Up next after Layazero is planet Mekks. It's really tragic that even a world populated by machines would get struck by the Meteos. It seems like it seeks out any sort of intelligent lifeform, but as we've seen before, it's targeted transcendential beings, and also machines with sufficiently advanced AI. If it goes after Grannest, it'll go after a planet like Mekks. (We'll see later on that the Meteos even attacks lifeforms that live other dimensions.)
Planet Mekks began as a space mine. It was meant simply as that, but the robots that lived on it, after the resources got used up, decided to call it home. As time went on, it converted the planet into what seems to be one big computer and has been continuously upgrading it since. It bears no resemblance to the mine it once was--well, I can't see how something looking like that could be a mine anyway. Now that the Meteos crisis is underway, Planet Mekks is bracing itself and hoping to survive.
Mekks is a highly unusual planet. You can't play this like you played any other planet you've seen before: With a robot race comes mechanical movements, and it seems to apply to the Meteos. When you ignite Meteos on Mekks, it goes up a fixed distance at a constant speed, then instantly comes back down at the same constant speed. It kind of looks like the work of a piston or a mechanical arm. It doesn't matter how many Meteos you're bringing up with it, whether more blocks are dropping down, or even if garbage blocks have been dumped on it; the cluster will go up at a fixed height and a constant speed, and it'll go down at the same speed. (Garbage blocks will hold it back a bit but won't affect the height.) The only way I know of to interrupt an ascent in Mekks are the Planet Impacts Sentinel and Armageddon.
Mekks can't do a Screen Clear for this reason; there's no way to get the blocks at the bottom of the screen all the way up to the top. On the other hand, Mekks is also immune to filled columns if you can play quickly enough because the clusters are unaffected by their weight.
So what do you do when you use Mekks? Well, you tough it out and endure your opponent for as long as you can. Against other planets, you overwhelm them with garbage blocks and laugh as their puny garbage blocks don't faze you in the slightest. However, when a battle is Mekks vs. Mekks like this, it's almost guaranteed to run the full three minutes, as neither planet can ever truly be defeated by filled columns. You need to outscore your opponent instead. You do that by triggering secondary ignitions, step jumps, massive Meteo clears, and anything else that can create a point multiplier of some sort. I knew this as I was going into battle (as this is not the first time I tried out Mekks) and won by score, 71,656 to 56,708.
By the way, Mekks has a Planet Imact I hadn't yet covered: Gambit. The Gambit increases the amount of Meteos your opponent receives while reducing the amount you receive. For instance, I spent some time rapidly clearing Meteos to launch a massive assault on the opponent, at least five lines' worth, but the computer player activated the Gambit, reducing that assault to a pitiful one and a half lines. I'm not sure what sort of risk the Gambit involves itself in; I assume it's meant to be used when your stacks are tall and close to being filled up. The Gambit is often seen on defense-oriented planets or planets with unusually slow paces. It slows the game down for them to concentrate on themselves.
Our next destination is Globin. Globin is themed on blood and has a creepy ambience, which fits right in with the Halloween spirit.