Follow TV Tropes


Characters / Meteos

Go To

Meteos has a massive amount of planets, with both them and their civilizations acting as characters. Each planet has its own unique stats and short Flavor Text.

    open/close all folders 

Introduced in the first game:

A Geolyte
Earth, water, and air are balanced on this blue planet. The merry Geolyte civilization is very similar to Earth's.
Geolyte (PAL: Geolitia) is your Jack-of-All-Stats planet and first of the four/five starting planets which provides the benchmark for how other planets function in Meteos. The planet is about 9,800 kilometers in diameter and is populated by around 5.8 billion Geolytes or Geolitians, all of which average 90 cm in height.Soil, H2O, Air and Fire Meteos fall in equal frequency with Zoo Meteos being less common in the original game while Wars replaced it with even less frequent Herb Meteos. It's Planet Impact is Gambit.
  • All Planets Are Earthlike: Averted, Geolyte is the only true Earth-like planet in the series. The rest of the planets fall under Single-Biome Planet if they are even planets in the first place.
  • Green Hill Zone: Since it's a character and a location, this trope fits for being the very first planet you’re expected to play and is used in the short tutorial videos both in the original game and Wars.
  • Holy Halo: Quite a few trailers and other images frequently show dead Geolytes with the horns now making up halos above them. A good example can be found here.
  • Jack-of-All-Stats: Average gravity, average launch strength, average Meteo physics, Meteo frequency, has Gambit as the Planet Impact. It’s easy to use but that doesn’t mean it can’t be competitive with other planets out there.
  • Series Mascot: Of Meteos, it's hard to see material of any Meteos game without these guys showing up.

Fierce winds cut through the dense atmosphere of this barren planet. The Bavoomians live and ride on the wind currents.
Bavoom is a staggering 60,000 km in diameter (which may or may not include the cloudy atmosphere seen in the games) and is home to around 68 billion Bavoomians which average 70 cm in height. This planet provides one of the game's many Skill Gate Characters, launched Meteo clusters will rise up then fall very fast but if you have the speeder active then the launched cluster will float down like on most other planets. This does pose the risk of having unlaunched columns fill up but the ability for clusters to float gently while Meteos pile up makes Bavoom great for performing screen clears and piling garbage blocks onto your opponent. With that in mind, Bavoom's Planet Impact is Sentinel, both to rain down heavy garbage blocks to keep your opponents from recovering and to fill the opponent's field with completely random Meteos. As expected, the most frequent Meteo type on Bavoom is Air with the less frequent ones being Fire, H2O, Iron and Soil Meteos with the playing field being ten columns. In Wars, the size is reduced to nine columns and adds Ice Meteos while H2O is less frequent.
  • Difficult, but Awesome: This planet introduces the fact that the speeder does more than speed everything up. In this case, the speeder can completely alter the physics.
  • Gusty Glade: Rather than the air currents making it difficult to play, the speeder represents you being in control of those winds and the launched cluster of Meteos works like a kite where it will drop like a rock without any wind.
  • World Shapes: The physical shape of Bavoom is never seen but the thick atmosphere resembles an uneven cylinder of sorts.

This incandescent planet burns from within and rotates at a high speed. The Firimes can command lava flows at will.
The second of the starting planets, Firim (PAL: Ignius) is 800 kilometers across, translating to a smaller playing field at 7 columns wide, while home to around 30 million Firimes or Igniusans that average 1.5 meters in height. The Meteo types encountered, obviously, include Fire being the dominant type while the lesser ones include Air, Soil, Iron, and Zap. In Wars, the Meteos are still dominantly Fire with lower amounts of Air and Iron, lesser amounts of Zap and rare amounts of Dark. The ignitions are very swift and rise fairly high up and the small playing field permits easy screen clears and higher scores. However, the small size leaves it vulnerable to garbage block attacks from larger planets. Firim's Planet Impact is Sentinel which causes garbage blocks to rain down and restore to random colors, the blocks are also heavy and cause any burnt blocks on the opponent's screen to be restored to random colors as well.
  • Baby Planet: Firim is no more than 800 km across (about the distance between Bilbao south and Gibraltar, Spain) and hosts a population of 30 million Firimes which average 1.5 meters in height.
  • Lethal Lava Land: Firim provides the token lava planet of the series.
  • Playing with Fire: The Firimes can actively control the lava flows on the planet and the DS intro shows Firimes using this to manipulate Meteos in order to create ignitions.
  • World Shapes: A firey lightning bolt.

