Fun School 2: For the Under-6s
DOSEducational
How it plays
The game uses a fixed playfield viewed from the side. Falling pieces are moved and rotated while they descend, with completed horizontal lines being removed to create room. The main objective is to survive as long as possible and score by clearing lines efficiently.
Play proceeds as a sequence of falling pieces. The stack grows when pieces are placed without clearing lines, while faster play increases the need for quick decisions. The exact scoring and mode details can vary by release or configuration, so only the core falling-block rules are documented here.
Plan your run
Keep the playing surface as flat as possible and avoid creating isolated holes that cannot be filled easily. Prefer placements that preserve several future options instead of focusing only on the immediate line clear.
As the stack rises, prioritize survival over elaborate setups. Watch the next piece when the interface provides that information, leave room for long pieces when possible, and rotate pieces before they reach the bottom rather than attempting rushed corrections.
Before you begin
Keep the stack low and avoid enclosed gaps.
Use rotations early, while there is still room to adjust the piece.
Favor placements that leave a flat surface for the next pieces.
Moraff's Tempt-Tris is a DOS puzzle game from Moraffware built around the falling-block formula popularized by Tetris. Pieces descend into a playing field, and the player must position and rotate them to form completed lines before the stack reaches the top. The game is designed for short, repeatable sessions rather than a story campaign. Its appeal comes from planning under increasing pressure, managing the shape of the pile, and deciding when to accept a less-than-perfect placement. As a shareware-era Moraffware release, it belongs to the colorful and experimental PC puzzle tradition of the early 1990s. It is chiefly remembered as a variation on a familiar formula rather than as a character-driven game.
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