around being used in this way, but it didn't help. The goblins' main weapon had become useless. Eventually the commander in chief saw no other solution then to go directly against the fortress, but doing this,his brave army experienced their next fiasco.From the ramparts of the fortress, they were attacked with the very same stones which the goblins themselves had used up some hours ago. Doubtless an amazingly clever idea, produced by the chief of the fortress, one named Ree Sycling. And indeed, no goblin reached the high battlements. Covered with bruises of every kind and look, the brave goblin warriors withdrew, but not without taking their stones with them, which they had just received back so very unexpectedly, and then... Three years later. The great desert war between men and goblins neared its end. Exhaustion had spread itself through the ranks of both sides. Where ever one looked, one could recognize hints of weakening of the fighting spirit, yes, even first tender affinities between both sides. For examples: The goblins had provided the men with the catapult technology, in exchange of regular water deliveries from the fortress, thus avoiding an awful lot of running and getting bruises, because the dearly desired shooting stones could now be obtained more easily. The damage on both sides proved small, because at an early stage of the conflict regular breaks between shooting phases had been arranged, meeting the intrest of both parties. All in all it could have on this way for many a year, but weariness had descended on men and goblins and all the material used by both, and so in the year 10368 a peace was signed with an impressing ceremony. In fact, both sides discovered nice features in the character of the opposing side, and besides they could learn a lot from each other again every three years in order to exchange some honourable catapult shots as part of a big festival. The next group to join the party were the harflings. Being very curious as part of their very nature, they soon invited themselves to the regular peace festival, with every intention of participating in the catapult shooting. In order to achieve this, they immediately started a war against goblins and men, through some symbolic cobble stones, and after five minutes they selflesly asked for peace, for being allowed to the jubilee, and for fare and draught. It took no longer than the third jubilee festival to see the participation of four more peoples, including elves and imps, a fact which presented the festival board with some veritable problems. At first, four declarations of war arrived at the same time (luckily followed by four capitulations immediately after-wards), and secondly, the catapult shooting of now seven parties against each other lead to unimaginable confusion. The organizers found an answer to this problem by introducing a slight change in the festivities: From now on big targets were to be shot at, which was less fun, but proved to be of an advantage in avoiding the number of bruises. Thus, the memory-day of "The Great Embarrassment" developed step by step into a big festival, consuming several days, a festival of peace and understanding between races. Certainly it would have remained so, if the powers of evil hadn't got wind of it! During a routine-torture of an elf, the orcs learned of the festival, and it is small wonder that a whole bunch of shady riff-raff appeared at the next jubilee. It was their leader, Brank, who stood up for the peoples of the darkness by shouting: "Let's join the party!" From then on, the festivities were never the same again. According to their nature, the orcs instantly created an awful mess, by wheeling their catapult around by 90 degrees in the middle of a competition and opening a fire on a neighbouring elven-team. The elven reacted the same way... In short, the way of feasting for a little while became very much similar to the early times; after the big chaos, the orcs declared war (thus rather bewildering the organizers), whereas the capitulation - necessary to follow - took its time (5 years). Finally, the orcs were successfully integrated into the games, which now were hold every five years. Together with them, all the other peoples of darkness because participants, because meanwhile the orcs had sent messengers in all six directions, messengers, who in their turn were captured and tortured by other evil races. Finally, there remained nobody on GholD who didn't learn to know - one or the other way - of the GRAND SLAM. Parallel to this development, the rules of the games were dicisively changed, partly with the intention to reduce conflicts between competing teams: The catapults were abolished, and instead the best representatives of all races threw stones at each other. The competition was organized as an elimination contest. The influence of the evil races is clearly recognizable in the abolition of the targets. Thus, the principal rules of the GRAND MONSTER SLAM were formed, as we know them today, but let's remain at some other important changes first. The most significant modification of the game was the introduction of the beloms. These mountain people, nearly unknown till then, one day appeared before the board of organizers and applied for participation in the games. Well, the honourables board looked carefully at these spherical furry beings - with a