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* ''Aerobiz'' -- released in 1992 on both UsefulNotes/SuperNES and UsefulNotes/SegaGenesis
* ''Aerobiz Supersonic'' -- Released in 1994 on both UsefulNotes/SuperNES and UsefulNotes/SegaGenesis
* ''Air Management '96 '' -- released in 1996 on UsefulNotes/SegaSaturn only in Japan

to:

* ''Aerobiz'' -- released in 1992 on both UsefulNotes/SuperNES Platform/SuperNES and UsefulNotes/SegaGenesis
Platform/SegaGenesis
* ''Aerobiz Supersonic'' -- Released in 1994 on both UsefulNotes/SuperNES Platform/SuperNES and UsefulNotes/SegaGenesis
Platform/SegaGenesis
* ''Air Management '96 '' -- released in 1996 on UsefulNotes/SegaSaturn Platform/SegaSaturn only in Japan



* UsefulNotes/ConsoleWars: Initially ported to both the UsefulNotes/SegaGenesis and UsefulNotes/SuperNES consoles, the final installment was on the UsefulNotes/SegaSaturn only.
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*** This said, it gets a little harder again once you hit "Jumbo Jet" since you have to be the top dog in ''all seven'' regions, which by definition includes EVERY rival's home region, and you still have a limit of 40 routes and 80 turns in which to get the job done. This said, really, the farther you set the difficulty from Glider to Jumbo Jet, the harder it is for the opponents to win, but the easier it is for them to stop YOU from winning before the turn limit is reached, at which point the game still considers it a loss.

to:

*** This said, it gets a little harder again once you hit "Jumbo Jet" since you have to be the top dog in ''all seven'' regions, which by definition includes EVERY rival's home region, and you still have a limit of 40 routes and 80 turns in which to get the job done. This said, really, Really, the farther you set the difficulty from Glider to Jumbo Jet, the harder it is for the opponents to win, but the easier it is for them to stop YOU from winning before the turn limit is reached, at which point the game still considers it a loss.
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*** This said, it gets a little harder again once you hit "Jumbo Jet" since you have to be the top dog in ''all seven'' regions, which by definition includes EVERY rival's home region, and you still have a limit of 40 routes and 80 turns in which to get the job done.
*** And all of this gets reversed at the highest difficulty, where the goals can't and don't change further, but the computer suddenly drops its ArtificialStupidity and [[LetsGetDangerous gets serious about competing with the player]].

to:

*** This said, it gets a little harder again once you hit "Jumbo Jet" since you have to be the top dog in ''all seven'' regions, which by definition includes EVERY rival's home region, and you still have a limit of 40 routes and 80 turns in which to get the job done. \n This said, really, the farther you set the difficulty from Glider to Jumbo Jet, the harder it is for the opponents to win, but the easier it is for them to stop YOU from winning before the turn limit is reached, at which point the game still considers it a loss.
*** And all of this gets reversed in full at the highest difficulty, where the goals can't and don't change further, but the computer suddenly drops its ArtificialStupidity and [[LetsGetDangerous gets serious about competing with the player]].

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Changed: 1655

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Each successive installment expanded gameplay by adding more aircraft, more cities and adding or refining features and interface. The first installment is the most famous while the other two are nearly unheard of. As a player, you have control over routes flown, planes purchased, peripheral businesses bought, advertising, maintenance & service budgets, regional hub opening, and other business aspects. However, the game still subjects you to (mostly) historically accurate political and economic events (such as wars), natural disasters & weather effects, and random events (such as forced landings or crashes). For example, a player starting an airline in Moscow in any of the cold war eras of play, would initially be restricted to buying only Soviet aircraft and major relations disadvantages in trying to open routes to western cities.

to:

Each successive installment expanded gameplay by adding more aircraft, more cities and adding or refining features and interface. The However, while the first installment is the most famous while famous, the other two are nearly unheard of. As a player, you have control over routes flown, planes purchased, peripheral businesses bought, advertising, maintenance & service budgets, regional hub opening, and other business aspects. However, the game still subjects you to (mostly) historically accurate political and economic events (such as wars), natural disasters & weather effects, and random events (such as forced landings or crashes). For example, a player starting if playing as an airline in Moscow in during any of the cold war Cold War eras of play, the player would initially be restricted to buying only Soviet aircraft and be subject to major relations disadvantages in trying to open routes to western Western cities.



