Clam Blitz: Difference between revisions

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{{InfoboxMode
{{InfoboxMode
| color   = {{SiteColor|Splatoon 2}}
|color = {{SiteColor|Splatoon 2}}
| title   = Clam Blitz
|title = Clam Blitz
| image   = ClamBlitzOfficial.jpg
|image = ClamBlitzOfficial.jpg
| caption = Clam Blitz
|caption = Clam Blitz
| type   = Online multiplayer [[mode]]
|type = Online multiplayer [[mode]]
| players = 2-8
|players = 2-8
| ranked = Yes
|ranked = Yes
| weapons = All
|weapons = All
| controllers = {{Joy-Con}} Joy-Con, {{Pro controller}} Nintendo Switch Pro controller
|controllers = {{Joy-Con}} Joy-Con, {{Pro controller}} Nintendo Switch Pro Controller
| release = {{date|2017-12-13}}
|release = {{date|2017-12-13}}
}}
}}


'''Clam Blitz''' is one of the four [[Ranked Battle]] modes in ''[[Splatoon 2]]'', alongside [[Splat Zones]], [[Rainmaker]], and [[Tower Control]]. Clam Blitz is the first ranked mode introduced in ''Splatoon 2'' that wasn’t in ''[[Splatoon]]''.
'''Clam Blitz''' is one of the four [[Ranked Battle]] modes in ''[[Splatoon 2]]'', alongside [[Splat Zones]], [[Rainmaker]], and [[Tower Control]]. Clam Blitz is the first ranked mode introduced in ''Splatoon 2'' that was not in ''[[Splatoon]]''.
 
{{Quote|Fill the enemy's clam basket!}}
{{Quote|Fill the enemy's clam basket!}}


== History ==
==History==
Clam Blitz was announced on {{date|2017-11-21}} when Nintendo released a video showing the updates for the coming weeks.
Clam Blitz was announced on {{date|2017-11-21}} when Nintendo released a video showing the updates for the coming weeks.


On {{date|2017-12-13}} at {{time|2017-12-13 02:00 UTC}}, the {{Ver|S2|2.1.0}} game update made Clam Blitz playable.
On {{date|2017-12-13}} at {{time|2017-12-13 02:00 UTC}}, the {{Ver|S2|2.1.0}} game update made Clam Blitz playable.


== Gameplay ==
==Gameplay==
The objective of Clam Blitz is to pick up clams, which are scattered around the stage, and deposit them into the goal near the opposing team's base. Once a player picks up ten clams, it transforms into a power clam, which is used to destroy the barrier around the other team's goal when thrown towards it.
The objective of Clam Blitz is to pick up clams, which are scattered around the stage, and deposit them into the goal near the opposing team's base. Once a player picks up ten clams, it transforms into a Power Clam, which is used to destroy the barrier around the other team's goal when thrown towards it.
 
===Holding and Throwing Clams===
At the beginning of the match, thirty clams are scattered all around the center of the stage and towards the teams' bases. New clams in groups of four appear at set intervals at certain locations in the stage. They can be picked up by going close enough to them. A Power Clam is formed by picking up ten clams. After picking up clams, they start to trail along behind the player in humanoid form and disappear when swimming. When standing still in humanoid form, the clams form a pyramid shape. Clams and Power Clams can be thrown by pressing {{Button|A}} or {{Button|L}}. If a thrown clam or Power Clam hits another player, they get it as if they picked it up. However, a Power Clam can only be picked up by players of the same team. A Power Clam, when thrown to the ground, inks the ground.
 
A player can only hold one Power Clam at a time and cannot pick up additional clams while holding one. A player that gets splatted while holding clams drops up to four of them. It is possible to [[Super Jump]] to a teammate or a {{Weapon|S2|Sub|Squid Beakon}} and keep all held clams intact, but returning to the spawn point immediately breaks whatever clams the player was holding. Throwing clams at the spawn also breaks them. After using the {{Weapon|S2|Special|Splashdown}} or {{Weapon|S2|Special|Baller}}, the player drops all the clams they were holding.
 
Any clams dropped open up and break after a short while if not picked up. A Power Clam similarly starts flashing and disappears after ten seconds if not picked up by a player of the same team. After a Power Clam disappears or enough clams have despawned, new clams appear in the stage in selected locations at groups of four clams.
 
[[File:Map Ancho-V Games Clam Blitz locations.png|thumb|Thirty clams, scattered around the stage.]]
 
