Groovy Long Legs
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Appears in | Pikmin 4 | ||
Scientific name | Pseudoarachnia discopedes | ||
Family | Arachnorb | ||
Areas | None | ||
Caves | Below-Grade Discotheque | ||
Dandori Challenge stages | None | ||
Dandori Battle stages | None | ||
Attacks | Crush Pikmin, confuse Pikmin |
This article or section is about an upcoming or recently released game. |
The Groovy Long Legs is a member of the arachnorb family, and only appears once as a boss in Pikmin 4. It's one of two bio-mechanical enemies seen in the game, with its carapace suggested to have been completely replaced with a disco light ball, its 19 separate eyes serving as both photoelectric sensors and lights. The beast's 4 bony white legs are wrapped with strands that look similar to electrical wire, and the second set of joints on all of its limbs have sets of 4 holes containing exocrine glands. The disco light ball contains a speaker which plays all of the audio heard from the creature in-game.
Like most Arachnorbs, it attacks by stomping its four large feet around. This is where shared qualities end though, as the rest of its strategy involves spewing neurologically manipulating gasses below itself, which when coming into contact with Pikmin, hypnotizes them to dance uncontrollably. It then switches the color of its lights before speeding up the rhythm of its stomping in an attempt to squash anything afflicted by its chemicals underneath it.
In both size and mechanics, it resembles the Raging Long Legs, being an arachnorb with an attack pattern that starts slow, but can speed up tremendously.
Stats
Weight | Max. carriers |
Seeds | Value | Health |
---|---|---|---|---|
N/A | N/A | N/A | N/A | 11000 |
Behavior
The Groovy Long Legs will be passive upon first being encountered, hanging from a web on the ceiling with its main body close to the ground. In this state, its eyes shine a cyan light, and a flickering speaker hum can be heard when standing close.
When attacked, the Groovy Long Legs will quickly descend from its web, breakdancing as it slams its body into the floor by swinging its legs into place, knocking back the player character, Pikmin, or Oatchi. At this point, the music plays the opening boss battle theme before being replaced with the creature's own electronic music.
During its battle, the Groovy Long Legs will be stomping to the beat of its own theme, these stomps being its method of killing Pikmin. At times during its fight, it will stop to spray pink gas beneath it from holes in the lower joints of its legs; this is preceded by four smaller puffs of gas as it preps its attack, acting as a warning. Pikmin sprayed by this gas will fall under the control of the beast, a process referred to by Olimar as "Endless Dance", and will stay frolicking beneath the creature.
One way to free Pikmin from its control is if a foot lands very close to them, but not close enough to crush them outright. After sustaining heavy damage or if the Pikmin under its effects have been dancing for a while, the Groovy Long Legs will slam down two of its legs, which cannot kill Pikmin but can knock them, the main character, and Oatchi back. This will also cause the Pikmin it's been controlling to break free. However, if the slam misses or doesn't shake off any Pikmin, the Groovy Long Legs will become stunned for a moment. If it takes damage, but not too much, it will instead simply shake its body horizontally.
There are three songs it can play during the battle, which control the speed of its stomps, and can be identified by the color of its eye lights.
- Cyan eyes
- During this stage, it plays an intimidating yet funky song, which it stomps to at a slow speed (44 BPM).
- After some seconds, the creature will decide what to do based on whether there is any prey near it. If not, it will pause to catch a breather and then continue. If the leader, Oatchi, or Pikmin are under it, it will instead stop to spray its gas. After spraying, it will blare an airhorn and change the color of its eyes to yellow.
- Yellow eyes
- During this stage, it plays a more upbeat and striking tune, which it stomps to at a moderate speed (70 BPM).
- After being in this state for awhile, it will stop to rest, and then continue. Eventually it will decide its next action based on whether or not there are Pikmin dancing beneath it. If there are none, it will revert back to having cyan eyes. If there are any, it will once again stop to spray the area beneath it, followed by blaring another airhorn and changing to red eyes.
- Red eyes
- During this stage, it plays a more frantic and higher pitched version of the previous song, which it stomps to at a fast speed (85 BPM). Any Pikmin that are dancing will now begin to dance in a circle around its feet, all but ensuring that they will be crushed.
