Glapflap
The outermost of Meeseeks Prime's four moons: the cheapest of them to be caught by, and a day over a week long.
The numbers
These are the figures the map's card shows when you hold your finger on Glapflap, plus the two speeds that decide what a flight there costs. Low orbit speed is how fast you must be going, sideways, to stay up just above the surface. Escape speed is how fast you must be going to leave altogether. Sphere of influence is how far Glapflap's pull reaches before something bigger takes over.
| Figure | Value |
|---|---|
| TYPE | Moon |
| ORBITS | Meeseeks Prime |
| DISTANCE FROM MEESEEKS PRIME | 177.31 Mm |
| ORBIT PERIOD | 9d 06:50:10 |
| ORBIT SHAPE | slightly oval (eccentricity 0.007) |
| RADIUS | 227.0 km |
| GRAVITY | 1.24 m/s² |
| DAY | 9d 06:50:10 |
| STATIONARY ORBIT | none — it turns once per trip round its planet |
| LOW ORBIT SPEED | 519 m/s |
| ESCAPE SPEED | 750 m/s |
| SPHERE OF INFLUENCE | 5.72 Mm |
| ATMOSPHERE | NONE |
Stationary orbit is the height where one trip round takes exactly one of the world’s days, so a ship there hangs over the same spot on the ground. See Stationary orbits.
Its day and its orbit are the same length, so Glapflap keeps one face turned toward Meeseeks Prime for ever. Land on the near side and Meeseeks Prime hangs in the sky and never moves; land on the far side and you never see it at all.
What it is made of
What the world is built from. It is not something a ship measures, but it is why the ground looks and behaves as it does — an ice moon takes an impact differently from an iron one.
| Material | Share |
|---|---|
| Water ice | 50 % |
| Silicate rock | 50 % |
The air
None. Glapflap has no atmosphere whatsoever, and that decides most of what a flight here is like. There is nothing for a parachute to catch, so the whole descent is flown on the engine and the last metres are taken on the landing legs. There is nothing to heat a hull on the way in, so a heat shield is dead weight. And there is nothing to slow a ship on the way up, so the climb off the surface is as cheap as the gravity allows.
It also means there are no air bands to survey: leave the ground and you are straight into low space. See Science and readings for what that is worth.
The ground
Glapflap's surface is divided into biomes — bands running round the world, each with its own colour, its own typical height and its own roughness. Which one you come down in is recorded in your flight log, and the first reading taken in each one pays.
| Biome | Where | Typical height | Roughness |
|---|---|---|---|
| Valhalla Rings | −180° to −60° | 200 m | ± 1,500 m |
| Battered Plains | −60° to 60° | −300 m | ± 1,513 m |
| Ice Knobs | 60° to 180° | 400 m | ± 1,000 m |
Where is the band's place round the world, in degrees from the world's own 0°, running out to ±180° on the far side. Typical height is where that biome's ground sits against the datum the map measures altitude from, and roughness is how far it wanders either side of that.
On the map Glapflap is drawn from a painted picture, and it is the most battered face in the system: craters over craters, with almost nothing smooth left between them. The far side carries the Valhalla Rings, a bullseye of concentric ridges thrown out by one ancient impact and still the largest single mark on any world here. The Battered Plains facing 0° are the darkest and lowest ground, and past them the pale Ice Knobs stand 400 m up in angular blocks. Nowhere on it is flat for long — every band wanders a kilometre or more, so pick your landing site on the map before you commit to it.
Named landforms
Glapflap's ground is drawn from a table of named features rather than noise alone, as every world you can stand on is. Where you come to rest is recorded by name, which is why some achievements ask for a summit, a crater floor or a plateau rather than just a landing. All 7 of them are below, in order round the world, from the far side back to 0° and on round.
| Landform | Kind | Where | Height | Flat ground |
|---|---|---|---|---|
| Valhalla Floor | Plateau | −160° | 200 m | 40,000 m |
| Valhalla Ring Wall | Mountain range | −130° | 1,800 m | 60 m |
| Asgard Basin | Crater | −90° | 2,200 m | 20,000 m |
| Battered Plain | Plateau | −35° | 150 m | 25,000 m |
| Gipul Catena | Valley | 20° | −900 m | 6,000 m |
| Ice Knob Field | Mountain range | 90° | 1,600 m | 55 m |
| Burr Crater | Crater | 140° | 1,500 m | 5,000 m |
Where is the landform's place round the world, and height is how far it stands above (or below) the ground around it. Flat ground is the level run it promises — the width of the ledge, floor or summit a ship can set down on.
Getting there
Furthest out of the four, so it is the cheapest of them to be caught by and the longest to cross to once you are. Its day runs for over a week, so a chosen landing site waits a long time to come round into the light.
Glapflap has no line of its own on the Δv ladder. The nearest figure is Meeseeks Prime's orbit. Getting down from there and back up again costs about its escape speed — 750 m/s — each way on top of that, less whatever you can save by coming in shallow.
What it pays
Every place nobody has measured before pays discovery the first time an instrument reads it, and how much depends on how far from home the world is. Glapflap counts as 7.00 against Earth's 1.00, so every place on it pays that many times what the same place at home would.
| Figure | Value |
|---|---|
| PLACES TO SURVEY | 10 |
| WORTH IN ALL | 72 discovery |
| CREDITS BESIDE IT | 1,440 |
A place is a world, a band of altitude and — on the ground — the biome you are standing in, and each instrument surveys each place separately. Science and readings explains the whole of it.