* ArtificialStupidity: The AI would continue to purchase outdated, inefficient airliners even after newer, cheaper and more efficient planes are made available. would regularly place the largest, most inefficient airliners in its fleet on low density routes and then leave them there despite losing big bucks and its competition (you) opening the same route with a small, high efficiency airliner and turning a profit.

to:

* ArtificialStupidity: The AI would will continue to purchase outdated, inefficient airliners even after newer, cheaper and more efficient planes are made available. It would regularly also place the largest, most inefficient airliners in its fleet on low density routes and then leave them there despite losing big bucks and its competition (you) opening the same route with a small, high efficiency airliner and turning a profit.



* AwesomeButImpractical: The fictitious future aircraft in ''Aerobiz Supersonic'' are downright terrible when compared to previous conventional models.

to:

* AwesomeButImpractical: The fictitious future aircraft in ''Aerobiz Supersonic'' are downright terrible tend to be VERY inefficient when compared to previous conventional models.



* FeaturelessProtagonist: The player is this type of character as the CEO of a major global airline.

to:

* FeaturelessProtagonist: The player is this type of character as You're the CEO of a major global airline.airline. That's the one thing you know about the player, and it's all the info you need.



** NonIndicativeDifficulty: ''Supersonic'' plays with this one. The first four difficulty levels determine the scenario goals, with each step up requiring dominance in one more region. However, the scenario goals are the same for all four players, thus while you have to dominate [X] regions against your competitors, so do they against you. Combined with ArtificialStupidity, this makes the middle difficulties easier to win because an astute player can easily block the others from getting enough regions to win (it gets a little harder again once you hit "Jumbo Jet" since you have to be the top dog in all seven regions, which by definition includes EVERY rival's home region, with your 40-route max spread thin on an 80-turn time limit). It's the ''easiest'' level where players have to watch out for airlines expanding into regions he may not be able to reach as they go for the win.
*** This gets reversed at the highest difficulty, where the goals don't change, but the computer drops its ArtificialStupidity and [[LetsGetDangerous gets serious about competing with the player]].
* InstantWinCondition: Regardless of size or overall passenger totals, the first airline to meet all the goals, wins. This can lead to some odd situations where a large airline, dominating the passenger totals, profits by big margins, loses to a much smaller airline that happen to dominate their home region and expand into three otherwise ignored regions.

to:

** NonIndicativeDifficulty: ''Supersonic'' plays with this one. The first four difficulty levels determine the scenario goals, with each step up requiring dominance in one more region.additional region, starting with four (rather, three plus your home region). However, the scenario goals are the same for all four players, thus while you have to dominate [X] regions against your competitors, so do they against you. Combined with ArtificialStupidity, this makes the middle difficulties a bit easier to win because prevent your opponents from winning as an astute player can easily block the others from getting enough regions to win (it win, whereas the ''easiest'' level only requires any given airline - including that of your foes - to expand into a scant three regions that the others may not be able to reach and sufficiently develop in time.
*** This said, it
gets a little harder again once you hit "Jumbo Jet" since you have to be the top dog in all seven ''all seven'' regions, which by definition includes EVERY rival's home region, with your 40-route max spread thin on an 80-turn time limit). It's the ''easiest'' level where players and you still have a limit of 40 routes and 80 turns in which to watch out for airlines expanding into regions he may not be able to reach as they go for get the win.
job done.
*** This And all of this gets reversed at the highest difficulty, where the goals can't and don't change, change further, but the computer suddenly drops its ArtificialStupidity and [[LetsGetDangerous gets serious about competing with the player]].
* InstantWinCondition: Regardless of size or overall passenger totals, the first airline to meet all the goals, wins. This can lead to some odd situations where a large airline, dominating the passenger totals, profits by big margins, loses to a much smaller airline that happen happened to dominate their home region and expand into three otherwise ignored regions.regions. Less likely on higher difficulties due to the reasons mentioned above, but still.



* JustPlaneWrong: Though most aircraft have historically accurate phase-in and discontinuation dates, they don't feature accurate seating capacities or operational ranges.

to:

* JustPlaneWrong: Though most aircraft have historically accurate phase-in and discontinuation dates, dates when available for the times, they don't feature accurate seating capacities or operational ranges.ranges, presumably for game balance.