Clams on the player's team [[ink]] color appear as pulsating circular markers on-screen (even through walls) and as dots surrounded by pulsating circles on the map. Both these markers are shown in the neutral color for the current match.


=== Holding and throwing clams ===
All players can see the position of both teams' Power Clams at all times on both the screen and the map, shown as a [[File:Mode Icon Ranked Battle 2.png|24px]] [[Ranked Battle]] symbol in white over their appropriate color. Once a player holds a Power Clam, it follows the player and can be seen even when swimming. A dropped Power Clam (or the one that spawns when the barrier regenerates) is similarly shown on all players' maps and screens in inverted colors (team color logo on white background). If the player is holding a Power Clam, or if the opponent's goal is open and the player is holding any clams, a marker shaped like a Power Clam in the opponent's color appears on-screen, showing the location of the opponent's goal.
At the begining of the match, 30 clams are scattered all around the center of the stage and towards the teams base. New clams in groups of 4 will appear at set intervals at certain locations in the stage. They can be picked up by going close enough to them. Each clam picked will have a higher note sound the more the player has until a power clam is formed by picking up 10 clams. After picking clams, the clams will start to trail along behind the player in humanoid form and dissapear when swimming in squid form, When standing still in humanoid form, the clams will form a pyramid shape. Clams and power clams can be thrown by pressing the {{Button|A}} or {{Button|L}} button. If a thrown clam or power clam hits another player, they will get it as if they picked it up. However, a power clam can only be picked up by players of the same team. A power clam when thrown to the ground paints the ground.
A player can only hold one power clam at a time and cannot pick up additional clams while holding a Power Clam. A player that gets splatted while holding clams will drop up to four of them. It is possible to Super Jump to a teammate or a {{Weapon|S2|Sub|Squid Beakon}} and keep all held clams intact, but returning to the Spawn point, either by Super Jumping or simply walking, will immediately break whatever clams or Power Clam the player was holding. Throwing clams at the spawn will also break them. After picking up a fumble or using the {{Weapon|S2|Special|Splashdown}} or {{Weapon|S2|Special|Baller}} [[special]]s, the player will drop all the clams or power clam they were holding.


Any clams dropped (due to being thrown and not caught, splatting their holder, using a special weapon, etc.) will open up and break after a short while if not picked up. A power clam will similarly start flashing and then disappear after 10 seconds if not picked up by a player of the same team. After a power clam disappears or enough clams have de-spawned, new clams will appear in the stage in selected locations at groups of 4 clams.
Any friendly players holding clams have a numbered marker showing how many they are holding above their name. In addition, the scoreboard on the top of the screen shows the total number of clams currently held by each team, with Power Clams counted as ten clams.


[[File:Map Ancho-V Games Clam Blitz locations.png|thumb|30 clams are scattered around the center of the stage while some closer to Spawn, During the match, groups of 4 clams spawn in selected locations.]]
===Scoring===
Clams on the player's team ink color will appear as pulsating circular markers on-screen (even through walls) and as dots surrounded by pulsating circles on the map. Both these markers are shown in the [[Ink|neutral color]] for the current match.
Breaking the opponent's barrier with a Power Clam awards twenty points and lifts the team's barrier up, preventing the enemy team to score points. If several Power Clams hit the closed basket simultaneously, these points are awarded for each one. When clams are thrown in the opposing team's open basket, three points are earned for each clam, while a Power Clam is worth twenty. If a team's barrier closes with the exact same point total as the opposing team, the last team to score loses one point, a feature which is done to avoid tied scores.


All players can see the position of both teams' power clams at all times on both the screen and the map, shown as a [[File:Mode_Icon_Ranked_Battle_2.png|24px]] ranked battle symbol in white over their appropriate color. Once a player holds a power clam, it follows the player and can be seen even when in squid form.  A dropped power clam (or the one that spawns when the barrier regenerates) will similarly be shown on all players' maps and screens in inverted colors (team color logo on white background).
The barrier stays open for ten seconds, and throwing a clam into it extends the timer by three seconds, but cannot make the remaining time go over ten seconds. Throwing a Power Clam into an open basket resets the timer to ten seconds. When the barrier timer runs out, the enemy team's basket lifts up to regenerate the barrier for ten seconds, while the team's barrier drops immediately, making it easier for a counter-attack. When the player's barrier is open, it is impossible to open the enemy's barrier, as any Power Clam thrown at the goal goes back into the end zone as if the player had dropped it.


