Pikmin 3
Hey! Pikmin

Electrode: Difference between revisions

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(Electrodes don't cause damage in P3 or P3d.)
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{{game icons|p3=y|hp=y}}
{{game icons|p3=y|hp=y}}
[[File:Electrode P3.jpg|thumb|A completed electrode.]]
[[File:Electrode P3.jpg|thumb|A completed electrode.]]
{{image|in {{hp}}.}}
'''Electrodes''' are a type of [[tool]] in {{p3}} and {{hp}}. The general concept of the electrode is that it is an object that transmits electric current, but is initially found opened.
'''Electrodes''' are a type of [[obstacle]] in {{p3}} and {{hp}}. The general concept of the electrode is that it is an object in the that transmits electric current, but is initially found opened.


Most electrodes take the form of a simple electric circuit, consisting of a battery and a light bulb, connected by two pieces of wire. One of the wires is cut, leaving a gap in the circuit. In the [[Vehemoth Phosbat]]'s arena, a large battery connected to a light bulb can also be found, and acts the same as the usual electrode, with the difference being that the circuit is opened between the two battery posts.
Most electrodes take the form of a simple electric circuit, consisting of a battery and a light bulb, connected by two pieces of wire. One of the wires is cut, leaving a gap in the circuit. In the [[Vehemoth Phosbat]]'s arena, a large battery connected to a light bulb can also be found, and acts the same as the usual electrode, with the difference being that the circuit is opened between the two battery posts.


Because [[Yellow Pikmin]] can conduct electricity in the games electrodes appear in, [[leader]]s are meant to throw Yellows at the gap in the electrode. The first Pikmin thrown will grab one of the wire ends and stretch its other arm out. Any Pikmin that come next will join hands with the Pikmin next to them, or grab the other end of the electrode, and when the final Pikmin is added, it will close the gap and the electrical current, starting the circuit and turning on the light bulb in the process. At this point, the Pikmin no longer need to feed the circuit with their bodies, as the gap between the two ends gets filled with an arc of electricity flowing through the air. This arc is an [[electricity|electrical]] hazard, though it causes no damage to leaders or Pikmin, besides knocking them back. The wire ends prior to the connection do not cause any sort of damage. The Pikmin that jump-started the circuit will also be [[Maturity|flowered up]] when the current passes through them.
Because [[Yellow Pikmin]] can conduct electricity in the games electrodes appear in, [[leader]]s are meant to throw Yellow Pikmin at the gap in the electrode. The first Pikmin thrown will grab one of the ends and stretch its other arm out. Any Pikmin that come next will join hands with the Pikmin next to them, or grab the other end of the electrode, and when the final Pikmin is added, it will close the gap and the electrical current, starting the circuit and turning on the light bulb in the process. At this point, the Pikmin no longer need to feed the circuit with their bodies, as the gap between the two ends gets filled with an arc of electricity flowing through the air. This arc is an [[electricity|electrical]] hazard, though it causes no damage to leaders or Pikmin, besides knocking them back. The wire ends prior to the connection do not cause any sort of damage. The Pikmin that jump-started the circuit will also be [[Maturity|flowered up]] when the current passes through them.


In ''Pikmin 3'' the purpose of electrodes is to light up the area, which can, in turn, cause different things to happen: light activates the [[Yellow Onion]], makes [[Bloominous Stemple]]s bloom, and stuns the [[Vehemoth Phosbat]].
In ''Pikmin 3'' the purpose of electrodes is to light up the area, which can, in turn, cause different things to happen: light activates the [[Yellow Onion]], makes [[Bloominous Stemple]]s bloom, and stuns the [[Vehemoth Phosbat]].


In ''Hey! Pikmin'', electrodes are actually parts of [[Bloominous Stemple]], and only need about 4 Pikmin to complete the connection. The flowers will automatically bloom if the Pikmin are conducting, but as soon as they detach, the flower will shrink again.
In ''Hey! Pikmin'', electrodes are actually parts of a thorny plant with occasional magenta flowers, said flowers emitting light when the electrode is closed, and only need about 4 Pikmin to complete the connection. The flowers will automatically bloom if the Pikmin are conducting, but as soon as they detach, the flower will shrink again. As with most light emitting objects, these can cause [[Bloominous Stemple]]s to bloom.


==Locations==
==Locations==
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==In ''Occupational Hazards''==
==In ''Occupational Hazards''==
{{stub|Add info on the backhoe's battery, and add the similarities and differences between it and the in-game electrodes.}}
{{stub|section=y|Add info on the backhoe's battery, and add the similarities and differences between it and the in-game electrodes.}}


==Gallery==
==Gallery==
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UnconnectedElectrode.jpg|An electrode that hasn't been completed.
UnconnectedElectrode.jpg|An electrode that hasn't been completed.
Pikmin wire.jpeg|Yellow Pikmin attempting to complete an electrode.
Pikmin wire.jpeg|Yellow Pikmin attempting to complete an electrode.
Hey! Pikmin Electrode.png|An electrode in {{hp}}.
</gallery>
</gallery>
==Trivia==
*Although ''[[Pikmin 4]]'' does not feature electrodes or conducting electricity as a mechanic, one of the game's trailers features a Yellow Pikmin conducting electricity to turn on the lights of a Christmas tree.{{cite youtube|u_9B4_ac0NM|of the "Have a Very Pikmin Holiday on Nintendo Switch!" trailer|published={{date|21|November|2023}}|retrieved={{date|17|February|2023}}}}
==Names in other languages==
{{foreignname
|Jap  =  電極 (''[[Pikmin 3]]'')<br>''Denkyoku''<br>デンキュウバラ (''[[Hey! Pikmin]]'')<br>''Denkyū Bara''
|JapM = Electrode (''[[Pikmin 3]]'')<br>Lightbulb Rose (''[[Hey! Pikmin]]'')
|Fra  = Électrode
|FraM = Electrode
|Ger  = Elektroden
|GerM = Electrodes
|Ita  = Elettrodo
|ItaM = Electrode
|Spa  = Electrodo
|SpaM = Electrode
}}


==See also==
==See also==
*[[Electrical wire]]
*[[Electrical wire]]
*[[Electricity generator]]
*[[Bloominous Stemple]]
*[[Bloominous Stemple]]
*[[Glowstem]]
*[[Glowstem]]
*[[Yellow Pikmin]]
*[[Yellow Pikmin]]


{{obstacles}}
==References==
{{refs}}
 
{{tools}}

Latest revision as of 14:53, October 18, 2024

An active electrode.
A completed electrode.

