Fun School 2: For the Under-6s
DOSEducational
How it plays
The player controls a squad of up to four mercenaries across mission maps presented from an isometric-style overhead view. Objectives vary by scenario and can include reaching locations, finding items, eliminating threats, or escaping safely.
Characters move, search, open or manipulate objects, use weapons, and manage equipment during tactical encounters. Missions are divided into areas rather than a simple linear sequence, and success depends on positioning, ammunition, supplies, and the differing abilities of team members. Progression comes primarily from completing contracts and improving the squad's equipment and survival prospects.
Plan your run
Conserve ammunition and avoid exposing the whole squad at once. Use buildings, corners, and other map features to control lines of fire, while keeping a route open for retreat.
Search mission areas carefully for useful equipment and supplies. Before committing to a fight, check the team's health and inventory, distribute appropriate weapons, and save progress when the game allows it.
Before you begin
Keep mercenaries separated enough to avoid presenting one target, but close enough to support one another.
Explore side rooms and dead ends; important supplies may not be placed directly along the objective route.
Treat ammunition and medical resources as limited until their availability in a mission is known.
Hired Guns is a cyberpunk tactical role-playing game developed by DMA Design and published by Psygnosis for DOS in 1993. The game follows a team of independent mercenaries hired to investigate dangerous facilities and complete missions in a hostile future setting. Its play style combines squad management, exploration, equipment handling, and turn-based combat viewed from an angled overhead perspective. The game is notable for its unusually open mission structure and detailed simulation elements, including destructible surroundings and multiple ways to approach objectives. Contemporary reception appreciated its ambition and atmosphere, although the interface and complexity could make it difficult to learn. It remains an interesting example of early computer tactical RPG design.
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