Covering a controversial game or one of major historic significance can be intense. Considering that the subject of my last review, Keith Courage in Alpha Zones, is both those things, I can definitely use a breather right about now. It’s times like this when nothing satisfies like a straightforward arcade shoot-’em-up.
The 1993 Super Nintendo port of Aero Fighters (also known as Sonic Wings in Japan) is every bit the archetypal early ’90s vertical shooter. If you’ve ever plunked a quarter into something like Toaplan’s Fire Shark or Seibu Kaihatsu’s Raiden, you’ll recognize this style of play immediately. Taking control of a very agile, very fragile airplane, you blow away as many enemy vehicles as you can on the way to the level boss. You start out with a pea shooter of a primary gun and a limited stock of screen clearing super bombs that can save your bacon when things get hectic. Destroying some of the larger enemy craft will release floating power-ups that either enhance the spread and damage of your main gun or increase your stock of super bombs. And…that’s pretty much it. Clear six to eight stages of this and you win! Games like this are true staples in my book; accessible, addictive, and something no classic arcade is complete without.
Sadly, you’re almost better off buying the arcade cabinet itself if you’re looking to bring Aero Fighters home. The game’s developer, Video System, opted to published the Super Nintendo version themselves under the banner of their North American branch, McO’River. McO’River? Seriously? Did they pull that one out of a random leprechaun name generator or something? Anyway, if you don’t recall hearing about all the great McO’River branded gems that came out over the years, there’s a reason for that: They only ever published four titles and none of them sold well. This makes Aero Fighters one of the most expensive Super Nintendo releases, with loose cartridges routinely going for $600 and up at auction. If, like me, you didn’t have the foresight to load up on Apple stock back in the ’80s, it’s flash carts and emulators to the rescue again.
Two things set the Aero Fighters series as a whole apart from other games in its class and make it seem like more than Raiden with the serial numbers filed off. The first is the large roster of playable characters, each of which pilots a different plane with its own unique weapons. The second, closely related element is the offbeat sense of humor that defines these characters and their interactions. The ten member cast includes a ninja, a prince, a teenage pop idol, a viking berserker, and a little robot who resembles a cross between Johnny 5 from the Short Circuit movies and Nintendo’s own R.O.B.
Perhaps the most noteworthy thing about the humor in Aero Fighters is how well compartmentalized it is. Most attempts over the years to inject comedy into the genre have resulted in typical “cute-’em-ups” like Fantasy Zone, TwinBee, or Parodius. The player flies over outlandish pastel landscapes battling swarms of weird and often seemingly harmless foes. Not so in Aero Fighters. The level and enemy designs here are as straight-laced as they come. Only the between stage dialogue and ending sequences hint at the insanity underlying it all. Aero Fighters is the mullet of wacky shooters: Business in the front, party in the back.
There are a total of eight stages on offer here. They’re based on a handful of standard terrestrial themes (city, ocean, desert, etc) with the exception of the final one, which sees your fighter jet inexplicably venturing into outer space. A given playthrough will only ever feature seven of them, however, as each character has a home country and is exempt from fighting in the stage associated with it. Choose Hien or Mao Mao, for example, and you’ll be guaranteed to skip their native Japan. None of the levels are very long and a perfect run of Aero Fighters clocks in at around twenty minutes. The only thing that will prevent most players from completing it so quickly is the difficulty. You’ll have to contend with one-hit kills, limited continues, and an extremely punishing final stage if you’re serious about viewing your chosen character’s ending. It’s not R-Type hard by any means, but it’ll still put your bullet dodging skills to the test. Teaming up with a buddy to double your firepower is a great way to even the odds, of course, and Aero Fighters does support two players simultaneously. This limits your choice of characters somewhat, though, since both players are required to represent the same country.
Fans of simple pick-up-and-play action should be quite pleased with this iteration of Aero Fighters. The abundance of quirky and mechanically distinct characters give it more replay value than most of the games that inspired it. The graphics and sound are both high quality, if never jaw-droppingly so. It even runs better than average for a SNES game, with only the slightest touch of slowdown on occasion. The transition from a vertically-oriented monitor to a standard tv does make the action feel slightly more cramped at home than it did in the arcade, but this compromise was common to many other conversions of similar titles. My one major complaint is that this is yet another example of an old school shooter that doesn’t have an automatic fire option for your main gun, so prepare to tap your thumb numb unless you own a turbo controller. So rude. I’ve said it before and I’ll say it again: Unless your game is built around shot charging, there’s no good reason for it to lack auto-fire.
Aero Fighters is one of the better Super Nintendo shooters, particularly among the minority that include two-player simultaneous modes. That said, if you’re still dead set on spending a small fortune to own it, I’d pick up a Neo-Geo console and one of its superior sequels instead. You get to play as a talking dolphin in those. Spanky rules.