Platoon Slot
Spyke
Species | Sea urchin |
Height | |
Hair color | |
Eye color | |
Age | 23 (likely 25 in Splatoon 2) |
Gender | Male |
Relations | |
Location | Inkopolis Plaza, Inkopolis Square |
Shop | |
Members |
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“ | Now who're you, then? You a cop? | ” |
Spyke is a character in Splatoon and Splatoon 2. In the former he is found in the back alley of Inkopolis Plaza and provides various gear-related services. In the latter, he can be seen in a café in Inkopolis Square and cannot be interacted with.
Appearance
Spyke is a sea urchin with orange skin and dark purple, spiky hair with lighter purple tips. His eyes are green and the sclerae of his eyes are purple. He wears a dark-colored poncho, multi-colored bracelets, green pants, brown shoes, and clogs. Under his poncho, he wears a black undershirt. He sits on a rug that looks similar to his poncho.
In Splatoon 2, Spyke's poncho is black and white and he wears black and silver rings on both hands. His eyes are more reflective and his irises glow in the dark, as seen when he looks up during a Splatfest.
Description
When players first visit him after reaching Level 4, they become able to order gear that other Inklings are wearing from the plaza. Players can order up to three pieces of gear at a time, but are only able to buy one each day. If a player orders more than three pieces of gear, another order will have to be canceled to make room for it, and the new item will appear at the back of the queue.
Spyke's prices for gear are quite a bit higher than in the stores. If ordered gear is not bought during the day it is available, Spyke will get rid of it. However, he will not trash gear in the player's queue on days when the game is not played. Ordering from Spyke has a chance to get the same abilities as the original wearer of the gear. This chance goes up with level, and the more abilities the item has, the more expensive it is.
Unlike at the shops, the player can order an item from Spyke which they already have. The one that is bought will replace the one in the player’s inventory. This can be a cheap way to reroll item slots, but only with patience - a three-star item with all three slots open only costs 15,000 cash instead of 30,000 (see below), but the slots will have to unlocked in battle.
Rating | Extra Ability Slots Filled | |||
---|---|---|---|---|
0 | 1 | 2 | 3 | |
1,000 | 2,000 | 20,000 | 100,000 | |
5,000 | 10,000 | 20,000 | 100,000 | |
15,000 | 30,000 | 50,000 | 100,000 |
Odds of getting sub abilities on ordered gear | |||||
---|---|---|---|---|---|
Level | Settled sub Ability | The gear actually comes | |||
No sub Ability | 1 sub Ability | 2 sub Ability | 3 sub Ability | ||
4~9 | Zero (Same as in store) | 100% | - | - | - |
One | 70% | 30% | - | - | |
Two | 70% | 29% | 1% | - | |
Three | 70% | 29% | 0.9% | 0.1% | |
10~15 | Zero (Same as in store) | 100% | - | - | - |
One | 50% | 50% | - | - | |
Two | 50% | 45% | 5% | - | |
Three | 50% | 45% | 4.8% | 0.2% | |
16+ | None (Same as in store) | 100% | - | - | - |
One | 30% | 70% | - | - | |
Two | 30% | 60% | 10% | - | |
Three | 30% | 60% | 9.5% | 0.5% |
For example, if a player at Level 10 orders gear with two stars and three sub-abilities, the player has a 50% chance of receiving no sub abilities and two empty slots, a 45% chance of one sub-ability, one empty slot and one unreleased slot, a 4.8% chance of two sub-abilities and one unreleased slot, and a 0.2% chance of three sub-abilities. This does not depend on the gear's rarity, except for how many empty slots the gear has.
Once the player reaches Level 20, Spyke offers an additional service: for 30,000 cash, he will tweak the abilities on one piece of gear. If the gear in question has fewer than four abilities, an additional slot is added, which must then be unlocked through multiplayer. If the gear in question already has four total abilities, he can re-roll the three sub-abilities, with the usual brand bonuses applied. This service can be performed at any level if the player has Super Sea Snails.
