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From Wikipedia, the free encyclopedia

Fun School
Fun School logo
Genre(s)Edutainment
Developer(s)Database Publications (1984)

Database Educational Software (1989)

Europress Software (1992)
Publisher(s)Database Publications (1984)

Database Educational Software (1989)

Europress Software (1992)
Creator(s)Derek Meakin
Meash Meakin
Peter Davidson
Platform(s)1989-1994:
Acorn Electron, BBC Micro, ZX Spectrum, Commodore 64, Amstrad CPC, Atari ST, Amiga, DOS
1995-1998:
Windows
First releaseFun School 1
1984
Latest releaseFun School 7
1998

Fun School is a series of educational packages developed and published in the United Kingdom by Europress Software, initially as Database Educational Software. The original Fun School titles were sold mostly by mail order via off-the-page adverts in the magazines owned by Database Publications. A decision was made to create a new set of programs, call the range Fun School 2, and package them more professionally so they could be sold in computer stores around the UK. Every game comes as a set of three versions, each version set to cater for a specific age range.

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Transcription

Fun School 1

Fun School 1 is the first set of educational games, created in 1984 by Database Educational Software for the Acorn Electron and BBC Micro computers.[1] The three individual games catered for children aged under 6 years, between 6 and 8 years and over 8 years respectively. They also include five children's nursery rhymes.[2] The products were tested in classrooms and were educationally approved.[3]

Under 5 years[4] Ages 5–8[5] 8-12 years[6]
  • Numbers
  • Pelican
  • Counting
  • House
  • Magic Garden
  • Match Maker
  • Seaside
  • Snap
  • Colours
  • Alphabet
  • Derrick
  • Castle
  • Freds Words
  • Hilo
  • Maths Test
  • Mouser
  • Number Signs
  • Seawall
  • Super Spell
  • Balance
  • Anagrams
  • Code Breakers
  • Hangman
  • Dogduckcorn
  • Tower-Hanoi
  • Maths Hike
  • Guessing
  • Odd Man Out
  • Nim
  • Pelmanism

Fun School 2

Fun School 2 is the second set of educational games, created in 1989 by Database Educational Software. It was released on more computers than its predecessor including Acorn Electron, BBC Micro, ZX Spectrum, Commodore 64, Amstrad CPC, Atari ST, Amiga, MS-DOS and RISC OS. The three individual games catered for children aged under 6 years, between 6 and 8 years and over 8 years respectively.

The Fun School 2 games were programmed using the STOS (derived from BASIC) programming language[8] with the STOS Compiler Engine.[12]

Fun School 2 was reviewed as "The number one choice for our school" by Shelley Gibson.[13] Fun School 2 was rated 3rd place in the "Gallup full-price software chart".[14] Commodore Force rated Fun School 2 for Under 6 Years as #43, Fun School 2 Ages 6–8 as #36 and Fun School 2 Over 8 Years as number 10 in rankings of the top 100 Commodore 64 games of 1993.[15] Despite its popularity among children, Fun School 2 was criticised by left-wing educationalists due to a competition element and the matter was brought to British MP Kenneth Baker.[16]

Under 6 Years[17] Ages 6–8[18] Over 8 Years[19]
  • Find the Mole
  • Teddy Count
  • Colour Train
  • Pick a Letter
  • Teddy Bears Picnic
  • Shape Snap
  • Spell a word
  • Pick a Letter
  • Number Train
  • Shopping
  • Maths Maze
  • Treasure Hunt
  • Bounce
  • Packing
  • Caterpillar
  • Number Jump
  • Logic Doors
  • Souvenirs
  • Bridge
  • Unicorn Quest
  • Code Boxes
  • Guardians
  • Machine
  • Escape

Fun School 3

Fun School 3 is the third set of educational games, created in 1990 by Database Educational Software released for the ZX Spectrum, BBC Micro, Commodore 64, Amstrad CPC, Amstrad PCW, Atari ST, Amiga, Amiga CD32, MS-DOS and RISC OS computers. The three individual games catered for children aged under 5 years, between 5 and 7 years and over 7 years respectively. The games and their age ranges took in to full account of the new National Curriculum and the school syllabus content at the time.[29]

The Fun School 3 games were developed using the STOS (derived from BASIC) programming language with the STOS Compiler Engine.[30] For the Amiga version it was converted to AMOS using the AMOS Compiler by William Cochrane and Peter Hickman.[31]