This molten orb is covered in viscous, gooey magma that Jeljellians can fuse with. They are a very lonely race.
Jeljel (PAL: Magmor) is 4,000 kilometers in diameter and is home to a very scant 32 Jeljellians who average between 40 cm and 70 meters in height. The playing field is 9 columns wide and the Meteo types include Fire in the most abundant with Air, H2O, Iron and Zap Meteos being less frequent. In Wars, this is changed to Fire being the most common, Iron, Dust (a new type introduced in Wars under a fuchsia color compared to Iron’s purple) and Zap being infrequent and H2O being the rarest. The physics of this planet works like moving through something vicious, the first ignition is powerful but they start to become weaker until the eighth ignition which is enough to propel most clusters off the screen, this makes scoring and screen clears a primary strategy on this planet with the Planet Impact being Sentinel for filling your opponent's screen with random Meteo colors.
  • The Aloner: There are 32 Jeljellians but on a planet that is 4,000 kilometers across, it's easy to see how many of the Jeljellians would be completely alone most of the time.
  • Creepy Crows: In the original DS game, cawing can be heard when you perform vertical ignitions.
  • Fire and Brimstone Hell: Ties in with the overall horror/loneliness theme of the planet, and the cost to fuse the planet is 666 Dark, Soil, and Zoo Meteos and 3 Dark Meteos.
  • For Doom the Bell Tolls: When you win in the DS game.
  • Dramatic Thunder: and a Screaming Woman when you lose in the DS version.
  • Lethal Lava Land: Like Firim/Ignius, though the consistency of the lava is gooey, rather than fast-moving flows.
  • Ominous Music Box Tune: In the original DS game. Wars gives the planet a more mellow and relaxed sound set that emphasizes on the loneliness of the planet's low population.

This watery planet is mostly covered in seas that teem with life. Oleanans are highly advanced and peaceful.
Oleana is an impressive 20,000 km in size (presumably from one end of the bone-shape to the other) and the oceans are populated by around 7 billion advanced and peaceful Oleanans who measure 50 cm in average size. In gameplay, Oleana is nine columns wide and the most frequently occurring Meteo type is, obviously, H2O while the lesser types included Air, Fire, Zap, and Herb. In Wars, H2O was still the most common, Air being second, less frequent were Zap and Zoo Meteos while the rarest was Dark. The physics on the planet are simple to understand, with the Meteos behaving as if they were launched underwater, slowing down the gameplay for newer players. Vertical ignitions were weak in the DS game but are stronger in Wars. Oleana’s Planet Impact is Tempest which randomly clears columns close to the opponent cursor, allowing Oleana to break combos for planets that rely on them or prevent screen clears.
  • Skill Gate Characters: Oleana is slow compared to the rest of the roster, and quite easy to use. Against high-level AI and skilled players, however, its lack of specialization leaves it in the dust.
  • Under the Sea: The Oleanans live under the oceans and the physics work like such as well.
  • World Shapes: Long and bone-shaped, thinning in the middle.

Chilling blizzards ravage this icy orb Freazers are more mass than organism and enjoy sliding their bulk over ice.
Freaze (PAL: Polaria) is just around 1,000 kilometers in diameter and around 10,000 Freazers or Polarians populate the planet, averaging a gigantic 40 meters in height. The most common Meteo types in the DS game are H2O while the lesser ones include Air, Iron, Soil and Zap. Wars instead gave them Ice (a type new to Wars) in place of H2O, the second most common being Air, lesser amounts of Zap and Iron and low amounts of Herb Meteos. The playing field is just seven columns wide and here, ignitions are weak but so is the gravity as well and clusters can easily leave the screen after the fifth ignition and vertical ignitions have more strength. This makes screen clears easy with moderate combos and thus the garbage meter fills quite high in Wars, which is supported by their Planet Impact being Gambit.
  • Slippy-Slidey Ice World: It wasn't until Wars which gave them the Meteo type to properly represent that. The inhabitants enjoy the Slippy-Slidey part stated in their bio.
  • World Shapes: Like two cones connected at the base.

This wild planet has a thin atmosphere, making life harsh. Anasazeans can go days subsisting on a tiny bit of water.
Anasaze is the (second) last of the starting planets and is a desert world spanning 15,000 km in diameter and is home to around 2.2 billion Anasazeans that average 2.5 meters in height. Their animations imply that they're more like cacti rather than camels, staying rooted in place and surviving on just a few drops of water every so often. The most frequent Meteo type is Soil with lower amounts of Fire, Air, and Iron with very low amounts of Zoo. In Wars, this is changed with high amounts of Soil, moderate amounts of Air, lower amounts of Zoo, Dark being rare and Iron being the least common. The playing field is 9 columns wide and the ignitions start off moderate but grow weaker and weaker until they grow exponentially stronger by the ninth ignition, this makes Anasaze good at screen clears if you can keep the cluster going until the tenth ignition or so. Rounding out the Planet Impacts, Anasaze's is Armageddon.
  • Shifting Sand Land: Though it's more of the rocky, Western-style desert (especially with the sound set in the DS game having such a theme).