If the player is holding a power clam, or if the opponent's goal is open and the player is holding any clams, a marker shaped like a power clam in the opponent's color will appear on screen showing the location of the opponent's goal.
If the barrier goes back up before the scoring team gets to 100 points, a penalty of half the points scored, rounded down, is imposed on the team, similar to the penalty for ceding control to the other team in [[Splat Zones]]. The total for this calculation includes the twenty points for breaking the barrier, as well as any points that made up for previous penalties. If a point was deducted for the barrier closing with a tied score, the penalty does not change (e.g. if the team only ended up scoring nineteen points, the penalty is still +10). In addition, a Power Clam for the team whose barrier got broken spawns by their goal, and does not time out until picked up. No additional Power Clams spawn if the previous one was not picked up and the barrier got broken and returned again.
Any friendly players holding clams (including the player themselves) will have a numbered marker showing how many they are holding above their name. In addition, the score board on the top of the screen shows the total number of clams currently held by each team, with power clams counted as 10 clams.


=== Scoring ===
[[File:S2 Mode Clam Blitz Bump to the Barrier.jpg|thumb|A bump to the basket barrier in [[Kelp Dome]].]]
Breaking the opponent's barrier with a power clam awards '''20''' points and lift the team's barrier up preventing the enemy team to score points. If several power clams hit the closed basket simultaneously, these points are awarded for each one. When clams are thrown in the opposing team's open basket, '''3''' points are earned for each clam, while a power clam is worth '''20'''. If a team's barrier closes with the exact same point total as the opposing team, the last team to score will lose '''1''' point, a feature which is done to avoid tied scores.


The barrier stays open for 10 seconds, and throwing a clam into it extends the timer by 3 seconds, but cannot make the remaining time go over 10 seconds. Throwing a power clam into an open basket will reset the timer to 10 seconds. When the barrier timer runs out the enemy team's basket will lift up to regenerate the barrier for 10 seconds, while the team's barrier will drop immediately making it easier for a counter-attack. When your barrier is open, it is impossible to open the enemy's barrier, as any Power Clam thrown at the goal will go back into the end zone as if the player had fumbled.
Several stages have a bump near the basket with the {{Brand|S2|Sorella}} logo on marked on them. The bump makes it easier to score and measure the distance needed to score a Power Clam.


If the barrier goes back up before the scoring team gets to 100 points, a penalty of half the points scored, rounded down, will be imposed on the team, similar to penalty for ceding control to the other team in [[Splat Zones]]. The total for this calculation includes the 20 points for breaking the barrier as well as any points that made up for previous penalties. If a point was deducted for the barrier closing with a tied score, the penalty will not change (e.g. if the team only ended up scoring 19 points, the penalty will still be +10). In addition, a Power Clam for the team whose barrier got broken will spawn by their goal, and will not time out until picked up, no additional Power Clam will spawn if the previous one was not picked up and the barrier got broken and returned again.
[[File:S2 Mode Clam Blitz Bump to the Barrier.jpg|thumb|A bump to the Basket Barrier in [[Kelp Dome]].]]
Several stages have a bump near the basket with the {{Brand|S2|Sorella}} logo on marked all over them, the bump makes it easier to score and measure the distance needed to score a power clam.
{| class="wikitable sitecolor-s2"
{| class="wikitable sitecolor-s2"
|+Bump to the goal
|+Bump to the goal
Line 70: Line 75:
|-
|-
|[[Snapper Canal]] || {{na}} || [[Skipper Pavilion]] || {{na}}
|[[Snapper Canal]] || {{na}} || [[Skipper Pavilion]] || {{na}}
|-  
|-
|[[Blackbelly Skatepark]] || {{na}}  
|[[Blackbelly Skatepark]] || {{na}}
! !!
! !!
|}
|}


==Overtime==
==Overtime==
When time runs out and at least one team has scored, overtime will begin when either:
When time runs out and at least one team has scored, overtime begins when either:
* the losing team has a Power Clam in their possession or on the field, or
 
* the winning team's barrier is open, or
* The losing team has a Power Clam in their possession or on the field.
* the losing team's barrier is open but they were winning when it was opened.
* The winning team's barrier is open.
* The losing team's barrier is open but they were winning when it was opened.
 
Overtime ends when:
 
* The winning team scores.
* The winning team's barrier closes.
* The losing team loses all of their Power Clams before opening the winning team's barrier.
* The losing team fails to open the winning team's barrier within twenty seconds.
* The losing team takes the lead.