diameter of roughly 30cm -, withdrew for discussion and afterwards made a contract with the beloms. On closely looking, this contract was not exactly what the beloms had originally wanted, but on the other hand they were now allowed to participate in the games - or not? THE BELOMS (very funny part this is) Probably, the most "participants" in the Grand Monster Slam, the beloms, usually say of themselves, that they are nomad people. Indeed, there is a noticeable migration of beloms from the top of the border mountains (separating the empire from the desert) down to the fertile lowlands. This migration has gone on for several hundred years and doesn't show any signs of stopping. Unfortunately for the beloms, the truth seems to be different from what the declare. Research has proven that the belom's home land is indeed to be found between the rocks of the high mountains, but their so-called "migration of the peoples" seems to be a random event, much more than a planned action. As everybody knows, the beloms bodies are very round things, and every creature's common sense will easily understand that beloms are very much suited for...erm, rolling down mountain sides. Especially in times of a high density of belom population these round little fellows crowd on narrow mountain ridges and on the mountain peaks in such a form, that the great jostling leads to a massive "roll-down", an incident greatly feared by the people in the mountains, who then speak of a "belomfall". It is small wonder, that only the toughest boms survive a belomfall, their form of the "survival of the fittest". The Games of the Grand Monster Slam seem to take profit from this. Of course, if you ask any belom about this correlation he will deny it, as well as the theory that the beloms will become sea folk in the not too distant future. Beloms have already been sighted at the sea shores and beaches of the empire, and the statement of some beloms-leaders, that these have been beloms on holiday is totally unbelievable. Nonetheless, when the next GRAND SLAM was held, the stones were replaced by beloms, and not before then these cosy little balls of wool clearly recognized what they had agreed to - but under the threat of a contract of 50,000 gold coins it was too late to think otherwise. At the same time,further modifications of the rules were put into affect, for example the tournament system, introduced by the warrior-people of the Eagle Mountains. From then on, the GRAND MONSTER SLAM ceased to be a mass-turmoil, carried out in the special arena which had been built for that purpose, but followed the orderly tracks of an elimination contest (much to the displeasure of the peoples of darkness). Anyway, it appeared that no race on GholD remained that didn't to take part in the games, but not all of them could qualify themselves, e.g, the skeletons proved to be too rickety, the vampires too bloodthirsty, and the zombies too lazy. The revived mummies unfortunately tended to stagger over their own loosely hanging bandages. There was such a crowd of hopeful sportcreatures, that the games moved to the biggest city of GholD, HodH CrownguarD, being the very capital of the Emperor - as the name already suggests. However, if anyone had expected that the games would now run smoothly, he/she/it proved to be very much mistaken. A further change in rules (namely the kicking of the beloms, replacing the former throwing) was followed by a shocking scandal, when before the start of the games an unknown perpetrator filled some unhappy boms (short for "beloms") with lead. This was rather disadvantagous for the elves, whose Grand Slammer Bernardantilus suffered a multiple fracture of the foot. So the elves boycotted the games for some decades, together with some other races friendly with them, until the perpetrator (a pelvans) had been found and filled with lead in his turn. Of course, this wasn't the only incident worthwhile mentioning. We should'nt forget to mention also the so-called faultons, who made fun of catching beloms with their mouths and swallowing them, when the beloms came flying by. Despite the rules not banning such behaviour - or rather because of it -, this custom produced serious consequences: The beloms collectively joined the "Society for Kicked Animals" (SKA), thus giving this formerly very inconspicuous organisation considerable political weight because of the drastically rising number of members and of course membership fees. So great became the pressure of the SKA on the board of organizers, that the faultons were banned from the games for good, but when the faultons in their turn threatened to found a "Syndicate of Sardistic Players" (cheered by the evil races with great howling), these people of perfectly spherical amphibians could return to the biggest sporting event of GholD through the backdoor. The faulton's big mouths were from then on used for a qualification game, separating the individual GRAND-SLAM-elimination-rounds from each other. To cut it short: The games were ready for a new form of organization. Solid rules had to be laid down in order to avoid nasty incidents like that with the faultons, and so, the sports messengers of all races of GholD met in the year 11218 to give the GRAND MONSTER SLAM the form still valid in our day. This, of course, couldn't be achieved without creating discord. For example, the introduction