CEO (player)
The player-created airline executive responsible for all business and expansion decisions.
Documented for this version
D-Pad | Move the menu cursor or map selection. |
|---|---|
A | Confirm a menu choice or selected item. |
B | Cancel or return to the previous menu. |
How it plays
Players choose a scenario, select an airline headquarters, and compete with up to three rival companies. The main objective is to grow the carrier and achieve the scenario’s success conditions before the time limit or competitors do.
Routes connect cities across a world map. Players purchase or lease aircraft, set fares, adjust service levels, negotiate landing rights, and respond to passenger demand. Turns advance after decisions are confirmed, producing revenue, expenses, reputation changes, and new events.
Progress depends on balancing profitable routes with fleet capacity and maintenance costs. Different aircraft favor different distances and passenger markets, so expansion requires careful scheduling rather than simply buying the largest planes.
Plan your run
Begin with a small number of routes that have strong demand and manageable operating costs. Avoid spreading aircraft across too many weak connections, and compare route performance after each turn.
Keep cash available for maintenance, new aircraft, and airport negotiations. Use aircraft suited to the distance and demand of each route, and monitor rival expansion before committing to expensive destinations.
A stable domestic or regional network can finance later intercontinental growth. Improving service and reputation is useful, but uncontrolled expansion can leave the airline overextended.
Meet the cast
The player-created airline executive responsible for all business and expansion decisions.
Before you begin
Check demand and operating costs before opening a route.
Match aircraft range and capacity to the route rather than choosing only the largest model.
Reserve cash for maintenance and unexpected business expenses.
Review rival routes before investing in a contested market.
Aerobiz Supersonic is a turn-based airline management simulation developed and published by Koei for the Super Nintendo. Players build an international carrier, establish routes between cities, acquire aircraft, negotiate airport access, and compete against rival airlines. Its focus is on planning and long-term business decisions rather than direct action. The game expands the earlier Air Management formula with a larger world, more aircraft, and additional strategic considerations. Each turn represents a period of company operation, while financial results and changing conditions influence the next round of decisions. It is remembered as a detailed and demanding console business simulation, especially for players who enjoy spreadsheets, route optimization, and methodical competition.
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