Wednesday, September 30, 2026

Aero Fighters (SNES) - How many quarters you got?

 

Aero Fighters/Sonic Wings 
Developer: Video System  
Release Date: 1993 
System: SNES
 
 
 Aero Fighters Super Nintendo SNES BOX ART Premium POSTER MADE IN USA -  SNE142 | eBay UK
 
Aero Fighters for the SNES is a port of the arcade game Sonic Wings, and I will say this right off the bat, it shows. This is because Aero Fighters is a hard and merciless game, even cranking this down to easy, maxing out your lives and credits, I can't guarantee an, success in beating this game for a good while. Enemies and bosses come at you aggressively and cheaply, sometimes coming in from the bottom of the screen. The stages are short but will do their darndest to widdle down your lives. Plenty of cheap deaths await you.
 
Screenshot of Aero Fighters (SNES, 1992) - MobyGames 
 
So, with that out of the way, let's talk a little bit about why this game, despite the difficulty this is just a cool and well-made SHMUP. Firstly, characters, this game comes with a shed load of them, 8 base characters and 2 special characters, and each of them has their own base weapon fire pattern and special bomb. They also have hidden stats for their damage and speed. When you start the game you will pick a nation to play as, with 4 nations to play as; US, Japan, Denmark and the UK. A slight quirk of the game is that your character will be dependent on what controller port you are using, with 4 of the characters assigned to player 1, whilst the other 4 being assigned to player 2. It's a little weird and, depending on your setup, a bit inconvenient. This is probably in part to their being a simultaneous multiplayer mode, something I can imagine makes the experience significantly easier. As for characters, it really is a beautifully strange mixed bag. From a fighter pilot trying to save his wife, to a Ninja sent on a mission from his lord, or an idol who has accidentally'd into the whole situation.... Or some of my personal favourites, the Danish contingent, consisting of a brawny, Viking proving he is the strongest in the world, or the Robot just dominating on other machines. The game itself is just... Wacky like that, and I am all for it. My understanding is there is a playable Dolphin pilot in one of the later Arcade sequels.
 
Aero Fighters Images - LaunchBox Games Database 
 
The game is divided into two acts, if you will. The first part will see you playing 3 levels in he nations you didn't pick to play as. So, playing as the US, you won't play the US stage but you will do the UK, Japan and Denmark stage, in a bit of a random order. Ater that there are 3 more stages, set in a few other countries before you tackle the final mission that tasks you with stopping a shuttle from reaching space. Incidentally, in the Japanese version of the game, if you take too long fighting the final boss, it will escape and there is a secret bad ending. 
 
 Screenshot of Aero Fighters (SNES, 1992) - MobyGames
 
Continuing the streak of weird and quirky, there seems to be a random chance that you will fight a special, silly final boss instead of the usual one. At the end of the game, as you are trying to destroy the fleeing rocket, it will split into a smaller missile, which you continue to fight, however, there seems to be a somewhat random chance that instead of the missile, a pod will emerge from the rocket and you will fight a giant monkey, who flies around the screen shooting projectiles at you. It is almost reminiscent of the Osaru from Dragon Ball Z. I don't know if there are specific requirements that need to be done to fight this variant. Much like the quirky roster of characters, having a silly secret boss at the end of the game is apparently a hallmark of the series.
 
 Ending for Aero Fighters-Solo Play 1st Player (Super NES)
 
Despite the difficulty, I really enjoy Aero Fighters, initially it does feel a little like you are commando crawling through a sea of broken glass, bleeding lives and credits at an alarming rate, but I felt that my perseverance was rewarded with this one as with each subsequent playthrough I did, I inched closer to being able to do a 1-Continue Clear. There was no incentive to do this, even RetroAchievements was polite enough to say that just beating the game as a character is worth celebrating. It's certainly doable, but I do like the safety net of hitting the final stage and using a continue there to go into the stage with my maximum lives. Incidentally, the game has a way of tracking how many continues have been used, and 1 have heard of this being done in other games. When you use a continue, and your score resets, you will start with a score where the 1 digit has incremented. Meaning if you used 3 credits to beat the game, your final score would end with a 3 as nothing else in the game can increment that digit in your score. Its a very unsophisticated method of checking how many continues a player used, but I can see this being used as a means to check for 1CC. Anyway, I don't think I have much more to say on this game, _ and that will be the case for some of the other SHMUPtember games, not everything inspires a torrent of thoughts in me.
Play Aero Fighters (SNES) - Online Game | Super Nintendo 

 

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Aero Fighters (SNES) - How many quarters you got?

  Aero Fighters/Sonic Wings  Developer: Video System   Release Date: 1993  System: SNES         Aero Fighters for the SNES is a port of the...