of the "three-step-rule" (which means, one has to make at least three steps while crossing the pitch in the homerun) made the giants leave the games forever.Then there were the vain pelvans, obviously favourites of the emperor, which categorically demanded to be allowed participation in the games, which lead to introducing the famous "pelvans" (named after the race); yes even the beloms raised their voices once more! In the meantime, they had founded the FUMB (Fighting Union of Maltreated Beloms) and vigorously pushed through the "bom-punching" as an intermediate bonus round, commonly known also as the "revenge of the beloms". The newly participating pelvans couldn't help making nasty remarks, and called this extension of the games-procedure a "dwarf rebellion", which got them the beloms' wrath and the dwarves' hostility (people nowadays believe that dwarves try to make as many "pelvans" as possible during a game). Eventually the board of organizers passed the definite version of the rules, therewith giving the GRAND MONSTER SLAM its current form. THE GAMES NOWADAYS: In the year 12847, the GRAND MONSTER SLAM appears to be more splendid than ever. The festivities accompanying the games have gone on for four cycles now, and on the streets and lanes of HodH CrownguarD merry people enjoy themselves continuously, while the games go on. From all parts of known GholD, creatures flock to the city in order to look at the sporting show, although the GRAND-SLAM-stadium has no more than 1348 seats. Behind their protectively riden claws people whispered that murders have been committed in order to obtain a seat in the bowl - nevertheless, black market prices have risen to an astronomical level. Fortunately for those who don't find a place in the bowl, there is no reason for moaning, because all can participate in the super festival accompanying the games. In addition, the TV-rights have been sold to the "Union of Professional Clairvoyants" (UPC), who offer their services at all public places. All in all, this big advent still offers one or two extra gold coins of potential profit. Besides the restaurants and inns, whose business runs high during the games, many little craft shops offer "sport-bandages", which are needed for first aid not only by the SLAM-players, but also by many dedicated fans. On the other hand, sponsers overvalue the public-relations-effect of the GRAND MONSTER SLAM every now and again. "Filkili's craft's defile" (today an unimportant smithy in the middle of the dwarves' realm) for example couldn't manage an international breakthrough, in spite of excessive arena advertisements, because the greatest part of the audience cannot read. Even the selfmade-slogan "With Filikili's happy axe, any elf you may decap" could only be deciphered by the elves present. Which brings us to the "ogrice", the public guards- and help-service, maintaining law and order, when disappointed and / or drunken fans of different races fight each other. Very remarkable indeed, that the ogres, not very helpful under most circumstances, have volunteered for this task - and for no payment at all! One of the ogres' most important jobs is to take all weapons from spectators on entering the stadium. Unfortunately, the board of organization had been forced to take this measure because of repeated acts of violence against referees. The most spectacular case was, when a referee had been pulled into two halves by an ogre before the eyes of the audience. The ogre had been disqualified because of "accidentally" crushing a belom under his feet. Remark of a palvanish eye-witness: "Looks like a halfling now." Until today, many referees are used to inconspicuously vanish in the crowd in order to avoid harassment, because even the ogrice has difficulties in guaranteeing the discipline of the audience. The custom of uttering discontent by throwing smaller creatures (preferably goblins and pelvans) onto the pitch never could be abolished. Despite all such adversities, the GRAND MONSTER SLAM remains a big festival of friendship and understanding. To quote Dorin Ironhand, chair-dwarf of the board of organizers on opening the current GRAND SLAM: "Simply duff'em up!" GHOLD - THE WORLD OF SIX SUNS Somewhere in the universe, beyond time and space and also beyond the limits of our understanding, the world of GholD exists. There, every morning the sun rises in another direction, following a rhythm of a six- day-week. A great variety of beings populate the lands and seas of their home-world, in which "technology" is not a known term, whereas however, magic does work. The history of GholD spans several thousand years, full of the rise and decline of mighty empires, full of great wars of Good and Bad fighting eachover, but we have also to mention the times of peace and understanding, encompassing the most amazing cultural achievements. One of these achievements is the Grand Slam, which presents perhaps the best way from war to peace. This biggest sporting advent of the southern continent had begun as a war between goblins and men - and today, all peoples of the world celebrate this festival of mutual understanding. From all corners of the continent,the most strange creatures comes into the big capital of the Empire of Men every 5 years in order to participate in the games. Rumour is that notice of the Grand Slam has even reached the northern