- 1 List of Layouts
- 2 Version history
- 3 Layout 1: "Push"
- 4 Layout 2: "SlideLift"
- 5 Layout 3: "Sponge"
- 6 Layout 4: "Windmill"
- 7 Layout 5: "NuriNuriBar"
- 8 Layout 6: "Transparent"
- 9 Layout 7: "Canon"
- 10 Layout 8: "Kakutei"
- 11 Layout 9: "Hikiyose"
- 12 Layout 10: "Denden"
- 13 Layout 11: "Scale"
- 14 Layout 12: "Takoashi"
- 15 Layout 13: "NuriSwitch"
- 16 Layout 14: "Trampoline"
- 17 Layout 15: "RideRail"
- 18 Layout 16: "Kanketu"
- 19 Layout 17: "Dash"
- 20 Layout 18: "Dozer"
- 21 Layout 19: "Quick"
- 22 Layout 20: "DeliNuri"
- 23 Layout 21: "Painting"
- 24 Trivia
- 25 Names in other languages
- 26 References
List of Layouts
|1||4 August 2017||2,011p||Moving platforms|
|2||1 September 2017||1,885p||Moving platforms|
|3||9 September 2017||1,900p||Inkrails, sponges|
|4||13 October 2017||2,061p||Rotating platforms|
|5||9 December 2017||2,455p||Spinning spreaders|
|6||13 January 2018||2,027p||Invisible platforms, a moving platform, Squee-Gs|
|7||3 February 2018||2,390p||Ink cannons|
|8||3 March 2018||2,770p||Containment areas, launchpads|
|9||24 March 2018||2,199p||Grapplinks|
|10||21 April 2018||2,185p||Ink switches|
|11||18 May 2018||2,300p||Weight-sensitive platforms, sponges|
|12||21 July 2018||2,593p||Breakable tentacles, opening gates, sponges|
|13||18 August 2018||2,360p||Splat-Switches, sponges|
|14||22 September 2018||1,783p||Bounce pads|
|15||19 October 2018||2,188p||Ride rails|
|16||10 November 2018||2,297p||Gushers|
|17||15 December 2018||2,327p||Dash tracks|
|18||4 January 2019||2,254p||Bounce pads, Flooders, sponges|
|19||9 February 2019||2,583p||Free Splat Zones, sponges|
|20||16 March 2019||TBD||Splat-Switches, spreaders|
Layout 1: "Push"
Players spawn on either end of the stage, on raised platforms that lead down to sequentially shorter platforms connected by ramps. To the right is a large open area, and straight ahead is a small passage connecting the two halves of the map. In the gaps between each half of the map are two medium-sized platforms that periodically move side-to-side.
Total BP: 2,011p
- Mayo vs. Ketchup on 4 August 2017 for all regions
Layout 2: "SlideLift"
Players spawn on either end of the stage, on raised platforms that lead down to to a central area. There are two small raised platforms on either side of the central area that periodically move up and down, and a large platform topped with a small inkable block in the middle that moves opposite the side platforms. Various walls are placed about the level to use as cover.
When this layout was re-used in May 2018, the small inkable block on the middle platform was removed, some walls were repositioned at the canyon of the spawn point and the tall wall near the spawn points became inkable on one side and significantly shorter, while the rest of the layout was identical to the original incarnation.
This shifty station contains a third variation that was never used in game.
Total BP: 1,885p
- Flight vs. Invisibility on 1 September 2017 for North America, Oceania, and Europe
- With Lemon vs. Without Lemon on 11 November 2017 for Japan
Revision titled "SlideLift 2"
- Raph vs. Leo on 5 May 2018 for North America, Oceania, and Europe
Layout 3: "Sponge"
Players spawn on either end of the stage, on raised platforms that lead down to to a central area. To the right, there is a raised platform that is accessible via sponge. To the left, there is an Inkrail on an isolated platform that the player can jump to in squid form. Towards the center of the stage are two more Inkrails, which can be used to get on their corresponding platforms. Sponges, walls, and crates in the center area can be used for cover.
