the cutting room mirror

Aerobiz Supersonic (SNES)

This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Aerobiz got a sequel? Surely you can't be serious.

(I am serious, and don't call me Shirley.)

Source Code#

Two small portions of C code are in the ROM. They can be found at the hex addresses listed below.

0x27F06:

                                    de - 'ハ') * 2) + 0x82a4;
            }
            else if ((code >= 'マ') && (code <= 'ミ')) {
                *npzstr = code + 0x82ae;
            }
            else if ((code >= 'ム') && (code <= 'モ')) {
                *npzstr = code + 0x82af;
            }
            else if ((code >= 'ヤ') && (code <= 'ヨ')) {

0x37F9A:

        sy = 0;
    ex = 32;
    ey = 32;



    if(FadeCurrentMode == 1){
        for(i = 0, moz = 0x10, kido = 0x0f;

(Source: Original TCRF research)

Regional Differences#

To do:
Regional differences

Intro#

Japan

US

Air_Management_II_Koukuuou_wo_Mezase_Koei.png
Air_Management_II_Koukuuou_wo_Mezase_Production.png

Aerobiz_Supersonic_1_Koei.png
Aerobiz_Supersonic_2_Production.png
Aerobiz_Supersonic_3_Executive.png
Aerobiz_Supersonic_SNES_Title.png
Aerobiz_Supersonic_5.png
Aerobiz_Supersonic_6.png
Aerobiz_Supersonic_7.png

The Japanese version is missing quite the introduction.

Title Screen#

Japan

US

These two title screens happen after the plane cinematic.

References#


  1. GDR スーパーファミコン ソフト一覧 1993年 - SUPER FAMICOM Software List 1993↩︎
  2. Super NES Buyers Guide Issue 14 (May 1994), p. 19↩︎