Fun School 2: For the Under-6s
DOSEducational
How it plays
The player views the planet from a map-based, zoomable overhead perspective and influences global systems through menus, tools, and adjustable variables. The main objective is to create or maintain a viable living world, but the game also supports experimentation with radically different planetary conditions.
Players alter atmosphere, temperature, sea levels, continents, radiation, and other environmental factors. Life evolves through geological eras, while intelligent species may develop civilization and technology. Scenarios and planet templates provide different starting conditions; there is no standard character campaign or fixed sequence of levels.
Plan your run
Begin with moderate atmospheric and temperature settings, then make small changes while observing their effects. Large adjustments can destabilize climate and cause extinctions before ecosystems have time to adapt.
Before you begin
Make incremental changes and pause often to study the simulation.
Keep a varied biosphere so one ecological failure does not end all life.
SimEarth: The Living Planet is a planetary simulation game developed and published by Maxis for DOS. Rather than controlling a single hero, the player manages the development of an entire world, adjusting climate, atmosphere, terrain, life, and intelligent species. Its open-ended god-game design combines scientific concepts with strategy and experimentation: players can nurture a stable biosphere, accelerate evolution, or observe the consequences of environmental disasters. The game offers several starting planet types and scenarios, with progress measured through ecological and technological change rather than conventional victory alone. Reviews praised its ambition, depth, and educational value, although its abstract interface and demanding systems made it less immediately accessible than SimCity. It remains an important early example of systems-driven computer simulation.
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