continents, and so, everybody hopefully expects the way when a ship out of unknown countries anchors in the harbour of HodT CrownguarD, bringing new players for the grand Games. This year, everybody's attention is attracted by the dwarves, who participate in the Games for the first time.All people respect and fear those tough little guys out of the western mountains. One can hear rumours of the champion of the dwarven as being a legendary hero, and also the king of all the proud dwarves clans is expected as a visitor to the Games. The big question is: Will a newcomer rise up into the top class of Grand Slammers - or even achieve the title? RULES OF PLAY Since the reformation of the games rules in the year 11216, the famous Grand-Slam-Tournament has consisted of three leagues. The first match is an elimination contest with 8 players, who fight eachover in pairs. The pairs of opponents, and the winners of this contest form the pairs of the second fight. Logically, only 2 players are left at the end of the second game. These two will then fight in the final in order to decide who is the winner of the first league. The winners of every fight have to participate in an intermediate game after each game. This intermediate game is called the "Revenge of the Beloms". As everybody knows, the FUMB has pushed through this game part with great vigour. The winner of the whole league must also pass a qualification, an event which is called "The Remarkable Six Faultons". Anybody who fails in this qualification (which demands great dexterity) cannot go up into the next group of competitors. The participants of the second league are veterans with considerable experience in the Games; they don't even need to pass the first league (indeed only beginners, like your dwarf, compete in the first match - or fighters who have been disqualified in the last Games). After the winner of the first elimination contest has joined them, the second group also consists of 8 players, and again there is an elimination contest in order to find out the next league winner. The pitch is now separated by a waist- high wall, thus making the game more difficult!. This is especially so with the Homerun, because now you have to move up to the middle of the baseline in order to start the run (because of the gap in the barrier). After an additional (and more difficult) "Remarkable Six Faultons" - event, the winner of the second league joins the final round, there meeting only 3 players - the winners of the last 3 GRAND SLAM-tournaments. He has to beat them one after the other in order to finally obtain himself the yellow jerkin and the golden medal . . .; but watch out, because all three opponents have magical powers which they use variably. The whole event is accompanied by a bonus-point-scoring-system which has proven itself very helpful in evaluating the performance of individual players, and the betting business does not take profit from it. 1. The Main Game: First to appear on the screen are the pairs of the first matchgame, formed by lots, one atop of the other. The gamer's character - the dwarf - appears in the top left corner. Continue by pressing fire. Now the dwarf's next opponent is presented in detail (giving name, race, profession, game skills, character and last, but not least important, the sponser!). Continue by pressing fire. Now the main game begins! The dwarf is placed in the foreground, and each of his opponents plays in the background. Six beloms squat at each baseline. It is the player's task to kick his own beloms across the pitch to the opponent. If you have successfully kicked all your own beloms off your baseline, you can start to make your "homerun", which means running across the pitch to the opponents baseline. If you reach that, you are the winner! While kicking beloms, the most important things are to avoid the opponent's beloms and to hit the opponent with your own beloms as often as possible. In case of a player being hit, he remains lying on the ground for a certain amount of time. This amount of time increases in the course of being hit several times. This is then the other player's best chance to kick as many beloms as possible to the other side and to pour out a stream of vituperations (vitu-wot?) on the opponents fans! Which leads us to the so-called "Pelvans", the penalty in the GRAND MONSTER SLAM. Pelvans are given if you have kicked a belom into the audience, either accidentally or deliberately. Particularly opposing fans who are very much irritated about your vituperations tend to kick a belom "into the blue". If then a pelvans is given (look at the roaring dragon on the left sideline), the pelvans-creature sinks down a rope to the pitch and places itself on the pelvans-point ("P") of the executing player. This player may now choose how to kick the pelvans to the other side: straight forward, angled to the right, or angled to the left. At the moment of shooting, the other player must already have made his mind up in which direction he is going to run himself in order to catch the pelvans at his baseline. (This is merely a game of chance. The player being shot at with the pelvans may choose the direction in which to run by moving his joystick before the moment when the pelvans is kicked off by the opponent. If you suppose that the pelvans will come directly towards you, of course you won't run off to