When this layout was re-used in May 2018, more sponges were added to allow greater movement to key areas. For example, a sponge was added alongside the left side ink rail platform to allow a route to the Inkrail that doesn't involve jumping. Some sponges had their sizes changed, as the centre sponges allowed to get on both towers, and the sponge near the right Inkrail was made into a cube. Also, the crates centrally placed in the platform just below spawn were rotated 90 degrees clockwise.
Total BP: 1,900p
- Fries vs. McNuggets on 9 September 2017 for Japan
- Front Roll vs. Back Roll on 7 October 2017 for Europe
- Sci-Fi vs. Fantasy on 18 November 2017 for North America and Oceania
Revision titled "Sponge 2"
- Mikey vs. Donnie on 11 May 2018 for North America, Oceania, and Europe
- Hello Kitty vs. Cinnamoroll on 19 May 2018 for Japan
Layout 4: "Windmill"
Players spawn on either end of the stage, on raised platforms that lead down to to a central area. Each side has rotating platform that the walls of it can be covered to climb on it and not fall to the abyss. At the center, there's a big wall and 2 uncoverable rotating platforms, and only can be crossed to the other side by going through the rotating platforms.
When this stage was re-used during the Sanrio Splatfest tournament, the central revolving doors were skewed with the left one (per player point of view) moved closer to the spawn. The middle has also been opened up, allowing free movement from one side to the other. The right side of the spawn point has also been expanded.
Total BP: 2,061p
- Vampire vs. Werewolf on 13 October 2017 for North America and Oceania
- Agility vs. Endurance on 14 October 2017 for Japan
- Warm vs. Cold on 4 November 2017 for Europe
Revision titled "Windmill 2"
- My Melody vs. Pompompurin on 26 May 2018 for Japan
Animation of the moving platforms. (link to file)
Layout 5: "NuriNuriBar"
Players spawn on either end of the stage, on raised platforms that lead down to to a central area. Each side has uninkable ramp near spawn and spinning spreader with their ink color. At the right side of each spawn point there's an area to paint and an uninkable spinning spreader on the wall that leads to bigger platform. At the left side of each spawn point there's long paths that lead to the center where's there's platform with a wall and a box on the left. At the center, there's a large spinning spreader with each team's colors that can be climbed on that stops spinning at the 15 seconds left mark.
Total BP: 2,455p
- Warm Inner Wear vs. Warm Outer Wear on 9 December 2017 for Japan
- Film vs. Book on 9 December 2017 for Europe
- Sweater vs. Sock on 15 December 2017 for North America and Oceania
Layout 6: "Transparent"
The spawn point for each team is on a raised invisible platform which ramps down to a wider open area. These areas connect via more invisible inclines to a central area dominated by a platform that rises and sinks back into the floor periodically. This platform's walls are also invisible, and each time it sinks into the floor all ink on the walls disappears. To the sides of the central area are two smaller "courtyards", in the middle of each of them is an invisible block with ink-able top flats which is constantly circled by long, flat Squee-Gs, shaped like Spreaders which wipe off all ink (leaving the top inked but cleaning the walls of the block).
Total BP: 2,027p
- Action vs. Comedy on 13 January 2018 for all regions
The center platform lowering and raising. (link to file)
The long Squee-Gs in action. (link to file)
Layout 7: "Canon"
This layout is made of a valley between two inclines. The spawn points are at the top of each incline, with an Ink Cannon (the same as Salmon Run) atop a steep, uninkable cliff on the right side just below the spawn. The cannon nest is flanked by a tall wall, so that an enemy climbing up the slope to reach it has go almost all the way up to the spawn point to get behind the cannon.
The stage is dotted with small walls that can be used for cover. The center of the stage has a small hill with another Ink Cannon on it. The base cannons cannot reach each other, but they can reach and be reached by the center cannon. To the sides of the central hill are two tall blocks which can only be inked / climbed from the closer team's side, and can serve as sniper's nests overlooking the center.
