Fun School 2: For the Under-6s
DOSEducational
How it plays
The camera looks down over a continuously scrolling battlefield. The player chooses between an airborne helicopter and a ground vehicle, then moves around terrain while firing at soldiers, vehicles, structures, and larger threats. Some scenery and obstacles affect movement, so positioning matters as much as aiming.
Progression comes from surviving successive sections, collecting power-ups, and defeating end-of-level enemies. The campaign emphasizes reflexes, memorization, and resource management, with no role-playing system or branching story. The exact available mode depends on the DOS release and configuration.
Plan your run
Stay near the center of the screen when possible so incoming threats have less time to appear outside your view. Sweep the playfield continuously instead of concentrating only on targets directly ahead.
Collect weapon upgrades carefully and avoid unnecessary collisions with scenery. Learn enemy attack patterns, preserve stronger weapons for crowded sections, and use the vehicle’s movement style that best suits each area.
Before you begin
Keep moving, but avoid drifting into terrain while watching the upper part of the screen.
Prioritize enemies that fire directly at your vehicle before stationary targets.
Use the helicopter’s access to open space and the ground vehicle’s stability according to the terrain.
SWIV 3D is a 1996 military shoot 'em up developed by The Sales Curve for DOS and published by GT Interactive. It follows the fast, vertically scrolling design of the earlier SWIV, but presents the battlefield with polygonal 3D scenery rather than a flat two-dimensional view. Players pilot a helicopter or drive a ground vehicle through hostile territory, destroying enemy units, avoiding projectiles, and collecting weapon power-ups. The game is structured as a demanding arcade-style campaign rather than a story-heavy adventure. Contemporary reception was mixed: reviewers recognized its ambition and action-focused play, while criticism commonly targeted the rough 3D presentation, uneven difficulty, and limited depth compared with more polished shooters.
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