Overtime will end when:
If time runs out and neither team has scored, special overtime begins. In this case, overtime ends when either:
* the winning team scores, or
* the winning team's barrier closes, or
* the losing team loses all of their Power Clams before opening the winning team's barrier, or
* the losing team fails to open the winning team's barrier within 20 seconds of overtime, or
* the losing team takes the lead.


If time runs out and neither team has scored, a special overtime will begin. in this case, overtime will end when either:
* One team manages to score.
* one team manages to score, or
* Three minutes of overtime pass.
* 3 minutes of overtime pass.


== Gallery ==
==Gallery==
<gallery>
<gallery>
Clam Blitz.jpg|Clam Blitz.
Clam Blitz.jpg|Clam Blitz.
Clam Blitz S2 clams and power clam.jpg|Clams and a power clam.
Clam Blitz S2 clams and power clam.jpg|Clams and a Power Clam.
Clam Blitz S2 toy set.jpg|Inklings playing with a miniature version of the game.
Clam Blitz S2 toy set.jpg|[[Inkling]]s playing with a miniature version of the game.
Clam Blitz S2 clams.jpg|Clams.
Clam Blitz S2 clams.jpg|Clams.
Clam Blitz S2 clams following Inkling.jpg|Clams following an Inkling.
Clam Blitz S2 clams following Inkling.jpg|Clams following an Inkling.
Clam Blitz S2 map.jpg|The map, showing the location of each clam that is on friendly ink.
Clam Blitz S2 map.jpg|The map, showing the location of each clam that is on friendly ink.
Clam Blitz S2 splatted inkling dropping clams.jpg|An Inkling dropping their clams after getting splatted.
Clam Blitz S2 splatted inkling dropping clams.jpg|An Inkling dropping their clams after getting splatted.
Clam Blitz S2 power clam behind Inkling girl.jpg|A power clam behind an Inkling.
Clam Blitz S2 power clam behind Inkling girl.jpg|A Power Clam behind an Inkling.
Clam Blitz S2 clam bouncing off goal barrier.jpg|A clam bouncing off the protective barrier around the goal.
Clam Blitz S2 clam bouncing off goal barrier.jpg|A clam bouncing off the protective barrier around the goal.
Clam Blitz S2 power clam being thrown at goal.jpg|A power clam being thrown at the goal.
Clam Blitz S2 power clam being thrown at goal.jpg|A Cower clam being thrown at the goal.
Clam Blitz S2 goal barrier exploding.jpg|The goal's barrier exploding after being hit with a power clam.
Clam Blitz S2 goal barrier exploding.jpg|The goal's barrier exploding after being hit with a Power Clam.
Clam Blitz S2 goal without barrier.jpg|The goal without a protective barrier.
Clam Blitz S2 goal without barrier.jpg|The goal without a protective barrier.
Clam Blitz S2 goal with barrier.jpg|The goal with its barrier intact.
Clam Blitz S2 goal with barrier.jpg|The goal with its barrier intact.
Line 111: Line 119:
Mode Icon Clam Blitz.png|Mode icon.
Mode Icon Clam Blitz.png|Mode icon.
</gallery>
</gallery>
<gallery widths="320px" heights="180px">
<gallery widths="320px" heights="180px">
ClamBlitz Return to Spawn demo.mp4|Example of a player with clams returning to spawn. ([[:File:ClamBlitz Return to Spawn demo.mp4|link to file]])
ClamBlitz Return to Spawn demo.mp4|Example of a player with clams returning to spawn. ([[:File:ClamBlitz Return to Spawn demo.mp4|link to file]])
ClamBlitz Splashdown demo.mp4|Example of a player with clams using Splashdown. ([[:File:ClamBlitz Splashdown demo.mp4|link to file]])
ClamBlitz Splashdown demo.mp4|Example of a player with clams using the {{Weapon|S2|Special|Splashdown}}. ([[:File:ClamBlitz Splashdown demo.mp4|link to file]])
ClamBlitz Baller demo1.mp4|Example of a player with a power clam using the Baller. ([[:File:ClamBlitz Baller demo1.mp4|link to file]])
ClamBlitz Baller demo1.mp4|Example of a player with a Power Clam using the {{Weapon|S2|Special|Baller}}. ([[:File:ClamBlitz Baller demo1.mp4|link to file]])
</gallery>
</gallery>