When an Inkling is occupying a cannon, the are positioned on top of the sphere which makes up the cannon's body. This means that high-accuracy weapons such as Chargers have to aim a little above the cannon to hit the Inkling inside it. When an Inkling leaves the cannon they are dropped behind it relative to the way they are currently facing. In the case of the base cannons, if facing backwards, the Inkling will fall down the cliffside, allowing for a quick escape if flanked.
Total BP: 2,390p
- Champion vs. Challenger on 3 February 2018 for Japan
- Gherk-OUT vs. Gherk-IN on 10 February 2018 for Europe
- Money vs. Love on 17 February 2018 for North America and Oceania
Layout 8: "Kakutei"
This layout contains a large center area with a glass dome suspended above it. There are also two glass boxes on each side of the stage. These three serve as containment chambers.
When the remaining match time is 1:50, a warning will appear saying the side areas are about to seal off. At 1:40, the boxes will descend to seal off the side areas, preventing access to them for the remainder of the match, finally closing entirely at 1:30. Two platforms at the large center area will also descend to ground level, making more room for combat and inkable turf. At 0:55, another message will appear, warning the center area is about to close. At 0:50, the central dome will start descending and by 0:45 it will seal off the center area, finally closing entirely at 0:40. Shortly after descending, a launchpad will appear in the secluded areas, to allow players to get out, only if players from one team remain in those areas, with the color of the launchpad matching that team.
|Time||English message||Japanese messagenote||Dutch message||NOA French message||NOE French message|
|1:50||Stage-1 containment imminent!||左右のカクリがはじまる！
Sayū no kakuri ga hajimaru!
(Sides isolation will be initialized!)
|Indammingsfase 1 op komst!
(Containment phase 1 upcoming!)
|1re restriction d’accès imminente...|
(The first restriction of access is imminent...)
|1:40||Commencing stage-1 containment!||左右のカクリを開始！
Sayū no kakuri o kaishi!
(Sides isloation start!)
|Indammingsfase 1 begint!
(Containment phase 1 begins!)
|1re restriction d’accès enclenchée!|
(The first restriction of access engages!)
|0:55||Stage-2 containment imminent!||中央のカクリがはじまる！
Chūō no kakuri ga hajimaru!
(Center isolation will be initialized!)
|Indammingsfase 2 op komst!
(Containment phase 2 upcoming!)
|2e restriction d’accès imminente...|
(The second restriction of access is imminent...)
|0:50||Commencing stage-2 containment!||中央のカクリを開始！
Chūō no kakuri o kaishi!
(Center isolation start!)
|Indammingsfase 2 begint!
(Containment phase 2 begins!)
|2e restriction d’accès enclenchée!|
(The second restriction of access engages!)
Zen eria no kakuri kanryō!
(All areas isolation complete!)
|Restriction d’accès en place!|
(Restriction of access in place!)
|Time||German||Italian||Russian||NOA Spanish message||NOE Spanish message|
|1:50||1. Eindämmung steht bevor!
(1. Containment arises!)
|Contenimento livello 1 imminente!
(Containment level 1 imminent!)
|Берегитесь ловушек по бокам!
Beregites' lovushek po bokam!
(Beware of traps on the sides!)
|¡Aislamiento inicial inminente!
(Initial isolation imminent!)
|¡Se acerca el primer confinamiento!|
(The first confinement approaches!)
|1:40||1. Eindämmung beginnt!
(1. Containment begins!)
|Inizio contenimento livello 1!
(Start containment level 1!)
(The traps go down!)
|¡Aislamiento inicial en curso!
(Initial isolation in progress!)
|¡Comienza el primer confinamiento!|
(The first confinement begins!)
|0:55||2. Eindämmung steht bevor!
(2. Containment arises!)
|Contenimento livello 2 imminente!
