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Pikmin 4 |
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The Groovy Long Legs (ダマグモインフェルノ?, lit.: "Inferno Orb Spider") is a member of the Arachnorb family and only appears once as a boss in Pikmin 4. It is one of two bio-mechanical enemies seen in this game, with its orb in the centre looking like a disco ball, with its "eyes" serving as both photoelectric sensors and lights. Its legs are wrapped with strands that look similar to electrical wire. The torso contains a speaker that plays all of the audio heard from the creature in-game.
Like most Arachnorbs, the Groovy Long Legs attacks by stomping its four large feet around. However, it can also shoot out a pink dust that, when coming into contact with Pikmin, it hypnotizes them to dance uncontrollably. It then switches the colour of its lights before speeding up the rhythm of its stomping in an attempt to squash anything afflicted by the chemicals underneath it.
It resembles the Raging Long Legs, being an Arachnorb with a larger-than-average torso/head and an attack pattern that starts slow, but can speed up tremendously.
Notes
Dalmo's Notes
"With mesmerizing lights that pierce through the darkness and a low groove that stirs your soul, how can you NOT get your dance on?! Is it a creature or a machine? Who cares! Everyone can join this party! A word of caution though-be careful you don't dance right under one of it's feet."
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 it's 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 it's 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
"This creature is mostly tendon, so it often gets stuck on your teeth. Smells like burnt plastic or possibly metal."
The Fight

The Groovy Long Legs when activated, falling off of the roof it was waiting on.

Groovy Long Legs now Yellow.
It enters the fight (after being attacked) by doing a dance move on the ground, then begins stomping around. During the entire fight, Groovy Long Legs will emit music and air horns whenever it switches phases as it stomps around. This music also helps determine what it is doing/thinking. It has 3 colour states blue being the default. After some time of stomping around, it will stop and prepare to spray its "dance spray", which it will do four warning puffs beforehand. This does not affect the Captain, Oatchi or Glow Pikmin. Then enter its Yellow phase. When Groovy Long Legs is Yellow, the music will become more intense and it will stomp around faster. Half way through this phase, it will lower to the ground for a few moments before resuming and eventually re-entering its blue state. When entering yellow health, it can start stomping hard with two of its legs at a time, knocking the Pikmin, Oatchi, and the Captain off their feet (even with Brace boots.) This attack also knocks Pikmin out of the groove. This attack can be avoided by jumping with Oatchi at the right time (if of course, you aren't under its feet.) If there are a ton of Pikmin (please update with exact number) on it when it tries to do a big stomp, it will lose balance afterwards, leaving it vulnerable for about 5 seconds. The music will also go wonky to represent this. It will also be able to spray in its yellow form. After spraying, it will glow red, and the music will become even more fast paced and intense. After doing a two-feet stomp in the red stage, it will turn blue again, and the previous cycle continues, just with the two-stomp attack added in. When at low health, it will do this again and turning red will be added to the cycle. While it's red, any stomp near Oatchi, the Captain, or Pikmin will send them up in the air a little. Like the rest of the Arachnorb family, when it dies, it doesn't leave a corpse. Rather, it will quickly flash through Blue, Yellow, and Red before it's core drops to the ground with no light, then explodes into white light and confetti! The legs will then evaporate, and it will drop the Amplified Amplifier if it is the first time it's defeated.
Gallery
Main Article: Groovy Long Legs/Gallery.
Groovy Long Leg's song.
Trivia
- A good way to deal with the Groovy Long legs if you don't have good timing is to simply go at it with Oatchi and no Pikmin. It may take a while, but Oatchi and the Captain are both immune to the dance sspray meaning that the dance spray has no affect on them, which means only the stomps can hurt them. In other words they would get squashed if they're stepped on.
- The music most likely comes from the boss itself as diegetic music; background music that characters hear and react to in-universe. There is much evidence to support this: 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 a melody reminiscent of 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, not as a shadow.
- The Groovy Long Legs can be damaged by Oatchi on its exposed feet.
- The only other bio-mechanical enemy in the game is also an Arachnorb, that being the Man-at-Legs.