Accidentally picking on the Carbon Roller in Splat Zones (8-0, Carbon Roller Deco)

18th September 2017 – 7.00 am

I don't aggressively plunge myself in to a silly situation to start this battle, and I survive more than fifteen seconds. I should hang back and be sensible more often. I send out Seekers to make ink tracks, and try to keep myself safe. We lose the Splat Zones to start with, but we're able to take control ourselves pretty quickly.

I move up when it looks safer, and although trouble starts to appear, a bit of dodging not only keeps me safe but provides me opportunity to drop on an inkling for a splat. I'm not going to say no to opportunity. I do get a bit cocky immediately, though, and nearly get splatted by being in obviously the wrong place. Turning back doesn't look better, with a teal Seeker Rush underway, but I pause and watch for my moment, and splat the Carbon Roller nicely.

I cover the ink trail leading back to our base as a precaution, and launch my Seeker Rush when I have a lot of turf in front of me. I don't follow my Seekers, not wanting to be too obvious, and jinking brings the Carbon Roller right in front of me again. A bit more inking, and an opportunistic Seeker actually seeks and splats someone. Nice!

A couple of teal Inkstrikes neutralise the Splat Zones but don't capture them, and as the ink comes rushing in a second time I decide to try and flank. I bump in to something which can't be a Seeker, and luckily my reactions let me splat the Carbon Roller again before he can flick at me. I hope he's not getting too frustrated with our run-ins.

I continue up the corridor, and get lucky with my timing popping out of there. Some ink starts chasing me, but only as I drop over the ledge, at which point a turn and flick gets a splat. I roll around the container and get a fairly lucky splat, and squid this way and that to line up a third, which a squidmate gets instead. That deserves a 'Nice!'

The Splat Zones are purple again, without them having been teal, so there's no buffer. I launch another Seeker Rush. My counterpart is doing the same, which necessitates a dodge, and somehow a Seeker of mine splats him on top of the container, coincidentally as an Inkstrike hits. I'll take it, but it feels like I'm picking on the Carbon Roller now.

Our counter keeps ticking down, and there are no teal inklings approaching quickly enough to stop it. I just about have time for a short victory dance. Woomy!

A little patience sometimes helps in Splat Zones (12-4, Carbon Roller Deco)

17th September 2017 – 7.00 pm

There's a charger on the other team, so my starting gambit is to head right around the back to see if I can splat them on their perch. She's not on the perch, though, and before I drop down to catch her from behind, a squidmate has done it first. And my other squidmates have taken control of the Splat Zones from the yellow team. I don't think I did much good. At least my Seeker Rush charges, which I use to mediocre effect, before foolishly pressing straight towards an inkling whilst Echolocated. I can do better than this.

I almost take a more direct route back, but divert down the corridor to keep it inked. That plan goes awry too, as I get in to a silly stand-off with the Splatterscope. At least it works for me this time, as my patience for wasting time appears to be greater than hers. I still am a bit reckless when heading for the splat, but I get it. Another Seeker Rush charges too, and I use that more successfully as well. One splat, the Splat Zones covered, but why do I press forwards when Echolocated?!

I sneak around the side and assess the situation. One yellow inkling is splatted, so maybe it's not a good time to head up the ramp. And we're in control of the Splat Zones, so do I need to go anywhere? Actually, yeah, as they are super-jumping past me, it seems. And with the Splatterscope where I can see her, I have an opportunity to do something. My timing to move forwards isn't great, though, but at least I survive the encounter.

I keep moving, and am happy to see the Splatterscope still on the container. I pause at the ledge, to ensure the ink is in place for a smooth jump, and make my move. So satisfying. Dropping down avenges a squidmate too, and the Splat Zones are back under our control. I start laying down more blue ink around the edges, and spy a yellow inkling. My flick hits, but superficially, and by the time I approach from a different angle a Bubbler is up. That could be bad.

Despite the Bubbler, my manoeuvring gets me unnoticed by the inkling, and the Echolocator doesn't matter when my timing works so well with a Seeker Rush. I splat the Bubbler, his friend coming to find me, and throw another one out for luck, which also hits. A little more ink and we recapture the Splat Zones too. Nice! I narrowly miss being splatted by the Splatterscope as well, but push my luck when I push up through a Splat Bomb Rush to splat her mid-Rush. It wasn't her who splatted me, though, so it kinda worked out.