(Containment level 2 imminent!)
|Берегитесь ловушки в центре!
Beregites' lovushki v tsentre!
(Beware of the trap in the center!)
|¡Aislamiento final inminente!
(Final isolation imminent!)
|¡Se acerca el segundo confinamiento!|
(The second confinement approaches!)
|0:50||2. Eindämmung beginnt!
(2. Containment begins!)
|Inizio contenimento livello 2!
(Start containment level 2!)
(The trap goes down!)
|¡Aislamiento final en curso!
(Final isolation in progress!)
|¡Comienza el segundo confinamiento!|
(The second confinement begins!)
|Все ловушки опустились!
Vse lovushki opustilis'!
(All traps have descended!)
Total BP: 2,770p
- Flower vs. Dumpling on 3 March 2018 for Japan
- Chicken vs. Egg on 10 March 2018 North America, Oceania, and Europe
Containment chambers closing (link to file)
Super Jumping from the center containment chamber. (link to file)
Super Jumping from a side containment chamber. (link to file)
Layout 9: "Hikiyose"
This layout contains many obstacles and ramps, making walking around the floor very difficult and providing limited visibility. Above many of the raised platforms, there are floating Grapplinks, which allow players to quickly travel along the higher areas. The central area is a high, narrow bridge over a gap, that can only be scaled via a ramp from each team's left flank, a wall on each side near the middle, or using the Grapplinks. It stands between two canyons that separate it from the team base areas. Throwing a bomb or Point Sensor, or using the Sting Ray links the player to the Grapplink. Sting Rays run out immediately once teleported there.
Blocking the right flank of each team's canyon, right before the center area, is a tower with a triangular roof, that seems to be taken from Camp Triggerfish.
Total BP: 2,199p
- Latest Model vs. Popular Model on 24 March 2018 for Japan
- Baseball vs. Soccer on 7 April 2018 for North America and Oceania
- Salty vs. Sweet on 7 April 2018 for Europe
View from the left flank onto the opposing team's canyon area - the Grapplink on the enemy side can be reached with most weapons and can also be triggered by landing a bomb under it - which allows infiltration of the enemy side of the map
Layout 10: "Denden"
This layout is laterally-symmetrical like Saltspray Rig. It contains many ramps and long narrow corridors. The spawn points are located near each other but separated with a tall glass wall that extends all the way to the center (however, splats against the junction where this wall meets the floor may cause a small amount to leech to the other side). From spawn, is a downhill that leads to the center where are three Ink Switches are placed. The center one rises an uninkable wall in the middle while the two others lift climbable platforms on each side respectively. The platforms, when raised, allow full access to that side's respective home base.
Team Alpha (Pearl's team) always spawns on the right side, while Team Bravo (Marina's team) always spawns on the left.
- However, when the same team is fighting each other in Splatfest, the rule above won’t affect spawn positions, so there is a possibility to spawn on either side.
Total BP: 2,185p
- Unknown Creature vs. Advanced Technology on 21 April 2018 for Japan
- Pulp vs. No-Pulp on 23 June 2018 for North America, Oceania, and Europe
The far area and Ink Switches.
Layout 11: "Scale"
The main mechanic of this stage is a large double balance beam scale with a large pad near each spawn point and a pair of smaller pads near the center. The pads are balanced against their same-sized counterparts and are not connected between them. The scales tip based on the number of Inklings and Sub Weapons on them, with the heavier side lowering and the lighter side raising accordingly. While moving up or down a pattern on the top of the pad will glow light blue and a grinding metal sound effect will be heard. Between each spawn point and the larger pads is a lower area with many horizontal and vertical grates and a sponge that can be used to climb back on the left flank. The smaller pads in the middle are each flanked by a pit hazard on the left side and a short ramp providing cover on the right.
- Sub weapons also affect platform weight. Their weight is half that of an Inkling, which makes the platforms go down by half the distance they would when unbalanced by the weight of an Inkling.