either side, but rather remain in your position!) Scoring: Every single game is worth a certain number of points, which the winner will receive. Additionally, he will obtain a time bonus when having finished the game especially quickly. CONTROL: < * > Joystick left / right: Move along the baseline. '*' Pressing fire and keeping it pressed: Collect strength for a belom-shot. The longer the dwarf keeps the fire button pressed the higher and further he will shoot. \ '*' / Move joystick forward to the left or right while keeping fire button pressed: Determine direction of shot. The longer you keep the joystick in the chosen direction, the greater the side-angle will become. * Let go fire button: Shoot. \ * / Joystick forward, angled left/right: Special shot. When you determine the angle of shooting without simultaneously collecting strength, and then kick off the belom, you will make a low shot across the barrier. '*' Joystick down and press fire: Irritate opposing fans! | | Pelvans: \ '*' / Joystick up / up left / up right and press fire: Determine direction and kick off the pelvans. < * > Joystick left / in the middle / right: Determine direction in which to run when wanting to catch a pelvans. Possible only before the opponent has kicked of the pelvans. | '*' Homerun: Joystick up and press fire: Start on the homerun. KEY: * = fire button not pressed '*' = fire button pressed \ & / = diagonally upwards left and right respectively | & | = up and down (respectively!) After every main game, the pairs of this fight as shown at the start will appear once again. The losers of the game are now covered by the so-called "loser curtain" (by the pelvans also called the "robe of silence"). 2.The Revenge of the Beloms: After every main game which the dwarf has won he has to compete in an intermediate game, giving him the chance to increase his score (but he may also loose points!). Basically, the aim of the intermediate game is to keep off the beloms (still in bad temper from the main game) by use of a so-called "shove-off pole" (a pole with wooden pushers at both ends). The beloms will then try to reach the dwarf from eight directions, in order him over by a precisely-aimed tickling-attack. The dwarf tries to prevent them from doing so by pushing them away with the shove-off pole (so-called "push off"). Of course, the dwarf is not allowed to win this game (a condition demanded by the beloms). A short notice in addition: Try to shove-off all oncoming beloms (recognizable by their trail of dust, kicked up by their about 200 feet) in an active way, rather than only blocking the way with a pole end. Sho- ved-off beloms fly from the pitch and need more time to reach their starting point again. Scoring: The display on the right side of the screen shows how many beloms you must shoot away in the current intermediate game, before you go to the ground. In case you don't manage to shove off enough beloms, you'll loose points from your current score. In case you push off a lot more beloms, your score is increased. CONTROL: < * > = Joystick left/middle/right: Aim shove-off pole. \ | / = Joystick in all six other directions: Push with the shove-off * pole. / | \ This way you can cover only six of the eight directions from which the beloms will attack you. So, from time to time, change your basic position in order to cover all eight directions in the long run. < '*' > = Joystick left / right and press fire: Move into another basic position (once you get the hang of this, it comes naturally). 3.The Remarkable Six Faultons: After every league you have to pass the qualification of the 6 faultons, who in their spare time form a successful singers' sextette, in order to go up to the next match. The dwarf's task is easy to grasp: By means of a well-aimed kick, he has to deliver a belom into the open mouth of a faulton. Don't be too afraid of this! The beloms have been expressively instructed that they will be spat out again by the faultons after the qualification game! In order to go up to the second league, you have to successfully "feed" 2 faultons; for the third league you will need four hits. If you don't pass this qualification, you will need four hits. If you don't pass this qualification, you have to repeat the previous match, much to the enjoyment of the competitors; in addition, you lose all your points collected during the last match. (This is also a result of a reformation of the rules. Until then, the goblins had lost every qualification, in order to collect more and more points by repeating the same league over and over again. Certainly this was an expression of their professional attitude, because the GRAND SLAM is the goblins' national sport. Scoring: Every belom delivered into a faulton's greedy mouth provides you with points. In case you don't pass the qualification, you will lose all points acquired during the qualification and during the previous match. CONTROL: '*' = Keep fire button pressed: Determine strength of shot. * = Let go fire button: Shoot. The dwarf is moved from one lick-off-point to the other automatically. KEYBOARD-CONTROL ESC :Stop game P :Pause Cursor :Control Space :Fire Button DESIGNERS' NOTES Rolf Lakamper, in charge of the game design: When i conceived the basic idea of GMS and told Hartwig about it, i had no idea about what i had started: Day after day, Hartwig proved his intimate