The timid Forters - renowned jumpers - live in the deep surface cracks of this liquid-and-plant-free planet.
Forte is a canyon-riddled planet 7,200 km in diameter and home to a staggering 120 billion Forters that are around 3 meters in height. Their glider shaped bodies and jumping abilities allow them to traverse the canyons and chasms of their planet with ease. The Meteo types in the DS game consisted of the most common being Soil, the lesser three being Fire, Iron, and Zoo with the rarest being Air. In Wars, Soil is still prevalent but it's Iron, Dark and Zoo that's less common while Air remains the least common. Forte's playing field in both games is nine columns wide and the physics work with mediocre horizontal ignitions that grow weaker but, unlike Anasaze, do not regain strength. Instead, vertical ignitions are insanely powerful and can lift clusters of any size or weight off of the planet. This makes screen clears quite easy to set up and perform if you can find a vertical match in the cluster. Their Planet Impact is Armageddon.
  • Difficult, but Awesome: At first, Forte can be a handful, with weak horizontal ignitions. Once you figure out how to make stacks that stretch across the screen, however, all it takes is one vertical ignition for a quick and easy screen clear.
  • Lightning Bruiser: Was this in the DS version. Once you got a handle on it, you could bury most opponents with ease.
  • Nerf: Was on the receiving end of a big one in Meteos Wars: A full screen of Meteos sent to your opponent usually only sends four or so lines of garbage blocks; you need to survive the whole three minutes and hope you can outscore your opponent, effectively turning it from a Lightning Bruiser into a Stone Wall

This planet thrives on industry, which has sullied its environment and forced the native machines into space.
Grannest (PAL: Smogor) is a City Planet 24,000 kilometers in diameter whose original population left after the worldwide industry had polluted the planet on a grand scale, leaving the 32 billion Grannestian or Smogoran robots behind that continue to maintain the infrastructure and presumably continue to produce and repair fellow Grannestian robots for their creator’s eventual return. The original population is never revealed and it’s presumed they met their end in space due to the Meteo onslaught. note  The physics of the planet work with Meteos being very slow and almost weightless and while ignitions go very high, they generally require multiple ignitions to clear the screen. The odd physics make screen clears both easy and difficult, easy in that clusters are barely affected by the weight of Meteos but difficult in that clusters will leave the screen before you can chain the whole field together. Grannest is 9 columns wide in both games and the most occurring Meteo type is Iron with the rest being Air, Fire, H2O and Zap. In Wars, the most common types are Iron and Dust with the lesser ones being Air, Fire and H2O. Their Planet Impact is Armageddon.
  • City Planet: One in the shape of a purple concave cylinder.
  • Mechanical Lifeforms: The original Grannestians left and the only form of intelligence left are the Grannestian robots (unless the robots are the Grannestians themselves; the series never makes it clear) but that doesn’t keep it off the list of Planet Meteo's targets.
  • Polluted Wasteland: So bad it's even forcing the robotic Grannestians into space.
  • Skyscraper City
  • Toxic, Inc.: This is presumably what the industries on Grannest are like, intentionally or not.
  • World Shapes: A concave cylinder.

A massive cavern streches deep below this planet. The stubborn Caviousians use their heads as rock hammers.
Cavious (PAL: Cavernis) Is a massive planet that spans 24,000 kilometers across and hosts a massive cavern and cave networks beneath it's surface. An underground style planet means Soil meteos are the most common and Fire, Iron, Zap and Herb while it's large amounts of Dark, smaller amounts of Soil and H20 with tiny amounts of Air and Zap. The size is reflected in the playing field being 11 columns wide and the physics work where ignitions further down are weaker but get stronger the higher up they are, this makes it easy to chain the whole field together but hard to get it to clear the screen until it gains enough altitude. The Planet Impact is Tempest, allowing you to overwhelm smaller opponents and then use Tempest to isolate columns for an easy annihilation.
  • Dumb Muscle: The bio remarks Caviousians as stubborn by the fact that they use their hammer-shaped heads as rock hammers.
  • Underground Level: The physics represent the pressures deeper underground where launches are more difficult at the lowest point on the field.
  • World Shapes: Sort of ovoid with a huge cave on it resembling a jagged mouth.

Once a space mine, the natives of Mekks spun wires like thread to make a constantly evolving mechanized planet.
Mekks used to be a mine either for some civilization using the Mekksan robots or a mine for the robots themselves. After the resources were used up, they used wire like spider thread to convert the planet into their mechanical home. Mekks hosts a high concentration of Iron meteos with a secondary amount of Zap and lesser amounts of Air, Fire and H20 while Wars changes it to a dominant amount of Zap followed by Glow and then by equal amounts of Air, H20 and Dark. The playing field is a tiny 7 columns wide and the physics work like a mechanical piston, launched meteos will rise up at a constant rate then fall down at the exact same rate. This allows you to easily chain the whole field and keep the pressure of garbage blocks on the opponent, especially if their Gambit Impact is set off after sending a large number of them.