- Swimming on a wall of the platforms counts as being on the platform, and will affect it whether the character is ascending, descending or swimming at a set height.
- Certain parts of the bottom areas of the moving platforms are covered by uninkable walls taller than the maximum jump height, so when fully raised, the platforms can only be climbed from certain directions.
Total BP: 2,300p
- Raph vs. Donnie on 18 May 2018 for North America, Oceania, and Europe
- Hello Kitty vs. My Melody on 9 June 2018 for Japan
Animation of the moving platforms at the start of a match (link to file)
Layout 12: "Takoashi"
This layout's main mechanic revolves around tentacles that stick out of the floor. There are three octopus tentacles and three squid tentacles, even during Team Octopus vs. Team Octopus or Team Squid vs. Team Squid matches. The octopus tentacles resemble those that are seen in boss battles, and the squid tentacles resemble a larger version of the Squid Bumpers seen in the Shooting Range.
Each team's spawn point is on a raised platform with a lower area in front and to the right and a walkway going off to the left. Past the lower area are a wall numbered 3 on the left, a ramp to a raised platform in the middle, and a tall, uninkable wall to the right. Beyond these is a large courtyard divided by both teams' number 1 walls and an S-shaped inkable platform between them. On each team's side, the number 1 tentacle is on the right, near the S-Shaped platform. Further to the right of each team's side is a small pit hazard and a blocked-off area containing the team's number 2 tentacle. To the left of the team's side of the center is their number 2 wall, and beyond it a small enclosed area. This area contains the team's number 3 tentacle and can be reached by following the left walkway from the team's spawn. The number 2 wall is flanked by a raised platform with Sponges at each end, allowing friendly team members to go around the wall without opening it.
The background of this layout features drinking jars with straws filled with a clear liquid. The background also has fireworks going off, some of them in the shape of the squid and octopus icons from the game can be seen in the sky, colored to match the teams currently playing.
Players can splat their enemy team's corresponding numbered tentacles (denoted by the Inkling language numbers 1, 2 and 3). Doing so will lower a barrier with the same number, giving access to other areas, displaying a message and playing the "objective captured" / "objective lost" sound effect from Ranked Battle. Each tentacle is connected to a certain barrier and they do not heal damage or regenerate once splatted. There is a lighted path on the floor leading from each tentacle to the gate it opens, and once the tentacle is splatted, the lights turn off as the gate opens.
The tentacles do not need to be splatted in any particular order, as number 2 is accessible from the start, and number 3, while hidden behind the number 2 gate, can still be accessed using long-ranged weapons and ones that provide more mobility, such as Inkjet or Sting Ray; or by standing on a Sponge and having it be expanded by an enemy team member.
The first tentacle will suffer 600 damage before being splatted, the second 3000, and the third 2000. Certain weapons do more damage to the tentacles, with the game applying the same damage multipliers as when attacking tentacles in Octo Expansion boss fights. The tentacles are unaffected by Object Shredder. No additional damage will be dealt.
|Gate Opened||English message||Japanese message||Dutch message||NOA French message||NOE French message|
|Ours||We opened gate #!||第◯ゲートがひらく！
Dai ___ gēto ga hiraku!
(Opened gate #!)
|Poort # gaat open!
(Gate # goes open!)
|On a ouvert la porte #! (We opened gate #!)|
|Theirs||They opened gate #!||第◯ゲートがひらかれる！
Dai ___ gēto ga hirakareru!
(Gate # has been opened!)
|Ze openen poort #!
(They open gate #!)
|Ils ont ouvert la porte #! (They opened gate #!) |
|Gate Opened||German message||Italian message||Russian message||NOA Spanish message||NOE Spanish message|
|Ours||Tor # öffnet sich!||¡Abrimos la puerta #!
(We opened gate #!)
|¡Se abre el portal número #!|
(Gate number # is opened!)
|Theirs||Gegner öffnet Tor #!||¡El rival abrió la puerta #!