Quotes
While Spyke is portrayed as a Cockney in the North American version, his dialogue is drastically different in the Europe/Oceania version, being more of a straight translation of the Japanese.
North America (English)
- 'Now who're you? Not to be harsh love, but you're lookin' right moldy at the moment. I can't be dealin' wif blokes below Level 4 on the freshness scale. So maybe go do a bit of battlin' before you come back, yeah?' -Spyke when talking to a player below Level 4.
- 'Now who're you, then? You a cop? Nah, you're too fresh to be a cop. But you know what would make you EVEN fresher? Someone else's gear. That's where 'ol Spyke comes in. You ever see a bloke strollin' around the plaza in some right-fresh gear that you fancy for yourself? Just walk up to that bloke, check 'im out wif and then press to, uh... 'order' their gear from me. Can't guarantee that I'll get you gear wif the same abilities, but it'll look just as fresh. Trust me, love. Right, then. I'll be waiting for your order.' -Spyke when first talking to a player above Level 4.
- 'Blimey! That level! We've got ourselves a right-proper veteran! But ya don't seem the type to kip on your laurels, love. Your sights are set even higher, aren't they? I can tell. Just watching you makes me want to work harder. Let's scratch each other's backs as we work our way to the top, yeah? Anyway, use to check out anybody in the plaza, and then order their gear wif !' -Spyke when the player reaches Level 10.
- 'Blimey! I'm in the presence of a bloomin' STAR right now. I'm not worthy, love. I mean, you're a right LEGEND, mate. I can feel the freshness just oozin' out of ya. Yeah. I bet a legend like you is just rollin' in cash, right? Not to be too direct, love, but I've got this collection, see? A collection of rare Super Sea Snails. I could use those to give your gear some more ability slots, if you're interested. Course, I can't do it for free. That'd be crazy. But if you happened to have any cash to spare... Or even a Super Sea Snail or two of your own? Oh, and of course I'll still take orders for gear. Check people's stuff wif , and then order wif .' -Spyke when the player reaches Level 20.
- 'Wot's this rubbish, then? You're offline. Get on the Internet if you want me to take you seriously, mate!' -Spyke when the player is not connected to the Internet.
- 'YOU WOT, MATE?!' -Spyke when the player does not have enough money to pay for an order.
- 'Wot'll it be, then?' -Spyke asking what to do.
- 'You ain't ordered anyfing! Go check folks in the plaza wif , and order their stuff wif !' -Spyke when opening the orders menu without having any active orders.
- 'So...wot gear ya want the new slot in? It'll cost ya one Super Sea Snail. Or I can reroll abilities on items wif full slots!' -Spyke when opening the slots menu.
- 'Oi, it looks like you've got abilities in all three slots. Want me to reroll 'em, then?' -Spyke when selecting a piece of gear with full slot in the slots menu.
- 'Reroll 'em?' -Spyke when confirming whether or not to reroll a gear's slots.
- 'Sorry. Three slots is the max. I could reroll the abilities if all three slots were full, but they're not.' -Spyke when the player selects a piece of gear with three slots but not all of them are filled.
- 'Add a slot?' -Spyke before adding a slot to a piece of gear.
- 'Since I like ya, I'll add a slot using me own Super Sea Snail for the low price of 30000. Or if you've got a piece of gear wif three full slots, I can reroll its abilities. How's about that, then!' -Spyke when paying for a re-roll.
- 'S'all yours love.' -Spyke after adding a slot to a piece of gear.
- 'S'appening, mate?' -Spyke when talked to.
- 'Cheers, love.' -Spyke when leaving.
- 'See somefing you fancy, love?' -Spyke when ordering from another player.
- 'It's not available, mate.' -Spyke when ordering a 'not for sale' item.
- 'You want this gear?' -Spyke when confirming an order from another player.
