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Stretchmo Discussion (Nintendo 3DS) [game]
Stretchmo on the 3DS
8.95/10 from 4 user ratings

Welcome to the official discussion thread for Stretchmo on the 3DS!

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This just hit the 3DS eShop out of nowhere! Free to start then:

Stretchmo Full Pass: $9.99

Mallo's Playtime Plaza (100 puzzles): $4.99
Poppy's Sculpture Square (50 puzzles): $2.99
Colin's Fortress of Fun (50 puzzles): $2.99
Poppa Blox's NES Expo (50 puzzles): $2.99

Stretchmo Studio unlocked with any purchase.

Want to learn more about Stretchmo? Check out Nintendo's video on it below for an explanation of what's new and how the above pricing scheme works. - DrFink

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Posted: 05/14/15, 20:13:54  - Edited by 
 on: 05/14/15, 22:41:47
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WTF is this?! Is it a new game in the Pushmo / Crashmo series or something brand new?!
Posted: 05/14/15, 20:30:38
I was pleasantly surprised to see this game announced and released on the same day! I enjoy this series, so I'm downloading it right now.

I'm totally okay with how they chose to price Stretchmo. It's basically a $10 dollar game that can be less expensive for someone that only wants to buy one or two of the level packs.

Edit: My first impressions with the game are good. It starts off with a few quick tutorial levels and then a little robot asks you if you want to buy the game's main attraction for $4.99. You also get the option to buy the $10 bundle from there, but I'm not sure if you can buy any of the $2.99 attractions before the $4.99 attraction.

Anyway, it starts off with an amusing cutscene that ends in Mallow once again volunteering to rescue kids trapped in Stretchmo puzzles. These new types of puzzles already have me thinking from a different puzzle-solving perspective compared to Pushmo or Crashmo puzzles, which is great. The other attractions vary in difficulty from the start, and each one has a unique playable character and cute robot guide! I'm enjoying it.
Posted: 05/14/15, 20:31:40  - Edited by 
 on: 05/14/15, 23:33:21

It's the latest in the Pushmo series, yes.
Posted: 05/14/15, 21:48:59
I've never played a Pushmo game, but I got Pushmo World from Club Nintendo. Any thoughts on whether it would be better to start with this game or World?
Posted: 05/14/15, 22:40:57
@Mop it up

Probably world since this will only add features which you won't have in world, but I haven't played this yet so...
Posted: 05/14/15, 22:42:50
@Mop it up

I'd recommend starting with Pushmo World. Out of all the sequels to Pushmo, it's the most similar and will introduce you to the core mechanics of the series. Similar to Crashmo, Stretchmo spins off of that starting formula with it's own unique gimmicks, so it feels like it's designed to challenge people who are already familiar with Pushmo or Pushmo World.
Posted: 05/14/15, 23:07:36  - Edited by 
 on: 05/14/15, 23:08:08
So no more pushing stuff around. Everything stretches! Definitely an interesting mechanic. I think I like it more than Crashmo. Considering getting the NES pack for now.
Posted: 05/16/15, 00:15:30
I'm liking it more than Crashmo. Crashmo always felt a little hard to really enjoy because you could so easily screw up forever. It's also possible to screw up and not know it.

Here, it's more like Pushmo and works very similarly until you realize you can stretch out parts to the sides or parts to the back and front and suddenly it's all new and great. I went ahead and nabbed the whole package from the start. Ten bucks is a fair price for this where the 14 it is separately would not be.

I've dabbled in the basics, the murals, and the one with the enemies in it. Each set feels distinct and unique. I like this a lot and I think it was well done to separate it as it has. The total package has a lot of levels with 50-100 levels per pack. I am excited to dabble into the NES murals eventually but I was going to at least beat the first set of each of the other four packs before starting that one. (I'm not far from it...)
Posted: 05/16/15, 01:06:28
I went ahead and bought everything for $10. I've loved all of the "mo" games so far, no reason to doubt this one.