* MyRulesAreNotYourRules / NotPlayingFairWithResources: If your airline runs in the red for a year, it goes bankrupt and [[NonStandardGameOver you lose]]. If an AI airline runs in the red for a year, it goes bankrupt, changes its name and gets a huge influx of cash to start over and bounce back. Averted in ''Supersonic'' where the AI is subject to the same "Bankruptcy and elimination upon one year of red" rule that players are. Once an AI is eliminated, it's gone for good.
* NoBulkDiscounts: Aircraft prices are not eased by purchasing in large quantities. However, manufacturers will sometimes offer their planes at half-price for one turn. One cannot imagine how much money Boeing loses when you buy 10x 747-400s at half price and never purchase another one again.
** Slightly averted in Supersonic: If more than half of your fleet is composed of Boeing Aircraft, you will get a 10% discount on future Boeing purchases. If the fleet composition falls below half, the discount is lost. International Relations can also affect the price of aircraft. (Example: If the attitude between your home country and the US is rated green (positive), you can purchase American aircraft at a 10% lower cost.)
* NoPlotNoProblem: Justified as the goal is to start and expand an airline.

to:

* MyRulesAreNotYourRules / NotPlayingFairWithResources: If your airline runs in the red for a year, it goes bankrupt and [[NonStandardGameOver you lose]]. If an AI airline runs in the red for a year, it goes bankrupt, changes its name and gets a huge influx of cash to start over and bounce back. Averted in ''Supersonic'' where the AI is subject to the same "Bankruptcy and elimination upon one year of red" rule that players are. Once are; once an AI is eliminated, it's gone for good.
* NoBulkDiscounts: Aircraft prices are not eased by purchasing in large quantities. However, manufacturers will sometimes offer their planes at half-price for one turn. One cannot imagine how much money Boeing loses when you buy 10x ten enormous 747-400s at half price and never purchase another one again.
** Slightly averted in Supersonic: ''Supersonic'': If more than half of your fleet is composed of Boeing Aircraft, you will get a 10% discount on future Boeing purchases. If the fleet composition falls below half, the discount is lost. International Relations can also affect the price of aircraft. (Example: If the attitude between your home country and the US is rated green (positive), you can purchase American aircraft at a 10% lower cost.)
* NoPlotNoProblem: Justified as the Justified. The goal is simply to start and expand an international airline.
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** NonIndicativeDifficulty: ''Supersonic'' plays with this one. The first four difficulty levels determine the scenario goals, with each step up requiring dominance in one more region. However, the scenario goals are the same for all four players, thus while you have to dominate [X] regions against your competitors, so do they against you. Combined with ArtificialStupidity, this makes the middle difficulties easier to win because an astute player can easily block the others from getting enough regions to win. It's the ''easiest'' level where players have to watch out for airlines expanding into regions he may not be able to reach as they go for the win.

to:

** NonIndicativeDifficulty: ''Supersonic'' plays with this one. The first four difficulty levels determine the scenario goals, with each step up requiring dominance in one more region. However, the scenario goals are the same for all four players, thus while you have to dominate [X] regions against your competitors, so do they against you. Combined with ArtificialStupidity, this makes the middle difficulties easier to win because an astute player can easily block the others from getting enough regions to win.win (it gets a little harder again once you hit "Jumbo Jet" since you have to be the top dog in all seven regions, which by definition includes EVERY rival's home region, with your 40-route max spread thin on an 80-turn time limit). It's the ''easiest'' level where players have to watch out for airlines expanding into regions he may not be able to reach as they go for the win.

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Changed: 153

Removed: 164

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* FeaturelessProtagonist: The player is this type of character as the CEO of a major global airline.
* [[TheGreatPoliticsMessUp The Great Aviation Economics Mess-Up]]: ''Supersonic'' predicted supersonic airliners and 1000+ passenger super-jumbo jets in the 2000's.

to:

* FeaturelessProtagonist: The player is this type of character as the CEO of a major global airline.
* [[TheGreatPoliticsMessUp The Great Aviation Economics Mess-Up]]:
FailedFutureForecast: ''Supersonic'' predicted supersonic airliners and 1000+ passenger super-jumbo jets in the 2000's.