- 'All right. I can only get one item a day, so come round later, yeah?' -Spyke when an item is ordered.
- 'This is what you wanted, yeah?' -Spyke when viewing active orders.
- 'Changed your mind about this gear, then?' -Spyke when canceling an order.
- 'Right. It never happened.' -Spyke after canceling an order.
- 'Been a pleasure...' -Spyke when the player is out of cash after paying for a re-roll.
Europe and Oceania (English)
- 'Hey there. ...Who are you? Listen, not to be harsh or anything, but you're not looking too fresh right now. I ain't in the habit of associating with folks who aren't at least Level 4 on the freshness scale, y'see? So maybe you wanna go do a bit of battlin' before you come see me again.' -Spyke when the player is below Level 4.
- 'So, what'll it be?' -Spyke asking what to do.
- '...Uh, I can't give you what you ain't ordered! Go check folks in the Plaza with , and order stuff with !' -Spyke when opening the orders menu without having any active orders.
- 'So... which gear d'you want the new slot on? It'll cost you one Super Sea Snail. Or I can swap out abilities on an item with all its slots full!' -Spyke when opening the slots menu.
- 'Ah, looks like you've got the full three slots filled with abilities. You want me to swap 'em out for ya?' -Spyke when selecting a piece of gear with full slot in the slots menu.
- 'Sorry, I can't boost your slots beyond three. If they were all full, I could swap out the abilities for ya!' -Spyke when the player selects a piece of gear with three slots but not all of them are filled.
- 'Want more slots?' -Spyke when confirming whether to add a slot to a piece of gear.
- 'There you go!' -Spyke after adding a slot to a piece of gear.
- 'Hang on... I think I smell something. You've get some Super Sea Snails on you, am I right? Could you maybe, say... let me have some of those? You know how their shells have those little lids on 'em? I can use those to add new slots to your gear. I don't need the shell lids myself, see. It's just those juicy entrails I'm after. The more slots, the more abilities your gear can hold, so this deal's a win for us both! Just trust me, yeah? So how's about it? You gonna give me some of those Super Sea Snails so I can add slots to your gear?' -Spyke on first bringing him Super Sea Snails.
- 'You've already got some gear just like this. Want to replace the gear you've got with this new gear?' -Spyke when buying duplicate gear.
- 'Been a pleasure...' -Spyke after buying gear.
- 'Always a pleasure...' -Spyke when the player is out of cash after paying for a re-roll.
- 'I'll see you 'round, yeah?' -Spyke when leaving.
Splatoon 2
In Splatoon 2, Spyke has a very minor role, as his role was replaced by Murch, who works for him after being inspired by his success. Spyke made so much money during Splatoon that he no longer needed to work.[1]Sunken Scroll 5 shows that he has created a 'get-rich-quick scheme' guide, and it is implied Murch has followed this guide and looks to Spyke as a role model. He can be found sitting in a café with a laptop at Inkopolis Square, although nothing is shown on his laptop.
Trivia
- Spyke's design is based on the phrase 'street urchin', which refers to homeless children who make their living on the streets of large cities. Spyke himself is a literal street urchin (a sea urchin) who makes his living working in the back alleys of Inkopolis and is apparently never seen going home.
- Spyke was announced during the special SplatoonNintendo Direct on 7 May 2015.
- During a Splatfest, Spyke can be seen tapping his hand to the beat of the Squid Sisters' music.
Splatoon
- Some of the Super Sea Snails next to Spyke shake, while others are only empty shells. Sea urchins in real life are also known to eat snails smaller than themselves. This may imply that Spyke removes the snails and eats them, possibly using the screwdriver next to him.
- Spyke's location is almost exactly across from the Cooler Heads store, which is ran by Annie, a sea anemone. This could be a possible nod to sea urchins and sea anemones being natural enemies.
- Spyke's 'YOU WOT, MATE?!' in the North American version of the game is a reference to a slang phrase attributed to the United Kingdom and popular internet meme 'U WOT M8.'