There's too much yellow ink on my return. A Seeker helps, but the corridor seems a better approach. My Seeker hits too, rather unexpectedly, spurring me on to be a little more aggressive. The Killer Wail helps to hide me, but I'm still surprise the yellow inkling doesn't notice my flanking. I have to retreat when Echolocated again, but even that pushes me in to a yellow inkling. There's more to do when I turn around, and although the Splatterscope looks to be sitting on a crate for me, the yellow ink surrounding her is quite protective.

Noticing our lead about to be taken, I push ahead to add some ink to the Splat Zones. They are neutralised just in time, so I try to stop more yellow ink appearing by surprise, but am caught out again by the Splatterscope. That's careless of me. I try to be more sensible on my return, and I kind of am, but the yellow team just won't be stopped. Just paused briefly. So it goes.

Not many splats on the yellow team, but lots of ink. There's something to be learnt from that, I have no doubt.

Wail be me in Splat Zones (5-3, Kelp Splat Charger)

17th September 2017 – 7.00 am

The raised corridor seems to be the best route to take for a charger at the start of Port Mackerel Splat Zones. If nothing else, it inks a vital path for later use, should our Splat Zone come under pressure, and it is a nice place to start the battle in itself, to be in a good position and see what early moves each team makes.

My inking gets me close to having a Killer Wail, so I look for some uninked turf to get it charged. But when I do, I realise the angles are all wrong. Dropping down fixes that, and to good effect. It also puts me on the ground, where I can patrol the channels, looking for incursions. All looks good, though, as shown by my squidmates capturing both Splat Zones.

I squid up and throw an opportunistic Sprinkler in to the purple Splat Zone, before inking more paths between the containers. An Echolocator encourages me to retreat to relative safety. Circumstances start to look a bit hairy as the purple team's Specials charge, but our Splat Zone remains unsullied for the most part.

The purple team are on a charge, though, undeterred by being splatted away. Incursions come from multiple angles, and although a Killer Wail splats the E-litre 3K, an Inkstrike and Roller coming from different directions gets me, as well as our Splat Zone, in to trouble. A squidmate tidies up the Inkstrike, however, and I return to my raised perch to help push the purple ink away.

My squidmates are doing a better job than me at splatting the purple team, but at least I can keep the channels inked efficiently. It goes a bit wrong when we are Echolocated and I look down a channel with a purple Kraken headed my way. I just about out-run it, and nearly get a partially charged shot on target, but the miss and my resulting splatting won't make the highlights.

The purple team control the Splat Zones! I rush back to my perch, but pause early, relying on my Splat Chargers range to lay down some ink without compromising my safety, moving up when the Splat Zone turns yellow again. I cover the channels again, miss the Roller by not having enough confidence in an early shot, and eventually get flushed out of the Splat Zone by a simultaneous Inkstrike and Inkzooka double-threat, which gets me squidding right in to trouble.

As the clock runs down, the purple team make a concerted push to control the Splat Zones to take the lead. They do the first, which puts a lot of pressure on us to defend as the battle enters extra time. My shots over the containers help a little, but the purple charger gets wise and sends interfering ink my way.

I move around to the side, hoping to stay hidden and help re-take control of our Splat Zone. It works fairly well, but would work better if the purple inklings were splatted away. My aiming won't do that, but a Killer Wail might. One inkling lets me know where he is by aiming up at me, so I angle the Killer Wail down and splat him away. And, it seems, an inkling super-jumping to him.

With a couple of purple inklings out of the way, and us just needing a little more ink in the Splat Zone, we manage to defend successfully to secure the victory. I even have time for a victory hop. Woomy!

Warming up in Splat Zones (7-3, Kelp Splat Charger)

16th September 2017 – 7.00 pm

Oh yeah, I don't shoot the back of a squidmate's head. I'm learning. At least in parts. I don't think my aim has improved much. But I think I realised why recently, some time after this battle though, that taking my finger off the trigger jolts my aim a little. If I work on steadying that, maybe I can make more shots.

I don't do a great deal in the first minute of the battle. One Sprinkler throw is pretty good, the others land poorly. I am forced from my perch by an Inkzooka, which I don't out-draw but a squidmate happily splats. I overlay my Killer Wail with one already running, which is a bit of a waste. And I can't hit a Dynamo Roller stuck in ink. At least I finally get a splat, and a direct hit at that. If only I didn't end up standing next to a Splat Bomb, mostly thanks to missing an earlier shot against the Splatterscope.

