[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/tvtropespushmo_4086.png]]
[[caption-width-right:350:Scan this QR code to play!]]
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.

A sequel, ''Crashmo'' (also known as ''Fallblox'') was released a year later. In this game, rather than manipulating depth, the blocks are affected by gravity and must thus be manipulated in different ways.

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.

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!! This game provides examples of:
* AntiPoopSocking: Papa Blox, the Pushmos' creator, would sometimes advice you to "take a break" after completing a stage.
* {{Bizarrchitecture}}: Giant objects type.
* CatSmile: All the characters have a variation of this as their default expression.
* ConsoleCameo: The 2nd stage of 'Murals 2' of the 3DS version of Pushmo is a giant blue Nintendo3DS.
* 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.
* 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.
** In ''Crashmo'', the storyline is instead to rescue the birds belonging to Mallo's friend.
* 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 Fair mode.[[/note]].
* 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.
* 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.
* MiniGameCredits: [[spoiler:A jumping game to collect 100 stars.]]
* 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!
* NintendoHard: Around world 3 of each game, things get pretty hard.
* PuzzlePlatformer: An interesting case as you're the one making the platforms.
* ResetButton: A literal one exists at the front of each puzzle.
* ShoutOut: The Nintendo Murals stage has [[Franchise/SuperMarioBros Mario]] and [[Franchise/TheLegendOfZelda Zelda]] themed Pushmo puzzles.
* SugarBowl
* SuperDeformed
* TimeMaster: Kind of, you can press L to rewind time to undo mistakes.
* UnwinnableByDesign: Defied. It's possible to mess up the puzzle, but there's always a reset and reverse-time button.
** Also, you can't share custom-made Pushmos that you haven't beaten yet - [[TheDevTeamThinksOfEverything you specifically have to beat it yourself to give it a "flag" to warrant the option to generate a QR code.]]
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