Fun School 2: For the Under-6s
DOSEducational
How it plays
The game uses a top-down map view. Players select a region, survey terrain, build track and stations, and establish routes between towns, industries, and other destinations. Trains then carry passengers, mail, and freight according to assigned schedules and available demand.
The objective is to grow the company while meeting scenario goals, repaying bonds, and outperforming computer-controlled rivals. Players can buy and sell stock, issue bonds, acquire competing companies, research or purchase better locomotives, and adjust fares. Scenarios differ by map, starting date, economic conditions, and victory requirements.
Plan your run
Start with a short route linking two towns that already generate useful passenger or freight demand. Avoid expensive bridges, tunnels, and unnecessary track until revenue is stable.
Watch cargo production and seasonal demand, maintain locomotives, and use bonds carefully. A profitable core route is usually more valuable than rapid expansion. Buying stock in a rival can also be useful, but excessive borrowing may make the company vulnerable during recessions.
Before you begin
Connect nearby towns before attempting long, expensive routes.
Check station demand and cargo availability before laying track.
Keep enough cash for locomotive replacement and debt payments.
Editorial context
A historically important railroad-management game with strong economic systems, though its DOS interface takes time to learn.
Sid Meier's Railroad Tycoon Deluxe is a business simulation and strategy game developed and published by MicroProse Software for DOS. The player creates a railroad company, lays track, buys locomotives, connects cities, and competes against rival tycoons for financial control of a regional network. The game combines economic planning with an accessible map-based construction system. Its Deluxe edition refines the original Railroad Tycoon with additional scenarios, improved presentation, and expanded play options. It is remembered as an influential early transport-management game, although its interface and real-time decision-making can feel demanding by modern standards.
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