Reviews from

in the past


How do Americans put up with these names?

I hope Nintendo keeps this franchise alive, the puzzles are very amazing and creative.

a nice little puzzle game, fun in little bursts. used to play it waiting for the school bus.

I never played the paid parts of this game, and now I never will.


I have only played the free levels and it was a good introduction to the games. Seems fun.

The third major iteration of Pushmo made things a bit weird by selling its various level packs separately, but there's a lot you can get for just 10 dollars and the new stretch gimmick is pretty neat. Basically, now you can pull out blocks in all directions now, not just forward but back, left and right as well if there's room. It's a neat new twist on things that's works well, that said I didn't end up completing any of the level packs I bought. Just didn't grab me as hard. Diminishing returns!

It sounds like a stretch but this is a much more thought out mechanic compared to Crashmo. Pushmo is still the best but this is still welcome.

Stretchmo is another game I've owned for ages and bought on the 3DS a loooong time ago around the time I finished the original Pushmo and then played through Crashmo. I never ended up really getting into it though, as my obsession with the series petered out, and it's been awaiting me on my 3DS ever since. After finishing Pushmo World earlier this month, I thought it was high time I went through this final entry in the series, and I had a blast doing it. It took me around 15 hours to beat all 300 puzzles in the English version of the game on my New 3DS XL.

Stretchmo is more of a return to form after Crashmo, but it's also a very wild spin in other ways. The story is still quite as similar as always. A troublesome agent goes wild and traps a bunch of kids in the Stretchmo in the Stretchmo Park, and Mallo goes to save them. However, there is a twist! And not just presentation-wise, but also via the game's business model. There are 100 levels in Mallo's adventure, but then three other characters from prior games also get their own 50 levels sets, and there's a super tough final 50 awaiting anyone who finishes the previous 250. The initial download of Stretchmo is actually free, and you pay for as many of the four packs as you want with the total price of all four adding up to the same total as what Pushmo and Crashmo were. It's a really neat approach to selling the games, allowing you to pay for as much as you think you'll play, and I think it's a welcome innovation (even if this was the last game in the series).

Mechanically, it's much more like Pushmo than Crashmo is, but it's also a lot like a meeting of the two. Where Pushmo was about pulling blocks in and out from a fixed picture with a fixed camera, and Crashmo was about pulling and pushing around blocks that could move and fall and had a rotating camera, Stretchmo is about stretching fixed 3D block sculptures with a rotating camera. It's basically like if Pushmo puzzles were 3D sculptures instead of sets of 2D panels you interact with, and you can pull blocks out from any direction two spaces. That's right, two spaces, not three like Pushmo. It may seem like a small change, but in the grand scheme of things, it allows for drastically different approaches to puzzles when combined with the 3D element, and even though a handful of puzzles return from Pushmo, these new rules make them an a totally new beast to conquer.

The four sets of puzzles are also different from one another in theme. Mallo's are very standard, having a mix of "mural" (it's supposed to look like something) and regular "challenge" (it's just blocks that form a puzzle regardless of shape) puzzles. Poppy (the girl whom you help get her birds back in Crashmo) has stages that are all about murals. Papa Blox (the elderly owner of the Stretchmo and Crashmo parks) has his NES Expo all themed around what else but NES sprites. Finally, Corin (the mischievous antagonist-turned friend from Pushmo 1) has his Fortress of Fun, which introduces the very odd addition of enemies to the series. You can ride around on these enemies heads to get you into new areas, and they add a really cool, dynamic mix of gameplay options. His puzzles are also some of the hardest in the game, being that you can actually get killed by these enemies and restart at the bottom of the puzzle. Even though Stretchmo still has the series' rewind feature, Corin's is generally far shorter than the others' rewind clocks, and you can't rewind to before a death. These different characters and different puzzle styles, in addition to helping make the difficulty curve of the game more easily visible and concrete, really help add some variety to the game and keep the experience fresh in a way that none of the other games really approach.

The presentation is as cute and bubbly as ever, with relaxing, chill music as your adorable little character solves bright, colorful puzzles. The level editor is also here again, and given that you share puzzles via QR codes and not via the Miiverse, the ability to make and share levels is technically still totally available here (unlike Pushmo World). It's not terribly original, being that it's aesthetically still very similar to the other three games in the series, but as far as I'm concerned: If it ain't broke, don't fix it.

