History VideoGame / Pushmo

19th Jul '15 2:26:55 PM CallingAlameda
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* SchmuckBait: Just because a puzzle has a switch in it, don't assume you need to push it in order to solve the puzzle. In fact, pressing some switches will make puzzles unsolvable. The game lampshades this by having Papa Blox caution you not to get tricked by unnecessary gadgets.
31st May '15 6:47:51 PM LucianTheLugia
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* MarathonLevel: Each final level takes quite long for players to finish, all while sporting some very impressive and creative designs.
** Mallo's final level is [[spoiler:"Seascape", a level clearly taking up the maximum possible puzzle size, as it's a large cube design featuring fish, seaweed, and even a whale.]]
** Poppy's final level is [[spoiler:"Rocket", which has you climbing up a well-designed 3-D rocket ship.]]
** Corin's final level, after a recurring dinosaur theme, [[spoiler:has you climbing the massive and stunning "Dragon".]]
** Papa Blox finishes his pack with [[spoiler:a massive 3-D "Metroid."]]
** [[spoiler:The Perilous Peak sports a remade version of a bonus puzzle from the first game;]] [[spoiler:the Eiffel Tower.]]


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* NostalgiaLevel: All of Papa Blox's levels can be considered this.
16th May '15 11:41:04 PM LucianTheLugia
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''Pushmo'' (also called ''Pullblox'' [[MarketBasedTitle in different regions]]) is a 2011 puzzle game for the UsefulNotes/Nintendo3DS. You play as a little... ''[[{{Cartoon Creature}} thing]]'' known as Mallo, who pulls and pushes on blocks to create platforms which he then climbs on to progress through the level.

to:

''Pushmo'' (also called ''Pullblox'' [[MarketBasedTitle in different regions]]) is a 2011 puzzle game for the UsefulNotes/Nintendo3DS. You play as a little... ''[[{{Cartoon little {{Cartoon Creature}} thing]]'' akin to a sumo wrestler known as Mallo, who pulls and pushes on blocks to create platforms which he then climbs on to progress through the level.



Another sequel, ''Stretchmo'' (''Fullblox'') was released in 2015. Like ''Crashmo'', it features a new variation on the game mechanic; this time allowing blocks to be pulled out to the sides instead of just forward and back. Unlike the other games, this one is "free-to-start" (as Nintendo puts it); with everything past the tutorial puzzles [[{{Microtransactions}} sold separately in different bundles.]]

to:

Another sequel, ''Stretchmo'' (''Fullblox'') was released in 2015. Like ''Crashmo'', it features a new variation on the game mechanic; this time allowing blocks to be pulled out to the sides instead of just forward and back. Unlike the other games, this one is "free-to-start" (as Nintendo puts it); with everything past the tutorial puzzles [[{{Microtransactions}} sold separately in different bundles.]]
]] ''Stretchmo'' also introduces the option to play as other characters depending on the pack.



* AntiPoopSocking: Papa Blox, the Pushmos' creator, would sometimes advice you to "take a break" after completing a stage.

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* AntiPoopSocking: Papa Blox, the Pushmos' creator, would sometimes advice you to "take a break" after completing a stage. The robot guides in ''Stretchmo'' do the same if you play a good deal of levels.



* CatSmile: All the characters have a variation of this as their default expression.

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* CatSmile: All the characters have a variation of this as their default expression.expression, as well as the Floatos.



* CrackOhMyBack: The reason Papa Blox can't help you in later stages.
* TheDevTeamThinksOfEverything: Mello can walk freely within ''Pushmo World'''s overworld to the point where you can cause him to walk between sets of levels just by causing him to walk there instead of pressing the L or R or cause him to walk out of Pushmo Park (or the Training Area, depending on where you are) simply by going to the exit by the bottom part of the screen instead of pressing B. What makes it this trope is what happens when you cause Mello to walk to the exit within the lower left corner of the main menu screen - the game goes to the title screen if you were to do that.

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* CrackOhMyBack: The reason Papa Blox can't help you in later stages.
stages. In ''Stretchmo'', however, he states his back feels much better and as such, you can control him in the NES Expo pack.
* TheDevTeamThinksOfEverything: Mello Mallo can walk freely within ''Pushmo World'''s overworld to the point where you can cause him to walk between sets of levels just by causing him to walk there instead of pressing the L or R or cause him to walk out of Pushmo Park (or the Training Area, depending on where you are) simply by going to the exit by the bottom part of the screen instead of pressing B. What makes it this trope is what happens when you cause Mello to walk to the exit within the lower left corner of the main menu screen - the game goes to the title screen if you were to do that.



