- Release Year: 1990
- Platforms: Arcade, FM Towns, Game Gear, Genesis, Linux, Macintosh, MSX, Nintendo 3DS, PC-88, PC-98, SEGA Master System, Sharp X68000, Sharp Zaurus, SNES, TurboGrafx-16, Wii, Windows
- Publisher: Media Factory, Inc., SEGA Enterprises Ltd., SEGA Europe Ltd., SEGA of America, Inc., Sharp Corporation, SystemSoft, Tec Toy Indústria de Brinquedos S.A., Telenet Japan Co., Ltd.
- Developer: SEGA Enterprises Ltd.
- Genre: Action, Puzzle
- Perspective: Fixed / flip-screen
- Game Mode: Hotseat, Single-player
- Gameplay: Falling block puzzle
- Setting: Fantasy
- Average Score: 66/100

Description
Columns is a fantasy-themed falling block puzzle game loosely inspired by Tetris, where players manipulate descending columns of three colored jewels to form matches of three or more identical colors horizontally, vertically, or diagonally, clearing them from the playfield while setting up combos for multiplied scores and chain reactions. Released in 1990 by SEGA across multiple platforms, it includes a normal mode for endless play and a challenging flash mode to clear specific blocks from pre-formed piles.
Gameplay Videos
Columns Mods
Columns Reviews & Reception
mobygames.com (73/100): Basically, columns is just my kinda game.
gamespot.com (59/100): This old Tetris-inspired puzzler wasn’t very special back when it was first released in 1990, and that aspect of it hasn’t aged a bit.
Columns Cheats & Codes
Sega Genesis
Game Genie codes are for use with a Game Genie device or compatible emulator. Action Replay codes are for use with an Action Replay device (may only work on REV 00 version).
| Code | Effect |
|---|---|
| AB5A-AAS2 | Jewels complete when landing |
| ACBA-AADG | No background grid |
| RF1T-A608 + RF1T-A60T | No next preview |
| A73A-A06T | Only magic jewels |
| DKYA-AA62 | Pausing disabled |
| ABTT-BA2W | Stay on selected level |
| ETBT-AA4T | Master Code – Must Be On |
| AEMA-AAC8 + HTMA-AADE | One-Minute Time Trial |
| AJMA-AAC8 + SAMA-AADE | Two-Minute Time Trial |
| AYMA-AAC8 + FTMA-ACDE | Five-Minute Time Trial |
| FFC853:09 + FFC854:09 | Infinite Time To Choose Level of Difficulty |
| FFC827:XX + FFC82B:XX | Jewels Modifier P1 |
Columns: Review
Introduction
Imagine a cascade of glittering jewels plummeting into an ancient abyss, where a single well-placed column ignites a chain reaction of vanishing colors, scores multiplying in a symphony of strategic ecstasy. This is Columns, the 1990 puzzle masterpiece that dared to challenge Tetris‘s iron grip on the genre. Born from an unlikely origin as a programmer’s side project amid the late-1980s falling-block frenzy, Columns exploded across arcades, Sega hardware, and beyond, becoming a pack-in legend for the Game Gear and a staple in compilations like SEGA Genesis Classics. Its legacy endures not as a mere clone, but as a hypnotic innovator that introduced diagonal matches, cycling mechanics, and combo cascades to the puzzle pantheon—elements echoing in modern match-3 giants like Candy Crush Saga. Thesis: Columns is a timeless triumph of elegant simplicity, blending addictive depth with a mystical aesthetic that elevates it from Tetris rival to puzzle genre cornerstone, deserving a exalted place in video game history.
Development History & Context
Columns traces its roots to 1989, when Hewlett-Packard software engineer Jay Geertsen crafted it as a personal experiment in X11 programming on the Motorola 68000-based HP 9000 running HP-UX—a far cry from gaming’s glitzy arcades. Shared among HP colleagues, it quickly spawned ports to Macintosh and MS-DOS, gaining underground traction. Sega, sensing gold in the post-Tetris puzzle boom, approached Geertsen; after six months of deliberation, HP sold non-exclusive rights (donating proceeds to United Way) while retaining the original X11 version for HP-UX bundles.