This tiny man-made space suburb is home to a bellicose race whose home planet was destroyed by constant warfare.
Suburbion is a large hemispherical space station that houses the remainder of Suburbionites after their home planet was either rendered inhospitable or otherwise completely destroyed by warfare though it's unknown if it was a civil war amongst themselves or against another hostile race. Their playing field is 9 columns across and their physics works in that stacks rise up quickly then fall back down and clusters will clear the screen after three ignitions. Zap and Iron meteos are the most common in both the DS game and Wars but with a few changes to the less common types between games. Their Planet Impact is Tempest.

The brutal gravity of Gravitas turns the tiniest speck into an ultradense particle. Gravitases enjoy little leisure.
A large planet at 82,000 kilometers across and presumably has a dense core as the planet's gravity is around 10 billion times that of Geolyte or Earth and the 70 million inhabitants, measuring just a meter in height, live life on will, struggling to stay standing and as a result, don't get to have much fun. This translates into extremely high gravity that sounds impossible to play if not for an in-universe anomaly. Primary ignitions don't do anything at all but a secondary ignition above or connected to burnt Meteos allows them to clear the screen at breakneck speeds. The Meteo types have Soil being the most common with lesser amounts Air, Iron, Zap and Zoo Meteos in the DS game while Wars gives it just four types with Soil being the most common, lesser amounts of Ice and Dark while Dust is the rarest. To lift the weight off of them and put the pressure on the opponent in Wars, their Planet Impact is Gambit which works well with the ability to chain and launch massive stacks off the planet very quickly. The playing field is 10 columns wide which means if you make two five block ignitions across the bottom of the playing field it's possible to perform screen clears, screen clears which cannot be stopped by garbage blocks, Sentinel or Armageddon. The ability to clear blocks rapidly and instantly puts it a step above Hevendor's ability to score.
  • Gravity Screw: Really high gravity, primary ignitions do nothing but secondary ignitions on top or connected to the first ignition clears the planet at very high speeds.
  • Stock Scream: Howie long screams are heard on the DS version when clearing a wide stack of Meteos off the screen, higher pitches in relation to how high the cluster is on the playing field.
  • World Shapes: The planet ends in points on two sides and has oval formations on both faces, less indented on the other side. How it stays that way without hydrostatic equilibrium forming it into a sphere is a mystery but World Shapes in Meteos were never meant to be taken seriously. The Meteos Wiki notes that it resembles an eye.

It's unclear whether this holographic planet is real or an illusion. Layazeroes draw strength from holographic designs.
Layazero (PAL: Holozero) is a planet that consists entirely of the microscopic Layazeroes and their holographic designs which they get their strength from. It's unknown if the planet is actually physical but the fact that it is assaulted by the meteo onslaught implies that it exists to some degree. Their playing field is blocks wide and the play style is frantic, meteos fall very quickly even without the speeder but launches are very strong, springing up to their height before descending quickly. This makes the planet very risky to play, particularly in Wars due to the slower speed of a controller, but it can easily swamp opponents with burnt meteos and Tempest can help stall an opponents counterattack.
  • Energy Beings: The tiny Layazeroes are implied to be holographic projections themselves.
  • Master of Illusion: The group encounter in the Multi-Path Star Trip mode in the DS game is called "Illusionists" and it's implied that they draw strength from their holographic projections this way.

The warlike people of this swampy planet must fight for life in an ecosystem teeming with predators.
The world of Boggob (PAL: Perilia) is a marshy jungle that is not very kind and thus the Boggobans have adapted to their environment as a tribal, warlike people in order to survive. This adaptiveness will help them in the coming meteo Onslaught. Boggob posesses a field that is 9 columns wide with a predominant amount of Herb meteos and the physics can be described as springy where stacks launch up as if they jumped upward and then fall back down similar to Suburbion. Their Planet Impact is Sentinel for scattering the opponents burnt meteo colors.

Wuud is basically a single giant tree. Wuudites live symbiotically with the great tree, never harming it.
As its bio states, Wuud (PAL: Arborea) is a massive tree that constitutes as a planet with the Wuudite inhabitants appearing as smaller sentient trees. The playfield is 9 columns wide with the primary meteo type being Herb and the physics combine Brabbit's low gravity with Grannest's non-scaling launches which makes Wuud a high scoring defensive planet. Wars gives it Armageddon as its Planet Impact.
  • World Shapes: A crescent shape. Combined with the planet's ridged texture, it gives Wuud the appearance of a green croissant.
  • World Tree: Not just a giant tree that's central to the world, the tree is the planet itself.

Most of this planet is covered in dense gas that makes the natives - who live on a floating island - eternal optimists.
Megadom is a gas giant with a large ring surrounding it, the eternally upbeat optimists still keep their chins(?) held up despite the meteo swarm, confident that they can repel it. The physics are the most unique aspect that can give even experienced players serious trouble as each ignition becomes weaker and weaker until you're unable to keep a cluster in the air. The playstyle focuses more on launching small clusters in one or two ignitions rather than going for screen clears. Their Impact in Wars is Sentinel.
  • Floating Continent: As a consequence of the dense atmosphere, a large mass of land is kept afloat which is where the Megadomers live.
  • Living Gas Bag: They appear to use the umbrella like appendage to move about in their dense atmosphere.

