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Fun School

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Fun School is the name of a series of educational packages developed and published in the United Kingdom by Europress Software, initially as Database Educational Software.

Fun School 2

Under 6 Years

Contains 'Shape Snap', 'Find the Mole', 'Teddy Count', 'Write a Letter', 'Colour Train', 'Pick a Letter', 'Spell a Word' and 'Teddy Bears Picnic'.[1]

Ages 6–8

Contains 'Number Train', 'Shopping', 'Maths Maze', 'Treasure Hunt', 'Bounce', 'Pecking', 'Caterpillar' and 'Number Jump'.[1]

Over 8s

Contains 'Build a Bridge', 'Passage of Guardians', 'Unicorn', 'Logic Doors', 'Souvenirs', 'Code Boxes', 'Mystery Machine' and 'Escape'.[1]

Fun School 3

Under 5 Years


Ages 5–7


Over 7s


Fun School 4

Under 5 Years

Ages 5-7

This package is based around a character named Freddy the Frog.[3]

Ages 7-11

This package is based around a spy character called Sammy. Each game relates to him in some way.


In this game, the player must answer questions relating to proportions. For example, the player is shown a collection of flasks and asked "What proportion are red flasks?". The player must answer a set number correctly within the alloted time in order to win.

Spy Quiz

In this game, Sammy is attempting to climb a wall. In order for him to reach the top the player must answer a set number of general knowledge questions correctly within 30 seconds. An example of a question is "What biblical character wore a coat of many colours?". If the player succeeds then they move on to the next level. Each level provides increasingly challenging questions.

Exchange Rates

In this game, there are a number of items which Sammy requires (such as items of clothing or items for a mission) lying on a table. The player must answer mathematical questions based on exchange rates which are shown at the top of the screen. After answering a set number of questions correctly, the player receives one of the items. The objective is to get all of the items. In order to assist the player, a calculator is provided, but it may only be used five times in each level.


In this game, the player is presented with a flight timetable. Sammy wishes to board a plane, and in order to do so he must check on the departure and arrival times. The player is asked a question such as "What time does the Athens flight leave?" or "Where does the 2.15am flight go to?" and must choose the correct answer from a list. Getting an answer correct gives the player a point, but getting an answer wrong removes a point. The game is over when the player has a set number of points (in earlier levels, four points are required, but this increases as the game gets more difficult).

Spy Travels

In this game, Sammy wishes to travel to a set destination. The player must locate it on the map using the arrow keys. Once the destination has been found, the player must then press the Enter key. This continues until a set number of destinations have been found.

Desert Dates

In this game, Sammy is searching for hidden gems and parchments inside the magical pyramids of "Historichunk". In order to locate the hidden items, the player must break open sections of the pyramid. Dates are written on top of a number of these sections and the player is asked a question such as "When did John become King?". Answering correctly will cause the section to break open and reveal the hidden item. Once a set number have been found, the player has won.

System requirements

  • PC386 SC 33Mhz
  • 4Mb RAM
  • 256 colour VGA
  • DOS 3.0 or later
  • Hard disk
  • MS compatible mouse[4]

Fun School Specials

After releasing Fun School 4, several "Specials" were released. Each of these specials were aimed at a particular subject or theme. There were four specials in total. All of these are designed to run under MS-DOS.


The Spelling package consists of six games, each with three difficulty levels. The game places the player in a fun fair environment where they can choose between the six different activities.

Coconut Shy

In this game, the player is presented with a Coconut Shy. A number of coconuts, each with a different letter written on them, are lined up. The player is given a description and must create a suitable word out of the available letters by removing unwanted coconuts. For example, the letters m-j-f-a-d-x-e are provided and the description is "Created, invented". By removing the letters j, f, and x, the word 'made' is created.

Test Your Strength

In this game, the player is given questions based on plurals. For example, "What is the plural of sandwich?". They are then given the choice of four answers, one of which is correct. The objective is to choose the correct answer.

Mechanical Grab

In this game, the player is presented with a grab and an incomplete word. They must 'grab' the missing segment of the word and drop it in the correct place. Once four words have been successfully completed the player has won.

Circus Word

In this game, the aim is to complete a basic crossword. The player is provided with clues for each word and must enter the answers in the same way as a normal crossword. Once all answers have been correctly entered the player has won.

Haunted House

In this game, the player is presented with a sentence with a missing word. They must then choose from a selection of choices which could fill in this missing word, all of which are similar (such as to, two, and too). Entering enough correct answers allows the player to view a short animation of the haunted house ride.

Word Juggle

In this game, the player is presented with a misspelt word, and a clue which indicates the word's meaning. They must re-order the letters and spell the word correctly. This game is unique because it allows the player to enter their own words from the dictionary before play (and thus test themselves on the spellings of those words)


Paint & Create

Young Scientist

Fun School 5

The fifth collection of Fun School 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. It was also the first to be developed for Windows, rather than MS-DOS which was used in previous games. Each package was aimed at a different age range, used a different theme, and included puzzles in various educational areas, such as English, Maths, Art, and Physics.

Dreamland (Ages 4-7)

Number Town Dream

Paint Book Dream

Watery Word Dream

Music Box Dream

Tell Time Dream

Space (Ages 6-9)

This package is based around a space theme.

Mega Maths

Space Speak


Mission Earth

Alien Art

Time (Ages 8-11)

This package is based around a historical theme.

