Fighting against a sea of unsporting green ink in Rainmaker (17-9, Carbon Roller Deco)

23rd September 2017 – 7.00 am

Look at all those Seekers! It's beautiful. There's a Suction Bomb too, not one of ours, and I just about get out of its way before it explodes, unlike a couple of green inklings and the Rainmaker's Shield. But my stay is temporary, and I turn back only to be hit by a Seeker, which is perhaps only fitting. Super-jumping back is exhilarating, mostly because I jump right through a Killer Wail. I land in it too.

As I get back to the middle, it looks like the Rainmaker is being carried along the rail in front of me. It isn't, but it confuses me all the same. At least it stops me pushing forwards, which may stop my getting splatted, if only for a little bit longer. As a Seeker Rush comes towards our base, it seems a good idea to hit our flank, particularly as the Rainmaker is coming that way. I should pay more attention, though. The Rainmaker is about to self-destruct as I jump recklessly forwards, right in to its blast. That could have been avoided.

I help tidy up some of the green mess on our concourse, being somewhat cautious lest an inkling be hiding. But no one seems to be there, as I move up and behind the green team. I miss the Rainmaker a couple of times, but finally hit, and dropping down saves me from being splatted, spinning to get the splat instead. I make a mistake in not pressing to burst the Rainmaker's Shield, though. I don't think I can do it myself, but by the time I realise I can help a squidmate, the green team have more ink flowing. I move in only to get splatted.

A last-ditch defence is required, and we provide it. It rather puts us in a bind, though, as we have to pretty much dunk the Rainmaker to get the victory. But a good battle will be enough for me. Seeing the Splatling sitting on our fence doesn't help me picture that good battle, to be honest. He's in a good position, and it's a bit awkward for me to think about getting him down, given the disparity in ranges of our two weapons. Thankfully, a bit of pressure from a squidmate forces the Splatling backwards, and I take it from there.

We start to move the Rainmaker forwards, but naturally it is slow going, with the green team having so much turf. Splatting them away and getting a Seeker Rush charged goes some way to giving us some turf back, but we still have a lot more to do. I ignore the direct route to the Rainmaker as too obvious, and hit the side. This helps a little, and provides some extra support at an opportune moment. But just as it looks like the way ahead is clear, some green ink comes from the side itself to force a pause.

The battle to burst the Rainmaker Shield is going green's way, and I don't trust my Carbon Roller to turn the tide, deciding instead to back off and maybe snatch the Rainmaker when it is free. Not only does that not quite work, which isn't unexpected, but my flick sadly splats the inkling not carrying the Rainmaker, and the one who is carrying it then unsportingly squids away to hide in a position difficult for our team to get to.

I suppose it's a valid strategy to withhold the Rainmaker when you have the lead, but it certainly isn't sporting. Rather than a fair fight and a good battle, I'm left with a slightly sour taste in my mouth.

Seeking the dunk in Rainmaker (12-5, Carbon Roller Deco)

22nd September 2017 – 7.00 pm

Yes! I'm not the only one who has to take time to aim a Seeker. I don't know whose makes it past the block, but one is all that was needed. I head right around the back, just about catching one inkling by surprise, and roll up on the other three. I want to squish them, but I should have flicked. Let this be a lesson to me.

I go back the same way, and get a rotten splat on the Dual Squelcher, having to turn back immediately as the rest of the blue team run with the Rainmaker. I catch them up on a flank, but my flick isn't strong enough to stop the Rainmaker. I try to keep up, but the ink is blue and I am green. My squidmate's take control of the Rainmaker, as I deal with some peripheral inklings.

My squidmates make a good push with the Rainmaker, although they're stopped short of taking the lead. I catch up to join in with getting splatted. I come back taking care to track the Rainmaker, getting a splat on the way that just about charges my Seeker Rush. Just in time! I use the Seeker Rush to burst the Rainmaker Shield, get an incidental splat, and ink a path ahead. I grab the Rainmaker and squid along the path, just about nabbing the lead before a blue inkling catches up from behind. Nice!

The Rainmaker comes back our way. With all the corridors, you need to be careful not to lose track, which I have done many times in the past. I get myself in a good position and launch a Seeker that the Rainmaker dodges, but my squidmates stop the Rainmaker, and I get a splat anyway. I move up to ink a potential path, and circle back to provide support, but get flanked and splatted away.

