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* GainaxEnding: In the true (more likely bad) ending of ''Stack Columns'', it turns out the protagonist's thought to be dead father is guarding some kind of [[GiantSpaceFleaFromNowhere ancient ageless baby]]. Upon defeat, this baby's cries end all life in the planet. [[SuddenDownerEnding The End]].
to:
* GainaxEnding: In the true (more likely bad) ending of ''Stack Columns'', it turns out the protagonist's thought to be dead father is guarding some kind of [[GiantSpaceFleaFromNowhere ancient ageless baby]]. Upon defeat, this baby's cries end all life in the planet.planet by turning the Earth's ocean into lava. [[SuddenDownerEnding The End]].
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** The standard ending of ''Stack Columns'' has the protagonist unable to find the truth behind his father's death. A No-Continue Run sees him finding his father alive... [[MoodWhiplash and]] accidentally causing the end of the world by defeating a magic baby.
to:
** The standard ending of ''Stack Columns'' has the protagonist unable to find the truth behind his father's death. A No-Continue Run sees him finding his father alive... [[MoodWhiplash and]] accidentally causing the end of the world apocalypse by defeating a magic baby.
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Back in the time of the [[UsefulNotes/ConsoleWars Classic Console War]], Creator/{{Sega}}'s [[AlternateCompanyEquivalent answer to]] the mighty ''VideoGame/{{Tetris}}'' was 1989's ''Columns'': the UrExample of the MatchThreeGame.
to:
Back in the time of the [[UsefulNotes/ConsoleWars [[MediaNotes/ConsoleWars Classic Console War]], Creator/{{Sega}}'s [[AlternateCompanyEquivalent answer to]] the mighty ''VideoGame/{{Tetris}}'' was 1989's ''Columns'': the UrExample of the MatchThreeGame.
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* ArtificialBrilliance: The AI in ''Columns III'' is noticeably better than it looks like, although it normally takes reaching the Mummy or the Sphinx to see the true extent of it. They are surprisingly decent at building chains at good speed for a game released in 1993, and they use their Crush Bar attacks and Magic Stones differently depending on how the match is going (even opponents with one-trick-pony [=AIs=], such as the Scorpion, will change patterns when they are in danger of losing). Furthermore, they have a fairly believable reaction to the effects of Flashing Stones: they will wait until the whole piece is revealed when the Next piece is hidden (unless what they've already seen is useful), they take longer to move when the board is turned into grayscale, and they'll move slower when the board is upside-down.
to:
* ArtificialBrilliance: The AI in ''Columns III'' is noticeably better than it looks like, although it normally takes reaching the Mummy or the Sphinx Art/TheSphinx to see the true extent of it. They are surprisingly decent at building chains at good speed for a game released in 1993, and they use their Crush Bar attacks and Magic Stones differently depending on how the match is going (even opponents with one-trick-pony [=AIs=], such as the Scorpion, will change patterns when they are in danger of losing). Furthermore, they have a fairly believable reaction to the effects of Flashing Stones: they will wait until the whole piece is revealed when the Next piece is hidden (unless what they've already seen is useful), they take longer to move when the board is turned into grayscale, and they'll move slower when the board is upside-down.
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** ''Super Columns'' for the UsefulNotes/GameGear had a plot about getting an amulet back from an evil merchant. You get past her minions by challenging them to the titular game.
** ''Columns [=III=]'' had your character as an AdventurerArchaeologist attempting to find the treasure of the Pyramids. You battle bats, skeletons, scorpions, and mummies... once again by playing a PuzzleGame.
** ''Columns [=III=]'' had your character as an AdventurerArchaeologist attempting to find the treasure of the Pyramids. You battle bats, skeletons, scorpions, and mummies... once again by playing a PuzzleGame.
to:
** ''Columns III'' has your character as an AdventurerArchaeologist attempting to find the treasure of the Pyramids. You battle bats, skeletons, scorpions, and mummies... once again by playing a
** ''Super Columns'' for the UsefulNotes/GameGear has a plot about getting an amulet back from an evil merchant. You get past her minions by challenging them to the titular game.
