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


Thirnova is a planet found in Meteos, and Meteos Wars.

Planetary Data[]

Thirnova is a planet essentially built on impossibilities. It is in the shape of a warped octahedron, despite the fact that with a diameter of 680,000 kilometers, it should have shaped itself into a sphere. It is the second largest planet in the game, and is said to be an alternate dimension entirely. Supposedly, it was created between two supernovas, which gives it its name as the leftover gas and energy from the two novas.

Thirnova appears in Star Trip mode's Multi route as part of the Dimensionals, alongside Gigagush and Gravitas.

Inhabitants[]

The massive population of Thirnova are impossible beings, being supposedly half-energy. They appear as humanoids with spiraling trails from their spinning heads, with one eye. They are said to be able to move as precise as machinery, and are supposedly incredibly fast.


Meteos Data[]

Meteos Rates

Fire-meteos-gauge    28.58%

H2o-meteos-gauge    1.2%

Iron-meteos-gauge    14.24%

Zap-meteos-gauge    28.58%

Zoo-meteos-gauge    14.24%

Glow-meteos-gauge    14.24%


Unlocking[]

To unlock Thirnova, the player must fuse 1000 Fire, 2800 Zap, and 400 Glow Meteos, as well as 2 Rare Meteos of Time together in the Fusion Room. Thirnova's Sound Set, Bossa Cafe, is fused with 200 Glow Meteos on NTSC, with an additional 100 Glow Meteos required on PAL.

Meteos Encounters[]

Thirnova has a high and equal amount of Fire and Zap Meteos, as well as a fair balance half that of Iron, Zoo, and Glow Meteos, and trace amounts of H20. The planet has 11 columns to play in. Thirnova's horizontal Meteo launches are very quick to go up, but have a unique restraint, stopping short after a certain height, and falling back down fairly slowly. This leads to the easy ability to chain step launches, allowing a full-column launch, but it is then difficult to clear the screen without further step jumps while still in mid-fall. Vertical launches do not have the stop-short tendencies of Thirnova's horizontal launches, and are quite powerful. Achieving a vertical step launch after combining a stack across the entire width of the playing field can easily accomplish a screen clear.

Wars Data[]

Meteos Rates

H2o-meteos-gauge    7.02%

Iron-meteos-gauge    7.02%

Zap-meteos-gauge    35.09%

Zoo-meteos-gauge    7.02%

Glow-meteos-gauge    43.86%


Thirnova made its second appearance in Meteos Wars, as part of Downloadable Content. It could be unlocked with the purchase of the Planet Pack.

Thirnova had its Meteos frequencies greatly altered, boasting high amounts of Glow, with slightly lower amounts of Zap. These frequencies were followed by substantially lower, equal amounts of Iron, Air and Zoo. As last time, Thirnova specializes in high attack power and fast gameplay speed, made even faster by having only two significant Meteos frequencies and three much lower ones. Thirnova's high launch strength and average gravity make a return, as well, being slowed down very little. Though these qualities make it a superior attacking planet, it suffers heavily defensively, with Meteos quickly reverting to their normal forms upon landing, making surviving large attacks difficult (whereas more defensive planets, such as Brabbit, can shrug them off with ease). This is compounded with Thirnova's inherently low scoring capabilities, what with its quickly growing launch power.

Thirnova makes a strong opponent against defensive planets, with its high attack power being able to be combined with its Planet Impact, Tempest, for devastating results. However, against some of the more well rounded planets, such as Grannest, Thirnova will not be able to perform as well against due to their versatility making Thirnova's strategy of overwhelming its opponents less effective. Thirnova's most equal matches will come from play against other fast, offense-oriented planets, such as Firim. Beware, however; the incredibly overspecialized Brabbit and Arod can make for terrifyingly strong opponents, as Thirnova does not have the scoring capabilities to outlast them, or the defensive capabilites to push back their occasionally enormous attacks, which can leave many matches against them very one-sided.

Thirnova's mechanics make it an accessible planet for beginners, but trivialize its use against well-rounded or incredibly defensive planets, due to not being able to counter their scoring capabilities effectively, or deal with strong attacks.

On a side note, the native's animation was made a lot slower and smoother, and the native itself was made a neon green, instead of the lighter green color they are usually shown with.