Splatoon 2
- Spyke and Murch's hometowns are nearby.[1]
- Spyke was on Team Chaos for the Chaos vs. Order Splatfest, as it reflects how he exploits the otherwise peaceful order of Inkopolis.[2]
Gallery
Splatoon
2D artwork of Spyke and a Super Sea Snail.
Transparent version.
Spyke's animation while talking.
Spyke surrounded by Super Sea Snails.
Spyke bobbing his head to the Squid Sisters' song during a Splatfest.
Spyke's icon on , also shown when ordering gear.
Concept art of Spyke from The Art of Splatoon.
Splatoon 2
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3D artwork.
Spyke as seen in the café in Inkopolis Square.
Side view, showing his laptop and other items.
Spyke looking up from his laptop during a Splatfest.
Artwork for Chaos vs. Order.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | ダウニー Downy[note 1] | Pun on uni (urchin), and the name Downey |
Dutch | Spyke | Spyke |
French | Kipik | From porc-épic, porcupine |
German | Siggi | |
Italian | Richie | From riccio (urchin) and the first name Richie |
Russian | Шипаня Shipanya | From шип ship, thorn |
Spanish | Eri | From erizo de mar (urchin) |
Chinese | 岚刺[3] Láncì | Storm Spike |
Translation notes
Notes
References
- ↑ 1.01.13 March 2018 Famitsu interview with Splatoon developers, English translation by Nimted on reddit
- ↑ Live from Squid Research Lab: Spyke: Team Chaos
- ↑From the official Chinese release of the Splatoon artbook
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A formation in football refers to the position players line up in before the start of a down. There are both offensive and defensive formations and there are many formations in both categories. Sometimes, formations are referred to as packages.
Offense[edit]
At the highest level of play in the NFL and NCAA, the one constant in all formations is the offensive line, consisting of the left and right tackle, left and right guard, and a center. These five positions are often referred to collectively as the 'line', and have the primary role of blocking. By rule there must be two additional players on the line of scrimmage called ends. These players are eligible receivers and may play near the linemen (tight ends) or farther away (split end or wide receiver). Most teams play additional players near (but still off) the line of scrimmage to act as extra pass receivers.
Offensive positions[edit]
Up to four players can be behind the offensive line, but one is always designated the quarterback (defined as the player who receives the ball from the center). Upon the snap of the ball, the quarterback becomes the ball carrier. The ball carrier has five options:
- He may keep the ball and run with it.
- He may hand or pitch the ball sideways or backwards (also called a lateral) to another player, who then becomes the new ball carrier. Multiple pitches are permitted on a single play, as long as all of them go backwards.
- He may throw a forward pass to an eligible receiver, who then becomes the new ball carrier. Only 1 forward pass is permitted per play. The pass must be thrown from behind the original line of scrimmage, while the receiver can be anywhere on the field. A pass to a receiver who is also behind the line of scrimmage is still a forward pass as long as the pass travels forward. A forward pass is distinct from a pitch, and any number of pitches are permitted before or after a forward pass.
- He may hold the ball for a place-kicker who attempts a field goal.
- He may kick the ball himself, either by punting the ball to the other team, or by attempting a drop-kicked field goal (which is rare).
The three other backs can be halfbacks (who primarily carry the ball), fullbacks (who primarily block), or they can play near (but not on) the line of scrimmage to act as extra tight ends or wide receivers. A tight end that fills the role as the 4th back is often called an 'H-Back', and a wide receiver that fills that role is sometimes known as a 'flanker' or a 'slot' receiver (depending on where he lines up). Most formations have a 'strong' side (the side with the tight end, or the side with more players) and a 'weak side' (the side opposite the tight end, or the side with fewer players).
The ends, which may be either wide receivers or tight ends, may catch a passed ball or receive a handoff.
