Once upon a time, Koei made RPGs, Strategy Games, and Simulations. This is one of them.
Aerobiz Supersonic is a business sim released for the SNES and Genesis in 93/94, in which up to four players compete to build the best globe-spanning airline that money can buy. Despite the bizarre mismatch of a sim/strategy game on a 16 bit console, the game is actually fairly well made. The mechanics have some depth without being opaque. The player is given easy access to important information needed to make decisions, and figure out what makes for good and bad play. The AI is capable of working with those rules and, at the game's higher difficulties, can compete with human players without relying on behind-the-scenes cheating. The whole interface has been designed to be reasonably navigated with a d-pad and 6 buttons, so the absence of mouse control isn't too badly missed. And to top it all off, the soundtrack is composed of the most hypnotically relaxing muzak to ever crawl out of an elevator.
I'll be showing the game off by taking us through each of its four scenarios. I will not fly alone.
Through the magic of capitalism (or bureaucratic despotism) you, the stakeholders, will be making the calls that will lead our company to fortune or ruin. Stake out our territory, manage our fleet, outperform and undercut our enemies, or risk millions on buying hotels in Kazakhstan.
Each update will span four turns of play, or one year of game time, after which you'll be brought up to date and given fresh opportunities to run everything into or off of the ground. Planes are well known to do both.
Table of Contents
0. Getting Started
1. Islam is the Flight
1955 - The Year We Get Airborne
1956 - Spreading Our Wings
1957 - Building the Nest
1958 - Settling In
1959 - Lifestyle Adjustment
1960 - Living Within Means
1961 - Indecision
1962 - Look to the East
1963 - Coming of Jet Age
10.1 Business Plan 196411. 1964 - TokyAero Drift
1965 - HydroBiz
12.1 Business Plan 196613. 1966 - Pax Aeronautica
13.1 Business Plan 196714. 1967 - Return to Normal
14.1 Business Plan 196815. 1968 - Connections
16. 1969-71 - Resurgence
17. 1972-74 - Conclusion