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* GainaxEnding: In the true ending of ''Stack Columns'', it turns out the protagonist's thought to be dead father is guarding some kind of [[GiantSpaceFleaFromNowhere ancient ageless baby]]. Upon defeat, this baby's cries end all life in the planet. [[SuddenDownerEnding The End]].
to:
* GainaxEnding: In the true (more likely bad) ending of ''Stack Columns'', it turns out the protagonist's thought to be dead father is guarding some kind of [[GiantSpaceFleaFromNowhere ancient ageless baby]]. Upon defeat, this baby's cries end all life in the planet. [[SuddenDownerEnding The End]].
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Added DiffLines:
** However if you had get lost and keep continue the game to finish, the normal ending is just the protagonist celebrate he/she being the Columns Champion, still wondering the truth on his/her father.
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Difficulty Spike is YMMV.
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** While the first few levels are relatively tame, there's a huge DifficultySpike near the final levels in ''Columns III''. Starting from the Mimic, opponents play a lot smarter and faster than you.
to:
** While the first few levels are relatively tame, there's a huge DifficultySpike difficulty increase near the final levels in ''Columns III''. Starting from the Mimic, opponents play a lot smarter and faster than you.
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* MultipleEndings: In ''Columns III'', only by choosing the Hard entrance you get to the ending where your character finds the treasure hidden in the pyramid. In the other two, you leave empty-handed.
to:
* MultipleEndings: MultipleEndings:
** In ''Columns III'', only by choosing the Hard entrance you get to the ending where your character finds the treasure hidden in the pyramid. In the other two, you leaveempty-handed.empty-handed.
** The standard ending of ''Stack Columns'' has the protagonist unable to find the truth behind his father's death. A No-Continue Run sees him finding his father alive... [[MoodWhiplash and]] accidentally causing the end of the world by defeating a magic baby.
** In ''Columns III'', only by choosing the Hard entrance you get to the ending where your character finds the treasure hidden in the pyramid. In the other two, you leave
** The standard ending of ''Stack Columns'' has the protagonist unable to find the truth behind his father's death. A No-Continue Run sees him finding his father alive... [[MoodWhiplash and]] accidentally causing the end of the world by defeating a magic baby.
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* OddballInTheSeries: ''Super Columns'' for the UsefulNotes/GameGear allowed you to rotate the jewel colums into a row, as well as adjusting the order. The [=AI=] wasn't programmed to do this, giving you a bit of an advantage.
to:
* OddballInTheSeries: ''Super Columns'' for the UsefulNotes/GameGear allowed you to rotate the jewel colums columns into a row, as well as adjusting the order. The [=AI=] wasn't programmed to do this, giving you a bit of an advantage.
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* SmartBomb: A flashing gem column will break every instance of the gem it is dropped upon. In the competitive games, only the middle gem does this while the now pointy ends are for attack or recovery instead.
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Added DiffLines:
* GainaxEnding: In the true ending of ''Stack Columns'', it turns out the protagonist's thought to be dead father is guarding some kind of [[GiantSpaceFleaFromNowhere ancient ageless baby]]. Upon defeat, this baby's cries end all life in the planet. [[SuddenDownerEnding The End]].
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ArtificialBrilliance: The AI in ''Columns III'' is noticeably better than it looks like, although it normally takes reaching the Mummy or the Sphinx to see the true extent of it. They are surprisingly decent at building chains at good speed for a game released in 1993, and they use their Crush Bar attacks and Magic Stones differently depending on how the match is going (even opponents with one-trick-pony [=AIs=], such as the Scorpion, will change patterns when they are in danger of losing). Furthermore, they have a fairly believable reaction to the effects of Flashing Stones: they will wait until the whole piece is revealed when the Next piece is hidden (unless what they've already seen is useful), they take longer to move when the board is turned into grayscale, and they'll move slower when the board is upside-down.
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* LaterInstallmentWeirdness: ''Columns III'' lacks a single-player Endless mode.