The Amiga version was hosted on the "Commodore 1990 Christmas" talk show along with AMOS 3D.[32] The Amstrad PCW version won the European Computer Leisure Award as "Best Home Education Package" and also got the 8000 Plus Seal of Approval.[33]

Under 5 Years[34] Ages 5–7[35] Over 7 Years[30]
  • Matching
  • Actions
  • Gallery
  • Counting
  • Letters
  • Painting
  • Journey
  • Collect
  • Toyshop
  • Electricity
  • Funtext
  • Time
  • Wordsearch
  • Robot Draw
  • Planet Maths
  • Treasure
  • Database
  • Sentences

Fun School 4

Fun School 4 is the fourth set of educational games, created in 1992 by Europress Software (formerly called Database Educational Software) and released on the ZX Spectrum, Amstrad CPC, Commodore 64, Atari ST, Amiga, MS-DOS and RISC OS computers. The three individual games catered for children aged under 5 years, between 5 and 7 years and between 7 and 11 years respectively. The content of the games matched the educational material taught in schools of England and Wales in accordance with the National Curriculum.[44] During the planning stages, an education competition was held by ST Format, in which the best entries were incorporated in the game.[24]

The Amiga version of the Fun School 4 games were mostly created with the AMOS code using the AMOS Compiler engine. [31] TimeTable and Exchange Rates were written in asembler, this was primarily due to the complex nature of these two games and wanting to keep the performance up to an acceptable level.


Under 5 Years[45] Ages 5–7[46] Ages 7–11[47]
  • Addition
  • Teddy Paint
  • Fun Train
  • Teddy's House
  • Teddy's Karaoke
  • Teddy's Books
  • Library
  • Basketball
  • Shopkeeper
  • Log Cabin
  • Opposites
  • Typing
  • Proportions
  • Spy Quiz
  • Exchange Rates
  • Timetable
  • Spy Travels
  • Desert Dates


Fun School Specials

Fun School Specials is a set of educational games, created in 1993 by Europress Software, consisting of four different games.[48] Upon demand, Europress designed each game specifically with a certain major topic to add depth to spelling, maths, creativity and science, respectively and comply fully with the National Curriculum.[49]

Paint and Create

Paint and Create was released on Commodore 64, Amiga and MS-DOS computers and has an easy interface divided into six activities aimed at younger audiences to do their own artwork.[50]

Paint and Create got good review scores including 91% from Commodore Format[51] and 94% from the CU Amiga magazine.[52] It also got awarded the Screenstar from Amiga Reviews.[53]

Spelling Fair

Spelling Fair was released on Commodore 64, Amiga and MS-DOS computers.

Merlin's Maths

Merlin's Maths was released on Amiga and MS-DOS computers. Merlin's Maths teaches mathematics on the topics of counting, decimals, fractions and volumes within six activities.[54]

Young Scientist

Young Scientist was created in 1995 and released on CD for Windows and Macintosh to teach science in depth. The game stars the main character Ozzie S. Otter and has up to forty scientific experiments to try out.


Publication Paint & Create Spelling Fair Merlin's Maths Young Scientist
Commodore Format 91% (C64)[51] 90% (C64)[55]
CU Amiga 94% (Amiga)[52] 84% (Amiga)[52] 79% (Amiga)[52]
Amiga Format 87% (Amiga)[56]
Amiga Joker 18% (Amiga)[57]
Paint & Create
(Ages 5 to 11)
Merlin's Maths
(Ages 7 to 11)
Spelling Fair
(Ages 7 to 13)
Young Scientist
(Ages 5 to 9)
  • Interactive Intro
  • Make a Monster
  • Card Creator
  • Art Alive
  • Jigsaw
  • Music Maestro
  • Crystal Conference
  • Perfect Potions
  • Decisive Data
  • Broken Battlements
  • Magic Machine
  • Weight Weapons
  • Coconut Shy
  • Test Your Strength
  • Mechanical Grab
  • Circus Word
  • Haunted House
  • Word Juggle

Fun School 5

Fun School 5 is the fifth set of educational games, released in 1995 by Europress Software on Windows. The games were originally planned to be released in 1993 with the age ranges 'Under 5s', '5s to 7s' and '7s to 11s'. However, there was a delay due to the development of the subject-specific Fun School Specials.[58] The games were written using DOS 4GW and early versions had problems with some video drivers, forcing Europress to recall an entire stock before revising new versions.[59] The three individual games catered for children aged between 4 and 7 years, between 6 and 9 years and between 8 and 11 years respectively and had their own specific themes with a goal to complete the game. The games introduced two children, Suki and Rik, and their pet purple dinosaur, Gloopy. The player has to assist Gloopy and the children in solving a number of challenges.