Cave School

Mayan Mayhem

Fantasy Funfair

Survival Course

Persian Paint

System Requirements

  • PC386 SC 33Mhz
  • 4Mb RAM
  • 256 colour VGA
  • Windows 3.1 or later
  • Hard disk
  • MS compatible mouse[5]

Fun School 6

The sixth collection of Fun School was the second to use the dinosaur Gloopy as the main character. Similar to Fun School 5, each package was based on a different theme and aimed at a different age range. There were 5 games in each package and they could be accessed from a menu screen that was accessible at any time during gameplay. One of several improvements to Fun School 6 was the addition of three help guides, one for each package. They provide a tutorial before each game is launched, explaining how to play.

Fairyland (Ages 4-7)

This package is based around a fairy theme. The help guide is a fairy called Marjorie. A demo version of the Fairyland Music game was distributed with the Europress Big Bonus CD-ROM.


Gloopy the big pink dinosaur discovers a fairy glade full of elves and they're very generous. They keep throwing lots of sweets for him to catch. But before he can keep them, he has to do some mental arithmetic. The aim of the game here is to catch the correct answer to the question by guiding Gloopy left and right. Initially children practise counting up to five, and then to 10. Next addition and subtraction bonds to 10 are introduced and gradually extended to 20. Repeated addition is encountered when the elves throw bags of sweets in sets of two, five and 10. By the end of the game children will have encountered the ideas of odd/even and smaller/bigger.


In this game Marjory has persuaded Gloopy to enter a jousting tournament against the Fairy King's champion knights. Gloopy gallops down the field of combat trying to collect the correct flag at the end. Each flag has a phonic theme. As they choose the flag to ride towards, children have to recognise various phonics.


In this game children are able to learn about various parts of the body and by mixing parts to create their own creature. Their creation can then be exported to the Art game.


A basic Art package allowing the child to draw lines, circles, pattern fills etc. Emphasis on simplicity and ease of use for the under 7s.


Five well known tunes are available in this simple audio workshop, allowing children to cut and mix styles (from folk to hip-hop). In addition there's also a music game to test memory.

Magicland (Ages 6-9)

This package is based around a magical theme, where Gloopy finds himself in a haunted castle. The help guide is a wizard.


In this game, Gloopy is trapped on a magical spider's web. In order to escape he must collect mathematical shapes which have been scattered around the web in a specific order. Once all of the shapes have been collected, Gloopy can escape, and the level is complete. Unfortunately, the spider Archie has fallen in love with Gloopy, and can follow him around the web. If he gets too close, then he captures Gloopy and the game ends. As the game progresses, various spells are unlocked which can be used to prevent Archie from following Gloopy.



In this game, Gloopy is trapped inside a magical maze, and flies around on a broomstick. The player must navigate through the maze and solve scientific problems by using a combination of different abilities. The first phase of the game provides the "Blow" ability which blows Gloopy in a certain direction. Later levels introduce five other abilities: Push, Pull, Turn Clockwise, Turn Anti-clockwise, and an Inventory which is used to store various objects such as oil cans and keys.



Futureland (Ages 8-11)

This package is based around a futuristic theme. The help guide is a blue spherical robot called Cybor, who is characterised by saying "Farewell, and remember, the future belongs to you!" at the end of each tutorial.


In this game, Gloopy, equipped with a refuelable jet pack, needs assistance from the player to power up a stranded spacecraft. The objective is to transfer enough energy to the spacecraft so that it can launch. Energy falls down from a chamber at the top of the screen and the player must direct it towards the matching coloured tubes at the bottom of the screen by rotating it between cogs in a small maze. In order to move energy to a different cog, Gloopy must land on the cog, and then the player must answer a mathematical question correctly (for example, they are shown a triangle with two angles and asked "What is the missing angle?"). There are also small aliens called Jayvees which fly around on the screen, which consume the energy, preventing the player from transferring it to the spacecraft. Gloopy is also equipped with a laser and can shoot at the Jayvees to prevent them from feeding on the energy - doing so converts them to fuel which powers the jet pack. The game is complete when all of the energy has been transferred to the spacecraft.


In this game, Gloopy, equipped with his jet pack and laser from the Maths game, must navigate around a maze and locate the exit. As he progresses through the maze, futuristic robots block his path. In order to get past these robots, the player is provided with badly written sentences and must correct the grammatical errors, adding capitalisation, punctuation, and correcting the order so that the sentence makes sense. The player is also blocked by metallic gates, and in order to open them Gloopy must have the correct key, which is hidden somewhere else in the maze.


In this game, Gloopy is the Mayor of a city, and he wants to be re-elected next year. He must therefore make the population happy so that they will vote for him again. The player must manage taxes, allocating money to various different economic sectors in order to improve their performance. If he fails to please enough of the population, then the population will vote for his opponent Dwayne instead.


In this game, the player can experiment with musical composition. They are provided with the choice of four different musical genres and can compose a short 16-bar melody which has been split up into 4-bar sections. Each 4-bar section can be filled in with up to four predefined melodies from the chosen genre. Once all of the desired melodies have been chosen, the player can then listen to their composition. They can also import videos from the Art game and use their composition as background music for the video.


In this game, the player can create an artistic drawing using a range of supplied tools. They can also create a video by adding predefined animations.

System Requirements

Multimedia PC 486DX2 66 MHz with 8MB Ram. This product operates solely under Windows 95.[6]

Fun School 7

Ages 5-7

Ages 6-9

Ages 8-11


  1. 1.0 1.1 1.2 Fun School 2 print advertisement (JPEG)
  2. 2.0 2.1 2.2 Fun School 3 print advertisement
  3. Fun School 4 print advertisement
  4. Europress Fun School 4 for Ages 7-11 (Manual)
  5. Europress Fun School 5 in Time (Manual)
  6. Europress Fun School 6 in Futureland (Manual)

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