A Seeker Rush looks intimidating from the other side, more so with a Rainmaker to stop in the middle of it, but the narrow corridors help a little in defence here. We burst it free again and I make another push, partly shielded by a Killer Wail, but there is too much blue ink and too many blue inklings for the push to come to much.

I selflessly let a squidmate grab the Rainmaker, hoping that my Seekers will come in handy as support, but not much happens from that. And when the Rainmaker is freed by the blue team again, I finally lose track of it properly. I won't find it when distracted by a super-jumper, but I get the splat and stop support flying in, as my squidmates retrieve the Rainmaker.

Again, I let someone else grab the Rainmaker, and move up with it, along a really nicely prepared path. I have a Seeker Rush ready too, so use that to try to keep the turf green, and although a blue Seeker comes my way I deftly jump it and keep launching my own.

I splat an inkling out of the way at the base of the podium, flick ink on to the ramp and the podium itself, and get out of the way for our excellent squidmate to dunk for the knockout victory! What a great battle. Woomy!

Forging through the ink in Rainmaker (6-3, Carbon Roller Deco)

22nd September 2017 – 7.00 am

It's tough aiming straight, even with Seekers. At least I don't get in the way of our charger, and my Seeker almost reaches its limit before exploding, all of which lets us move up quickly. I hit the side, as I tend to do, and get a nice early splat, but moving around the corner to look for other inklings goes a bit wrong when I pick up the Rainmaker instead.

Despite being unexpected, I regain my composure quickly enough, and, after a brief pause for the green ink to subside, surge ahead, thanks in part to an earlier Seeker. I get quite far for an accidental carry, and I don't really mind that the Kraken surprises the crap out of me.

I take the slow route back, in case of super-jumping surprises and to prevent easy progress by the green team, and keeping an eye on the Rainmaker almost gets me caught out. I just about get away, and mostly waste a Seeker Rush, in case I am splatted and it lose it anyway, but it lets me move up safely.

We need to pause for a Killer Wail, but the Rainmaker doesn't move up in the relative safety of its noise, which makes it straightforward to get the splat when it does start moving. I try to be smart by sending a Seeker ahead of me, but that drains my tank to burst the Rainmaker's Shield. That doesn't matter when a blaster appears behind me. I don't know how his first shot misses, but he makes up for it by turning in to a Kraken.

A green inkling has planned ahead for the next push, hoping for their team to squid all the way in to the lead along a prepared path. That makes super-jumping back a bad idea, and instead I cover the green ink with purple. I think inking the top of the podium is being a bit paranoid, though. The plan almost works too. By the time I've moved up, the Rainmaker is almost on our doorstep. Thankfully, we stop it.

My Seeker Rush comes in handy to burst the Rainmaker free, and I'm grabbing it on purpose this time. I squid up, using my ink-resistant shoes, and getting some excellent support from our charger, and despite Suction Bombs, the Jet Squelcher, a Killer Wail, and the Range Blaster, I get much further than I should, increasing our lead. Nice!

Now I think I can super-jump back to the action. I almost land in a Rainmaker's blast, but just about dodge it. There's a bit of a stand-off, but rather than flick at too far a range I use Seekers to stop the Rainmaker. With pressure coming from the other side of the shield, I decide not to flick harder, but flick smarter.

I head up the other corridor and around the back, right behind two green inklings. I am very tempted to push for a double-squish, but that will get me in to trouble, so I flick them out of the way, and grab the freshly burst Rainmaker, sensibly making a little puddle for me to land in.

From there, the path towards the podium is pretty much inked, because of what I just did. One blast up the podium itself, and I squid up to get a well-earned dunk! Woomy!

Holding my turf in Tower Control (18-3, Kelp Splat Charger)

21st September 2017 – 7.00 pm

I only hit the back of one head to start the battle, which isn't bad. I don't aim for a perch, dunno why, and just hit the floor, keeping back to hold turf as a good charger should. My first splat is to avenge a squidmate's splat, which probably saved my skin, and I stick near the back hoping the green inklings don't get too close.

I'm not quite sure where to aim my first Killer Wail, with pressure on both sides. I pick one, and think I hit a super-jumper. Bad for him, good for us. A squid to the other side of the container gets a really nice partially charged splat on the jumping Luna Blaster, and shortly after my squidmates start pushing the Tower. I move up to support.