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* FeaturelessProtagonist: The player is this type of character as the CEO of a major global airline.
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None


Aerobiz was a SimulationGame made in 1992 by Koei, a company that is big on simulation games. The basic premise is you are starting a new international airline and you have to lead it to global dominance against three other competing airlines. The game provides a wide range of freedom and surprising level of depth and complexity for a 16-bit sim game with regards to business decisions and action as you expand from your home region across the world. The series was known as ''Air Management'' in Japan and there were three installments in the series:

to:

Aerobiz ''Aerobiz'' was a SimulationGame made in 1992 by Koei, a company that is big on simulation games. The basic premise is you are starting a new international airline and you have to lead it to global dominance against three other competing airlines. The game provides a wide range of freedom and surprising level of depth and complexity for a 16-bit sim game with regards to business decisions and action as you expand from your home region across the world. The series was known as ''Air Management'' in Japan and there were three installments in the series:

Added: 147

Changed: 19

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* AlternateTimeline: In ''Aerobiz Supersonic'', Norway, Ukraine, and even Russia will join the European Union.[[note]]Back then, right now, and even in future predictions. Russia joining the European Union is ABSOLUTELY UNTHINKABLE.[[/note]]

to:

* AlternateTimeline: In ''Aerobiz Supersonic'', Norway, Ukraine, and even Russia will join the European Union.[[note]]Back then, right now, and even in future predictions. predictions, just the idea of Russia joining the European Union is ABSOLUTELY UNTHINKABLE.[[/note]]


Added DiffLines:

** It also made predictions that Norway, Ukraine, and Russia would join the European Union. All of which ended up being jossed by a thousand miles.
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Added DiffLines:

* AlternateTimeline: In ''Aerobiz Supersonic'', Norway, Ukraine, and even Russia will join the European Union.[[note]]Back then, right now, and even in future predictions. Russia joining the European Union is ABSOLUTELY UNTHINKABLE.[[/note]]
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* MyRulesAreNotYourRules / NotPlayingFairWithResources: If your airline runs in the red for a year, it goes bankrupt and [[NonStandardGameOver you lose]]. If an AI airline runs in the red for a year, it goes bankrupt, changes its name and gets a huge influx of cash to start over and bounce back.

to:

* MyRulesAreNotYourRules / NotPlayingFairWithResources: If your airline runs in the red for a year, it goes bankrupt and [[NonStandardGameOver you lose]]. If an AI airline runs in the red for a year, it goes bankrupt, changes its name and gets a huge influx of cash to start over and bounce back. Averted in ''Supersonic'' where the AI is subject to the same "Bankruptcy and elimination upon one year of red" rule that players are. Once an AI is eliminated, it's gone for good.
Is there an issue? Send a MessageReason:
None


* ''Aerobiz'' -- released in 1992 on both SuperNES and UsefulNotes/SegaGenesis
* ''Aerobiz Supersonic'' -- Released in 1994 on both SuperNES and UsefulNotes/SegaGenesis

to:

* ''Aerobiz'' -- released in 1992 on both SuperNES UsefulNotes/SuperNES and UsefulNotes/SegaGenesis
* ''Aerobiz Supersonic'' -- Released in 1994 on both SuperNES UsefulNotes/SuperNES and UsefulNotes/SegaGenesis



* UsefulNotes/ConsoleWars: Initially ported to both the UsefulNotes/SegaGenesis and SuperNES consoles, the final installment was on the UsefulNotes/SegaSaturn only.

to:

* UsefulNotes/ConsoleWars: Initially ported to both the UsefulNotes/SegaGenesis and SuperNES UsefulNotes/SuperNES consoles, the final installment was on the UsefulNotes/SegaSaturn only.
Is there an issue? Send a MessageReason:
None


* NoExportForYou: As mentioned above, ''Air Management '96'' was only released in Japan.
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* ''Aerobiz'' -- released in 1992 on both SuperNES and SegaGenesis
* ''Aerobiz Supersonic'' -- Released in 1994 on both SuperNES and SegaGenesis
* ''Air Management '96 '' -- released in 1996 on SegaSaturn only in Japan

to:

* ''Aerobiz'' -- released in 1992 on both SuperNES and SegaGenesis
UsefulNotes/SegaGenesis
* ''Aerobiz Supersonic'' -- Released in 1994 on both SuperNES and SegaGenesis
UsefulNotes/SegaGenesis
* ''Air Management '96 '' -- released in 1996 on SegaSaturn UsefulNotes/SegaSaturn only in Japan



* UsefulNotes/ConsoleWars: Initially ported to both the SegaGenesis and SuperNES consoles, the final installment was on the SegaSaturn only.

to:

* UsefulNotes/ConsoleWars: Initially ported to both the SegaGenesis UsefulNotes/SegaGenesis and SuperNES consoles, the final installment was on the SegaSaturn UsefulNotes/SegaSaturn only.
Is there an issue? Send a MessageReason:
None


* ConsoleWars: Initially ported to both the SegaGenesis and SuperNES consoles, the final installment was on the SegaSaturn only.

to:

* ConsoleWars: UsefulNotes/ConsoleWars: Initially ported to both the SegaGenesis and SuperNES consoles, the final installment was on the SegaSaturn only.

