![]() ![]() in the US, is actually surprisingly accurate to the original game. The Super Nintendo port, published by Video System themselves in Japan, and McO’River Inc. It still does little to stand out from other shooters out at the time, and could easily be mistaken for other games. While the series hadn’t quite developed the sense of humor it would later be known for, it does have some pretty cool stuff, like the Kremlin in Russia being a secret missile silo guarded by flying hover pods. There are seven levels, taking place all over the world. What should be noted, however, is very occasional slowdown, especially if both players use their bombs at once. Music comes in a combination of FM synthesis and digitized drum and electric guitar samples, and is your typical rock-and-roll fare, without anything really memorable to offer. Controls are pretty tight, no complaints here. Score items are present but do not have a multiplier, and their shape depends on which country the player selects at the start of the game, as it takes after said country’s currency (the American dollar, the Swedish kronor, etc.). CharactersĪero Fighters shows signs of a more modern shoot-em-up formula, as power-up and bomb items are relatively frequent, and only one is dropped upon death. In Japan, this game was known as Sonic Wings, however, when released worldwide, the game was renamed to Aero Fighters, which stuck for most worldwide releases throughout the series. Also of interest is that the order of stages differs depending on which character you select. Each country has two unique characters, one for each player, and each with unique shot and bomb attacks, plus their own strengths and weaknesses. Character selections are tied together by country, so whatever player one picks as the country, player two is assigned it as well. A big part of Aero Fighters, though, is its handling of two-player modes. Outside of this, it’s a pretty straightforward shooter, with no scoring gimmicks, charge shots, or other assorted things – just basic blowing stuff up. Most of the characters’ shots will morph as power-ups are collected. The first entry in the series gives players a selection of four sets of characters, for a total of eight planes with different weaponry and bomber attacks. ![]() The rarest ones are typically the joke bosses or are cameos from other games by Video Systems. This is true for all games in the series except Aero Fighters Assault. One major aspect that sets Aero Fighters apart from most shoot-em-ups is that final bosses are decided at random. While Aero Fighters‘ comedy is very prevalent, it is not as overt as Parodius or other similar games, as there are still plenty of serious moments too. If you can take the time to look at more than the box art and a few screenshots, you’ll find that Aero Fighters has very heavy elements of comedy, such as dolphins flying planes, landmarks that turn into giant robots, a large cyborg ape that can clone itself as a recurring boss, and crossovers with many of Video System’s other series. ![]() Most of the team at Video System that worked on the series moved on to Psikyo to work on the Strikers 1945 series.Īt a glance, the Aero Fighters series looks like a pretty generic military style shoot ’em up. It’s a globe-spanning, vertical-scrolling shoot-em-up that borrows a couple elements from fighting games, and notably uses (mostly) real fighter jets for its characters instead of the typical space ships. The Aero Fighters series, known in Japan as Sonic Wings, was started in 1992 by arcade developer Video System. ![]()
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