An Inkstrike causes the Tower to pause, and I hold my position just long enough to get a good splat through the ink. I squid back on to the boxes and splat the Hydra Splatling at the side, moving up as the Tower is cleared by the green team. I get off the Tower immediately, not quite having enough ink to plant a Sprinkler, and but my super-jumping squidmates and a charged Killer Wail help us retake control of the Tower.

My squidmates do a great job of getting us a good lead, as I try to keep the turf around us inked. I don't venture too far forwards, but I don't think that would benefit anyone anyway. A Killer Wail gets two splats, but misses the Bamboozler, who I try to avoid by jumping on to the Tower, but slide off the side and have to retreat normally. Some green pressure moves up from two sides, and despite the Luna Blaster moving slowly, the Octoshot wastes no time hitting me from the side.

There's a fair bit of tidying up to do on my return, so I keep the blue ink flowing. I keep clear of the Inkzooka, and splat him when it's finished, and as the Bamboozler tries to sit on the fence, my Killer Wail straddles the divide to splat him. I consider pushing the Tower, but green inklings approach, so I hop off. The splat I get after that is pretty lucky, but I'll take it.

As the green team approach again and my Splat Charger doesn't quite have the range, my Killer Wail charges. Before I can place it, though, an inkling gets splatted in front of me. Was that my Sprinkler? If it was, it does more than the Wail, and I'm blasted away from the action soon after. It looks like the Luna Blaster wants to be a nuisance too. I try a Sprinkler throw to catch him out, but it falls short, and my ink tank runs dry to do much more immediately.

Thanks to the Luna Blaster and his Splat Bomb Rush, the green team start to control most of the turf. That could let them push the Tower nicely, and, sure enough, the Tower starts coming our way. Luckily, my Killer Wail charges, and the Tower is on a straight line. A lucky splat in the ink helps keep the green inkling population under control, and some pressure just about discourages the Luna Blaster from pushing further.

Avoiding a Splat Bomb urges me forwards, but the Tower's going forwards so it's not a terrible position to be in. A Killer Wail blasts across the Tower, and a potshot hits an unseen inkling, and again I fail to hop on to the Tower, this time as seen on splat-cam. Some pressure forces me backwards, but I aim my Killer Wail well. A third splat comes immediately after, but the Bamboozler is quick enough to splat me back too.

Only seconds remain in the battle, our lead is huge, and we're pushing the Tower. I think that deserves a victory dance. But the green team wrest control of the Tower as the battle ends, sending us in to extra time. I should stop doing a jig!

A nicely thrown Sprinkler gets one inkling off the Tower, any my jumping on to the Tower scares the other green inkling to hop off. That's an odd decision to make in extra time, as it ends the battle, but I'm not complaining. Victory to us, woomy! And this has to be one of my best battles with a charger!

Not much relaxing at the resort in Tower Control (14-5, Tri-slosher)

21st September 2017 – 7.00 am

That E-litre 3K makes me nervous, so naturally I speed around the edge of the resort to see if I can sneak up on him. Not really, but I find another squid to splat, and am happy that he runs away, as chasing him drops me down from the sights of, well, not the E-litre 3K, it seems. He turns up next to me to splat. There must be another charger I didn't notice, too transfixed by the E-litre 3K.

I go looking for the other charger, supporting the Tower in the process, but a splotch of blue ink hampers my jumping. I just about manage to stay out of the drink, thankfully. A bit of seemingly and actually aimless squidding around does nothing, but a squidmate's Killer Wail reveals a hidden stalker. Quick sloshing keeps me safe. I do well to stop the blue team pushing, mostly because of my Bubbler, and I'm happy the E-litre 3K is scoped, as that lets my Bubblered self squid right up to his tunnel vision.

I go back for the Tower, but am easily overpowered by two blue inklings, and they start pushing again, although my squidmates put a stop to that. I come back and hit whoever was on the Tower with a Disruptor, but they're too far for me to follow-up with a splat. I hit the flank instead, sloshing over one inkling, and finding the E-litre 3K again. He hides behind a block, apparently under the impression that his charger will beat my Tri-slosher in this situation. Or rightly thinking that his Killer Wail beats my slosher. In my defence, it is only my ink-resistant shoes that save me once again.

