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All Game Guide
Aerobiz puts armchair executives in control of their very own airline company. As president and CEO, players will decide what routes to open, what fares to set, what planes to buy, and more. Players will also be in charge of negotiating holding slots, setting a budget, carrying out marketing campaigns, buying stock, and following industry and city data. To achieve a goal of connecting 22 cities of the world, you send managers to negotiate while contending with strikes, airplane trouble, and even world events, such as war, tourist booms, labor strikes, accidents, and bad weather. If you find yourself struggling with the decision making process, you can always ask your panel of advisors for help.
Super Play Magazine UK
Aerobiz looks good, with little pictures appearing when something happens - a little plane takes off and lands in Mode 7 every time you open a new route, that sort of thing. In fact
the game has Super Nintendo written all over it (three times on the box, and twice on the cartridge, if you count). But there is a problem: there just isn't enough to do. The trouble I had was that I spent my first few goes opening as many routes as possible As a result I took more money and more passengers than my
competitors, and yet I made considerably less profit. It transpires that it's better to limit your routes - concentrate on flights in and out of just one country, say. So if you play the game properly, you'll spend most of your time nurturing your existing routes rather than making any major changes to your enterprise. Sure, this is how real businesses are run, but it's all a bit boring really, isnt it?
Unterm Strich ist Aerobiz mehr als solide, die Computergegner sind herausfordernd schwer, jedoch fehlt das gewisse, prickelnde Etwas, um richtig begeistern zu können. Da Managerspiele auf dem SNES jedoch selten sind, sollten Fans ruhig mal probefliegen.