== Trivia ==
==Trivia==
*The Power Clam resembles an [[wikipedia:American football|American football]]. It also has clams inside of it.
* The Power Clam resembles an [[wikipedia:American football|American football]]. It also has clams inside of it.
*The scenario where both teams have broken the opponent's barrier once and have scored no further clams (and the last team to score loses 1 point) is the only situation where a non-zero score is less than 20 points.
* The scenario where both teams have broken the opponent's barrier once and have scored no further clams (and the last team to score loses one point) is the only situation where a non-zero score can be less than twenty points.
*The maximum number of clams that can be on the field while not held by players is 50.
* The maximum number of clams that can be on the field while not held by players is fifty.
*At some time early in the development, it appeared that spatting an opponent would have dropped all of their clams, not just a maximum of four. This can be seen during the 2.0 update trailer, at the 1:05 mark<ref>[https://www.youtube.com/watch?v=U1gyg1HjPOY?t=65 {{YT}} YouTube: Splatoon 2 - Huge Holiday Updates! - Nintendo Switch]</ref>, where the green inkling is seen dropping six clams.
* At some time early in development, it appeared that spatting an opponent would have dropped all of their clams, not just a maximum of four. This can be seen during the Version {{Ver|S2|2.0.0}} update trailer, at the 1:05 mark,<ref>[https://www.youtube.com/watch?v=U1gyg1HjPOY?t=65 {{YT}} YouTube: ''Splatoon 2'' - Huge Holiday Updates! - Nintendo Switch]</ref> where the green [[Inkling]] is seen dropping six clams.


== Names in other languages ==
==Names in other languages==
{{foreignname
{{foreignname
|color={{SiteColor|Splatoon 2}}
|color=Splatoon 2
|Jap=ガチアサリ
|Jap=ガチアサリ
|JapR=gachi asari
|JapR=gachi asari
Line 144: Line 153:
}}
}}


== References ==
==References==
<references />
<references/>


{{Navbox/S2 Modes}}
{{Navbox/S2 Modes}}
[[Category:Splatoon 2]]
[[Category:Splatoon 2]]

Revision as of 10:22, 17 June 2019

Template:InfoboxMode

Clam Blitz is one of the four Ranked Battle modes in Splatoon 2, alongside Splat Zones, Rainmaker, and Tower Control. Clam Blitz is the first ranked mode introduced in Splatoon 2 that was not in Splatoon.

Fill the enemy's clam basket!

History

Clam Blitz was announced on 21 November 2017 when Nintendo released a video showing the updates for the coming weeks.

On 13 December 2017 at 02:00 UTC, the 2.1.0 game update made Clam Blitz playable.

Gameplay

The objective of Clam Blitz is to pick up clams, which are scattered around the stage, and deposit them into the goal near the opposing team's base. Once a player picks up ten clams, it transforms into a Power Clam, which is used to destroy the barrier around the other team's goal when thrown towards it.

Holding and Throwing Clams

At the beginning of the match, thirty clams are scattered all around the center of the stage and towards the teams' bases. New clams in groups of four appear at set intervals at certain locations in the stage. They can be picked up by going close enough to them. A Power Clam is formed by picking up ten clams. After picking up clams, they start to trail along behind the player in humanoid form and disappear when swimming. When standing still in humanoid form, the clams form a pyramid shape. Clams and Power Clams can be thrown by pressing A or L. If a thrown clam or Power Clam hits another player, they get it as if they picked it up. However, a Power Clam can only be picked up by players of the same team. A Power Clam, when thrown to the ground, inks the ground.

A player can only hold one Power Clam at a time and cannot pick up additional clams while holding one. A player that gets splatted while holding clams drops up to four of them. It is possible to Super Jump to a teammate or a Squid Beakon and keep all held clams intact, but returning to the spawn point immediately breaks whatever clams the player was holding. Throwing clams at the spawn also breaks them. After using the Splashdown or Baller, the player drops all the clams they were holding.

Any clams dropped open up and break after a short while if not picked up. A Power Clam similarly starts flashing and disappears after ten seconds if not picked up by a player of the same team. After a Power Clam disappears or enough clams have despawned, new clams appear in the stage in selected locations at groups of four clams.

Thirty clams, scattered around the stage.

Clams on the player's team ink color appear as pulsating circular markers on-screen (even through walls) and as dots surrounded by pulsating circles on the map. Both these markers are shown in the neutral color for the current match.