Verdict: Highly Recommended. This is the swansong (for now at least) of the Pushmo franchise, and it's easily the best of the bunch. Toting a whopping 300 puzzles, I believe it also has the most puzzles out of any of them, as well as the best variety of gameplay in addition to one of the better difficulty curves. If you only play one game in the Pushmo series, you should have it be Stretchmo. Between the very approachable business model and the general great quality of the game, this is an excellent addition to any 3DS owner's library, and if we cross our fingers, maybe someday the series will even get a Switch port X3

One of the most creative puzzle games I've ever played. Needs a sequel on Switch. (Switchmo?)

Stretchmo is essentially the same as pushmo but monetized more like a mobile game. i would recommend simply buying the original game if your interested.

Yeah, I'm way too stupid for this franchise

Apparently capitalism has finally caught up to Papa Blox's selfless endeavors, as the character bios in the menu only cite Pushmo and Crashmo as his creations. We can infer from this that the Stretchmo are canonically some weird knockoff product, presented by a cold and heartless (yet adorable) robot named Bappo. Yeah, this was one of Nintendo's weird "Free to Start" experiments. I really struggle to call this one "Free to Start" though. Playing the 5 tutorial levels and then being told to cough up some dough for one of the level packs is hardly what I'd even call a demo. I also don't see why the level packs are separate purchases to begin with. Each one is thematically distinct, but there's no point in buying them separately. They're part of a complete package, and it should've just been sold as such. Moreover, do kids actually like being sold a product with an explicit sales pitch? They did this with the extra StreetPass games too, and I don't think I've ever met a single soul who liked that shit.

Stretchmo definitely reels the difficulty back in following Crashmo. Its gameplay is much closer to Pushmo's, but keeps the 3D spaces from Crashmo. The gimmick is that every side and alcove of every block can be extended up to two times. In that sense, it's kind of like a fully-3D Pushmo. It starts out somewhat weak, but it doesn't take too long for the order you pull things out in to become integral to solving puzzles. You navigate all around the Stretchmo, nailing that "3D maze" effect that Crashmo only achieved if you could wrap your head around it. BUT, at the end of the day, it still falls into the repetitive trappings of Pushmo's puzzle design. Trial-and-error trumps most puzzles, and the mural stages feel half-baked (in terms of puzzle design).

There are a few benefits to the levels being divided up into packs. Firstly, Poppy, Corin, and Papa Blox are playable in each of their respective level packs, which is neat! Secondly, Corin's levels are really fun! They incorporate the platforming part of Stretchmo by mixing in some threats to avoid. Even better, you often need to ride them so you can get to higher platforms, including times where you need to escort them around chunks of the stage. It's the part of the game that felt truly innovative to me. The biggest consequence of how this game was sold is that every level pack contains the same tutorials. Outside of Mallo's pack, they're fairly truncated, but it's a solution to a problem that shouldn't be there in the first place. Moreover, just make a flag that causes the tutorial to not appear if we've already cleared a puzzle that uses the gadget you're trying to explain! Gosh.

One thing that I'm glad remained constant with these games is the presentation. the music in particular has seen an upgrade, with the synthesized orchestral instruments being replaced with actual orchestral instruments. (This was a change made in the Wii U title "Pushmo World", but I'm glad it carried over here.) This includes my personal favorite track, "Dancing In the Snow". Merry Christmas, everybody. I also really like the puzzles where you climb up 3D models. Not only are they more fleshed-out in terms of challenge, but the voxel art looks genuinely cool, especially in 3D.

Well, this was a fun series of revisits to the 'Mo franchise. I wish it didn't end on "marginally better Pushmo", but it is what it is. If you want charming platformer brainteasers, Pushmo and Stretchmo are underrated gems. If you prefer puzzle games that cause your brain to combust, play Crashmo. That's all I got.

A puzzle game that at 1st feels slow but actually has some really difficult levels. I beat roughly 230 of the 250+ levels.

Taking a step back to the original idea of pushmo, this one adds dimensions rather than changing physics like the sequel. Despite this small addition, the puzzles just feels as unique as ever. Just a fun game.

Puzzle com ideia bacaninha, mas modelo de negócio de "free-to-start" em console é câncer.