I am a little cautious on my return, seeing the Splatterscope close enough to splat me off the crate. My Sprinklers don't do a great deal to prevent the Splat Zones turning green, but I do finally remember the corner I can stand on to get a better angle. I trade a missed shot with the Splatterscope, before a cheeky monkey launches an Inkstrike beneath my feet. Well I never did.

We lose the lead, the perch is being threatened, and dual Killer Wails do nothing. Better aim is needed all around, I would say. I take some time to tidy up around me, miss a couple of shots, but finally hit something with a Killer Wail. My squidmates are doing well too, having splatted the rest of the green team away and re-captured the Splat Zones, restarting our counter and letting me move across to a more open perch.

I do some more tidying, but without much green ink hitting our side the Splat Zones, I think that moving up will do more good. Maybe, if I were a bit smoother with the charger. I think I am doing well to hide my laser from the Splatterscope, but it seems evident that he's properly peeking, splatting me away easily. But moving up increased the pressure, and we retain control of the Splat Zones long enough to take the lead. Nice!

Inking here and there helps the team, more than my lack of splats, and giving way to our Splatling seems to make sense. I can be a distraction more than a splatter. I also help flush out the green inklings when they splat me. I lay down more ink, hoping that this makes me a meaningful and valued member of the team, and finally get another aimed splat, this time stealing it from our Inkzooka. I hope he didn't mind.

With little time to go, I help try to keep the green team pushed back, using my Splat Chargers range to ink the paths towards the Splat Zones. I get another aimed splat, which is nice, but the Roller was coming right for me. When a shooter goes left-to-right ahead of me, I keep missing. I really need more practice!

One more oncoming splat helps me end the battle on a positive note, although it looks like we owe a fair amount of the knockout victory to our Octoshot Replica. Woomy!

Squidding around the pit in Tower Control (12-4, Tri-slosher)

16th September 2017 – 7.00 am

What's this, I'm not going immediately for the E-litre 3K Scope? Not this time. A bit of caution instead, just working out who is going where. The E-litre 3K looks to be on the normal perch, ripe for a jump-slosh, but if she's good I could be splatted mid-air. Besides, there are two inklings in front of me. One is sloshed quickly, the other plants a Beakon that uses up some ink. And the E-litre shoots behind me. I survive, though, and my squidmates push the Tower.

What the hell, I'll pressure the E-litre 3K. But, of course, the range of the charger, particularly the scoped variant, means she is standing further back than I thought and can reach, so this is a doomed attempt from the start. I hit her with a Disruptor, though, which is something, right before I turn my back on a returning inkling who splats me.

All looks copacetic as I return, so I avoid the gaze of the E-litre 3K and hit the blind side, where a Splattershot appears from. My movement puts me behind her, so the splat comes relatively smoothly, and I work around the side to see another Beakon placed. Destroying that nearly gets me splatted by the E-litre 3K, but a deft dodge gets me out safely. That Echolocator could get me in trouble, though, but my Bubbler comes to the rescue.

Heading around the support the Tower doesn't help us get any further, or my survival rate. I come back to help repel the orange push, and see the Dual Squelcher no doubt planting more Beakons. I throw a Disruptor that hits, but the one-way wall doesn't help me get close. I turn my attention to the Tower, but my angle and being outnumbered gets me in to more trouble than I can handle. At least my squidmates get control of the Tower back.

I hit the flank again, an Echolocator guiding me the way, but the E-litre 3K's reactions are pretty good. Not good enough to evade me completely, which is good, and I move on to destroy yet another Beakon. That upsets the Dual Squelcher, it seems. As the splat was mutual, and I bump in to the Dual Squelcher really close to our base, I suspect some super-jumping was done. It doesn't matter, though, as a Disruptor and close-range work in my favour.

I lay down some ink and skirmish for a bit, probably wasting my Bubbler whilst wasting my ink by sloshing it over my head, and eventually the action comes my way. I keep myself moving, the ink flowing, and the occasional splat coming, which is mostly enough to help keep our lead. I am tempted on to the Tower at one point, and encouraged to leap right off again as a Killer Wail is aimed at it, but, again, as a team we manage to prevent the orange team taking the Tower too far in the wrong direction.

In the end, it's a moderately comfortable victory. No great moves were made with the Tower, but we did enough and weren't threatened too much in losing the lead we forged.

Stymied by an inky tower in Tower Control (16-10, Tri-slosher)

15th September 2017 – 7.00 pm

I'm aiming to jump the conveyer belt and slosh the Kelp Splatterscope on the normal perch, but my squid-sense tingles as a Seeker zooms past me. I turn and get a nice early splat, before enacting my plan. Maybe it's good that I wasn't first to make the jump, as the Splatterscope is on the other perch, and picking off inklings looking for her. I turn to make my escape, but am caught by a returning N-ZAP. At least I make that splat mutual.