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* MultipleEndings: In ''Columns III'', only by choosing the Hard entrance you get to the ending where your character finds the treasure hidden in the pyramid. In the other two, you leave empty-handed.
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* VideoGameLives: ''Columns III'' featured the Hourgalss of Time. If you lost against an enemy, you shatter the hourglass to warp back in time, and try again.
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* VideoGameLives: ''Columns III'' featured the Hourgalss Hourglass of Time. If you lost against an enemy, you shatter the hourglass to warp back in time, and try again.
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Added release date.
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Back in the time of the [[UsefulNotes/ConsoleWars Classic Console War]], Creator/{{Sega}}'s [[AlternateCompanyEquivalent answer to]] the mighty ''VideoGame/{{Tetris}}'' was ''Columns'': the UrExample of the MatchThreeGame. Coloured gems come down from the top of the screen in columns of three: you cannot change their orientation, but you can shuffle the three gems around in their column. The objective is to line up gems in groups of three or more, either vertically, horizontally or diagonally.
to:
Back in the time of the [[UsefulNotes/ConsoleWars Classic Console War]], Creator/{{Sega}}'s [[AlternateCompanyEquivalent answer to]] the mighty ''VideoGame/{{Tetris}}'' was 1989's ''Columns'': the UrExample of the MatchThreeGame. Coloured MatchThreeGame.
In it, coloured gems come down from the top of the screen in columns of three: you cannot change their orientation, but you can shuffle the three gems around in their column. The objective is to line up gems in groups of three or more, either vertically, horizontally or diagonally.
In it, coloured gems come down from the top of the screen in columns of three: you cannot change their orientation, but you can shuffle the three gems around in their column. The objective is to line up gems in groups of three or more, either vertically, horizontally or diagonally.
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----
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* {{Combos}}: Jewels that are falling due to gravity can create groups of their own and create chain reactions that give you more points (as well as attack power for competitive modes). It's one of the first, if not ''the'' first, example in the PuzzleGame genre with this mechanic.
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%% * {{Combos}}
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* MatchThreeGame
* NintendoHard: Detractors will be quick to point out that ''Columns'' is a beginner's game due to being able to make lucky chains through making the right match by accident. Now try setting up huge chains ''on purpose.''
* NintendoHard: Detractors will be quick to point out that ''Columns'' is a beginner's game due to being able to make lucky chains through making the right match by accident. Now try setting up huge chains ''on purpose.''
to:
* MatchThreeGame
MatchThreeGame: The UrExample. Other concepts like a match-three game involving jewels, popularized by ''VideoGame/{{Bejeweled}}'', or competitive match-three games involving extensive use of chains, which ''VideoGame/PuyoPuyo'' is better known for, first appeared in ''Columns''.
*NintendoHard: NintendoHard:
** Detractors will be quick to point out that ''Columns'' is a beginner's game due to being able to make lucky chains through making the right match by accident. Now try setting up huge chains ''onpurpose.''purpose''.
** While the first few levels are relatively tame, there's a huge DifficultySpike near the final levels in ''Columns III''. Starting from the Mimic, opponents play a lot smarter and faster than you.
*
** Detractors will be quick to point out that ''Columns'' is a beginner's game due to being able to make lucky chains through making the right match by accident. Now try setting up huge chains ''on
** While the first few levels are relatively tame, there's a huge DifficultySpike near the final levels in ''Columns III''. Starting from the Mimic, opponents play a lot smarter and faster than you.
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* {{Combos}}
to:
* CoOpMultiplayer: Similar to the "doubles" modes of Tengen's ''Tetris'' and ''VideoGame/TetrisTheGrandMaster'', the Genesis port of the original game has one, although the well doesn't use extra-wide dimensions and players take turns dropping pieces instead of playing at the same time.
%% * {{Combos}}
%% * {{Combos}}
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Compare ''VideoGame/PuyoPuyo'', which also has the player matching same-colored "blocks" and would later be acquired by Sega.
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Compare ''VideoGame/PuyoPuyo'', which also has the player matching same-colored falling "blocks" and would later be acquired by Sega.