I move back to support the Tower, help start a push, but squid away to skirmish for splats because of my charged Bubbler. I get one, one inkling gets away, and I just about avoid the attention of the patient E-litre 3K. I then fail my jump check. I head around the side, as the Tower goes forwards, and find my trail almost untouched by blue ink. That speeds me along, and lets me slosh down on one inkling. I replace my splatted squidmates on the Tower, but stop it retreating only briefly.

I have a little dance with the Splattershot, probably only making the splat mutual thanks to a Disruptor, and start again with the Tower coming our way. My squidmates stop it, which is good, and I move up to try to push it the other way. I dunno what sort of jump that was. Unsuccessful, I suppose, so I retreat to regroup. The Tower moves forwards, but I look to the sides to provide forward support. That lets me splat the E-litre 3K nicely, and I turn back to do a victory jump over the gap that bamboozled me earlier. Nice!

I turn back to keep the Tower clear, which just about works, but again my jump on to the Tower doesn't work. That's okay, it's not going anyway, so I keep moving and bump in to the E-litre 3K again. He has enough charge to make this encounter a draw. The blue team gets on the Tower again, and I take the long way to hit them from a different angle. That seems wise when a blue Killer Wail is aimed along the direct route, but a squidmate's green Killer Wail neutralises the Tower, so I go back to skirmishing.

I head around the back as the Tower goes in the wrong direction, but I've committed myself. I'm looking for the E-litre 3K, who has been taking potshots at me. I don't find him, but I just about pop my Bubbler in time not to get hit in the back. Splatting that inkling lets me squid around, and my sloshing hits the E-litre 3K. It's a glancing blow, and despite the squiddy sigh to guide me, the E-litre 3K super-jumps out of harm's way.

It's all good. There's no time left, and my squidmates have neutralised the Tower and are moving to jump on to it to ensure a swift end to the battle. I try to join them, but don't quite reach it. I manage a little victory hop, though. Woomy!

Lots of splatting in Tower Control (15-6, Tri-slosher)

20th September 2017 – 7.00 pm

I rush forwards, hoping to get up the wall and around the side, but the flow of yellow ink coming towards me as I approach the middle encourages me to hold back. Well, a little. I can use the wall to hide from the Squiffer, and although hiding becomes problematic when a Point Sensor hits me, this is why I have my Cold-blooded shirt. The Point Sensor drops soon enough, and now my problem is a lack of ink. That's solved by my Bubbler, though, and I finally get the splats rolling.

I think the Tower is following behind me, but it seems my squidmates have been knocked off. I make the most of my position to keep going forwards and circling back, getting in to a good position to flank the returning yellow inklings. But one sneaky inkling follows me, and dumps an excellently placed Splat Bomb right by my feet. Worse still, the Tower continues in the yellow direction.

I come back to reclaim the Tower, after my squidmates clear the yellow inklings off of it, and after we've lost the lead. We start another push, and when it looks like it's moving well enough, I head around the back again. I have a tendency not to go along the beaten track. Still, my squidmates retake the lead immediately, as I'm being ineffective at the edges. I catch the speedy Splattershot with a Disruptor, but their ugly shoes still let them squid behind me. So it goes.

I'm persisting with the back route, hoping I'll make something happen, and I think just getting through all that yellow ink is an achievement. Maybe not a worth achievement in Tower Control, but still. I find inklings to slosh when coming from behind, but don't react quickly enough to them popping out of the ink to get an easy splat. Instead, the Squiffer and I pop our Bubblers in turn to try to splat the other. Somehow, I come out on top, and the Tower is moving in the right direction again.

I resist the urge to go pointlessly around the back again, and move up to support the Tower directly. I don't think my Disruptors help, but I manage to survive the yellow onslaught, and, whilst under a Point Sensor, out-manoeuvre the Squiffer, and somehow manage not to get squished by the Roller, to clamber on to the Tower to keep the push going a little longer.

My squidmates super-jump back to me, and that frees me up to go skirmishing. I miss the inkling squidding past me as I hop off the Tower during the battle, but I see him now. Even so, I move up to get three splats, with help from my Bubbler, and when I'm looking for the fourth the Tower starts moving in the wrong direction, so I know where he is. Sadly, my quad-splat is thwarted by the purple bucket.

