Fun School 2: For the Under-6s
DOSEducational
How it plays
The game uses an overhead map of a developing region. Players build rail lines, stations, depots, roads, and other infrastructure, then set train schedules and buy vehicles to serve passengers and freight.
Each scenario has financial and development objectives. Revenue, expenses, land values, company finances, and the surrounding city change over time. Progress comes from improving transport demand, expanding the network carefully, and reinvesting profits without allowing debt or operating costs to overwhelm the company.
Plan your run
Start with a short, high-demand route between existing population centers rather than building a large network immediately.
Before you begin
Study the scenario objectives and available funds before placing infrastructure.
Avoid excessive track and train purchases during the opening phase.
Use profitable passenger routes to finance later urban-development projects.
A-Train is a transport and urban-development simulation developed by Artdink and released for DOS in 1992 by Maxis. The player manages a railway company while shaping a growing city around its stations. Instead of directly controlling trains moment by moment, the game focuses on planning routes, scheduling services, purchasing rolling stock, and balancing investment against operating costs. Its open-ended scenarios combine business simulation with strategic city planning. Success depends on creating useful connections and encouraging profitable development rather than simply laying the largest possible network. The DOS release introduced Western players to a detailed Japanese-style railway simulation, and the game was generally recognized for its depth, distinctive economic systems, and demanding interface, although its complexity could make the early game difficult for newcomers.
Catalog entry maintained by EmuGamers Editorial Team
Community discussion
What are players saying? 0