Fun School 2: For the Under-6s
DOSEducational
How it plays
The game presents a concealed phrase divided into blank spaces. Players take turns spinning the wheel and choosing letters, using the keyboard to enter guesses and solve the phrase.
Correct consonants reveal matching spaces and add the wheel's value to the player's score. Vowels can be purchased, while an incorrect letter or an unfavorable wheel result ends the turn. Rounds continue until a player solves the puzzle, and the leading contestant advances through the show's broader contest structure.
Plan your run
Track the letters already called and avoid repeating guesses. Early in a round, prefer common consonants that can reveal several spaces without spending money.
Buy vowels when the pattern is nearly recognizable, but preserve enough cash to benefit from a strong wheel result. Before solving, check every visible blank and avoid committing to a phrase based on only one partial pattern.
Before you begin
Record called letters so that turns are not wasted on duplicates.
Use the revealed word pattern and phrase category together rather than guessing from a single word.
Solve only when the complete phrase is reasonably certain; an incorrect solution can waste a valuable turn.
Wheel of Fortune is a DOS adaptation of the television game show, developed by Sharedata and published by GameTek in 1987. It combines trivia, word-puzzle solving, and turn-based game-show rules rather than action-oriented play. Contestants spin the wheel, call consonants, buy vowels, and attempt to identify a hidden phrase before their opponents do. The computer presentation is simple, reflecting the limitations of contemporary DOS hardware, but the central format remains recognizable and accessible. Its historical reception is best understood as that of a straightforward licensed home-computer version: useful for reproducing the show's basic contest structure, though limited in audiovisual presentation and dependent on the quality of its puzzle collection.
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