Fun School 2: For the Under-6s
DOSEducational
How it plays
Each stage is viewed from above on a tile grid. The objective is to place every crate on a goal tile while moving through corridors and around obstacles.
The player can walk and push, but cannot pull crates. Levels usually become harder through tighter layouts, restricted access, and interactions between multiple crates. A mistaken push may make a stage unsolvable, so restarting and planning sequences are central to progression.
Plan your run
Plan the final positions of crates before making the first push. Avoid placing a crate in a non-goal corner or against a wall unless that position is part of its intended route.
Work backward from difficult goals, preserve access through narrow corridors, and move crates that block the player before committing other crates. When a position becomes impossible, restart rather than trying to repair an irreversible mistake.
Before you begin
Mark dead squares mentally before moving any crate.
Use undo or restart functions only if the specific DOS version documents them; otherwise restart the stage from its menu.
Solve constrained goals first, especially goals in corners or at the ends of corridors.
Sokoban is a grid-based logic puzzle originally created by Thinking Rabbit. The player controls a warehouse keeper who must push crates onto marked storage locations, with each move carefully planned because crates cannot be pulled back. The DOS version brings this minimalist puzzle design to IBM-compatible computers. Its difficulty comes from spatial reasoning rather than reflexes, and many stages require recognizing dead ends several moves before they occur. Sokoban was highly influential and remains widely regarded as one of the defining computer puzzle games.
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