Fun School 2: For the Under-6s
DOSEducational
How it plays
The player views the colony from above and directs ants across soil, grass, and nearby environments. Core objectives include establishing a nest, gathering food, producing more ants, expanding underground chambers, and eliminating competing colonies.
Workers perform routine tasks, while soldiers and other colony members support defense and expansion. The game includes open-ended colony play and scenario-based levels with specific challenges. Progress comes from increasing the colony’s population, improving its territory, and adapting to hazards such as predators, humans, and rival ants.
Plan your run
Expand gradually rather than exposing the colony to unnecessary fights. Secure food routes and maintain enough workers before committing many ants to attacks or long-distance exploration.
Use specialized ants for their intended roles, protect the queen, and monitor the colony’s surroundings. In scenario levels, prioritize the stated objective instead of pursuing uncontrolled population growth.
Before you begin
Build a reliable food supply before expanding aggressively.
Keep defensive ants near vulnerable entrances and important food routes.
Explore carefully because hostile creatures and rival colonies can disrupt an unprepared nest.
SimAnt: The Electronic Ant Colony is a life simulation and strategy game developed and published by Maxis for DOS in 1991. The player guides a colony of ants from a ground-level perspective, expanding tunnels, collecting food, raising workers, and defending the nest from rival ants and other threats. Rather than following a fixed story, the game presents a living ecosystem whose outcome depends on colony growth and tactical decisions. Its play style combines experimentation with real-time management, while separate scenarios provide more structured objectives. SimAnt was well received for translating Maxis’s systems-driven design into an unusual biological subject, and it became known for its detailed ant behavior and educational flavor. Its interface and pace can feel demanding, but the game remains a distinctive example of early computer simulation design.
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