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Compare ''VideoGame/PuyoPuyo'', which also has the player matching same-colored "blocks" and would later be acquired by Sega.
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[[quoteright:320:http://static.tvtropes.org/pmwiki/pub/images/columns_world_v1_1.png]]
[[caption-width-right:320:Screenshot of the Genesis version.]]
[[caption-width-right:320:Screenshot of the Genesis version.]]
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* AlternateCompanyEquivalent
to:
* AlternateCompanyEquivalentAlternateCompanyEquivalent: The game was very obviously Sega's answer to ''VideoGame/{{Tetris}}''. It even came as a pack-in with the Game Gear, similarly to how the Game Boy came packaged with ''Tetris''.
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Changed line(s) 1,2 (click to see context) from:
Back in the time of the [[UsefulNotes/ConsoleWars Classic Console War]], {{Sega}}'s [[AlternateCompanyEquivalent answer to]] the mighty ''VideoGame/{{Tetris}}'' was ''Columns'': the UrExample of the MatchThreeGame. Coloured gems come down from the top of the screen in columns of three: you cannot change their orientation, but you can shuffle the three gems around in their column. The objective is to line up gems in groups of three or more, either vertically, horizontally or diagonally.
to:
Back in the time of the [[UsefulNotes/ConsoleWars Classic Console War]], {{Sega}}'s Creator/{{Sega}}'s [[AlternateCompanyEquivalent answer to]] the mighty ''VideoGame/{{Tetris}}'' was ''Columns'': the UrExample of the MatchThreeGame. Coloured gems come down from the top of the screen in columns of three: you cannot change their orientation, but you can shuffle the three gems around in their column. The objective is to line up gems in groups of three or more, either vertically, horizontally or diagonally.
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None
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** ''Super Columns'' for the GameGear had a plot about getting an amulet back from an evil merchant. You get past her minions by challenging them to the titular game.
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** ''Super Columns'' for the GameGear UsefulNotes/GameGear had a plot about getting an amulet back from an evil merchant. You get past her minions by challenging them to the titular game.
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* OddballInTheSeries: ''Super Columns'' for the GameGear allowed you to rotate the jewel colums into a row, as well as adjusting the order. The [=AI=] wasn't programmed to do this, giving you a bit of an advantage.
to:
* OddballInTheSeries: ''Super Columns'' for the GameGear UsefulNotes/GameGear allowed you to rotate the jewel colums into a row, as well as adjusting the order. The [=AI=] wasn't programmed to do this, giving you a bit of an advantage.
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* HardModePerks: In the original ''Columns'', choosing Medium (start at level 5) or Hard (start at level 10) difficulty will give you a head start of 20,000 and 50,000 points, respectively.
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* NintendoHard: Detractors will be quick to point out that ''Columns'' is a beginner's game due to being able to make lucky chains through making the right match by accident. Now try making huge chains ''on purpose.''
to:
* NintendoHard: Detractors will be quick to point out that ''Columns'' is a beginner's game due to being able to make lucky chains through making the right match by accident. Now try making setting up huge chains ''on purpose.''
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None
Added DiffLines:
* NintendoHard: Detractors will be quick to point out that ''Columns'' is a beginner's game due to being able to make lucky chains through making the right match by accident. Now try making huge chains ''on purpose.''
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None
Changed line(s) 1,2 (click to see context) from:
Back in the time of the [[ConsoleWars Classic Console War]], {{Sega}}'s [[AlternateCompanyEquivalent answer to]] the mighty ''VideoGame/{{Tetris}}'' was ''Columns'': the UrExample of the MatchThreeGame. Coloured gems come down from the top of the screen in columns of three: you cannot change their orientation, but you can shuffle the three gems around in their column. The objective is to line up gems in groups of three or more, either vertically, horizontally or diagonally.
to:
Back in the time of the [[ConsoleWars [[UsefulNotes/ConsoleWars Classic Console War]], {{Sega}}'s [[AlternateCompanyEquivalent answer to]] the mighty ''VideoGame/{{Tetris}}'' was ''Columns'': the UrExample of the MatchThreeGame. Coloured gems come down from the top of the screen in columns of three: you cannot change their orientation, but you can shuffle the three gems around in their column. The objective is to line up gems in groups of three or more, either vertically, horizontally or diagonally.