familiarity with the realms of fantasy by presenting new monsters, who had applied to him for participation in the Games1 We selected the best players, and then my work at the program began: Orcs, halflings, dwarves and elves had to be put together peacefully into the computer. The beloms developed a preference to make use of even the slightest faults in the program and to not only fly across the pitch, but also through the memory! It was particularly interesting to provide the monsters with characters and an understanding of the play. So, you will find among them the uncontroled and lazy ogre Brunf, who on the other hand has a mighty kick! A tactically experienced play is the chief feature of Gnarl, whereas Stig "Firy" Grunf is the old warhorse of the Games. In fact, the opponents-program follows several parameters, like e.g. talent for observation, slyness, power of kick, laziness, resistance and so on. In this way, every character has its own strength and weaknesses, and with just a little experience and observance, the dwarf has a real chance of winning. In case your computer starts dripping water, don't panic, this is because Zsch'luk has its in-between baths! (What the hell is he on about?) Volker Marohn, PC-program-conversion: When we considered how to provide the player's opponents in THE GRAND MONSTER SLAM with personalities of their own, we quickly agreed that a mere random-figure-algorithm or a control along tables wasn't worth it's salt. We had to give the monsters up to a certain degree a real artificial intelligence! I suggested the Heshenberg-algorithm, a model creating predictable, but not stereotype reactions. Each opponent is classified by a set of reaction-parameters describing his or her physical and mental abilities. We started with a set of parameters equal for all opponents. Then the appaling development of personalities began. Soon, Drunfluk reacted other than Stig "Firy" Grunf, who again behaved not like Hiro-Sha - but they all together didn't do what they should have done! In those times the saying was devised: If computers won't do what they should do, it is because of a) a power failure b) a virus c) the Hershenberg-algorithm. Finally, we succeeded in stopping the anarchic development of our monster- personalities and persuaded the creatures to volunteer for the GRAND MONSTER SLAM. Still, every opponent has it's own individual character with all their strengths and weaknesses. Not a single one of them is unbeatable! Read the passage on the presentation screen and observe the opponents' reactions during the game. Even though you may not be one of the quickest reacting performers of the joystick, you will anyway have a real good chance when adapting your play to the opponents weaknesses. On the other hand, the opponent will take advantage from your weaknesses. So, don't disgrace your dwarf! And if anything in the opponents' behaviour should confuse you. . . simply ask Professor Hershenberg! Hartwig Nieder-Gassel, graphics and design: The GRAND MONSTER SLAM is the first product to be published under the label GOLDEN GOBLINS. I have sound experience in fantasy illustration, based on my activities in the German role-playing scene, but the fact something as "untechnological" as fantasy is easily adaptable to the technical world of computers, i had to discover by myself. If you dig into the very nature of fantasy you will certainly find out that a lot of work and love of detail has to be invested in the background of any fantasy-action-plot. If not, the Grand-Slam characters will only appear as curious looking characters who participate in a strange sport because of unknown reasons. On the other hand, if you tell the gamers that the best fighters of all races of this fantasy world meet regularly, because some thousand years ago the goblins fought a war because of which they are still being laughed at today, the whole event becomes a sound thing, and the gamer will then be a participant rather than a mere spectator wielding a joystick. (Note from MONTY: THAT HAS BLOODY WELL GOT TO BE THE LONGEST GOD-DAMNED SENTENCE I'VE EVER WRITTEN IN MY LIFE! Thank you for listening). So, after Rolf had developed the basic game idea as well as the game components, it was my job - and it proved to be a rewarding one - to work out the complete game background, besides creating the screen graphics. This background is now presented to you in this booklet. I took the background from a role-playing-campaign i had written some years ago with a friend of mine. We had created the fantasy worlds of GholD and called it to life by role-playing (based on the D&D-system. This system is a lot more precise and a lot more fun.) - for anyone who is interested in it). This proves to present enough colourful background material for the GRAND MONSTER SLAM. Players who are familier with this form of gaming will find that the creatures populating the GRAND MONSTER SLAM are also familier to them, well, most of them. Pelvans for example and beloms have been thought out by Rolf and should be marked with an (R). Thus, the GRAND MONSTER SLAM became a lot of fun for all of us, and if the GOLDEN GOBLINS some day create another fantasy-style game, it certainly will be located on the world of GholD as well, presenting a good chance of meeting familier faces again. End.
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