Descriptions and diagrams to display offensive formations typically use the following symbols:
- QB = quarterback (the player who leads and informs the offense the plays)
- C = center (the player who begins the play with a snap on the line and blocks afterwards)
- G = guard (the player who blocks on line beside the center)
- T = tackle (the player who blocks on the line beside the guard)
- TE = tight end (the player who often goes out for passes and often blocks on the line)
- WR = wide receiver (the player who gets assigned a route and has to catch the ball when passed to)
- HB = halfback (the primary ball carrier)
- FB = fullback (the secondary ball carrier also used for blocking)
Platoon Slots
Rules[edit]
The offense is required to set up a formation before a play, subject to several rules:
- The formation must have at least 7 players on the line of scrimmage.[1] The 7 players are not required to be next to each other, so they may spread out across the width of the field, but this is rare; most offenses place at least 5 players together in a continuous line. Teams may place more than 7 players on the line, but only the player at each end of the line may be an eligible receiver, so generally this only occurs with the special formations used in kicking and punting situations.
- The other players not on the line (usually 4 in number) may be positioned anywhere, but all must be at least 1 yard behind the 7 or more players on the line of scrimmage.[1] The traditional saying is '7 on the line, 4 in the backfield' but this is something of a misnomer, as 'backfield' usually refers to the area directly behind the offensive line. 3 of the 4 'backfield' players (i.e., the 3 not receiving the snap from center) may line up as wide receivers as long as they are behind the line of scrimmage; these are known as slot receivers if between the ends, and flankers if outside the ends.
- Of the 7 (or more) players on the line of scrimmage, all except those at either end of the line are ineligible receivers: these players may not touch or catch a forward pass[2] (unless it is first touched by an eligible receiver, including a deflection by a defensive player), and on a forward pass play, they may not advance downfield (i.e., across the neutral zone) before the pass crosses the neutral zone. Ineligible receivers may advance freely on a running play or after a pass is thrown. These players typically have uniform numbers in the range 50-79 to indicate they are ineligible.
- In the NFL, players with numbers 50-79 are considered ineligible by default. They must report to the referee if they line up in a position which would normally be considered eligible; failure to do so will result in a penalty to the offense.[3] The referee will relay that information to the defensive captain,[1] and he will generally announce it to spectators as well. After reporting as eligible, those players may line up at any legal position just as if they were normally eligible receivers. Offenses sometimes use this tactic in a short yardage situation to provide extra blocking, and some plays are even designed for a designated player (i.e.: with numbers 50-79) to receive a pass.
- In high school (NFHS) numbers 50-79 are always ineligible, and may not receive. In fact if one of these players bats, muffs, or catches a legal forward pass before it is touched by a defensive player, it is a penalty for illegal touching (5 yards plus loss of down). Typically you must have 5 players numbered 50-79 on the line of scrimmage, but there are exceptions to this rule when the offense is lined up in scrimmage kick formation (punt or field goal).
- The offense must set before the play: all players must take their positions and remain motionless for at least 1 second before the ball is snapped.[1] Typically, after the offense breaks the huddle and walks to the line, the quarterback will call 'set' and then begin his regular snap count. The offense is allowed to shift in certain situations and reorganize, but they must again set once they assume new positions. Once set, offensive players may not move until the snap and may not flinch to simulate a snap (with the exception of the man in motion, described below). A violation is a false start penalty.
- The offense may put one of the 4 backfield players in motion after the set but before the snap. The motion must be either parallel to or (if in the backfield) away from the line of scrimmage at the snap;[1] certain types of football such as arena football allow forward motion at the snap. In Canadian football, all of the players in the backfield can be in motion, in any direction, at the time of the snap, as long as they have not crossed the line of scrimmage before the snap.