Dreamland (Ages 4–7)[60] Space (Ages 6–9)[60] Time (Ages 8–11)[60]
  • Number Town
  • Paint Book
  • Watery Word
  • Music Box
  • Tell Time
  • Blobtastic
  • Get Lost
  • Ecology Factory
  • Taxi
  • Paint It
  • Cave School
  • Farming
  • Maths Maze
  • Roller Coaster
  • Paint

Fun School 6

Fun School 6 is the sixth set of educational games, created in 1996 by Europress Software released on Windows. The three individual games catered for children aged between 4 and 7 years, between 6 and 9 years and between 8 and 11 years respectively and had their own specific themes but each of the five topics remained in the same category with certain variations related to the age level. The games star Gloopy from Fun School 5, this time a pink dinosaur.[62]

Fairyland (Ages 4–7) Magicland (Ages 6–9) Futureland (Ages 8–11)
  • Maths
  • English
  • Science
  • Art
  • Music
  • Maths
  • English
  • Science
  • Music
  • Art
  • Maths
  • English
  • Science
  • Music
  • Art

Fun School 7

Fun School 7 is the seventh and final set of educational games, created in 1998 by CBL Technology and released on Windows. The three individual games catered for children aged between 4 and 7 years, between 6 and 9 years and between 8 and 11 years respectively. The game makes use of 3D graphics.

Ages 4–7 Ages 6–9 Ages 8–11
  • Get Lost
  • Write On
  • Space Shuffle
  • Head Hunt
  • Trog Eat Trog

Commercial performance

Before 1989, the educational market was dwindling and the release of "Fun School 2" was an outstanding success. The games sold over 60,000 copies by February[63] and by this time a German Amiga package was developed.[64] By April the games sold over 100,000 copies.[65] During August in 1990, over 150,000 copies had been sold (including 30,000 Amstrad CPC copies).[66] During the development of "Fun School 3" by December, 250,000 copies of the games had been sold.[67]

Before the BBC Micro and PC versions were released "Fun School 3" had already sold 45,000 copies of other formats.[67] By the time "Fun School 4" was in development, Europress had sold 300,000 copies of its Fun School products[68] and 400,000 copies by April.[69]

By 1992, over 500,000 copies of the Fun School Range products were sold.[70] By 1993, over 650,000 Fun School packages had been sold.[71] When Fun School 5 was released, over 800,000 Fun School Packages were sold and becoming an International Bestseller.[61] During the release of "Fun School 6", around 1,500,000 copies of the Fun School Range were sold.[72] When "Fun School 7" was released, 2 million copies of the Fun School Range were sold.[73]

