Warming up in Front Rolling Splatfest [2014p, 8-1, Sploosh-o-matic]

7th February 2018 – 7.00 am

My first battle in this Splatfest will be against the despicable back-rollers. I will soon find out just how unusual this is, which really is only to be expected. Just how many lunatics can there be who keep the toilet roll hanging the wrong way around?

But it is my first battle, so I just want to warm up. I'm trying the Sploosh-o-matic, as it has worked in Turf War for me before, but mostly because what I want to try is super-jumping and activating my Splashdown, like a competent inkling. Of course, competent inklings don't regularly forget how to close the map.

My first attempt at the super-jump/Splashdown goes hilariously poorly, as I can't work out how to activate it. It seems that just changing the situation slightly throws off my muscle memory. Still, the squidmate I jump to is competent, and doesn't need my Splashdown to help. That's good.

I get back to inking, retreating to a safe corner to look for the super-jump again. Now that I've got the kinks out of the system, it works well, splatting an inkling on landing. That's followed, after some more inking, with a nice convergence of inklings to my position, and I get three in good time, and the fourth is nearby.

The fourth splat eludes me, even with a Splashdown, until I push too aggressively for it and get splatted too. It was probably worth it. I make a meal of the Sploosh-o-matic that intrudes in to our part of the Station, but otherwise I spend the last minute of the battle keeping the turf inked.

A good start, no doubt because my power level is the default. We even lose our Clash Blaster early, and it makes little difference. If only it continued that way.

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