Painting the world blue in World Splatfest (1337p, 7-2, Tri-slosher)

16th December 2016 – 7.00 pm

I'm sticking with the Tri-slosher as long as the team sticks together. Why break up a good thing? No chargers this time, so I take my time building up my Bubbler charger. And, again, trying to make good use of my Disruptor. It's really powerful when used well.

Dropping down to the bottom of the Pit has me pausing to recover ink, and see if I'm not being followed. Nope. Back to inking, and up to the top. I miss out interrupting an Inkstrike launch, but that's okay. I'll just cover over more ink with splatted inkling.

I get too close for comfort to the other inklings on a couple of occasions, but mostly am able either to keep range, use a Disruptor, or slosh ink in the right place to stay safe.

It's a comfortable win again, which balances out all the poor losses I'm also suffering. At least for the most part I am now having bags of fun in each battle.

Keeping the world at home in World Splatfest (1222p, 7-3, Tri-slosher)

16th December 2016 – 7.00 am

Another friendly battle in the Splatfest. I'm hoping my Tri-slosher will be useful in the long corridors of Port Mackerel, but I suppose I'm getting used to the bucket and can do good things with it on every map.

Heading towards the centre of the map doesn't always work so well, but I'm not sure what else to do when I'm sloshing so much ink everywhere. Spying a charger gives me a purpose, and again I make use of my Disruptor to help me get a splat.

I remember being a nuisance on Port Mackerel in Turf Wars. I like to hit the side corridors of the opposition, as they are difficult to get to and I like the challenge. Generally, I try to stay away from doing so when there are inklings respawning, but I both want to push my luck and am happy to use my Bubbler.

Blimey, the charger gave me quite a shove. That's okay, I was going that way anyway. I ink more turf and expect someone to follow, but they don't. No problem, I drop down and cause more problems for the yellow team instead.

We have the other team stuck right at their end of the map. I don't like to keep pressing them for too long, but it's okay in this case, because I get splatted back out of the way. I tidy up some ink patches before seeing what's happening at the base.

In the end, the map isn't as pink as I thought. I checked before pushing up and no one had escaped, but it seems we missed an inkling coming down the side. Good for him. Also, it doesn't help that they went down an inkling half-way through the battle.

Laying down the pink in World Splatfest (1291p, 10-3, Tri-slosher)

15th December 2016 – 7.00 pm

I've already tried a handful of weapons, including my old Turf War favourite the Splash-o-matic, and got just about nowhere. Laggy games and disconnects don't help. Even so, nothing's working at the moment, so to give myself a kickstart I opt for the Tri-slosher.

Those chargers on the other team could pose a problem for us, so they are my target. There is a fairly reliable opening gambit against a charger on Piranha Pit, but it requires the charger not to be expecting it. Thankfully in this case, it works. One charger down. But they respawn, of course.

Not only do I splat a charger on a perch, but I turn around to find another oblivious to me. A bit of evasion on both counts ends with a splat, and I move on to find another couple of inklings, just when my Bubbler gets charged to. You know, I think this battle has started quite well.

I lay down some ink, take the less-travelled route back to the top, and bag another splat. The 'Nice!' is for my squidmate splatting the charger aiming at me.

We look to be doing well, but we cant ignore the turf. In my case, not ignoring the turf has my not seeing a laser sight, and I am splatted. Never mind, moving on. Again, I look to keep the chargers from being a nuisance, and use my Disruptor to good effect to help with that too.

In the end, it's a comfortable victory, with lots of splats and lots of turf inked. Finally, A decent battle in this Splatfest. If only it were against the opposition and not a friendly.

Falling back in Splat Zones (4-2, Bento Splatterscope)

15th December 2016 – 7.00 am

I have to say, I'm a little insulted that I rush to the Splat Zones, inking a path up Flounder Heights for all to use, and then my squidmate makes a parallel trail. I'm sure she knows what she's doing. More than me, anyway.

I have a pitiful attempt at splatting the Roller squidding up the wall, but maybe she's having a pitiful time trying to squid up the wall. Not even my Splash Wall helps, but I am still getting used to it.

At least my Splatterscope helps me get rid of those efficient Sprinklers, if we ignore the one time I miss a completely stationary object. I get it on the second attempt, which is the main thing.

I thought I got more splats than four. It just felt like it, with all the shots I fired. I mostly hit turf, though, but at least a lot of that was Splat Zone turf. I think I helped a fair bit with the objective.