I get my revenge on the bucket quickly. I hear the Special being activated and see the Kraken on the Tower. I sensibly hold back, and push forwards when the Kraken should be disappearing. My timing works well, and I splat the Slosher when he's an inkling again. I don't last much longer, but the Tower is reset, which is good.

One minute to go, why not head around the back again? Because I don't achieve anything, I suppose. The Squiffer tries to find me, but sensibly moves on, and when I arguably also sensibly circle back to find him, I only find his shoes after a squidmate gets the splat. I take the hint and try to move the Tower, being on the right side of a Splash Wall to do so, but flounder against its sides, so just move up to support indirectly.

I take on the Slosher face-to-face, and get lucky with a mutual splat, given our range disparity, and return hoping to make a difference by helping end the period of extra time, but I just squid in to a Splat Bomb on the Tower. As always, my squidmates have my back, and stop the yellow push for the victory. Woomy!

Good ends to an average middle in Tower Control (11-5, Tri-slosher)

20th September 2017 – 7.00 am

A super-aggressive start from me, but one that is also somewhat measured. Finding an unexpected path often leads to splats, and being able to sidestep a Splash Wall certainly helps. I'm a little disappointed that I miss the fourth inkling, but it's all good. The yellow team is temporarily out of the way, and we start pushing the Tower forwards.

The yellow team return, and although I push up I clearly am not in the best position, as they squid past me and take control of the Tower. I keep moving and sloshing, making movement difficult for the yellow inklings, as I work my way back to the Tower. My squidmates have cleared it and are pushing it back as I get there, and we work together to keep it moving.

I spot an opportunity to get around the back again, but although I get around there, I'm not particularly effective. I backtrack again, pausing as I am distracted by a squidmate's Splat Bomb Rush, and nearly get caught in a Killer Wail. I don't think my Bubbler was necessary then, but it's better to be safe than sorry, and I make it back to claim the Tower again.

A nice bit of inking from the Berry Splattershot Pro gets me off the Tower quickly, and my unsplatted streak doesn't quite make two minutes. Still, that was quite an opening. My confidence becomes overconfidence, though, coupled with the other team starting to turn the turf yellow. It doesn't help that the Grim Range Blaster seems to disappear underneath me, as he's not even wearing ink-resistant shoes, but as he doesn't splat me it doesn't really matter.

The yellow team make some nice pushes, and although we just about keep them back, there is an awful lot of yellow ink all over the place. We can't have that and except to keep our lead. I hit the flank, risking missing the Tower, and just about cause enough disruption to help my squidmates reclaim the Tower. But the battle's getting close!

I head along the other flank, looking to get as high up the Underpass as I can whilst the Tower stays neutral, and get pretty far. I think I'm being followed at one point, but if I am the inkling gives up on me. That's good, as I move on as a super-jumping inkling lands, narrowly dodge their Suction Bomb, another inkling's Killer Wail, and have my Bubbler charged as my squidmate's approach with the Tower, extending our lead. Nice!

With thirty seconds to go, this battle looks wrapped up. I pop my Bubbler as the yellow inklings appear, and try to hop off the Tower to get some splats. I'm pushed back by ink, though, but I change tack and hop back on the Tower. I try to hop off and on to the ledge again, but it's perhaps lucky that I fall, right in to the path of the yellow inklings.

A couple of splats clears the way forwards, and I get back on to the Tower as my squidmates continue their superb support. The clock ticks down, and with less than a second to go, three of us celebrate getting the knockout victory. I particularly liked my squidmate firing her ink in to the air. Woomy!

Almost knowing when to push in Tower Control (6-2, Tri-slosher)

19th September 2017 – 7.00 pm

I do like trying to speed to the middle and around the side in Urchin Underpass. Fairly often, like this battle, a Blaster just about catches me in the act, and their indirect fire puts a stop to my efforts. I take a more conventional route to return, inking more of a path for my squidmates, and needing to pause for a Kraken.

I don't manage to clear the Tower, but hopefully my ink was additional pressure, pushing the Luna Blaster in to harm's way. I move up, where nothing's happening, and move back when it sounds like the Tower needs support, clambering on at the same time as a blue inkling. She doesn't have a charged Bubbler, though, so I come out best.

My squidmates hop on too, sharing the Bubbler, so I push forwards to help clear a path. It's not straightforwards, even with most of a Bubbler remaining, but some jinking helps keep the blue inklings guessing, and what may be a misstep lands the Kelp Splatterscope under my bucket.