(The rival opened gate #!)
|¡Portal número # abierto!|
(Gate number # opened!)
Total BP: 2,593
- Squid vs. Octopus on 21 July 2018 for all regions
Layout 13: "NuriSwitch"
This layout's main mechanic revolves around Splat-Switches. There are 2 switches on each team's side which begin in the enemy's color, and one in the center which begins in a neutral state. The two switches in each team's side control a gate, moving it to a closed position when in the defending team's color, and the central switch controls two platforms in the central area - when it is inked, the platform closer to the owner's color will rise from ground level, making it inaccessible since its walls are uninkable.
Each team's spawn point is on a raised platform with a small walkway leading forward. To the right are two lower-leveled areas with staircases leading between them. The lowest of these two levels is split by a wall. The first Splat-Switch is in front of this wall, and the gate it controls is in its middle. Ahead of these two areas is a longer wall separating them from the center of the stage. The second Splat-Switch is on top of this wall, and the gate it controls is adjacent to it (so that when the gate opens it hides the Splat-Switch from the center). To the left is some grating leading to the center from a different angle. The center area is a large, flat, open area, with the central Splat-Switch in its epicenter, with small boxes usable for cover on either side. On each team's right side is a Sponge Block. On the left side is the rising platform, with another small box on top. When the moving platform is raised, it is leveled with the wall on the closer side, allowing players on it to access the base even without opening the gate.
Total BP: 2,360p
- Mushroom Mountain vs. Bamboo Shoot Village on 18 August 2018 for Japan
- Adventure vs. Relax on 18 August 2018 for Europe
- Fork vs. Spoon on 24 August 2018 for North America and Oceania
Inking the Splat-Switch in the centre.
Activating the Alpha team and center Splat-Switches (link to file)
Map animation of the moving gates and platform (link to file)
Layout 14: "Trampoline"
Players spawn on either end of the stage, on raised platforms that lead down to sequentially lower platforms with boxes and a bumper. This areas can be accessed by falling through grates, jumping on bounce pads or falling from one raised platform to a lower one. In the center, is a raised platform with boxes in the middle that can only be accessed by jumping on the bounce pads from each side, and grate bridges from the sides of the center. The bounce pads are placed above pit hazards, providing access to higher areas at the risk of falling off the stage.
Total BP: 1,783p
- Retro vs. Modern on 22 September 2018 for North America, Oceania, and Europe
- Tsubuan vs. Koshian on 23 September 2018 for Japan
Layout 15: "RideRail"
This layout contains Ride rails that lead to the middle which is the only way to get to the center.
Total BP: 2,188p
- Trick vs. Treat on 19 October 2018 for all regions
Layout 16: "Kanketu"
This layout contains Gushers.
Total BP: 2,297p
- Pocky Chocolate vs. Pocky: Gokuboso on 10 November 2018 for Japan
- Salsa vs. Guac on 17 November 2018 for North America and Oceania
- Eat It vs. Save It on 24 November 2018 for Europe
Layout 17: "Dash"
This layout contains Dash tracks.
Total BP: 2,327p
- Hero vs. Villain on 15 December 2018 for all regions
Layout 18: "Dozer"
This layout contains Flooders.
Total BP: 2,254p
- Fam vs. Friend on 4 January 2019 for all regions
Layout 19: "Quick"
This layout contains Sponge Blocks and six "Free Splat Zones"
These zones operate like Splat Zones in that inking a certain percentage of them causes the entire zone to be filled with the team's ink.
Total BP: 2,583p
- Boke vs. Tsukkomi on 2 February 2019 for Japan
- Pancake vs. Waffle on 9 February 2019 for North America, Oceania and Europe
Layout 20: "DeliNuri"
- Knight vs. Wizard on 16 March 2019 for all regions
Layout 21: "Painting"
This layout contains an Ink Switch in the center of the map controlling a strip of 14 moving platforms. These platforms, partially separated by a glass wall in front of the switch at the start of a match, serve as the surface for the center of the map. When the switch is in use, the platforms move slowly from one end of the stage to the other. Players must ink the surface of the platforms before they slide under the other glass wall behind the switch, putting the turf out of reach for the remainder of the match. The switch is covered with a glass barrier from all sides, except for the front. The height of the switch is also enough that the Tenta Missiles is less likely to activate it. When the last surface is fully on the other side of the first glass wall, sliding doors of the glass barrier conseal the front of the switch.