But why am I up on the Splat Zones on Flounders Heights? I can provide loads of ink from the charger's perch. When I remember this, only four minutes in to the battle, I head there, spread ink across both splat zones, and remain quite safe.

The moment at 4'35" reminds us that low ink is not the same as no ink. That was beautiful. And I also remind myself that a victory dance only works when you get the victory, and quickly revert to helping prevent the game from entering extra time. Phew!

Back-and-forth with the Rainmaker (10-9, Tri-slosher)

14th December 2016 – 7.00 pm

Back to the Tri-slosher for some end-of-session fun. I make a mistake at the start, forgetting that it is falling where time is lost as a squid, and that I should be inking then. Instead, I ink on the great, and squid to fall. Silly me. But I don't pursue an inkling who retreats, which is personal growth. I just get splatted a different way.

My salt for the Inkzooka continues to grow, but I can't really get mad. I can get confused though, and lose track of the Rainmaker whilst splatting inklings. Reviewing the video, it's right there, behind me. Duh.

I also completely lose track of the Rainmaker again, but hopefully make up for it by inking lots of turf along potential routes. It gets covered again, but at least it wastes three of the blue inklings' time.

My desire to flank is probably why I keep losing track of the Rainmaker. But it does work to get splats and recover the Rainmaker occasionally, and as long as I don't lose sight of the objective completely, which can happen, I tend to help more than hinder.

Quite how the Roller hid in our ink, I don't know, and as the clock ticks down the Rainmaker is a bit too close to our podium. It's been backwards and forwards all battle, which makes for great uncertainty as to how the battle will end. We just need to defend a little while longer.

Static to dynamic in Rainmaker (7-7, Bento Splatterscope)

14th December 2016 – 7.00 am

Time to try out the new weapons! Kinda! I'm sticking with a Splatterscope, and giving the Bento version a go. I kinda see that the Splash Wall can help in short-range situations, and like the Echolocator for a charger a lot. Maybe I can do without Splat Bombs or a Bubbler.

The E-litre 3K Scope on the other team will be a problem. I guess she'll come down the side corridor to cover the arena, but guess wrong. Never mind, I bag me a splat anyway. If only I saw him toss that Suction Bomb, maybe I'd have also splatted the E-litre 3K.

I try to make use the Splash Wall when I can, but it's going to take some practice. I've not used it much so far. The enemy of the charger, the brush, is also fairly immune to the perils and inconvenience of the Splash Wall, particularly in the open environment of Ancho-V Games.

Still, despite the Rainmaker rushing directly underneath one wall, which he was right to do, I manage to get a splat with another Splash Wall. A bit lucky, I suppose, but I'm happy with it. I'm also happy splatting the E-litre 3K looking in the other direction. Missing the Inkstriker was a shame, though.

Half-way through the battle, rather than press our advantage, a squidmate decides to just sit back and let the Rainmaker timer run down. Maybe he didn't know it explodes when its counter hits zero. He does now. But his lackadaisical approach causes us to lose the lead. Not cool.

Working to get the lead back, first we have to secure our base. That means destroying a sneaky Beakon. A squidmate goes for it, but not before the E-litre 3K jumps to it. No problem, I've got their back. And, with a second to go, and with my being chased by a Kraken, but squidmates pull a victory out of the bag. Woomy!

Inking the way for the Rainmaker (4-2, Tri-slosher)

13th December 2016 – 7.00 pm

I try to both charge my Bubbler a bit and come from an unexpected angle at the start of this Rainmaker battle. I suppose they both work, at least a bit. I catch a purple inkling from behind, not that I get the splat, but I don't get my Bubbler fully charged, so the second inkling splats me back. I get my Disruptor thrown, though, slowing him down for a few seconds.

Hiding in a corner works again, although it takes me a second to realise I'm not splatted. And that itself is only for a second too. With my flying goggles on, I try to make use of my Disruptor, catching a Roller nicely. I would have been splatted had I not done that.

Oh right, the Rainmaker. Other squidmates are happy to carry it this time, which is good for everyone. It also lets me make good use of my Tri-slosher, climbing the structures to slosh ink down from above. My Bubbler can help massively too, and when I see the opportunity I take some pressure off my squidmates.

The path ahead is clear for a short while, and you need to make the most of these opportunities. I forge ahead, inking a path, with the Rainmaker right behind me. Or right to the side of me. I provide the support that's needed: ink. Lots of ink.

I ink the path up the blocks, saving our Rainmaker carrier precious time in not having to charge an ink blast. He makes a little path for himself, and I make sure the podium is just the right colour. I have to say, helping dunk the Rainmaker is just about as good a feeling as dunking it yourself. Woomy!