Added: 164

Changed: 188

Removed: 90

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Renamed one trope.


* {{AFGNCAAP}}: The player is this type of character as the CEO of a major global airline.



* [[TheGreatPoliticsMessUp The Great Aviation Economics Mess Up]]: ''Supersonic'' predicted supersonic airliners and 1000+ passenger super-jumbo jets in the 2000's.

to:

* FeaturelessProtagonist: The player is this type of character as the CEO of a major global airline.
* [[TheGreatPoliticsMessUp The Great Aviation Economics Mess Up]]: Mess-Up]]: ''Supersonic'' predicted supersonic airliners and 1000+ passenger super-jumbo jets in the 2000's.



* ZeeRust: Futuristic predictions of huge, 1000-passenger airliners & supersonic airliners traversing the globe seem almost quaint for someone who picks up the game now.

to:

* ZeeRust: {{Zeerust}}: Futuristic predictions of huge, 1000-passenger airliners & supersonic airliners traversing the globe seem almost quaint for someone who picks up the game now.
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None


* The fictitious future aircraft in ''Aerobiz Supersonic'' are downright terrible when compared to previous conventional models.

to:

* AwesomeButImpractical: The fictitious future aircraft in ''Aerobiz Supersonic'' are downright terrible when compared to previous conventional models.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The fictitious future aircraft in ''Aerobiz Supersonic'' are downright terrible when compared to previous conventional models.


Added DiffLines:

** Slightly averted in Supersonic: If more than half of your fleet is composed of Boeing Aircraft, you will get a 10% discount on future Boeing purchases. If the fleet composition falls below half, the discount is lost. International Relations can also affect the price of aircraft. (Example: If the attitude between your home country and the US is rated green (positive), you can purchase American aircraft at a 10% lower cost.)
Is there an issue? Send a MessageReason:
None


[[caption-width-right:192: [[IncrediblyLamePun The sky is the limit.]]]]

to:

[[caption-width-right:192: [[IncrediblyLamePun The sky is the limit.]]]]]]
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Added DiffLines:

**In one game, a computer invested all of its money in a charter company, sticking with it as the price crashed. The CEO was unsurprisingly fired. With it's new CEO and capital, it decided that the best plan of action was to put all of its money into THE EXACT SAME COMPANY.
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Added DiffLines:

[[quoteright:192:http://static.tvtropes.org/pmwiki/pub/images/Aerobiz_6541.jpg]]
[[caption-width-right:192: [[IncrediblyLamePun The sky is the limit.]]]]
Aerobiz was a SimulationGame made in 1992 by Koei, a company that is big on simulation games. The basic premise is you are starting a new international airline and you have to lead it to global dominance against three other competing airlines. The game provides a wide range of freedom and surprising level of depth and complexity for a 16-bit sim game with regards to business decisions and action as you expand from your home region across the world. The series was known as ''Air Management'' in Japan and there were three installments in the series:
* ''Aerobiz'' -- released in 1992 on both SuperNES and SegaGenesis
* ''Aerobiz Supersonic'' -- Released in 1994 on both SuperNES and SegaGenesis
* ''Air Management '96 '' -- released in 1996 on SegaSaturn only in Japan

Each successive installment expanded gameplay by adding more aircraft, more cities and adding or refining features and interface. The first installment is the most famous while the other two are nearly unheard of. As a player, you have control over routes flown, planes purchased, peripheral businesses bought, advertising, maintenance & service budgets, regional hub opening, and other business aspects. However, the game still subjects you to (mostly) historically accurate political and economic events (such as wars), natural disasters & weather effects, and random events (such as forced landings or crashes). For example, a player starting an airline in Moscow in any of the cold war eras of play, would initially be restricted to buying only Soviet aircraft and major relations disadvantages in trying to open routes to western cities.