- After a brief dance, it will stomp with two legs and revert back to cyan eyes.
Once defeated, Groovy Long Legs cycles rapidly between its songs and colors and then collapses, it floods the arena with a bright white light before blaring an airhorn as its disco light ball explodes into confetti, dropping the Amplified Amplifier (if it hasn't been collected already) as the rest of its body disintegrates.
Locations
- Below-Grade Discotheque, sublevel 5
Strategy
The following article or section contains guides. |
It is recommended to gather all of your Pikmin onto Oatchi's back for the entirety of the fight, as this will make avoiding its stomps fairly easy. Be sure to call Pikmin off of its bulb when it begins to shake them off, as it always tries to do so if theres anything stuck on it after positioning all four of its legs, and always be on the lookout for an opportunity to use Oatchi's rush when it stops stomping and lowers its body very close to the ground.
When it starts to expel its mind-controlling gas, get out from underneath it and stand away from it. It stops stomping when it begins to expel gas, so you can flee from underneath it without needing much caution. Any Pikmin under the effects of the gas will stay beneath the Groovy Long Legs until it inevitably does the red light cycle and tries to stomp on them, after which they die or survive through the cycle, so don't bother trying to get them back. If you feel brave you can actually just go up to it in this state and toss a bunch of Pikmin onto its body, as they can't get shaken off until the Groovy Long Legs ends the cycle by slamming into the ground. You may experience a few hiccups in your Pikmin tossing as you or Oatchi get some airtime from the stomps of the red cycle though.
Using a smaller group of Pikmin (30-50) is recommended, as there is less to keep track of. If you want, you can use Glow Pikmin, since they are immune to its gas.
Notes
Dalmo's Notes
Olimar's Notes
“This species has some remaining internal organs, but its carapace and eyes are made up of inorganic material. All 19 of its eyes are actually photoelectric sensors that the species uses to precisely locate its prey.
The gas emitted from the posterior of its first leg joints includes a chemical substance that, after making contact with another organism's brain, temporarily controls that organism's actions. The Groovy Long Legs uses this natural phenomenon, called the "Endless Dance," to make its prey jump between its legs while it moves around in bizarre rhythms.
The entire interaction is seemingly odd for a living organism, but the line between organic and inorganic on this planet is not always clear.”Louie's Notes
Naming
The following article or section is in need of assistance from someone who plays Pikmin 4. |
- See more: Arachnorb family#Naming.
- Common name: Groovy Long Legs. It shares the Long Legs part from other arachnorb family members. "Groovy" is a slang term used during the 60s and 70s, an era known for disco music.
- Japanese nickname:
- Japanese name:
- Scientific name: Pseudoarachnia discopedes. "Disco" alludes to both its appearance as a disco light ball and the location it is found in. "Pedes" is the latin plural word for "foot".
- Internal names:
- Prerelease:
Names in other languages
The following article or section is in need of assistance from someone who plays Pikmin 4. |
Language | Name | Meaning |
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French | Didi longues jambes | Didi Long Legs, "Didi" certainly coming from disco |
Portuguese (NoA) | Patalonga-disco | Disco-long paw (literally) or disco-long leg |
Spanish | Pelota Patas Largas Disco | Disco ball long legs |
Gallery
This article or section is in need of more images. |
The Groovy Long Legs hanging from a web in the Below-Grade Discotheque.
Trivia
- The music comes from the boss itself as diegetic music, since the creature is biomechanical, it moves to the beat of the song, it pauses its music when it stops moving to shake off Pikmin, it plays a quavering tune when it stumbles after stomping, and the treasure it drops is a speaker. The music itself can also be heard in a muted form while the boss is still inactive, and the lead instruments stop playing when the game is paused.
- This is presumably why it is the only creature to keep their battle music within the Piklopedia.
- When the Groovy Long Legs trips, the music plays the "Pikmin motif", signifying it's their chance to attack.
- The Groovy Long Legs marks the first time an arachnorb's webbing has been seen up close, and not as a shadow.