Taking a last-second lead in Tower Control (12-8, Tri-slosher)

13th December 2016 – 7.00 am

I think I've escaped the early attention in my first advance in this battle, somehow getting past the inklings on the ground. But rather than moving on to surprise the charger, I jump in to a firing Luna Blaster. The result isn't pretty.

My second jump lands me on an exploding Splat Bomb. I'm not doing so well. I think I should ignore the objective a little and go roaming, trying to flank the opposition to relieve pressure from my squidmates.

I make it around the side, check my surroundings, and fail to splat an unsuspecting Roller before he can adjust and splat me at the same time. I will get better! And I start to, as I use the rising platforms to the advantage of my Tri-slosher, and evade a splatting in a way that keeps me in an advantageous position.

I am where I want to be, and surprise the charger as I like doing. I almost get the Roller afterwards, but my short-range sloshing alerts him. That's okay, my Bubbler is charged, letting me feel the brunt of a Dynamo Roller at close range. It's pretty hefty.

Sure, I've kinda lost track of the tower by this point, but I catch up with it and get rid of the green inklings infesting it. Maybe I explode in the process, but job's a good 'un anyway. Back to roaming! And facing a Dynamo Roller! And a Splat Bomb Rush! It doesn't look like we're going to win, not when I want revenge on that charger.

But I get the charger, efficiently and cleanly. That lets me move around the back and splat the Dynamo Roller. And as my squidmates push the tower, I splat the threat behind them, before catching up with a charged Bubbler. I get on the tower, pop my Bubbler, share it around.

Bubbler activated and shared, I jump ahead to slosh ink and keep the green inklings away from our final push. With three seconds to go, and a big heap of teamwork, we take the lead. Woomy!

Yes, no, yes! It's Tower Control (11-11, Tri-slosher)

12th December 2016 – 7.00 pm

As usual, I blast beak-first in to the opposition. And, as usual, I get splatted without much to show for it. I will learn one day. At least this tactic mostly works for getting the Tower under our control. I even get lucky, and the Tower doesn't start returning to the centre just as I make my jump.

Even so, that's a big early lead the other team have. Getting it to that corner in the first place isn't entirely straightforward, with potentially the entirety of the other team swarming on top of you. But we do it, albeit with some rather embarrassing failed jumps by yours truly, saved only by getting on the Tower late enough to be the only inkling left unsplatted.

Hopefully we don't have to do much more than defend a pretty good position now, although pushing the Tower forwards is a better defence than sitting back and letting the other team control it.

Thirty seconds to go, it's looking okay. Twelve seconds to go, less okay, as our lead is beaten. Now we have the Tower deep in our territory and the clock has gone in to extra time. We have one last attempt to do better than our current best. Can we do it?

I'm really not doing well with my jumps around the Tower in this battle. But I do a bang up job of spearheading our advance. Woomy!

Vital last push in Tower Control (14-10, Tri-slosher)

12th December 2016 – 7.00 am

I now know the extra inkable blocks in Museum d'Alfonsino, and I aim to use them. Unfortunately, my first effort runs me beak-first in to a Heavy Splatling. Me and my bucket aren't going to come out of that one well.

I survive the second encounter, although I don't realise for a second, as I am backed in to a corner at the time. And, after feeling the full force of a Dynamo Roller in the back, I try to get back the Tower when a Kraken is climbing it.

I'm facing an uphill struggle against some formidable weapons. Two Dynamo Rollers and a Heavy Splatling are not to be sneezed at, and the short range of the Tri-slosher will require some nifty manoeuvring to get close to them without getting me splatted in the process.

My manoeuvring mostly relies on my getting behind the purple team, which, thankfully, I tend to practice anyway. I also get the odd bit of luck, and the help of my Bubbler, when I stay unsplatted for long enough to charge it.

I can't just squid around looking for splats, though. We are quite a way behind in the battle, and we aren't riding the Tower for long at any one time. But as the battle is close to ending, and the Tower in the centre, we look to have one last attempt in us.

I squid off to the side, hoping to flank the opponents and give the inklings on the Tower more ink-free time. But my Bubbler charges. That would be better used on the Tower. I squid back, activate the Bubbler, share it around, and, well, try to jump off and go ahead, Bubbler protecting me, but I miss the jump.

Did I pop the Bubbler too soon? Will my failed jump come back and bite me in the cloaca? We're in extra time, and this is our last push for the win.