Gallery[]

Block Designs[]

Backgrounds[]

Trivia[]

  • Thirnova holds the highest population in the game, topping even that of Layazero's ten trillion inhabitants.

General

Thirnova, one of the most controversial planets in the sector, is located by its lonesome within a massive nebula that Gigagush borders on. Orbiting no sun, Thirnova only loosely qualifies as a "planet," carrying a variety of distinct qualities that don't carry over in any sense to any other planet in the sector. First discovered on an offshoot mission by the Suburbionites, the mere notion that it existed as anything outside of a telescope error (the discoverer was later executed, despite steadily rising evidence that this odd light was more than an error) was heavily disputed, only to be confirmed to, indeed, exist about a century later. Moreover, Thirnova is not a truly physical planet, but rather a sort of gateway to an alternate dimension that still escapes definite understanding. Nothing is currently deeply understood about the "surface" of Thirnova, though what is known is that the planet itself is highly radioactive; even being within the atmosphere for a few seconds is enough to kill most carbon-based life. Traveling into Thirnova is also currently impossible; attempting to bring a regular ship through will result in it being rapidly irradiated, stretched apart (akin to a black hole) before finally being atomized outright. Thirnovan ships, however few of them there are, can pass through with no consequence. A greenish light beams from what is most likely Thirnova's core which, unlike Lastar's light, beams through any and all physical objects it comes across.

Put simply: do not visit Thirnova. It is impossible for the average creature to survive the extreme conditions of the planet, and how anything complex can live within the strange planet is beyond even the most experienced scientists. At best, even if you do manage to enter a Thirnovan ship (which, too, are heavily radioactive) and enter the planet, you won't be able to leave the ship and explore on foot.

Natives

Thirnovans are bipedal, Geolyte-like creatures, approximately 36 trillion strong. Tending to be a bit lean, they usually are some shade of lime green, with a single, yellow eye in the center of their head. Their head, a simple sphere, floats a few inches above their body, with three "spines" along its perimeter (if the Thirnovan is looked at head-on), though their eye oddly does not spin with their head. The spinning speed of a Thirnovan's head is directly tied to their mood and current health; Thirnovans in good health, or experiencing some kind of strong emotion, tend to have faster spinning heads than others. While their average height in the universe outside of Thirnova is about six or so feet tall, the Thirnovans say that they lack a true height while within the confines of their home world. They are known for their speed and precise movements, capable of performing tasks that require mechanical precision with utmost ease. Being half energy, they are also radioactive in and of themselves, requiring the wearing of special suits in order to function among the sector's general populace. Many of them also have a rather interesting ability; they are capable of forming small shapes out of nearby atoms. These creations tend to be of a pasty white, lightweight, brittle material that is, as themselves, heavily radioactive. While this ability carries no known practical use, the material it creates is exceedingly rare in the known universe.

Thirnovans themselves tend to be pompous, arrogant and self important, viewing themselves as superior due to their origin and abilities. They refuse to associate with a wide variety of races, and many find them unbearably irritating. Their culture is also shrouded in mystery, with the Thirnovans going out of their own way to snuff any information that manages to get out. They do not need to eat anything to survive, instead getting their energy from nuclear radiation; without it, Thirnovans will quickly and painfully perish. As such, Thirnovan ships tend to have "recharging stations" built in, allowing them to temporarily re-experience the conditions of their homeworld, though these are not only fragile, but use technologies alien to even this sector, making them unrepairable through normal means.

Relationships

Thirnova contributes little to the local area, working with only a small pool of trusted individuals, the identities of which allude the Archives at this time. A few Thirnovan-engineered ship thrusters are currently being prototyped for public consumption, but the process is incredibly slow even by those standards. Furthermore, Thirnovans can rarely be seen among ship crews, able to take just about any position they desire, due to their qualities. The Thirnovans also have a small set of trade routes to their name, consisting mostly of strange technological exports, them being the sole providers, with any other pieces of their technology invariably being smuggled out of the trade. They tend to get along better with the mechanical races of the sector, such as the Mekkians, or those resistant (or even immune) to radiation.