Defense[edit]
Two terms often heard in referring to defensive formations are box and secondary. The box is defined as an area on the defensive side of the ball, within 5 yards of the line of scrimmage and framed by the offensive tackles. This area is most commonly occupied by defensive linemen and linebackers. The secondary can refer to the defensive backs as a group, or to the area behind the linebackers usually occupied by defensive backs. The two standard NFL defenses, the 4-3 and the 3-4, have 7 players in the box. The phrase '8 in the box' is used to indicate that 1 of the 2 safeties has moved into the box to defend against the run.
Defensive positions[edit]
The three basic defensive positions are:
- Defensive lineman (DL): Linemen play at the line of scrimmage, directly across from the offensive line. They are categorized as defensive tackles (DT) or defensive ends (DE). The 4-3 defense has 2 tackles and 2 ends; the 3-4 defense has 2 ends and 1 tackle, who is sometimes called a nose tackle (NT) to indicate the 3-4. Tackles line up inside and rely on power to stop the run, while ends line up outside and are faster and more athletic to allow them to pursue the quarterback.
- Linebacker (LB): Linebackers are positioned 2 to 4 yards behind the defensive line. The 4-3 defense has 3 linebackers, who are categorized as strong, middle and weak (SLB, MLB, WLB; also called Sam, Mike and Will). This is not an indication of strength; it instead refers to the positioning of the linebackers relative to the offense. Strong linebackers line up on the same side as the tight end, weak side away from the tight end. A 3-4 defense will use 4 linebackers, who are indicated by their side (right/left) and positioning (inside/outside).
- Defensive back (DB): Defensive backs can include cornerbacks (CB), a strong safety (SS, lines up on same side as tight end) and a free safety (FS, so called because they are 'free' to roam where needed). Cornerbacks are almost always responsible for defending against the pass, and particularly against wide receivers; often they are the fastest defensive players. Safeties also defend against the pass, matching up on tight ends and backs, but they are positioned in the center of the field to be prepared to stop the run as well.
Rules[edit]
Rules regarding defensive formations are not as complex or strict as their offensive counterparts. The defense may line up anywhere on its side of the neutral zone, and players are free to move at any time before the snap, but all defensive players must remain on their side of the neutral zone (defined as the length of the ball) before the snap. If they line up on the wrong side of the line, the offending players are offside. The exception is during a field goal attempt, PAT, or punt. The defense is only allowed a maximum of 6 players on the line of scrimmage on either side of the snapper at the snap. Having 7 or more players on the line on one side will result in an illegal formation penalty. The standard defensive formations in use at most levels of American football are the result of decades of experimentation, trial and error, along with rule changes in the 1950s that eliminated the one-platoon system and gave greater prominence to lighter, faster linebackers (prior to the 1950s, most defensive formations were mirror images of those used on offense).
This formation assumes the offense is lined up strong side right (from the offense's point of view). This diagram could be matched up to an offensive formation diagram to make a complete 22 player football field.
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See also[edit]
References[edit]
- ^ abcde'NFL Rules Digest: Positioning of Players at Snap'.
- ^'NFL Rules Digest: Forward Pass'. nfl.com.
- ^'NFL Rules Digest: Summary of Penalties'. nfl.com.
External links[edit]
Platoon Slot Car
Positions in American football and Canadian football | |||||||
---|---|---|---|---|---|---|---|
Offense (Skill position) | Defense | Special teams | |||||
Linemen | Guard, Tackle, Center | Linemen | Tackle, End, Edge rusher | Kicking players | Placekicker, Punter, Kickoff specialist | ||
Quarterback (Dual-threat, Game manager, System) | Linebacker | Snapping | Long snapper, Holder | ||||
Backs | Halfback/Tailback (Triple-threat, Change of pace), Fullback, H-back, Wingback | Backs | Cornerback, Safety, Halfback, Nickelback, Dimeback | Returning | Punt returner, Kick returner, Jammer, Upman | ||
Receivers | Wide receiver (Eligible), Tight end, Slotback, End | Tackling | Gunner, Upback, Utility | ||||
Formations(List) — Nomenclature — Strategy |