This planet boasts a perpetual state of either dawn or dusk. The insomniac Dawndusians like to feign sleep.

This strange light spawned between two supernovas is likely an alternate dimension. Thirnovans are half energy.

The great vortex around this planet sucks in anything nearby. Gigagushers suck in prey and use poison fangs.

Hevendor is home to the life-forms known as the seven sages. Before these powerful psychics, Meteos are but toys.
Hevendor appears as a large nebula or possibly a large dimensional rift that the Seven Sages of Hevendor have ascended through. Despite this, they are still targeted by the Meteos. The field is 7 columns wide and hosts some unique physics that represent the control the Sages have. Meteos fall slowly, flicked Meteos will rise slowly then slam back down but any ignition that is made will send anything above it off the field instantly. While this sounds like a recipe for a Game-Breaker, Hevendor's physics give it massive drawbacks, first that it scores very low due to its inability to perform secondary ignitions, step jumps and screen clears meaning it has to outright eliminate its opponent, second is the inability to send large amounts of garbage blocks at once although its Sentinel Impact makes it great at causing chaos in the opponent's field.

A collage of colored gas hangs over this planet. Brabbiters are sentient gas beings and amazing shape-shifters.
Brabbit (PAL: Aetheria) is less of a planet and appears more as some form of nebula. The atmosphere and gravity makes for a steep learning curve as stacks launch up very slowly, descend rapidly and has the shortest time to when burnt meteos restore themselves. In the DS game, Air is the most common followed by lesser amounts of Fire, H20, Soil and Zap while Wars gives it great amounts of Dust, lesser amounts of Air, Fire, H20 and Zap with a very small amount of Zoo. The playing field is 9 columns wide in both games and their Planet Impact is Gambit which benefits their ability to easily clear the screen.
  • Bubbly Clouds: Played with, as the planet appears to be a nebula of some sorts.
  • Difficult, but Awesome: Brabbit's physics make for a very odd playstyle but chaining the whole field together can create a strong defense against any opponent's garbage blocks due to the slow launching speed.
  • Nerf: It was almost impossible to defeat a Brabbit player without items in the DS version but the Planet Impacts of Wars curbed Brabbit in numerous ways. Gambit could be used to flood their screen with burnt Meteos that almost immediately restore themselves, Tempest breaks their defense when the field is chained together, Sentinel helps push their stacks back down and scatters their colors while Armageddon will send their launched clusters slamming back down.
  • Shapeshifting: As stated in their bio, Brabbitans can take on a variety of forms but they have a default form of an eye surrounded by pink particles and a longer one that they appear to stand on.
  • Size Shifter: Wars marks their alien size as "Random", implying they have control over their overall size.

A thunderhead of monstrous size hangs over this sphere. As a result, Yoojics can only think big.

The intense heat of Hotted makes the iron-rich rocks on its surface shine. Hotteds are savage and giant... but dutiful.
Hotted (PAL: Pyros) is a fiery cube that is rich in iron and other precious metals, home to over fifty million Hotteds that stand tall at thirty meters, just below the gargantuan Freazers at forty meters. The extreme heat means that the primary Meteos consists of Fire with lesser amounts of Iron and lower quantities of Soil, Air and Zap Meteos with an odd presence of Dark Meteos, this discrepancy is changed to Glow in Wars. Their physics are similar to Gravitas, initial launches are very weak but the second ignition will invariably clear the screen outside of massive garbage blocks or Armageddon attacks which is Hotted's Planet Impact on that subject. Failing the second ignition, however, further ignitions work like Megadom in that they then become progressively weaker. Hotted has a very fast and offensive oriented play style but can fall into a dangerous situation if your second ignition does not clear the screen.
  • Lethal Lava Land: This time with a theme of molten iron like a foundry versus the lava theme of the other two fire planets.
  • Proud Warrior Race Guy: Their quote seems to hint at them being like this, being incredibly violent but with a sense of duty.
  • World Shapes: A cube.

Vubblies skate among giant bubbles made by Vubble's highly viscous ocean foam. They absolutely loathe sharp things.
Appearing as a giant bubble in space, Vubble (PAL: Sferia) is home to a massive population of twenty-six billion Vubblies. The Meteos encountered are mainly H2O with lower amounts of Air, Iron, Zap and Glow while Wars makes the Glow even rarer. Horizontal ignitions are very powerful with slow descent rates but vertical ignitions do nothing on the ground and very little in the air, keeping with the theme of avoiding sharp objects, one should be wary of isolated columns. Finally, their Planet Impact is Sentinel.
  • Under the Sea: An interesting variant that focuses on bubbles and seafoam.
  • Weaksauce Weakness: The Vubblies themselves presumably pop when they contact sharp objects.