Not super far into it yet but it seems interesting. Sort of closer to Pushmo in concept than Crashmo was, but I'm interested to see how much different it will feel longterm.
Posted: 05/16/15, 23:05:58
Well, since Friday I've accomplished the following in the game...

Mallo's Playtime Plaza (100 puzzles): 60 puzzles beaten (60 attempted)
Poppy's Sculpture Square (50 puzzles): 20 puzzles beaten (20 attempted)
Colin's Fortress of Fun (50 puzzles): 40 puzzles beaten (40 attempted)
Poppa Blox's NES Expo (50 puzzles): 11 puzzles beaten (11 attempted)

So apparently I'm 52.4% through the game. I'm loving it I suppose you could say. I enjoy that each world has a mascot and playable character. Keeps it a little bit fresher.
Posted: 05/17/15, 08:44:40
Colin's Fortress of Fun is interesting. I think having moving "enemies" is a first for the series. Manipulating the pieces to get them where you want them is a fun mechanic. I kind of hate that they knock you off though, just seems to waste time for no reason.
Posted: 05/17/15, 09:36:02

It's part of the challenge. Getting knocked off sometimes means a forced redo. No point in having enemies if they aren't a threat. It's a very cool addition to the series indeed.
Posted: 05/17/15, 14:51:49
There's always the rewind function, right?

I played the demo (which is actually just a tutorial, so this isn't really free to play), and it got me in a Pushmo-y mood, so I started up one of the two Pushmo games that I haven't touched, Pushmo World (the other being Crashmo). Pretty fun. I played through about twenty-nine levels, got stuck at the baby level, became pissed off, and quit. Potentially forever.

(And, yes, I know that you can skip levels. But AAAARRRRGH.)

This series really breaks my brain. But nearly every time I eventually find the solution, it's like, "Oh, DUH." Maybe I just need more experience.
Posted: 05/17/15, 15:55:09  - Edited by 
 on: 05/17/15, 15:55:31
@DrFinkelstein Well the point would be that you have these moving platforms that you can manipulate into place. I'm not sure that I want actual enemies in these games. But they're there now so... I have to deal with it. It's still a neat idea though and it adds to the overall package.
Posted: 05/17/15, 19:49:09

Yeah. Maybe you just need more experience.
Posted: 05/18/15, 14:52:29
I purchased the whole season "pass" and am enjoying my time with Stretchmo so far...I've only tackled the first twenty Mallow levels, but they're enjoyable (if not a bit easy coming from the later stages of Pushmo World).
Posted: 05/18/15, 16:14:09
I beat all of Mallo's 100 levels. There's only one more in the last set for Colin and I'll have his too. I did get a little clue from a Miiverse buddy on one of the Colin ones though.
Posted: 05/19/15, 19:58:51
All Levels Completed in...
Mallo's Playtime Plaza (100 puzzles)
Poppy's Sculpture Square (50 puzzles)
Colin's Fortress of Fun (50 puzzles)

Left to complete:
Papa Blox's NES Expo (15 of 50 puzzles)
Posted: 05/20/15, 01:06:39  - Edited by 
 on: 05/20/15, 01:39:01
Good job Fink! What's the vibe on the difficulty front? I saw a few posts on Miiverse where you seemed stumped but I guess you figured it out!
Posted: 05/29/15, 07:22:28
I've figured every one out except for 1 single puzzle in Papa Blox's NES Expo. Nobody seems to be able to help either! That's frustrating.

The difficult curve definitely goes with each one. So Mallo up through Papa Blox goes easier to hard. However, I found that they were way more reasonable than the harder levels in the classic Pushmo and especially Crashmo.

Learning to navigate behind stages during your climb is a major help. I really enjoyed the challenge found here. My one puzzle I'm stuck on is almost a fluke since it's the 40th puzzle of Papa Blox, not even the last one. The 4 and 5 star stages feel good when I complete them and seem totally fair.
Posted: 05/29/15, 13:45:03
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