Sega’s vision transformed this hobbyist gem into a commercial juggernaut. Takosuke (credited as TAKOSUKEZOU in the arcade edition) led development on Sega’s System C hardware, launching the arcade version in Japan (March 1990), North America (June), and Europe (August). Ports proliferated: Sega Genesis/Mega Drive (June 1990 JP, September NA), Master System, Game Gear (October 1990 JP; its inaugural pack-in), TurboGrafx-16/PC Engine (1991), FM Towns, PC-98, Sharp X68000, MSX, PC-88, and even a late SNES release (1999). Composer Tokuhiko Uwabo infused the Genesis soundtrack with Greek mythological nods (tracks like “Clotho,” “Atropos,” and “Lachesis” honoring the Moirai fates).
The era’s technological constraints shaped its purity: 16-bit consoles like Genesis offered sprite scaling and color palettes for vibrant jewels (7-8 hues), but lacked rotation-heavy mechanics to sidestep processing limits. The gaming landscape was Tetris-dominated—Nintendo’s 1989 Game Boy bundle had sold millions—amid the 16-bit wars (Genesis vs. SNES) and arcade decline. Sega positioned Columns as its counterpunch: accessible, multiplayer-friendly, and thematically distinct with fantasy jewels over geometric blocks. Ports varied—Game Gear’s rearranged soundtrack fit its PSG chip, while X68000 boasted enhanced visuals—reflecting Sega’s multiplatform push against Nintendo’s fortress.
Narrative & Thematic Deep Dive
Columns eschews traditional plots, characters, or dialogue, embracing abstract narrative through pure mechanics and motif. No heroes quest; instead, players embody a fateful architect in a bottomless pit, weaving jewels into existence-defying combos. This evokes Greek mythology—mirrored in Uwabo’s Moirai-named tracks—where players spin the threads of Clotho (creation via falling columns), measure with Lachesis (strategic placement), and sever with Atropos (cascading clearances). The “Magic Jewel” (multicolor wildcard) symbolizes chaotic intervention, obliterating same-color foes like a divine bolt.
Thematically, it contrasts serenity and apocalypse: soothing harp-like organs (praised as “hypnotic” and “religious”) underscore jewel descents, building tension as the well overflows—a metaphor for entropy’s inexorable rise. Critics like 1UP! noted its “demi-mystique” ambiance blending “Grèce antique et psychédélisme,” distinct from Tetris‘ industrial grind. Ports amplify this: Game Gear’s artistic, non-cartoonish borders evoke Mediterranean mosaics; Genesis adds scrolling roads hinting ancient voyages.
Deeper analysis reveals psychological layers. Combos demand foresight, rewarding “medium-term planning” (Retro Archives), mirroring life’s unpredictability—random jewel spawns force adaptation, while cascades deliver euphoric payoff. Player reviews lament “eye-melting” sessions yet praise reflex-honing frenzy, embodying addiction’s dual blade: relaxation unwinds post-“big baddie” brawlers (Mean Machines), but high speeds tax “hand-to-eye coordination.” No dialogue needed; the escalating score (up to 99,999,999) narrates triumph-from-chaos, cementing Columns as thematic poetry in puzzle form.
Gameplay Mechanics & Systems
At its core, Columns refines the falling-block loop: trios of same-sized, variably colored jewels descend singly into a rectangular well. Controls are direct: left/right movement, cycle jewel order (no full rotation, easing input), and drop acceleration. Matches of 3+ identical colors (horizontal, vertical, diagonal) vanish, triggering gravity drops for combos—the genre’s killer innovation, where one clearance begets multiples, scoring multipliers (4x=double, 5x=triple; diagonals highest).
| Mechanic | Description | Innovation/Flaw |
|---|---|---|
| Column Cycling | Shift jewel positions mid-fall (e.g., red-blue-green → blue-green-red). | Enables precise setups; overly responsive controls cause misplacements (Video Game Critic). |
| Magic Jewel | Rainbow gem atop column; clears all below-matched color. | Wildcard chaos; rare but game-changing. |
| Scoring | Base per match + multipliers; cascades exponential. | Rewards strategy over speed early, reflexes late. |
| Progression | Speed ramps per level; well fills = game over. | Infinite replayability via high-score chase. |
Modes vary by port, enriching loops:
– Normal/Arcade: Endless survival.
