In 1989, Nintendo released Tetris on the Game Boy, and it proved to be an instant hit. By its 25-year anniversary Tetris had sold over 70 million copies worldwide. Sega, eager to compete, needed a puzzle game of their own. They settled-on Columns, similar enough not to deter Tetris fans, but different enough to try and attract a new audience. Sadly, Columns couldn’t imitate Tetris’ success.
Columns is a puzzle game created by Jay Geertsen for the arcade in 1989. Its success led to it being ported to many other platforms. The version I chose to review was from the Sonic’s Ultimate Sega Collection (2009) on the Playstation 3. It was originally developed and published by Sega in 1990.
The game consists of three coloured jewels being dropped to the bottom of a rectangular screen, similar to Tetris. However, instead of aiming to complete horizontal lines, you must match three or more of the same coloured jewels in either a vertical, horizontal or diagonal line. Once lined up the jewels will disappear allowing any jewels above to fall down to the lowest point possible. You will also be awarded points. You are able to cycle the order of the jewels to aid in your organisation of landed jewels. If a multi-coloured, flashing set of jewels appears, you can land any colour of jewel that you wish and all of that type of jewel will disappear. The higher your score, the faster the jewels will fall.
I have a real soft spot for this game and prefer it to Tetris, possibly because of the beautifully coloured jewels. The graphics in general have a classical Greek/Roman feel to them and each jewel is brightly coloured and easily distinguishable from the others.
The music is rather basic but does have a tendency to get stuck in your head, but mostly you will find that you’ll turn the sound down and listen to your own music, podcast or an audiobook.
Columns can be played in one-player and multiplayer modes, flash-modes and a time trial mode which add to the replay value of such a seemingly simple but highly addictive game.
I used to play this game a lot and got pretty damn good at it. As you can see from the photograph below, the highest score I achieved was 5408848 at level 121. I would have continued but I had been playing for a while and was due to go out for the evening. I could have paused and come back to it but I feel that I had proved my aptitude for the game.
Did I Complete The Game?
No one seems to know how high the score or levels go, and I don’t know of anyone who has “completed” this game, so I’m going to assume this is a game that cannot be completed.
What The Critics Said:
Mean Machines Index: “Sega’s answer to Tetris, this puzzle game is excellent. There’s a huge variety of options, including arcade-style time trials, three different difficulty settings, nine different starting levels, and a two-plater head-to-head made which adds to the game’s lasting appeal. Overall 88%”.
Sega Power: “A Tetris clone with a superb challenge mode. Simple and addictive. Overall 4/5”.
Sega Power: “A Tetris clone with superb one-on-one challenge mode. More of an end-of-blast relaxer than a main game. Simple, addictive , but expensive for what it is. Overall 4/5”.
Wizard: “Good puzzle game, drop jewels, like Tetris but a bit better. Overall B+”.
“It’s like Tetris, but better in my opinion. Colourful, challenging and surprisingly addictive.”
What are your memories of Columns? I would love to hear your thoughts, and don’t for get to follow and subscribe so that you don’t miss my latest reviews! You can also find me on Instagram: @nicklovestogame.
 Johnson, Bobbie, (June 2009) ‘How Tetris Conquered the World, Block by Block’. The Guardian. (https://www.theguardian.com/technology/gamesblog/2009/jun/02/tetris-25anniversary-alexey-pajitnov Accessed on 10th February 2020).
 ‘Review Index: Mega Drive – Columns’. Mean Machines. (October 1992). Issue 1:138.
 ‘The Hard Line – Review: Mega Drive – Columns’. Sega Power. (September 1993). Issue 46:96.
 Jarrett, S., ‘The Hard Line – Columns’. Sega Power. (April 1991). Issue 23:53.
 ‘Game Reviews – Columns’. Wizard. (January 1993). Issue 17:24.