All players can see the position of both teams' Power Clams at all times on both the screen and the map, shown as a Ranked Battle symbol in white over their appropriate color. Once a player holds a Power Clam, it follows the player and can be seen even when swimming. A dropped Power Clam (or the one that spawns when the barrier regenerates) is similarly shown on all players' maps and screens in inverted colors (team color logo on white background). If the player is holding a Power Clam, or if the opponent's goal is open and the player is holding any clams, a marker shaped like a Power Clam in the opponent's color appears on-screen, showing the location of the opponent's goal.

Any friendly players holding clams have a numbered marker showing how many they are holding above their name. In addition, the scoreboard on the top of the screen shows the total number of clams currently held by each team, with Power Clams counted as ten clams.

Scoring

Breaking the opponent's barrier with a Power Clam awards twenty points and lifts the team's barrier up, preventing the enemy team to score points. If several Power Clams hit the closed basket simultaneously, these points are awarded for each one. When clams are thrown in the opposing team's open basket, three points are earned for each clam, while a Power Clam is worth twenty. If a team's barrier closes with the exact same point total as the opposing team, the last team to score loses one point, a feature which is done to avoid tied scores.

The barrier stays open for ten seconds, and throwing a clam into it extends the timer by three seconds, but cannot make the remaining time go over ten seconds. Throwing a Power Clam into an open basket resets the timer to ten seconds. When the barrier timer runs out, the enemy team's basket lifts up to regenerate the barrier for ten seconds, while the team's barrier drops immediately, making it easier for a counter-attack. When the player's barrier is open, it is impossible to open the enemy's barrier, as any Power Clam thrown at the goal goes back into the end zone as if the player had dropped it.

If the barrier goes back up before the scoring team gets to 100 points, a penalty of half the points scored, rounded down, is imposed on the team, similar to the penalty for ceding control to the other team in Splat Zones. The total for this calculation includes the twenty points for breaking the barrier, as well as any points that made up for previous penalties. If a point was deducted for the barrier closing with a tied score, the penalty does not change (e.g. if the team only ended up scoring nineteen points, the penalty is still +10). In addition, a Power Clam for the team whose barrier got broken spawns by their goal, and does not time out until picked up. No additional Power Clams spawn if the previous one was not picked up and the barrier got broken and returned again.

A bump to the basket barrier in Kelp Dome.

Several stages have a bump near the basket with the Sorella Sorella logo on marked on them. The bump makes it easier to score and measure the distance needed to score a Power Clam.

Bump to the goal
Stage Bump to
the goal
Stage Bump to
the goal
The Reef Template:Ya MakoMart Template:Ya
Musselforge Fitness Template:Ya Walleye Warehouse Template:Ya
Starfish Mainstage Template:Ya Shellendorf Institute Template:Na
Humpback Pump Track Template:Ya Arowana Mall Template:Na
Inkblot Art Academy Template:Ya Goby Arena Template:Na
Moray Towers Template:Na Piranha Pit Template:Na
Port Mackerel Template:Na Camp Triggerfish Template:Ya
Sturgeon Shipyard Template:Ya Wahoo World Template:Na
Manta Maria Template:Na New Albacore Hotel Template:Na
Kelp Dome Template:Ya Ancho-V Games Template:Na
Snapper Canal Template:Na Skipper Pavilion Template:Na
Blackbelly Skatepark Template:Na

Overtime

When time runs out and at least one team has scored, overtime begins when either:

  • The losing team has a Power Clam in their possession or on the field.
  • The winning team's barrier is open.
  • The losing team's barrier is open but they were winning when it was opened.

Overtime ends when:

  • The winning team scores.
  • The winning team's barrier closes.
  • The losing team loses all of their Power Clams before opening the winning team's barrier.
  • The losing team fails to open the winning team's barrier within twenty seconds.
  • The losing team takes the lead.

If time runs out and neither team has scored, special overtime begins. In this case, overtime ends when either:

  • One team manages to score.
  • Three minutes of overtime pass.

Gallery

Trivia

  • The Power Clam resembles an American football. It also has clams inside of it.
  • The scenario where both teams have broken the opponent's barrier once and have scored no further clams (and the last team to score loses one point) is the only situation where a non-zero score can be less than twenty points.
  • The maximum number of clams that can be on the field while not held by players is fifty.
  • At some time early in development, it appeared that spatting an opponent would have dropped all of their clams, not just a maximum of four. This can be seen during the Version 2.0.0 update trailer, at the 1:05 mark,[1] where the green Inkling is seen dropping six clams.

Names in other languages

Template:Foreignname

References