References

  1. ^ "Micro User, Volume 9". The Micro User. No. 7. Database Publications. September 1991. p. 89. Retrieved 19 June 2015.
  2. ^ Gibson, Shelley (September 1989). "Electron User #6.12". Electron User. No. 12. Database Publications. p. 42. Retrieved 18 June 2015.
  3. ^ "Electron User #3.2". Electron User. No. 2. Database Publications. November 1985. p. 52. Retrieved 18 September 2015.
  4. ^ "Fun School - For under 5s: CPC-Power". January 26, 2015. Retrieved June 18, 2015.
  5. ^ "Fun School - For Under 8s: CPC-Power". January 26, 2015. Retrieved June 18, 2015.
  6. ^ "Fun School - For Under 12s: CPC-Power". January 26, 2015. Retrieved June 18, 2015.
  7. ^ a b c Norris, Tim (April 1993). "Amstrad Action Issue 091". Amstrad Action. No. 91. Future plc. p. 49. A cracking set of games that will definitely entertain younger children. Little there for older ones though.
  8. ^ a b c d Barker, Linda (December 1992). "Fun School 2 - Your Sinclair". Your Sinclair. No. 84. Future plc. p. 44. The Fun School series is well worth looking into. In fact, it's a very nearly Megagame.
  9. ^ "Amstar Issue 42". Amstar. No. 42. Soracom. February 1990. p. 115.
  10. ^ "Amstar Issue 48". Amstar. No. 48. Soracom. August 1990. p. 62.
  11. ^ a b c "Commodore Format Issue 27". Commodore Format. No. 27. Future plc. December 1992. pp. 28–29. Fun School 2 has made it to the budgets.
  12. ^ Gerrard, Mike (October 1989). "ST Format - Fun School 2". ST Format. No. 91. Future plc. p. 100.
  13. ^ Gibson, Shelley (April 1989). "The Micro User Issue 74". The Micro User. No. 74. Database Publications. pp. 79–80, 85. The Number one choice in our school
  14. ^ "Amiga Format 008". Amiga Format. No. 8. Future plc. February 1990. p. 97. Retrieved January 16, 2016.
  15. ^ "Commodore Force Issue 0051". Commodore Force. No. 5. Europress Impact. May 1993. p. 8.
  16. ^ "The Games Machine Issue 21". The Games Machine. No. 21. Newsfield Publications. August 1989. p. 8.
  17. ^ Keevel, Koen. Fun School 2 for Under 6s Manual (PDF). Database Educational Software. pp. 4–8.
  18. ^ Keevel, Koen. Fun School 2 for Ages 6-8 Manual (PDF). Database Educational Software. pp. 4–8.
  19. ^ Keevel, Koen. "Fun School 2 for Over 8 Manual" (PDF). Database Educational Software. pp. 4–8. {{cite magazine}}: Cite magazine requires |magazine= (help)
  20. ^ Caswell, Mark (February 1991). "Crash Issue 085". Crash. No. 85. Europress Impact. p. 30. I'd recommend the Fun School range of games to anyone.
  21. ^ Boni, Dino (October 1995). "Amiga CD32 Issue 017". Amiga CD32 Gamer. No. 17. Paragon Publishing. p. 22. You cannot criticise the programmes in any way, simply because they have already won numerous awards.
  22. ^ a b c d e f "CPC Attack Issue 04". CPC Attack!. No. 4. HHL Publishing. September 1992. p. 22. I'm sure these will be very popular in schools and even at home.
  23. ^ Lankenau, Sophie (December 1990). "8000 Plus - Issue 51". 8000 Plus. No. 51. Future plc. p. 44. To captivate and keep the interest of the very young is the task tackled by the authors of Fun School 3 - and the results are impressive.
  24. ^ a b c d Jones, David (October 1990). "ST Format - Issue 15". ST Format. No. 15. Future plc. pp. 143–144, 146. It may sound like the name of a third-rate pop band, but it's got the best pedigree in the business.
  25. ^ O'Connor, Frank (August 1991). "Amstrad Action Issue 071". Amstrad Action. No. 71. Future plc. p. 52. Fun School 3 is years ahead of the competition and makes other educational packages look rather limp.
  26. ^ a b c d "Crash Issue 096". Crash. No. 96. Europress Impact. February 1992. p. 19.
  27. ^ Smith, Tim (June 1991). "8000 Plus - Issue 57". 8000 Plus. No. 57. Future plc. p. 60. For once, we have no hesitation in recommending this piece of software.
  28. ^ O'Connor, Frank (September 1991). "Amstrad Action Issue 072". Amstrad Action. No. 72. Future plc. p. 69. Wonderfully presented, a joy to use and a great deal of fun too.
  29. ^ Keevel, Koen (1990). Fun School 3: Notes for Parents and Teachers (PDF). Database Educational Software. p. 24.
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  62. ^ "About Fun School 6". March 4, 2000. Archived from the original on March 4, 2000. Retrieved July 25, 2015.
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  67. ^ a b O'Connor, Frank (March 1991). "Amstrad Action Issue 066". Amstrad Action. No. 66. Future plc. pp. 32–33. Fun School 3 actually makes it a pleasure, for both child and parent.
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  70. ^ Payne, Chris (2006). Dissolve Mental Shackles (PDF). p. 18.
  71. ^ Fun School Spelling Box Art
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  73. ^ "Fun School 7: Ages 8-11 Cover". Retrieved December 15, 2016.

External links

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