Total BP: 2,832p
- Hare vs. Tortoise on 19 April 2019 for all regions
Activating the Ink Switch (link to file)
- Marina claims to have helped make the stage herself, which is shown by her symbol appearing on the stage image.
- As Marina mentions often in the news segments, she was raised around Octarian machinery, which would explain why many of the Shifty Station variants contain at least one of the Octo Valley / Octo Canyon stage gimmicks.
- This is elaborated on further in Octo Expansion. In Marina's chat room, Pearl mentions how Marina creates these stages all by herself, while Cap'n Cuttlefish notes the Octarian technology used, such as floating rocks, from Marina's time as a combat engineer for DJ Octavio.
- The stage seems to be set somewhere in one of Octo Canyon's domes or Deepsea Metro, as can be deduced by the decorations scattered throughout the stage types as well as the floating objects in the background.
- Not all Shifty Stations actually shift. Layouts 3, 7, 9, 14 and 15 are static, and 10, 11, 12 and 13 only move when interacted with.
- On one of the "Stations" there is a inkjet glitch that allows you to clip through the wall.
- Layout 3 has been used for the most Splatfests, with a grand total of 5.
- The internal code name for this stage in the game files is "Deli".
- Layout 12, along with two future layouts featuring Ride Rails and Bounce Pads, were found in the game's data after the release of 3.2.0. This was the only complete layout that also had the stage model present. 
- The same data miners later published a complete list of the Shifty Station layout code names (as of 4.5.1):
|Layout||File name||Codename||Used in||Explanation|
|1||Deli02||Push||x||The moving platforms push players around|
|The moving platforms serve as lifts (elevators)|
|The rotating platforms resemble windmills|
|"Nuri Nuri Bar" is the Japanese name for Spreaders|
|From 隔艇, "sealed area, bulkhead" in Japanese|
|"Hikiyose Point" is the Japanese name for Grapplinks|
|"Denden Switch" is the Japanese name for Ink Switches|
|The stage is a set of giant scales|
|12||Deli13||Takoashi||x||From 蛸足, "(Octopus) tentacle" in Japanese|
|"Nuri Switch" is the Japanese name for Splat Switches|
|This layout contains Bounce Pads, called "Trampolines" in Japanese|
|15||Deli15||RideRail||x||This layout contains Ride rails|
|This layout contains Gushers, called "Kanketsuen"* in Japanese|
|17||Deli17||Dash||x||This layout contains dash tracks, called "Dash pads" in Japanese|
|18||Deli18||Dozer||x||This layout contains Flooders, called "Octo dozers" in Japanese.|
|This layout will contain Sponge Blocks and six "Free Splat Zones"|
These zones operate like Splat Zones in that inking a certain percentage of them causes the entire zone to be filled with the user's ink
|20||Deli20||DeliNuri||x||This layout will contain four small and one large Splat Switches, called "Nuri Switches" in Japanese, which control ten moving Spreaders|
|21||Deli21||Painting||x||Up until version 4.4.0, this layout appeared to be a testing map which is modified from the data for Kelp Dome|
In version 4.4.0, this was changed to a completely new layout with a single Ink Switch controlling a strip of 14 moving platforms
- Layout 14 didn't have the ambient sound playing in the background that can be heard in the other Shifty Station layouts in Recon mode.
Names in other languages
|French (NOE)||Plateforme polymorphe||Polymorphing platform|
|Italian||Zona mista||Mixed zone|
|Spanish||Área mutante||Mutating area|