** ''Stretchmo'' doesn't even have this much plot. It's "here are some puzzles; have some fun."

to:

** ''Stretchmo'' doesn't even seems not to have this much plot. It's a plot at all and seems to be: "here are some puzzles; have some fun."" However, in Mallo's Playtime Plaza, it's revealed that one of the robot guides went haywire and reset the Stretchmo puzzles with the children still on them, basically repeating the first game's plot.



* MissionPackSequel: The Wii U game is essentially the original ''Pushmo'' game but with different puzzles, more features and SceneryPorn (to take advantage of the Wii U's huge amount of power compared to the 3DS), to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.

to:

**The US titles are the same when you consider Mallo resembles and poses akin to a sumo wrestler, and all the names are portmanteus of "push/crash/stretch" and "sumo."
* MissionPackSequel: The Wii U game is essentially the original ''Pushmo'' game but with different puzzles, more features and SceneryPorn (to take advantage of the Wii U's huge amount of power compared to the 3DS), to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.



* NintendoHard: Around world 3 of each game, things get pretty hard.

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* NintendoHard: Around world 3 of each game, things get pretty hard. In ''Stretchmo's'' other packs, some of the levels can get hard at even the first world.
* PromotedToPlayable: Poppy, Corin, and Papa Blox in ''Stretchmo'', albeit in their respective level packs only.



* TimeMaster: Kind of, you can press L to rewind time to undo mistakes.

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* TimeMaster: Kind of, you can press L (Y in ''Stretchmo'') to rewind time to undo mistakes.
16th May '15 3:49:18 PM DragonRanger
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Pushmo ([[MarketBasedTitle also called Pullblox in different regions]]) is a 2011 puzzle game for the Nintendo3DS. You play as a little... ''[[{{Cartoon Creature}} thing]]'' known as Mallo, who pulls and pushes on blocks to create platforms which he then climbs on to progress through the level. This game can be obtained in the Nintendo eShop and has received very good reviews.

to:

Pushmo ([[MarketBasedTitle also ''Pushmo'' (also called Pullblox ''Pullblox'' [[MarketBasedTitle in different regions]]) is a 2011 puzzle game for the Nintendo3DS.UsefulNotes/Nintendo3DS. You play as a little... ''[[{{Cartoon Creature}} thing]]'' known as Mallo, who pulls and pushes on blocks to create platforms which he then climbs on to progress through the level. This game can be obtained in the Nintendo eShop and has received very good reviews.
level.



The third game, ''Pushmo World'' was released to the WiiU in Summer 2014. It's essentially a MissionPackSequel to the original Pushmo to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.

to:

The third game, ''Pushmo World'' was released to the WiiU in Summer 2014. It's essentially a MissionPackSequel to the original Pushmo ''Pushmo'' to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.
version.

Another sequel, ''Stretchmo'' (''Fullblox'') was released in 2015. Like ''Crashmo'', it features a new variation on the game mechanic; this time allowing blocks to be pulled out to the sides instead of just forward and back. Unlike the other games, this one is "free-to-start" (as Nintendo puts it); with everything past the tutorial puzzles [[{{Microtransactions}} sold separately in different bundles.]]



* ConsoleCameo: The 2nd stage of 'Murals 2' of the 3DS version of Pushmo is a giant blue Nintendo3DS.

to:

* ConsoleCameo: The 2nd stage of 'Murals 2' of the 3DS version of Pushmo ''Pushmo'' is a giant blue Nintendo3DS.UsefulNotes/Nintendo3DS.



** ''Stretchmo'' doesn't even have this much plot. It's "here are some puzzles; have some fun."



* LevelEditor: You can make Pushmos (and Crashmos) and share them with a QR code! For those less artistically-inclined, ''Pushmo'' and ''Crashmo'' include a "copy from Papa Blox" option that includes pre-made puzzles which the player can make into playable stages, though they often require the addition of goals or gadgets.
* MarketBasedTitle: In the US, the games are called ''Pushmo'', ''Crashmo'' and ''Pushmo World'', while in PAL regions, the games are called ''Pullblox'', ''Fallblox'' and ''Pullblox World''.
* MeaningfulName: The titular puzzles were invented by a kindly old man named "Papa Blox". In fact, the puzzles are even named after him in the PAL versions of the games[[note]]They're called Pullblox and Fallblox in PAL regions instead of Pushmo and Crashmo, respectively, in case you're wondering[[/note]].
* MissionPackSequel: The Wii U game is essentially the original Pushmo game but with different puzzles, more features and SceneryPorn (to take advantage of the Wii U's huge amount of power compared to the 3DS), to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.

