From HandWiki - Reading time: 6 min
| Crashmo | |
|---|---|
Crashmo's official logo | |
| Developer(s) | Intelligent Systems |
| Publisher(s) | Nintendo |
| Director(s) | Taku Sugioka Misuzu Yoshida |
| Producer(s) | Toshio Sengoku Naoki Nakano Shinya Takahashi Kensuke Tanabe Keisuke Terasaki |
| Artist(s) | Narumi Kubota |
| Composer(s) | Shoh Murakami |
| Platform(s) | Nintendo 3DS |
| Release | |
| Genre(s) | Puzzle |
| Mode(s) | Single-player |
Crashmo, known as Fallblox in Europe and Australia and as Hiku Otsu[lower-alpha 1] in Japan, is a puzzle video game developed by Intelligent Systems and published by Nintendo for the Nintendo 3DS via the Nintendo eShop.[1] The game is a sequel to Pushmo and was released in Japan on October 31, 2012, in the PAL regions on November 15, 2012, and in North America on November 22, 2012.
In Crashmo, players controls Mallo who goes across the Crashmo Park and solve Crashmos at a request. The game received praise for its graphics and new features, although its high level of difficulty received mixed opinions. Two sequels, Pushmo World for the Wii U and Stretchmo for the Nintendo 3DS, were released in 2014 and 2015 respectively.[2]
Crashmo is set in the titular Crashmo Park where numerous puzzles, the Crashmos, are set across the park. The park consists of four main areas, the park, which serves as the story mode; the sand castle where Papa Blox explains the game's mechanics; the training area; and the Crashmo Studio, a pencil-shaped studio where Crashmos are created. Crashmo begins when Mallo arrives at the Crashmo Park and encounters Poppy, Papa Blox's niece, in her "Bird Balloon" set with 100 birds. However, Mallo accidentally scares all the birds who flies away across all over the park. Mallo then spends all the day saving the birds over the park; on evening, Mallo and Poppy departs aboard her Bird Balloon. The next day, Papa Blox presents to Mallo the Special Challenges; after finishing them, Papa Blox encourages the player to come back anytime and use the Crashmo Studio.

The gameplay is similar to its predecessor. The player controls Mallo as he jumps and interacts with the puzzles in order to climb it and reach the goal. However, the player can now control the camera to freely move around the puzzles. The puzzles also have gravity and puzzle pieces fall when there is no support.
By progressing, the player unlocks various other areas, such as the Crashmo Studio, where the player can create their own Crashmo and share it via QR codes.
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Crashmo received "generally favorable reviews" according to the review aggregation website Metacritic.[3] Critics generally praised the graphics, music and gameplay, though its high difficulty for new players was criticized.
Eurogamer's Christian Donlan said: "Fallblox is yet another Intelligent Systems game that seems to truly know its place in the world: it's happy to be a smart little download treat that comes alive for a few minutes every night before bed."[5] Edge's Nathan Brown said of the game, "For tenacious players and those inclined towards the genre, Fallblox could prove an irresistible draw, with clearing its parade of cryptic conundrums a delicious prospect. For others, the game's difficulty, and its visual and thematic linearity, will prove tiresome, their enthusiasm for its self-evident ingenuity petering out before each of its challenges has fallen."[1]
Audrey Drake of IGN described the game as "amazing" and a "must download" for 3DS owners. She was surprised to see Pushmo, a game she already held in high regard, improved. Drake had high praise for the "clever" gameplay, high difficulty, character and environment design, and camera controls. Her one criticism was that the high difficulty could scare off new players.[7]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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