A list of the start and end conditions for overtime in Splatoon 3's real mode. Many players may not yet know what the conditions are in the game. Here is a detailed introduction for your reference.
List of start and end conditions for overtime in real mode
In Splatoon 3, the background color of the "extended time" logo will change to the color of the disadvantaged team and decrease with time, indicating the time remaining until the end of overtime.
true regional mode
If the disadvantaged side meets one of the following conditions at the end of the timer, overtime will begin:
Correctly ensure the authenticity of each area
The stopped count is less than 10 seconds, and the dominant side has not ensured the true area.
Overtime ends when the game meets one of the following conditions:
The underdog advances the count and thus wins the game
The disadvantaged side is stopped from counting and cannot re-secure the true area within 15 seconds. For a map with two true areas, this means that all true areas cannot be re-secured within 10 seconds.
The dominant side ensures the true zone. For a map with two true areas, the dominant side needs to ensure that all true areas are
Real tower mode
If the disadvantaged team controls the real tower when the timer expires, overtime will begin.
Overtime ends when the game meets one of the following conditions:
The underdog advances the count and thus wins the game
The dominant side controls the True Tower. As long as the advantaged party has more people on the tower than the disadvantaged party, the tower can be controlled.
The disadvantaged side loses control of the True Tower. That is, when there is no one on the tower for a few seconds, its symbol changes to a neutral color.
True fish and tiger model
At the end of the timer, if the game meets one of the following conditions, overtime will begin:
The dominant side lost the real fish and tiger for less than 15 seconds, and the dominant side did not have the real fish and tiger at this time, and the disadvantaged side did not just lose the real fish and tiger.
Weakness: Founder has the real fish and tiger
The disadvantaged side has just passed the checkpoint
Overtime ends when the game meets one of the following conditions:
The underdog advances the count and thus wins the game
The dominant side captured the real fish and tiger
Within 10 seconds after overtime begins, or within a short period of time after breaking through the checkpoint, the disadvantaged team fails to capture the real fish and tiger.
The disadvantaged side has lost its true strength.
Note: The status of the fish membrane does not matter. If both sides do not touch the fish and tiger throughout the game, Team Alpha wins. Team Alpha and Team Bravo are randomly assigned at the beginning of the game, and players do not know which team they belong to.
True clam pattern
At the end of the timer, if the game meets one of the following conditions, overtime will begin:
The inferior player owns the rugby ball, or the rugby ball dropped by the disadvantaged party has not disappeared, including the rugby ball that was awarded after the shield was broken.
The protective shield of the dominant side has not yet been restored
Overtime ends when the game meets one of the following conditions:
The underdog advances the count and thus wins the game
Advantageous side's shield restoration
The dominant side scores a field goal
The disadvantaged team does not own the football, there are no dropped footballs that have not disappeared, and the advantageous team's shield has not been breached
The inferior side fails to break through the superior side's protective barrier within 20 seconds.
If neither team scores when the timer expires, the game will also enter overtime. At this time, the game will end after either team scores. If there is still no score after 3 minutes of overtime, the team with the most rugby balls during the game will win. If both teams have the same number of footballs, Team Alpha wins.