Electrodes are a type of tool in Pikmin 3 and Hey! Pikmin. The general concept of the electrode is that it is an object that transmits electric current, but is initially found opened.

Most electrodes take the form of a simple electric circuit, consisting of a battery and a light bulb, connected by two pieces of wire. One of the wires is cut, leaving a gap in the circuit. In the Vehemoth Phosbat's arena, a large battery connected to a light bulb can also be found, and acts the same as the usual electrode, with the difference being that the circuit is opened between the two battery posts.

Because Yellow Pikmin can conduct electricity in the games electrodes appear in, leaders are meant to throw Yellow Pikmin at the gap in the electrode. The first Pikmin thrown will grab one of the ends and stretch its other arm out. Any Pikmin that come next will join hands with the Pikmin next to them, or grab the other end of the electrode, and when the final Pikmin is added, it will close the gap and the electrical current, starting the circuit and turning on the light bulb in the process. At this point, the Pikmin no longer need to feed the circuit with their bodies, as the gap between the two ends gets filled with an arc of electricity flowing through the air. This arc is an electrical hazard, though it causes no damage to leaders or Pikmin, besides knocking them back. The wire ends prior to the connection do not cause any sort of damage. The Pikmin that jump-started the circuit will also be flowered up when the current passes through them.

In Pikmin 3 the purpose of electrodes is to light up the area, which can, in turn, cause different things to happen: light activates the Yellow Onion, makes Bloominous Stemples bloom, and stuns the Vehemoth Phosbat.

In Hey! Pikmin, electrodes are actually parts of a thorny plant with occasional magenta flowers, said flowers emitting light when the electrode is closed, and only need about 4 Pikmin to complete the connection. The flowers will automatically bloom if the Pikmin are conducting, but as soon as they detach, the flower will shrink again. As with most light emitting objects, these can cause Bloominous Stemples to bloom.

Locations[edit]

Distant Tundra
  • An electrode requiring 5 Pikmin is found near the Yellow Onion. It is required to awaken it.
  • An electrode requiring 10 Pikmin is found in the Spotty Bulbear cave. It expands the Bloominous Stemples such that the Citrus Lump in the room is able to be collected.
  • An electrode requiring 10 Pikmin is found in the room where Charlie is initially attacked by the Vehemoth Phosbat. It expands the Bloominous Stemples such that Alph and Brittany are able to give chase, and confront the Vehemoth Phosbat. Notably, Yellow Pikmin that complete this electrode at the leaf stage of maturity will not be flowered up, either due to a glitch when the cutscene is played or possibly intended by developers to encourage using the nearby Phosbat Pod for nectar.
  • Four electrodes requiring 10 Pikmin are found in the Vehemoth Phosbat arena. Each is able to stun the Vehemoth Phosbat, allowing the player to attack it. They continue to work when the room is light.
  • An electrode requiring 20 Pikmin is also found in the Vehemoth Phosbat arena. When connected, the entire Phosbat arena is lit up, making it impossible for Phosbats to spawn, and making the Vehemoth Phosbat nigh helpless. Instead of two loose wire ends, these are actually two posts of a battery.
Twilight River
  • An electrode requiring 20 Pikmin is found in the cave with the Juicy Gaggles. It expands the Bloominous Stemples such that the pile of 30 light blue fragments can be reached, allowing the bridge leading to the Winged Onion to be accessed.
Formidable Oak
  • Three electrodes requiring 10 Pikmin are found in the second room. Each expand the Bloominous Stemples to create paths to escape the room. The first and third are required to reach the exit, while the second merely grants access to the third.
The Rustyard
  • An already completed electrode serves as a barrier to a bunch of Dusk Pustules in the Collect Treasure! version of the stage, preventing non-Yellows from taking its pieces back to base.

In Occupational Hazards[edit]

The leaf texture used in Pikmin 2's Challenge Mode menu. (Used on Pikipedia in the {{stub}} template.)

This section is a stub. You can help Pikipedia by expanding it.
Suggestions: Add info on the backhoe's battery, and add the similarities and differences between it and the in-game electrodes.

Gallery[edit]

Trivia[edit]

  • Although Pikmin 4 does not feature electrodes or conducting electricity as a mechanic, one of the game's trailers features a Yellow Pikmin conducting electricity to turn on the lights of a Christmas tree.[1]

Names in other languages[edit]

Language Name Meaning
Flag of Japan Japanese 電極 (Pikmin 3)
Denkyoku
デンキュウバラ (Hey! Pikmin)
Denkyū Bara?
Electrode (Pikmin 3)
Lightbulb Rose (Hey! Pikmin)
Flag of France French Électrode Electrode
Flag of Germany German Elektroden Electrodes
Flag of Italy Italian Elettrodo Electrode
Flag of Spain Spanish Electrodo Electrode

See also[edit]

References[edit]

  1. ^ YouTube video of the "Have a Very Pikmin Holiday on Nintendo Switch!" trailer, published on November 21st, 2023, retrieved on February 17th, 2023