Only machines move across this ravaged planet's surface. The Wiralons all moved into the lobes of an electro-brain.
Wiral (PAL: Neuralis) is a mechanized planet whose surface from orbit resemble lobes of a giant metallic brain. It's not known if the Wiralons are the inhabitants or are simply machines that move across the surface and maintain the planet and appear to be able to turn into electricity. Wiral's playing field is 9 blocks wide and hosts physics that give it the feel of electricity, each ignition launches the cluster up to the apex almost instantly and descends at an average rate and each ignition is more powerful until it will clear the screen, regardless of the weight of the stack or any incoming garbage and Armageddon blocks. This makes Wiral great from an offensive and scoring stand point as it can easily launch screen clears toward the opponent with Tempest working to disrupt the opponents ability to clear their field.

Flowers bloom wildly on this planet. Floriasians are sentient plants that use their own petals to tell the future.
  • Green Hill Zone
  • World Shapes: It's a sphere with rings; however the rings themselves are larger than the sphere and appear to be solid objects rather than collections of rocks and dust like Megadom's.

Globin's structure is much like a living body, and its people distribute nourishment and repel invaders.
Globin is a massive planet that almost seems as if it were alive. As stated in their bio, the Globinites act as red and white blood cells, distributing nourishment and repelling invaders. Globin's meteos consist primarily of Zoo with lesser amounts of Herb, H2O, Fire and Air meteos and rare amounts of Dark with Dust taking their place in Wars. Globin's playing field is ten columns wide with low gravity and powerful ignition for screen clears but with one unique gimmick. The longer a match goes on, the less time you get between a column filling up and the game declaring a loss much like how a body becomes weak fighting off an illness. Their Planet Impact is Sentinel with its color scattering potential.
  • Heartbeat Soundtrack: Called Inner Bubble in the DS game, Wars shares a similar sound set with a more techno vibe along with the occasional sound of a cuica.
  • Womb Level: As stated by the quote, the planet is like an organism and its inhabitants act as blood cells.
  • World Shapes: A red blood cell.

The home of the goddess Starrii, this planet is populated by humble oracles who live to protect her.

The planet of Lastar is full of light, and the light destroys all shadows. The Lastarals' way of communication is by reflecting the light.
  • Bilingual Bonus: This planet's Meteos designs (shared with Globin) feature kanji relevant to their elements. (Air Meteos have 空 (air or sky), Fire has 火 (fire), H2O has 水 (water), Soil has 地 (earth), Iron has 鉄 (iron), Zap has 電 (electricity), Herb has 植 (plant), Zoo has 生 (life), Glow has 光 (light), and Dark has 闇 (darkness)). The beta designs for the Rare Meteos indicate that, had Rare Meteos had different designs on different planets, Soul would be 魂 (soul) and Time would be 時 (time). Sadly, since neither Lastar nor Globin appeared in Meteos Online and Wars mostly did away with unique Meteos designs, we might never know what Ice and Poison/Dust Meteos would have looked like on those planets.
  • Light 'em Up: The planet and its inhabitants are themed around light; however, Glow Meteos are just as common as the other 4 types of Meteos.
  • World Shapes: An infinity symbol/Möbius strip.

These twin moons are tied like lovers dancing a waltz. The natives often attempt to jump between moons.