to:

* LevelEditor: You can make Pushmos (and Crashmos) Crashmos and Stretchmos) and share them with a QR code! For those less artistically-inclined, ''Pushmo'' and ''Crashmo'' include a "copy from Papa Blox" option that includes pre-made puzzles which the player can make into playable stages, though they often require the addition of goals or gadgets.
* MarketBasedTitle: In the US, the games are called ''Pushmo'', ''Crashmo'' and ''Crashmo'', ''Pushmo World'', and ''Stretchmo''; while in PAL regions, the games are called ''Pullblox'', ''Fallblox'' and ''Fallblox'', ''Pullblox World''.
World'', and ''Fullblox''.
* MeaningfulName: The titular puzzles were invented by a kindly old man named "Papa Blox". In fact, the puzzles are even named after him in the PAL versions of the games[[note]]They're called Pullblox ''Pullblox'', ''Fallblox'', and Fallblox ''Fullblox'' in PAL regions instead of Pushmo ''Pushmo'', ''Crashmo'', and Crashmo, ''Stretchmo''; respectively, in case you're wondering[[/note]].
* MissionPackSequel: The Wii U game is essentially the original Pushmo ''Pushmo'' game but with different puzzles, more features and SceneryPorn (to take advantage of the Wii U's huge amount of power compared to the 3DS), to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.



* NiceJobBreakingItHero: The story of Crashmo begins with Mallo's relative coming for a visit on a bird-powered balloon. Mallo inadvertently scares away ''all of the birds'' and has to get them back. Whoopsie!

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* NiceJobBreakingItHero: The story of Crashmo ''Crashmo'' begins with Mallo's relative coming for a visit on a bird-powered balloon. Mallo inadvertently scares away ''all of the birds'' and has to get them back. Whoopsie!



* ShoutOut: The Nintendo Murals stage has [[Franchise/SuperMarioBros Mario]] and [[Franchise/TheLegendOfZelda Zelda]] themed Pushmo puzzles.

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* ShoutOut: The Nintendo Murals stage has [[Franchise/SuperMarioBros Mario]] and [[Franchise/TheLegendOfZelda Zelda]] themed Pushmo puzzles. ''Stretchmo'' has an entire bundle dedicated to NES sprite puzzles.
16th Jan '15 9:47:07 PM Kayube
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* LevelEditor: You can make Pushmos (and Crashmos) and share them with a QR code!

to:

* LevelEditor: You can make Pushmos (and Crashmos) and share them with a QR code!code! For those less artistically-inclined, ''Pushmo'' and ''Crashmo'' include a "copy from Papa Blox" option that includes pre-made puzzles which the player can make into playable stages, though they often require the addition of goals or gadgets.
7th Oct '14 6:44:41 AM KarjamP
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* MarketBasedTitle: In the US, the games are called ''Pushmo'', ''Crashmo'' and ''Pushmo World'', while in PAL regions, the games are called ''Pullblox'', ''Fallblox'' and ''Pullblox World''.
* MeaningfulName: The titular puzzles were invented by a kindly old man named "Papa Blox". In fact, the puzzles are even named after him in the PAL versions of the games[[note]]They're called Pullblox and Fallblox in PAL regions instead of Pushmo and Crashmo, respectively, in case you're wondering[[/note]].
7th Oct '14 1:28:32 AM KarjamP
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* TheDevTeamThinksOfEverything: Mello can walk freely within ''Pushmo World'''s overworld to the point where you can cause him to walk between sets of levels just by causing him to walk there instead of pressing the L or R or cause him to walk out of Pushmo Park (or the Training Area, depending on where you are) simply by going to the exit by the lower left corner instead of pressing B. What makes it this trope is what happens when you cause Mello to walk to the exit within the lower left corner of the main menu screen - the game goes to the title screen if you were to do that.

to:

* TheDevTeamThinksOfEverything: Mello can walk freely within ''Pushmo World'''s overworld to the point where you can cause him to walk between sets of levels just by causing him to walk there instead of pressing the L or R or cause him to walk out of Pushmo Park (or the Training Area, depending on where you are) simply by going to the exit by the lower left corner bottom part of the screen instead of pressing B. What makes it this trope is what happens when you cause Mello to walk to the exit within the lower left corner of the main menu screen - the game goes to the title screen if you were to do that.
6th Oct '14 9:06:01 AM KarjamP
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* ForcedTutorial: Not only is there a long intro, tutorial, AND set of practice puzzles, but you can't even scan Pushmo codes that you haven't unlocked the contents for yet; if you try to do so, Papa Blox says "This is too hard for you!"[[note]]This, however, doesn't happen if you play the puzzles within Pushmo World's World Fair mode.[[/note]].

to:

* ForcedTutorial: Not only is there a long intro, tutorial, AND set of practice puzzles, but you can't even scan Pushmo codes that you haven't unlocked the contents for yet; if you try to do so, Papa Blox says "This is too hard for you!"[[note]]This, however, doesn't happen if you play the puzzles within ''Pushmo World'''s World Pushmo World's World Fair mode.[[/note]].
6th Oct '14 8:57:20 AM KarjamP
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* MissionPackedSequel: The Wii U game is essentially the original Pushmo game but with different puzzles, more features and SceneryPorn (to take advantage of the Wii U's huge amount of power compared to the 3DS), to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.

to:

* MissionPackedSequel: MissionPackSequel: The Wii U game is essentially the original Pushmo game but with different puzzles, more features and SceneryPorn (to take advantage of the Wii U's huge amount of power compared to the 3DS), to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.
6th Oct '14 8:56:43 AM KarjamP
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Third game, called ''Pushmo World'' comes out on WiiU in summer 2014.

to:

Third The third game, called ''Pushmo World'' comes out on was released to the WiiU in summer 2014.
Summer 2014. It's essentially a MissionPackSequel to the original Pushmo to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.



* ConsoleCameo: The 2nd stage of 'Murals 2' is a giant blue Nintendo3DS.

to:

* ConsoleCameo: The 2nd stage of 'Murals 2' of the 3DS version of Pushmo is a giant blue Nintendo3DS.



* ExcusePlot: The puzzles in the story have you rescuing the children that all got stuck in the Pushmos while playing on them. Once you've saved them all and you revisit the levels, the children are replaced with flags. Puzzles outside the story have flags as well.

to:

* ExcusePlot: TheDevTeamThinksOfEverything: Mello can walk freely within ''Pushmo World'''s overworld to the point where you can cause him to walk between sets of levels just by causing him to walk there instead of pressing the L or R or cause him to walk out of Pushmo Park (or the Training Area, depending on where you are) simply by going to the exit by the lower left corner instead of pressing B. What makes it this trope is what happens when you cause Mello to walk to the exit within the lower left corner of the main menu screen - the game goes to the title screen if you were to do that.
* ExcusePlot:
**
The puzzles in the story have you rescuing the children that all got stuck in the Pushmos while playing on them. Once you've saved them all and you revisit the levels, the children are replaced with flags. Puzzles outside the story have flags as well.



* ForcedTutorial: Not only is there a long intro, tutorial, AND set of practice puzzles, but you can't even scan Pushmo codes that you haven't unlocked the contents for yet; if you try to do so, Papa Blox says "This is too hard for you!".
* JustOneMoreLevel: Upon completing or skipping a puzzle, the game immediately presents the next puzzle. No longer the case in ''Crashmo''.
** Even after finishing them all, there's the LevelEditor to create and play your own levels, or others scanned with the QR Code.

to:

* ForcedTutorial: Not only is there a long intro, tutorial, AND set of practice puzzles, but you can't even scan Pushmo codes that you haven't unlocked the contents for yet; if you try to do so, Papa Blox says "This is too hard for you!".
you!"[[note]]This, however, doesn't happen if you play the puzzles within Pushmo World's World Fair mode.[[/note]].
* JustOneMoreLevel: Upon completing or skipping a puzzle, the game immediately presents the next puzzle. No longer the case in ''Crashmo''.
**
''Crashmo''. Even after finishing them all, there's the LevelEditor to create and play your own levels, or others scanned with the QR Code.


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* MissionPackedSequel: The Wii U game is essentially the original Pushmo game but with different puzzles, more features and SceneryPorn (to take advantage of the Wii U's huge amount of power compared to the 3DS), to the point that not only is it backwards compatible with QR codes made with the 3DS version of the game, it's also possible to create levels that are compatible with it as long as one doesn't use level creation features exclusive to the Wii U version.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Pushmo