– Flash: Excavate pre-filled rows to a flashing base jewel; adjustable difficulty (1-9 rows).
– Doubles/Versus (2P): Co-op shared well or competitive (hot-seat/split-screen); Gear-to-Gear link-up.
– Time Trial: Score maximization in limits (select ports).
UI is minimalist: score/level timer top, next column preview, clean fixed/flip-screen view. Flaws? Randomness frustrates (Sega Does: “lacks pick-up-and-play”), small SMS sprites hinder visibility. Strengths shine in multiplayer—Raze lauded versus reversals—and combos’ “turn-the-game-on-its-head” thrill. Game Gear hailed “definitive” for portability, options (jewel reskins: fruit, dice, cards).
World-Building, Art & Sound
Columns‘ fantasy setting is an ethereal jewel coliseum: playfield as cosmic pit, borders evoking marble temples or Egyptian motifs (Video Game Critic). Art direction prioritizes clarity—large, vibrant sprites (Genesis/Game Gear excel; SMS/TG-16 smaller)—with parallax scrolls (Genesis roads) adding depth. Ports differentiate: Game Gear’s “artistic” palette feels handcrafted; X68000/PC-98 upscale jewels.
Atmosphere mesmerizes: Soft glows, vanishing poofs create trance. Sound design elevates—Uwabo’s organ hymns (Clotho et al.) hypnotic, “calming” (emmamomocat), “best on Sega” (Mean Machines). Ports adapt: Gear’s transposed chiptune retains allure; some tracks loop tediously (paul cairey: “old folks home”). Multisampled effects (clears, drops) punctuate cascades, syncing tension-release. Collectively, they forge immersion: puzzle as ritual, visuals/auditory hypnosis amplifying addiction.
Reception & Legacy
Launch acclaim was stellar: MobyGames 75-76% critics (33+ ratings), peaking at Sega Pro (92% SMS/Genesis: “all-time classic”), CVG (90% Genesis: “spark of originality”), Mean Machines (89% SMS). Arcade thrived—Japan’s #4 grosser 1990, #3 conversion kit 1991 (Game Machine). Players averaged 3.5/5 (96 ratings), praising addictiveness/multiplayer, critiquing music/controls.
Reputation evolved: Early “Tetris clone” dismissals faded; retrospectives (Retro Archives: 85-90% ports) hail combo pioneer. Re-releases (Wii VC 70-80%, Genesis Mini, Sega Ages 2500) sustain play; Guinness tracks records (267k arcade). Influence profound: Sequels (Columns II-III, ’97, Crown), spin-offs (Hanagumi Taisen), clones (Coloris, Magic Jewelry). Mechanics birthed match-3 (diagonals/combos in Bejeweled, Candy Crush); Sega Does credits puzzle lineage. In 1001 Video Games You Must Play Before You Die, it’s canon—industry-shaper amid 16-bit wars.
| Platform | Peak Critic Score | Notes |
|---|---|---|
| Game Gear | 90% (Sega-16) | “Definitive”; portable perfection. |
| Genesis | 90% (CVG/Sega Pro) | Feature-rich; eye-strain quibble. |
| SMS | 92% (Sega Pro) | Addictive unwind-er. |
| TG-16 | 88% (Retro Archives) | Near-Genesis rival. |
Conclusion
Columns distills puzzle perfection: from HP-UX hobby to Sega empire, its cycling columns, diagonal combos, and Moirai mysticism innovate sans bloat. Gameplay loops hypnotize, art/sound enchant, legacy inspires. Flaws—randomness, port variances—pale against timeless pull. Verdict: An 9/10 essential, Columns claims puzzle throne beside Tetris, a hypnotic jewel in gaming’s crown—play it eternally.