    Planet Meteo 
The culprit behind the universal chaos, and destroyer of worlds. The Metamo Ark defeated this galactic bane.
The sole villain planet behind the events of any game in the series. Meteo once used to be a planet that was capable of supporting life until a meteor impact caused it to transform into the universal bane of existence. The planet constantly generates the stream of the titular Meteos and it seems all but invulnerable until the Metamo Ark copied it’s properties and it seems as though it has a weakness to it’s own blocks. The whole planet and the sprawling nebula surrounding it reaches a gargantuan 1,200,000 kilometers in diameter and has no population but it seems as though the planet itself is sentient. The physics are strong and resistant but the wide playing field makes it hard to perform screen clears. The Meteos that drop when playing vary in an odd manner in the DS version, the unlocked Meteo has Fire, Zap, Herb, Zoo, Glow and Dark in equal frequency but each time it’s encountered in Star Trip mode (in any of the three trip variations), it changes between three sets, the first being H2O, Iron, Zoo, Glow and Dark equally, the second set has Fire, Soil, Herb, Glow and Dark occurring in equal amounts while the third set has Air, H2O, Zap, Glow and Dark falling equally. In Wars, the types are changed up again with Ice, Fire, Herb, Zoo and Dark Meteos falling while Glow and Dust are the two rarer types. Predictably, Meteo's Planet Impact is Armageddon.
  • Big Bad: Obviously.
  • Difficult, but Awesome: Meteo has equal amounts of six different Meteo types and the wide playing field makes it hard to find matches, it's strong launches and physics make it hard to chain up the whole field for a screen clear but garbage blocks sent from you restore themselves to the random colors that Meteos fall on your planet, making it great at disrupting the opponent’s ability to find matches and ignitions.
  • Earth-Shattering Kaboom: The modus operandi of it and the Meteos it produces
  • Final Boss: Invariably, it’s the final planet you bout with both in the DS game’s Star Trip mode and in Wars Mission mode.
  • Genius Loci: The whole planet is implied to be a sentient being as there’s no life on the planet otherwise.
  • Hates Everyone Equally: Any form of sentience is on the list for annihilation, be it organic, inorganic, Mechanical Lifeforms, those that Ascend to a Higher Plane of Existence, are Energy Beings that come from Another Dimension or any other Starfish Aliens, they're all equal targets.
  • Hellish Pupils: It even expands and contracts in the opening movie, further implying it's sentience.
  • Hoist by His Own Petard: Planet Meteo is Nigh Invulnerable to everything at first glance and the point of the Star Trip mode and Mission mode is to get the Metamo Ark close enough to copy Meteo's own abilities to see if it’s own Meteos can harm it. It's always successful in the Multiple Endings of Star Trip mode but it takes a few runs of Mission mode before the Metamo Ark starts to damage the planet.
  • Identical Stranger: Of a sort in the fifth run of Mission Mode in Wars, the Planet Meteo you encounter is not actually the Meteo you had destroyed in the previous run but rather a planet that has identical properties to Meteo. To the civilizations that outlived the True Meteo, this one turns out to be no threat. A few fanon ideas like to think that this neutral or even benevolent planet is the one you play in multiplayer and the Meteos it produces are harmless which planets can use in sparring competitions without it being an Absurdly High-Stakes Game.
  • Mordor: The landscape seen in the DS game, both in the intro and in-game, is appropriately hellish. The whole planet looks like the Eye of Sauron even.
  • Omnicidal Maniac: Planets or any other celestial bodies, inhabited or not, are equal targets for Meteo and the Meteos it produces.

Introduced in Online:

A warm world of perpetual day. The tiny Limotubians dance and skip until they drop. Their sleepy faces are extremely cute.
Limotube is a planet shaped like a cat paw that measures 11,000 km in diameter and is a happy home to around 15,000 adorable Limotubians that average a tiny 12 cm in height. Such a happy planet means the Meteo threat is harsh to such an innocent civilization. Limotube's playing field is nine columns wide and their most common type is Zoo, Herb is half as common with Soil being even more infrequent, Air Meteos are rare but Fire and Dust is even more so. The physics represent how hard it is for a Sugar Bowl to deal with such a disaster, clusters rise up and fall very quickly but Limotube has one of the longest times before a cluster of garbage blocks restore themselves. This gives Limotube a double-edged sword in that gives you a lot of times to find matches before the combo is broken but if you overdo it and can’t clear the screen then you have a mass of garbage blocks just sitting there that you can’t do anything with. Limotube's Planet Impact, of all things, is Armageddon which clashes with the happy-go-lucky nature of the planet.
  • Difficult, but Awesome: Long restoration times for garbage blocks gives you plenty of time to plan out your ignitions if you’re careful and provides a defense against the otherwise color-scattering Sentinel. Plus, their Impact is Armageddon of all things.
  • Fun Size: Limotubians average just a scant 12 cm in height.
  • Green Hill Zone
  • Ridiculously Cute Critter: They're chibi, have curly pig tails, cat-like ears, are around 12 cm in height and the only species in the whole series to have two distinct eyes.
  • Sugar Bowl: The whole theme of the planet and the Limotubians are used to such a laid-back and happy life style that it makes it difficult when they have to deal with the Meteos.
  • World Shapes: Like a cat's paw.

A planet filled with lights and sounds. The natives spend their entire lives playing tunes to these gleaming lights. Without music, they are lifeless. (Online)
A world brimming with dark and light. The native spend their lives drifting, playing their tunes in rhythm to the planet's light, one with song. (Wars)
A planet that is Lumines in all but name and is the fifth starting planet in Wars. The giant disco ball is around 9,000 kilometers in diameter and is populated by approximately 1.2 billion of the Lumious' who average 88 cm in height. The playing field is nine columns wide and the most frequent Meteo is Dark, the second most common being Glow while Soil, Fire and H2O are uncommon. The physics of the planet works with clusters launching very high very quickly before descending very slowly but they fall very quickly compared to everything else with the speeder and these physics make it resemble the Bars and Waves visualizer on music players and audio equipment and thus the best strategy is to find a tempo and chain the whole field together for a screen clear. Their Planet Impact is Sentinel.
  • Difficult, but Awesome: Despite being in the starting line-up for Wars, this is not an easy planet to use due to the Bars and Waves-type physics, you need to learn when you should and shouldn't use the speeder.
  • Shout-Out: To another one of Q Entertainment's works, Lumines which happens to be Dueling Games with Meteos.