----
!!Aerobiz contains examples of:

* {{AFGNCAAP}}: The player is this type of character as the CEO of a major global airline.
* ArbitraryHeadcountLimit: The game restricts your airline to no more than 40 total routes.
* ArtificialStupidity: The AI would continue to purchase outdated, inefficient airliners even after newer, cheaper and more efficient planes are made available. would regularly place the largest, most inefficient airliners in its fleet on low density routes and then leave them there despite losing big bucks and its competition (you) opening the same route with a small, high efficiency airliner and turning a profit.
* ConsoleWars: Initially ported to both the SegaGenesis and SuperNES consoles, the final installment was on the SegaSaturn only.
* EasyLogistics: You never have to worry about ensuring adequate ground support equipment is available for your airliners at their destinations, nor do you have to worry about flight scheduling, maintenance issues, etc...
* [[TheGreatPoliticsMessUp The Great Aviation Economics Mess Up]]: ''Supersonic'' predicted supersonic airliners and 1000+ passenger super-jumbo jets in the 2000's.
** It also failed to portray a large number of very prominent cities that cropped up in the late 1990's & early 2000's, such as Dubai, UAE.
** It also failed to portray the large scale move from regular airliners to smaller, more fuel-efficient Regional Jets for most small and medium-sized routes.
** It also missed the terrible economic impact that the 2000's would have on airlines around the world.
** On a lesser scale, it also predicted the next Airbus airliner would be the A350 (which is only now being conceptualized), and that [=McDonnell=]-Douglas would produce the early concept "MD-12" (a stretched MD-11) and still be an independent manufacturer.
* IdiosyncraticDifficultyLevels: ''Supersonic'' featured "Glider", "Prop", "Jet", "Jumbo Jet", & "Supersonic" difficulties.
** NonIndicativeDifficulty: ''Supersonic'' plays with this one. The first four difficulty levels determine the scenario goals, with each step up requiring dominance in one more region. However, the scenario goals are the same for all four players, thus while you have to dominate [X] regions against your competitors, so do they against you. Combined with ArtificialStupidity, this makes the middle difficulties easier to win because an astute player can easily block the others from getting enough regions to win. It's the ''easiest'' level where players have to watch out for airlines expanding into regions he may not be able to reach as they go for the win.
*** This gets reversed at the highest difficulty, where the goals don't change, but the computer drops its ArtificialStupidity and [[LetsGetDangerous gets serious about competing with the player]].
* InstantWinCondition: Regardless of size or overall passenger totals, the first airline to meet all the goals, wins. This can lead to some odd situations where a large airline, dominating the passenger totals, profits by big margins, loses to a much smaller airline that happen to dominate their home region and expand into three otherwise ignored regions.
* IWantMyJetpack: Some aircraft featured in the game were designs expected (by the dev team) to enter full production, but never even made it off the drawing board, such as the [=McDonnell=]-Douglas MD-12.
* JustPlaneWrong: Though most aircraft have historically accurate phase-in and discontinuation dates, they don't feature accurate seating capacities or operational ranges.
* KarlMarxHatesYourGuts: Though you can sell old aircraft to "World Lease" at half-price, you can never purchase any used aircraft to bolster your fleet, and all aircraft are sold at a fixed price which never moves even as the design ages.
* MyRulesAreNotYourRules / NotPlayingFairWithResources: If your airline runs in the red for a year, it goes bankrupt and [[NonStandardGameOver you lose]]. If an AI airline runs in the red for a year, it goes bankrupt, changes its name and gets a huge influx of cash to start over and bounce back.
* NoBulkDiscounts: Aircraft prices are not eased by purchasing in large quantities. However, manufacturers will sometimes offer their planes at half-price for one turn. One cannot imagine how much money Boeing loses when you buy 10x 747-400s at half price and never purchase another one again.
* NoExportForYou: As mentioned above, ''Air Management '96'' was only released in Japan.
* NoPlotNoProblem: Justified as the goal is to start and expand an airline.
* TwentyMinutesIntoTheFuture: The ''Supersonic Era'' from the 1994-released ''Aerobiz Supersonic'' has the player starting in 2000.
* WeBuyAnything: The "World Lease" corporation will purchase any aircraft and at any quantity from you. Got a '40s era, piston-powered Lockheed L1049 to sell in 1974? We'll buy it for half the price you purchased it!
* ZeeRust: Futuristic predictions of huge, 1000-passenger airliners & supersonic airliners traversing the globe seem almost quaint for someone who picks up the game now.

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