I get myself in a bit of an inky mess chasing one inkling, getting caught in some crossfire, but I think the other inkling loses interest in me. I move around to put the first inkling in our own crossfire, before squidding towards the Tower, running in to another inkling. My luck runs out quickly when trying to dodge the Splatterscope, though.

It's not easy being sneaky when Echolocated. I should probably ditch my Bomb Throwing T-shirt for the Cold-blooded T-shirt, as I don't use Disruptors nearly enough, but dropping the Echolocator quickly is worth doing. Saying that, I chuck a Disruptor at the Inkzooka just outside our base. I don't think it hits, though. I have to go around the side instead. I don't get to the Tower quickly, but I get two splats before I'm reminded why you don't run head-on in to teal ink.

I see an opportunity to sneak up on the Splatterscope, which is the perfect time to have an Echolocator drop on me. Still, the inklings pay me little mind, which would work better for me if I didn't start sloshing a touch too early. Going back the same way has the Splatterscope looking my way, which may inadvertently save my skin. I am cautious in inking ahead, and hit a hiding inkling.

The inkling I hit licks their wounds in the ink, but as the Tower approaches it provides some cover. I squid out, and hit one inkling in the corner, squidding through their puddle with a Bubbler ready to splat two more inklings. An Inkzooka behind me doesn't faze me, but again I get carried away and slosh too early. I still get the splat, and one more, before I'm stopped. That was a nice streak.

My squidmates are pushing the Tower as I return, so I hit the flank to support, but get frustrated by an irritating hopper, just as the Tower sits on the balance of giving us the lead. I finally splat the N-ZAP and move to hop on to the Tower, but a Suction Bomb inks the edges, and I can't squid on top. I'm splatted away by an Octoshot Replica, and snatching the lead slips from our grasp.

I'm not Echolocated, I'm Haunted! It's just as bad, though, as evidenced by the Splatterscope easily picking me off. I come back with good intentions, but get caught up in a pointless feud, which I really should have won much earlier, but instead only get a draw when the Inkzooka charges and gets pulled out. I should have supported the Tower instead. With under twenty seconds to go, I think we've lost our shot.

I have one more attempt to get splatted by an Inkzooka, which I pull off with aplomb, and the battle is over. I think I could have done better.

Mostly Sprinkler splats in Tower Control (11-8, Kelp Splatterscope)

15th September 2017 – 7.00 am

I'm sure if I practice enough, I'll be good with a charger one day. I'm also sure Splatoon 2 will be released first. But at least at my ranks, some other chargers have similar aim to me, and my first exchange with the Splatterscope ends in a no-score draw. Moving around to support our first push on the Tower ends a bit worse.

The purple team come now, and I mostly tidy up their mess as they approach. Turf control is important, after all. When my squidmates get the Tower back, my Killer Wail helps to prevent some inky pressure, but any pressure I try to exert with my Splat Charger is thwarted by one inkling rushing towards me, and my aim being a bit dodgy. Our lead is extended, though.

I keep hitting nothing on my return, but as the Tower trundles our way with purple inklings on it, a well-thrown Sprinkler gets a decent splat. Another Sprinkler gets another splat, which is good, and as the Tower continues I get my first aimed splat. But it's a moment too late, as we lose the lead. I mix up my splats a bit more when my Killer Wail charges, and the Tower makes its way back towards the middle.

As my squidmates push the Tower again, I head around the side looking for a different angle, as I tend to do, and with some time on my hands I get one decent splat, which takes some pressure off the push. A second splat is just beyond my reach, or my aim, more likely, as the misses continue as the inklings get closer. Much closer.

I try to position myself strategically on my return, and I don't do a bad job. My shooting is the bad job, which gets me stuck in more and more trouble until I'm splatted again. At least my Sprinkler gets another splat, so I keep with that strategy for a bit, but even though it's more effective than my shooting, it's pretty ineffective overall. The purple team push past our lead again.

Finally, I get a couple of decent splats in a row. The peeking E-litre 3K is somehow beaten by my little charger, and I fire almost blindly forwards to hit the Kelp Splatterscope. I think I may get a triple splat, with a super-jumper flying in, but the fourth purple inkling pops up to interrupt me. I don't mind really, as I looked vaguely competent to the two purple chargers.

I keep up the good impression for two splats more, one against the Kelp Splatterscope again, which is pretty neat, but better still is the partial charge against the inkling rushing towards me. If only I could have done this earlier. Still, it's all good practice.

Getting off the back foot in Splat Zones (9-5, Carbon Roller Deco)

14th September 2017 – 7.00 pm

My standard gambit on Camp Triggerfish Splat Zones works smoothly, and an opportunistic flick gets my first splat, no doubt surprising the purple inkling coming over the wall. With no opposition, I push forwards early, crossing the bridge and dropping down on what looks like an easy splat, but the inkling squids backwards, dropping me in no-man's land.

I squid back to the Splat Zone, and push through it, so that I'm not a big target. I bump in to something, but as they see me coming and I don't see them, they react quicker, popping their Bubbler before I can flick my Roller. That was a quick outing. Now purple pressure is heading towards our base. I do quite well to survive and get the splat, using the ramp to our advantage, but a Burst Bomb flies over the top to splat me all the same.

I super-jump to a squidmate near the purple Splat Zone, almost expecting to be splatted on landing. But my squidmate has an Inkzooka, and another one activates an Echolocator, both helping to keep us safe. We can move up, neutralise the Splat Zone, and, with a charged Seeker Rush, I can return the favour of inking the corridor to the purple team's base. I push up and move around, thinking I'm chasing an inkling, but either I'm not or they evaded me easily. I keep going, but am aware I'll be followed. Sadly, as I turn around to keep myself safe, I'm on the top of a ramp, higher ground not always being an advantage.

Our base looks quite hassled again. I don't rush in to potential trouble, and take a look from a different angle. I nearly drop down to splat the trouble away, but don't quite get the splatting blow. At least the Bubblered inkling doesn't splat me, and I stick around long enough to force them to be splatted or super-jump away. At least that pressure has gone. I manage to get in to and across the Splat Zones, but too much purple ink keeps flying in for us to make much difference.

Instead of trying to continually cover purple ink, I move forwards and across the bridge, hoping to make some splatty difference. An opportunistic Seeker is a good start, taking some pressure off from behind, and, after a bit of to-ing and fro-ing, I splat the Splattershot Jr protecting their flank. A twist and turn, and the Carbon Roller above me is splatted too, as my Seeker Rush charges, and we capture both Splat Zones. Nice!

I once again ink the corridor to the purple base, and move along one of the tracks to be a nuisance. I just about catch the returning Splattershot Jr, turning back to the Splat Zones to keep myself safe. Sending a Seeker ahead has it seeking the wall, which indicates there is an inkling behind it. Two, in fact, and they drop down in to the Splat Zones, just in front of me. My flicking is not precise, but it does the job for two more splats.

I head back towards the base, which causes the Splattershot Jr some panic. He ducks and dives, pooping Splat Bombs when he can, but dives when over a grate and goes for a swim. The Splat Zones remain unmolested long enough for us to take the lead. Nice! The purple inklings appear on top of the fence again, but our E-litre 3K splats one, and the other jumps in to my flicking Carbon Roller. Finally, the Splattershot Jr dodges my Seekers with a Bubbler ready, and splats me away.

Our inky pressure continues from across the divide, though, and before I can get back to the action the battle is won. Woomy!

By a Nozzlenose in Splat Zones (15-8, Carbon Roller Deco)

14th September 2017 – 7.00 am

Those Sprinklers are tenacious. Long-range weapons also have an obvious advantage in Camp Triggerfish Splat Zones. I doubt my Carbon Roller's flick would reach across the gap at all. But we play to our strengths, so I keep the local turf inked as my squidmates head off to engage the yellow team. At least, until they are splatted, and my position is threatened. I move up, and head to strike, but choose just the moment the Nozzlenose fires. I get the splat, but take a faceful of ink.

Enemies coming over the bridge! Bad timing by that brush, but the Splat Zones are yellow for a second. And more inklings are coming. Carbon Roller versus Carbon Roller has me coming out on top this time, and I bump in to the Brush again, spinning for a squish. I want to move on, but our Splat Zone won't stay yellow. Well, if the other Splat Zone becomes yellow, that would help too.

A yellow inkling comes my way. I lie in wait, but it occurs to me, a bit late, that she is probably building up charge for an Inkstrike. Either way, the element of surprise helps me get the splat, before I act like I've never rolled before when stymied by a simple ramp. I overcome the obstacle and head across the bridge, and stroll forwards to not give my position away.