A mass of grouped asteroids. Arodians live a lazy, drifting life thanks to the extremely low gravity.
A "planet" introduced in the short-lived Online before it was brought back in Wars if you downloaded the Galaxy Pack. The Asteroid Thicket ranges from 100 to 400 km in size though that may be the size of the asteroids themselves and around 1,200 Arodians live in the field who average 2 meters in height. The Arodian’s lazy lifestyle is reflected both in it's music and it's play style. Meteos fall extremely slowly, stacks rise up slowly and descend slowly but using the speeder slams clusters down much faster than everything else, discouraging the usage of the speeder and encourages you to take your time and plan your launches. As a result, Arod scores fairly low and thus has to rely on garbage blocks to knock out the opponent which is supported by their Planet Impact being Gambit to dump large amounts of burnt Meteos onto the other player. The three most common Meteo types include Air, Glow and Ice, Dark is slightly less common and Soil is uncommon while the rarest type encountered is Zoo. The playing field is nine columns wide.
  • Asteroid Thicket: The very low gravity probably is responsible for their serpentine bodies and their laziness. This also reflects in the physics and music of the planet.
  • Public Domain Soundtrack: Arod uses the Maurice Ravel Bolero in Wars which reflects their easygoing lifestyle, complete with drum rolls for moving blocks, descending clusters or cymbal crashes when ignitions occur.
  • Space Zone

A dark world and nest of outlaws. The natives are all violent wanderers who've also laid waste to artificial immigrant worlds.
Dejeh is a 22,000 kilometer wide planet that is home to around 22 billion seedy Dejehan thugs that average 70 cm in height. The most frequent Meteo types in Wars include Dark being the most common, Ice being half as common, Fire and Zap being rare while Soil and Iron are the rarest. The playing field is 9 columns wide and the physics are fast and frantic though not as fast as Gelyer. Fitting the brute-force criminal theme, their Planet Impact is Armageddon.
  • Graffiti Town
  • Wretched Hive: The inhabitants are like that of a gang and they do not take kindly to other immigrant worlds, engaging in intergalactic gang wars.
  • World Shapes: Dejeh seems more like that of a space station than anything with the fact their world is divided into two spinning gear shapes with some sort of energy binding them together.

Introduced in Wars:

The Darthvegans employed their technological knowledge to build a mobile base in which they wander through space.
With the name, bio and overall design, Darthvega is a Shout-Out to the famous Death Star but the station is octahedral or diamond-shaped rather than spherical and measures 1,800 kilometers in diameter and houses around 9,000 Darthvegans, all of which average 210 cm in height. It's 9 columns in width and has equally frequent Air, Fire, Dark and Iron Meteos with Glow being infrequent. Meteos fall slowly, clusters launch very fast and high up and they descend very slowly, barely affected by garbage blocks and Armageddons and the planet has Tempest for it’s Planet Impact but the crippling weakness that prevents it from being an absolute Game-Breaker is that the game only gives you a second from when a column fills up and the game declaring a loss (not factoring in network lag). Darthvega is meant for taking out your opponents quickly without letting them build up a score or hit you with too many garbage blocks as it’s own powerful ignitions leads to lower scores outside of multiple Screen Clears.

With an unrivaled sweeth tooth, the Hanihulans fly around recklessly, tantalized by the sweet aroma emitted by planets.
  • Hornet Hole: No doubt Hanihulans and Florians share a symbiotic relationship.

Living on an ancient planet, the Gelyerns are a mysterious, hidden race skilled in the use of strange tools and arts.
Gelyer is a shuriken-shaped planet that measures just 3,000 km across and is home to 800 highly skilled and trained Gelyerns who measure 120 cm in height. The playing field is eight columns wide (the Planet Profile has a typo saying it’s nine columns wide) and just Fire, H2O, Soil and Dark fall in equal amounts. A planet with a Ninja theme comes with fast gameplay, Meteos fall quickly, clusters launch up and land back down quickly and the burnout time before garbage blocks restore themselves is on the lower end, though not as low as Brabbit/Aetheria. Each ignition does get stronger and, with ninja reflexes, can easily obtain screen clears and combos for high scores. It’s Planet Impact is Armageddon which Gelyer's fast scoring means it can be unleashed every half-minute or so if you’re quick about it.
  • Difficult, but Awesome: This planet requires the reflexes of a ninja to chain up the whole field and perform screen clears but the speed at which meteos launch and land means you can perform quick ignitions and the score builds up very fast from combos and screen clears, this builds up the Planet Impact gauge very quickly as a result and you can wind up dumping another Armageddon before the opponent clears the blocks from the previous one.
  • Ninja: A whole planet of them even, all trained and skilled assassins.
  • Smoke Out: When they lose, the Gelyern on the podium disappears in a cloud of smoke, leaving behind a shuriken.
  • World Shapes: A shuriken shaped planet.
  • Wutai

Every day is a festival for the vivacious Ranbarumbans. They live by the dance and literally die by the dance.

How well does it match the trope?

Example of:


Media sources: