Fun School 2: For the Under-6s
DOSEducational
How it plays
The game uses a top-down, isometric-style view of the park. The main objective is to create a successful attraction by laying paths, placing rides, building shops and amenities, and keeping guests satisfied.
Players can adjust prices, buy supplies, hire and assign staff, research new attractions, and monitor finances. Visitors have individual needs and opinions, while ride breakdowns, litter, queues, and staff performance affect the park’s reputation. Progress comes from expanding the site, unlocking better attractions, and meeting financial goals in the selected scenario or play mode.
Plan your run
Start with a compact layout so guests spend less time walking between rides and facilities. Place food, drinks, toilets, and seating near busy attractions, and keep paths clear of litter.
Watch finances before buying expensive rides. Research useful attractions gradually, train enough mechanics and entertainers to cover the park, and adjust prices when queues or visitor complaints show that demand has changed.
Before you begin
Keep essential facilities close to ride clusters.
Hire enough mechanics to respond quickly to breakdowns.
Use research and financial reports before expanding.
Theme Park is a construction and management simulation developed by Bullfrog Productions and published by Electronic Arts. The player builds an amusement park, places rides and facilities, hires staff, and tries to attract visitors while keeping the business profitable. Its open-ended play combines colorful park design with detailed economic decisions, including ticket prices, research, stock, maintenance, and employee management. The DOS version helped establish Bullfrog’s distinctive style of accessible but deep simulation games. Reception was generally positive for its humor, breadth, and creative freedom, although the interface and occasional management frustrations could make the experience demanding.
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