More recently, Gravitas has entered a sort of partnership with the Thirnovans; due to the Thirnovans being able to produce technology capable of extreme energy generation, the Gravitases have been purchasing these generators en masse, experimenting with them and redesigning the generators as to be able to function on their homeworld. In theory, the generators could be used to power incredibly strong ship engines, which would finally allow the Gravitases to easily leave their planet, a technological feat even the most intelligent races have yet to accomplish.

Thirnova - Oddest of Lights

It is often discouraged to visit Thirnova, which comes to a surprise to many would-be space travelers; its intriguing origin and unique appearance often appeals to many. It is also, however, one of the most radioactive locations in the known universe, let alone of all the inhabited planets.

Every observable particle in Thirnova is inundated in seemingly-infinite light radiation, in a manner far distant from Lastar’s light emissions. This light, full of energy and charged ions, gives life to the Thirnovan populace, and simultaneously endangers the rest of us with carbon-based bodies. With such a danger involved in the simple of act of observation, very few people outside of Thirnova really understand the physics behind this constant radiation, as Thirnovan scientists themselves remain secretive about its inner workings. To prepare an outsider to survive and properly study Thirnova’s properties is both an expensive and risky undertaking.

If one can imagine the hazards of going there, one might also imagine the Thirnovans’ initial horror when they first looked beyond their skies and saw the endless black expanses of the universe, a stark contrast to their luminescent homeworld. They quickly learned that in this dark, low-energy space outside of Thirnova, their physiologies couldn't retain the energy that made up their bodies, leaking out over time with dire consequences for both themselves and any carbon-based lifeforms in their vicinity. Observing nothing more appealing than the light of relatively-dim stars, the Thirnovans found that such a dark and inhospitable universe had little to offer in comparison to their homeworld's eternal glow. Whatever races first reached Thirnova after its birth found a population more willing to leave the rest of the universe to its own devices.

As with any sentient species, the Thirnovans eventually found themselves a little more curious than skeptical about the universe, and a bold few journeyed forth beyond their world to re-establish contact with the other races. Their solution to the problem of their physiologies was the creation of specialized recharging chambers, capable of emulating Thirnova's environment for a short time to restore any energy they'd lost. Such an invention, which could be built into either a space ark or any port or city of consequence, made it possible for Thirnovans to live away from Thirnova for as long as they were able. These Thirnovans would later discover how to control the energy emissions of their bodies, allowing some of them to even interact with other races without dangerously irradiating their surroundings.

Even in such a time of "open" communication, majority of Thirnova's population still saw little reason to expand their world's influence in the galaxy. Many of those who left Thirnova did so more out of either diplomatic obligation or personal cases of individualism, finding niches for themselves due to their uncommon presence. The confirmation that there were no other planets (or even stars) with Thirnova's properties--no place they could adequately terraform into a colony--meant that expansion wasn't an option for them to pursue. Recharging chambers also took significant amounts of energy to work, simply to keep small groups of Thirnovans recharged, while Thirnova itself already easily supported the lives of billions by itself.

It's important to understand the circumstances that initially made Thirnova such a distant member of the galactic community. After the initial Meteos attacks, Thirnova displayed a gradual shift in its diplomatic interactions, sending both physical aid and new technology to assist the war against planet Meteo. Although no one truly expected Thirnova to contribute so much, especially given that Thirnova wasn't a physical planet that could be battered into annihilation by the Meteos, the aid was nevertheless welcomed, as was the Thirnovans' apparent desire to better integrate themselves into the alliance.

Still, after an entire diplomatic history of mere basic courtesy, this change of heart from the Thirnovans seemed inexplicable beyond common empathy. That was, until the more technlogically-advanced races, in their observation of all known inhabited planets, noticed what could only be described as a gradual destabilisation in Thirnova's form.

No one yet understands what exactly is occuring, given the world's anomalous nature, and few yet see a need to try and understand it either, when both so much else is already at stake and Thirnova itself is so poorly understood. Whatever fate awaits Thirnova should the Meteos attacks continue is anyone's guess, but the drastic shift in Thirnovan diplomatic behaviour--between currying favors and pushing for more intergalactic reliance on their technology and workforce--suggests that the Thirnovans aren't eager to face it alone.

(- May pale light shine upon these words.)

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