I push up even further, to the goal and beyond, catching the N-ZAP partly by surprise, and rather aggressively splatting the Splatterscope on his immediate return. But I don't like to harry opponents outside their base too much, so I keep moving, back to support the Tower more directly.

The Tower is moving forwards nicely, without any blue pressure on it, so I turn to help push back any oncoming inklings. That works quite well, thanks to having a Bubbler charged and ready, and a squidmate by my side sharing it.

My enthusiasm gets the better of me, though, and I squid forwards right in to a Splat Bomb. Never mind, the Tower keeps trundling right to the goal. Woomy!

One-way Tower Control (4-1, Grim Range Blaster)

19th September 2017 – 7.00 am

I normally take the side route to flank the opposition with a bucket, but can it work with the Grim Range Blaster? Well, just about. It would work better if I could aim, although, to be fair, on review it seems the inkling squids in to the ink the very moment I shoot. Thankfully, coming from an unexpected angle is surprising enough to get me a second shot.

A couple of opportunistic shots where inklings generally are right about now gets me a second splat, and from there I start pushing the Tower, aware of the inkling below me. But I think I'm enough of a threat with my Blaster for her to rethink her approach. Now I just need to worry about inklings returning from their base. I get a bit lucky with the Luna Blaster, unlike my squidmate, and a different squidmate takes care of another inkling.

Now a charger is lining me up. I dodge one shot, somehow, and line up my Killer Wail to hopefully clear some kind of path, but the angle I'm on is not great, and the inkling from before reveals her new, more effective approach. It would have been more effective still if she hadn't jumped on to the Tower, where my Killer Wail was still in effect.

A squidmate super-jumps to the Tower as I depart, and I super-jump to them. I didn't really need to, as it turns out, but you never know, and at least I land my feet on the Tower as we trundle to the goal. Woomy!

Going two down in Splat Zones (7-5, Tri-slosher)

18th September 2017 – 7.00 pm

One inkling is left for dust on the base as the rest of us leave. I'm sure she'll catch up. I'm buoyed by my early splat on the E-litre 3K to think more of it. I do some diversionary inking, but feel no pressing need to head around the back just yet, and drop down to the main floor again. The purple team ink the Splat Zones, but a bit of patience draws one of them to me, and I surprise splat them before moving in to cover the purple ink.

Splat Zones neutralised, that E-litre 3K needs a little pressure if we're going to take control of the Splat Zones again. I move up on to the platform, knowing that the E-litre 3K won't be beaten quite so simply again, but my Bubbler is charged. Naturally, the E-litre 3K has moved away, but a Splattershot has appeared to get splatted whilst I'm safe in the Bubbler, and a bit of indiscriminate sloshing finds the charger anyway. And we're back in the lead, nice!

I'm splatted back to base to see our inkling still slouching there. She disappears a few seconds later, not having moved, putting us one down. That is unfortunate, but we seem to have done okay up until now. We battle over the Splat Zones for a bit, and I am splatted away when I get a bit close to the Splattershot, and everything still seems evenly contested.

I head back to sneak up the back of the moving platform, which maybe works a little, but am faced by an N-ZAP, feared by me and my bucket. She stumbles backwards, though, and my Bubbler chargers. I'm not sure where she goes, but I splat something, and follow the only possible ink trail around the side. I think this is where she went, and maybe she did, but I run in to the Splattershot again. My Bubbler charges a moment too late.

My route around the side of the platform works like a charm this time, surprising the E-litre 3K and the N-ZAP. The Splat Zones are purple, though, and we lose the lead. Well, too late to save them directly, so I check the perch for inklings first, before dropping down to help with the Splat Zones directly. We retake control, but only until I am hit in the middle of the Splat Zones by an Inkzooka. So it goes.

The E-litre 3K bamboozles me as I return, using a Ninja Squid t-shirt when I don't expect it, playing me perfectly to hit me with Burst Bombs. And now we really look like we're in trouble, as a second inkling is staring in to space on our base. Never mind, we can only do our best. But with so little ink on our side, and the purple team pressing high as a result, I can barely get to the Splat Zones before the battle is lost.

It wasn't a bad battle, really, particularly as we were an inkling down from the start. These things happen.