Fun School 2: For Over 8s

Release Date calendar
1991
Platform joystick
Commodore Amiga
Game Type type
Released
Max Players players
1
Overview

Fun School 2: For the Over-8s is an educational game part of the Fun School series with this version aimed at the over eights. Parents can choose a difficulty level for each game and also enter their own words to use. There are eight activities for a child to play and these consist of: Build a Bridge: A square sits underneath a bridge and it must be filled with various shapes and placed in the correct position to hold the bridge up. Passage of Guardians: The child controls a robot and moves him down various passages and attempt to get past the various guardians. When a guardian is touched, it reveals a word with the letters mixed up and the child has to type the correct word to move past.. Unicorn: A robot has to save an unicorn from a burning forest by moving three objects in front of it around a winding path. The robot can only carry one object at a time and certain objects cannot be left alone with each other while the robot is away.. Logic Doors: A robot needs to move around a maze of rooms with various coloured and striped doors by using the correct matching keys it finds. The robot can only carry two keys at a time so keys will need to be dropped in order to progress. Souvenirs: The robot needs to visit a certain amount of countries in Western Europe and needs to buy a souvenir in them as proof with just £30. After choosing a country on the map, three souvenirs appear each costing a different amount in the countries currency. A exchange rate is provided for each country. Code Boxes: A code appears on a box and you have to decipher it to guess how many objects are in the box. There are a various amount of boxes to try with the same code solution. Mystery Machine: The robot needs to operate the machine in the correct sequence but the instructions are in various codes. Once a code is worked out for each word the child enters the letters to receive the machine operating instructions. Escape: Completing each of the seven activities gives the child a keyword and these are needed for a robot to escape from another maze of rooms. Only certain doors can be entered and after progressing through a certain number, the computer will ask for a keyword. Give the computer all seven words and the robot has escaped.

Alternate Names

No information available

Wikipedia

No information available

Video

No information available

Cooperative

No

ESRB

Not Rated

Genres
Education
Developers

No information available

Scroll to Top