Fun School 2: For the Under-6s
DOSEducational
Documented for this version
Mouse Left Button | Select units, buildings, or map locations |
|---|---|
Mouse Right Button | Issue movement and context-sensitive attack commands |
Mouse Left Button | Drag to select multiple units |
How it plays
Dune 2000 is played from an isometric battlefield view. The main objective is to harvest spice, construct a base, produce forces, and destroy opposing structures or complete a mission-specific task.
Campaign missions unlock in sequence, while skirmish and multiplayer scenarios support battles outside the main campaign. Players place a construction yard and production buildings, defend spice fields, scout the map, and combine infantry, tanks, aircraft, and faction-specific units. Spice is gathered by harvesters and converted into credits, so expansion and protection of harvesting operations determine the pace of progression.
Plan your run
Secure the nearest spice field before investing heavily in military technology. Keep harvesters away from enemy attack routes and replace them quickly when they are lost.
Scout before committing your main force. Use infantry to occupy structures where possible, keep anti-vehicle units behind a screen of durable vehicles, and attack production buildings before chasing scattered units. Build defenses near approaches rather than covering every edge of the base.
Before you begin
Protect harvesters because a stalled spice economy can halt all production.
Use terrain and chokepoints to reduce the number of directions an enemy can attack from.
Preserve experienced units when practical, especially during campaign missions.
Dune 2000 is a real-time strategy game developed by Westwood Studios and published by Virgin Interactive for DOS in 1998. Set in Frank Herbert's Dune universe, it follows a three-sided struggle for control of Arrakis, the desert planet whose spice enables interstellar travel. Players choose the Atreides, Harkonnen, or Ordos and manage a base while producing troops, vehicles, and harvesters. The game uses an isometric viewpoint, mouse-driven commands, and campaign missions supported by live-action briefing sequences. Its resource economy and faction-specific units closely follow Westwood's Command & Conquer design. Reception was generally favorable, particularly for its accessible interface and atmosphere, although critics noted that it remained structurally familiar to earlier Westwood strategy games.
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