The Nozzlenose takes a little too much ink to splat, but I get the splat done. That charges my Seeker Rush at just the right time, and I turn and send Seekers all the way towards the yellow base, getting another splat. An Inkzooka threatens from behind, but a nice bit of squidding gets me close. My flick is just a moment too late for me to come out unscathed, though. But both Splat Zones are purple, which is good.

There's too much yellow on our flank. I do something about that, being a little cautious in case a squid is hiding. Not this time, and I have the opportunity to hide. The trap is set, and as a super-jump ring appears it looks like I have two easy splats lined up, but I rather make a mess of it. I decide to super-jump back, to the opposite position, and get the drop on the N-ZAP again, and almost messing it up again. But I manage to roll away this time.

My position lets me send the occasional Seeker towards the yellow base and see the inklings coming. Well, not all of them, as they are smart enough to use the sheltered route, dropping down on top of me to turn me in to a yellow puddle. Nice moves! That Nozzlenose waits for me as I super-jump back, but as a Kraken, which I curiously don't survive. I almost don't make it back again, squidding backwards in to the edge of an Inkstrike, but sneak over the fence to drop down on top of the Nozzlenose. Well, not quite on top, and my flicking skills let me down again. Me, and the team.

At least my position on the fence opened up a new path for my squidmates. I super-jump to one on top of the fence and help try to recover our Splat Zone. When spotted, I drop down to splat one inkling, but not the one I was aiming for, who splats me back, and a squidmate, and recaptures the Splat Zone for the yellow team. Our lead slips away.

As time runs out, I sneak past the N-ZAP to neutralise our Splat Zone, but know that we need to capture both. I move forwards, trusting our Splat Zone to my squidmates, and, well, don't quite get across the bridge. I manage to save myself, but the time cost is frustrating. I get to the yellow Splat Zone with a charged Seeker Rush, and get the Seekers launching, but the Splat Zones remain too yellow to send the battle in to extra time.

I neutralise the yellow Splat Zone, but am splatted in the process, just as time runs out. It was a good battle, with the yellow team managing to dominate at the right time.

Frantic flicking in Splat Zones (10-4, Carbon Roller Deco)

13th September 2017 – 7.00 pm

We get to our Splat Zone cleanly enough, and two of us go through it. I turn back, as is normal, to help secure the Splat Zone. The blue team are pushing early to contest it, though. One squidmate succumbs to the ink, and although I repel one intruder, I can't cope with the second popping up. I try to return in a hurry, but land on a well-placed Sprinkler.

Heading back conventionally lets me see a blue inkling heading across the bridge. She pauses for my Seeker to pass, probably looking for a squid, and jumps down when it looks safe. It's not, though. I help neutralise the Splat Zone, before moving up to see what threats approach. With enough warning, and a nice path of ink, I can balls up an ambush.

I move to our side again, where too much blue ink waits. I drop down to launch a safety Seeker, landing on wood, and scootch forwards in to my own ink. One Seeker is too obvious, though, so I launch a second, as a blue inkling comes down the ramp. It looks like she tries to surprise whoever is squidding along the Seeker trail, but instead is surprised by the second Seeker. Nice!

Now there's two of us hitting the flank unopposed. We may lose the lead, but we are in a good position. My Seeker Rush has charged too, so I'm going to use it. One inkling tries to jump over the Rush, but he doesn't have the legs to jump two Seekers, and I dash forwards to launch one more towards the blue base, instead hitting another inkling heading for the Splat Zones. That gets me a 'Nice!' from my splatted squidmate!

I jump down to splat another inkling, giving us all a nice breather to recapture the Splat Zones, and a squidmate a chance to super-jump back in to the action. A Seeker here and there keeps the ink flowing, and the blue inklings guessing. With good control of their Splat Zone, and I can hide and pop out against any inklings coming slowly my way, although an Inkstrike and some good squidding confuses my flicking. At least the inkling is pushed away from the Splat Zone.

The other side of the Splat Zone has a blue inkling threatening, but thanks to a block providing cover I splat her away. I turn back to keep the Splat Zone yellow, and although it looks like I can splat an inkling mid-Bomb Rush, another inkling pops up to surprise me. Back at base, it looks like the blue team were busy trying to deny us access to the Splat Zones. I'm glad it was ultimately unsuccessful.

I move up the Splat Zone, reaching it as blue pressure enters from the other end. Again I use the block for cover, getting one clean splat, a second with a couple of flicks, and hop across the block for a sneaky third, just as we secure the knockout victory. Woomy!