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Added line(s) 9 (click to see context) :
* AdventurerArchaeologist: You play one in ''Columns [=III=],'' looking for the treasure of the pyramids.
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* FallingBlocks
to:
* FallingBlocksExcusePlot: The game tried to give the games a plot. Many versions even have a 'story mode.'
** The first game has some blurb in the instruction manual about it being a game played by jewel traders in the Near East or somesuch.
** ''Super Columns'' for the GameGear had a plot about getting an amulet back from an evil merchant. You get past her minions by challenging them to the titular game.
** ''Columns [=III=]'' had your character as an AdventurerArchaeologist attempting to find the treasure of the Pyramids. You battle bats, skeletons, scorpions, and mummies... once again by playing a PuzzleGame.
* FallingBlocks: Well, falling jewels, but still. Some games allowed you to change the jewels, to such things as dice, fruit, or mechanical parts.
** The first game has some blurb in the instruction manual about it being a game played by jewel traders in the Near East or somesuch.
** ''Super Columns'' for the GameGear had a plot about getting an amulet back from an evil merchant. You get past her minions by challenging them to the titular game.
** ''Columns [=III=]'' had your character as an AdventurerArchaeologist attempting to find the treasure of the Pyramids. You battle bats, skeletons, scorpions, and mummies... once again by playing a PuzzleGame.
* FallingBlocks: Well, falling jewels, but still. Some games allowed you to change the jewels, to such things as dice, fruit, or mechanical parts.
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* OddballInTheSeries: ''Super Columns'' for the GameGear allowed you to rotate the jewel colums into a row, as well as adjusting the order. The [=AI=] wasn't programmed to do this, giving you a bit of an advantage.
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* VideoGameLives: ''Columns III'' featured the Hourgalss of Time. If you lost against an enemy, you shatter the hourglass to warp back in time, and try again.
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wrong use of trope
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* UnInstallment: ''Columns II'' was never released outside of japan, so only the first and third games got released. The Genesis port of Columns III curiously kept the numeral.
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Added DiffLines:
* UnInstallment: ''Columns II'' was never released outside of japan, so only the first and third games got released. The Genesis port of Columns III curiously kept the numeral.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
Back in the time of the [[ConsoleWars Classic Console War]], {{Sega}}'s [[AlternateCompanyEquivalent answer to]] the mighty ''VideoGame/{{Tetris}}'' was ''Columns'': the UrExample of the MatchThreeGame. Coloured gems come down from the top of the screen in columns of three: you cannot change their orientation, but you can shuffle the three gems around in their column. The objective is to line up gems in groups of three or more, either vertically, horizontally or diagonally.
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!!''Columns'' provides examples of:
* AlternateCompanyEquivalent
* {{Combos}}
* CoversAlwaysLie: There is a guy on the cover of Columns 3 ''for no reason''. Trust us.
* EndlessGame: Expect to hit a lot of coincidental combos when you're getting near the top that send your blocks back down again. This game can go on for hours.
* FallingBlocks
* MatchThreeGame
* RegionalBonus: The US version of the arcade original has an alternate gameplay BGM that can be used by changing one of the DIP switches. It went on to make a second appearance in ''Columns II'', which was [[NoExportForYou released in Japan only]].
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!!''Columns'' provides examples of:
* AlternateCompanyEquivalent
* {{Combos}}
* CoversAlwaysLie: There is a guy on the cover of Columns 3 ''for no reason''. Trust us.
* EndlessGame: Expect to hit a lot of coincidental combos when you're getting near the top that send your blocks back down again. This game can go on for hours.
* FallingBlocks
* MatchThreeGame
* RegionalBonus: The US version of the arcade original has an alternate gameplay BGM that can be used by changing one of the DIP switches. It went on to make a second appearance in ''Columns II'', which was [[NoExportForYou released in Japan only]].
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