| Aerobiz Supersonic | |
|---|---|
Sega Genesis cover art |
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| Developer(s) | Koei |
| Publisher(s) | Koei |
| Series | Koei Executive Series |
| Platform(s) | Super NES Mega Drive/Genesis |
| Release date(s) | (for both Super NES and Sega Genesis) |
| Genre(s) | Business simulation |
| Mode(s) | Single-player Multiplayer (up to 4 players) |
| Rating(s) |
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| Media/distribution | 16-megabit cartridge |
Aerobiz Supersonic, known as Air Management II: Kōkū Ō wo Mezase (エアーマネジメントII 航空王をめざせ) in Japan, is a business simulation video game released by Koei in August 1994, available on the Super Nintendo and the Mega Drive/Genesis. It is a sequel to Koei's previous airline simulation game, Aerobiz.
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Contents
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In the game, which is essentially the same as its predecessor, the player is the CEO of a start-up international airline. The player competes with three other such companies (either AI-controlled or other players) for dominance in the worldwide travel industry. Such dominance is obtained by purchasing slots in various airports around the world, and flying routes to and from those slots. Once a route is created, the player has control of what type of planes fly the route, the price of airfare, and numerous other variables.
The game includes numerous historical events that can help or hinder airline performance. Four different eras of play available for the player to choose. They include 1955–1975 (which depicts the dawn of jet airplanes), 1970–1990 (which depicts a period of unstability, oil crises, and the end of the Cold War), 1985–2005 (which depicts the present day of economic prosperity and relative stable peace), and 2000–2020 (which depicts the replacement of jet planes with supersonic airplanes, the European Union extending to Russia, and countries trying to get airlines to fund alternative fuel research).
Airlines must be able to achieve the goals assigned to them within 20 years; only one airline can achieve this victory with no draws permitted. If none of the airlines can achieve the goal, then all airlines lose because stalemates are not permitted at the end of the game. Tiebreakers are also not permitted because games are not usually designed to be in ties at the end of the 20-year contest. In the rare instance that all airlines go bankrupt simulatenously, then all airlines would also lose.
The simulation includes numerous historical events, including:
The simulation also includes hypothetical events, including:
From the beginning of the game until 1986, the Eastern Bloc countries are stuck with tense relations with Western Europe, North America, and countries in the British Commonwealth. However, they have normal-excellent relations with African countries, Middle Eastern countries, countries in Central America, South America, and some Asian countries. Airplanes from Eastern Bloc countries are small inefficient gas-guzzlers that can only do medium-range flights as their longest routes. After 1986, airlines from these countries can purchase more efficient Boeing planes from the United States of America. These airplanes become even cheaper when one of the Eastern European countries joins the European Union.
Russia enters in EU in 2005, so it will be much cheaper to buy Airbus planes. The latest models from Ilyushin and Tupolev are very cheap and a little bit more efficient than the previous models, so it can give the player an advantage when it comes to maximizing his profits.
With normal-tense relations with Eastern European countries until around 1985, airlines that are headquartered in Western European countries must either purchase cheap airplanes from the "local" market or order slightly more expensive planes from the United States of America. After Perestroika, they can purchase from any plane manufacturing company. Joining the European Union in the mid 1990s makes airplanes cheaper or more expensive depending on relations with the United States prior to the founding of the EU.
North America's situation in the game is identical to the situation found by Western European countries. The only difference is that planes from American companies are cheaper than planes from Western European countries. Since North America has a higher tourism rating than Europe until the 1990s, North America–based airlines can afford more airplanes and routes for a better risk-profit potential than European-based airlines.
Normalized relations with both the U.S. and the U.S.S.R. allows all planes to be purchased by airlines headquartered in the People's Republic of China regardless of the year. However, improving relations with either country will reduce the price of the airplanes - giving the player a choice of acquiring either inefficient Soviet-made planes or efficient American-made planes at bargain prices. Like the People's Republic of China, countries that are not strongly affiliated with either NATO or Warsaw Pact may purchase from any manufacturer as long as relations are not tense (red). Relations with the country must be at least normal (yellow) in order to purchase airplanes from that country.
Several fictional airplanes were introduced in the fourth playing scenario (2000–2020). In real life, McDonnell Douglas and Boeing merged in 1997. To date, none of these model numbers have been used on real life planes (Airbus has A300 to A350, and then A380, it's is unknown but not unlikey if they will use the A360 and/or A370 in the future).
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