|Appears in|| Pikmin|
|Prima "Technical Name"||Amphituber|
|Scientific name||Amphicaris frodendum|
The Distant Spring
|Underground areas|| Citadel of Spiders|
Hole of Heroes
|Challenge Mode levels|| Pikmin|
The Distant Spring, The Final Trial
Creator's Garden, Bully Den
|Max. carriers||14 Pikmin|
|Treasure value||5 pokos|
|Hit points|| ? in Pikmin|
800 in Pikmin 2
The Yellow Wollywog (known as Yellow Wollyhops in the PAL versions of New Play Control!) is a frog-like creature found in both Pikmin games. They can usually be found in or around large, open-air bodies of water. They are known to leap into the air with the intent of landing on and crushing small Pikmin below. Their behavior is most readily explained as an attempt to drive predators away from developing eggs.
There is a glitch in Pikmin's Challenge Mode that results in the Yellow Wollywog becoming stuck in its jumping animation. Sometimes, in Challenge Mode, when you kill the Yellow Wollywog near the landing site, Pikmin will start to carry it. Sometimes, the Pikmin will be unable to move the corpse of the Wollywog.
"There is a troublesome creature by the water. It immediately tries to jump on and squish the Pikmin, so if I don't quickly issue commands, the Pikmin get flattened. If they could use their strength to hold the beast down, could it still jump?"
"After evolution led to the development of its specialized jumping ability, this amphibian actually lost much of its ability to swim."
This magnificent specimen has the brightest gold coloration and the greatest number of lateral spots of any member in the amphituber family. This species seems to have lost some swimming proficiency with the evolutionary adaptation that granted it greater jumping ability. The amphituber inhabits aquatic shallows and shows an instinctive drive to jump upon and squash smaller creatures.
"Beer-batter and deep-fry for a down-home flavor you won't soon forget!"
These dangerous enemies must be dealt with carefully, as one false step could mean the loss of dozens of Pikmin with a single attack. Swarm with as many Pikmin as are on-hand and they should be able to weigh the Wollywog down to the point where it cannot jump; as their health dwindles, Wollywogs can often summon the energy to make a last-ditch leap into the air, so be prepared to call the Pikmin back when its health meter enters the red zone. Any Pikmin hanging onto the Wollywog when it lands will be thrown off and possibly deflowered from the force of the impact, sometimes spelling doom for non-blue Pikmin if they are knocked into a nearby pool.
Wollywogs are much harder to ground in Pikmin 2, even if numerous Pikmin are thrown onto its back, but swarming can still be an effective strategy, as the radius within which the Wollywog can crush a Pikmin is substantially smaller than in the first game. Purple Pikmin will also work exceedingly well when thrown at this beast in large numbers, as each one carries the chance of stunning it, preventing it from fighting back. Be careful though: if the Wollywog jumps while you are throwing, the Pikmin land under the Wollywog, putting them in massive danger. Players should stop throwing just in time for the Wollywog to jump, and continuing the attack when it lands. Even so, often the safety strategy is simply to punch it with captains, especially if the Rocket Fist upgrade is available. This is better suited in dungeons, where there is no time limit. Note that if its health is completely depleted while in the air, it falls to ground earlier than usual, crushing any Pikmin below it.
Yellow Wollywogs in Pikmin 3 were first seen in the Nintendo Direct (04/2013) footage which features the Winged Pikmin. In the footage, Yellow Wolywogs were seen attacking the player. They have visibly-moist and textured skin, thanks to the enhanced resolution of the Wii U. When they jump into the air, they inflate their throats with air to remain suspended for a few seconds, before deflating and falling back down, giving a logical explanation as to why they can float.
In the Final Trial in Challenge Mode, there is a Yellow Wollywog near a pipe. If the Yellow Wollywog jumps on the hole in the pipe, it gets stuck there; it can be coerced into doing so by moving Olimar onto it. While stuck, the Wollywog cannot be harmed; it remains in its jumping animation and cannot be brought out of it.
There is more than one glitch with yellow wollywogs. If you kill the yellow wollywog in the path that the bridge will be built in challenge mode and you start making it, the wollywog's body will start "twitching" and fall through the ground. Another minute later, it will reapear near the bridge.
- The Yellow Wollywog is one of the few enemies in the Pikmin series to have a figurine modeled after it.
- The reason why Wollywogs were renamed "Wollyhops" in the PAL re-releases is because "wog" is a racial slur in the PAL region.
- Using an Action Replay to access a model test menu in Pikmin 1, the Yellow Wollywog's code name is "frog".
- In the beta version of Pikmin, Wollywogs were capable of crushing Pikmin as they fall over when slain.
- There is no limit to how many pikmin Yellow Wollywogs can kill in one jump in the first Pikmin game.