Other than that, there really isn't anything wrong with this setup until a couple of enemies are on the screen. Your missiles will lock on to nearby targets automatically, which is wonderful when they lock on to something that isn't the enemy flying right in front of you. You have a gun, you have missiles, and you have a special weapon, with the later only allowing for two discharges per level. Manipulating your aircraft is fairly straight forward. (Then again, one could just play Star Fox instead.) These are such welcome changes to the other levels that Aero Fighters could potentially be fun were they the entire game. There are two exceptions this this rule: one level has you dog fighting with four other planes and another has you flying Star Fox style through an icy cave. Not only is that really boring, there is no skill involved, which is problematic considering that the player's only motivation to continue Aero Fighters is to get a better score. Step Five: Turn around before you get too close. Step Four: Fire at your from a safe distance. Step Three: Hit the brakes and fly slowly. These encounters are generally handled like this: Most of these bosses are things like a slow moving tank that rains death upon you if you get too close, or a slow moving octoped that rains death upon you if you get too close, or a slow moving plane that rains death upon you if you get too close, or a stationary base that (weather permitting) will rain death upon you if you dare to fly near it. With the exception of the last level, every stage is a boss rush. The face-to-palm poor story could perhaps be over looked if the game itself was fun, but alas there is no such saving grace. So anyway, this Phutta Morgana, which may or may not be a race of aliens, has you flying over indistinct textures in Japan, the Arizona desert, South America, and Antarctica in order to thwart their. At first I assumed this villain was a fictitious country, since they were using submarines and airplanes to attack (we'll just ignore the giant robotic spider for now), but by the end of the game my mission objectives were turning into a garbled mess that seemed to involve aliens and the destruction of humanity. ![]() So it's the future (I assume) and an organization called the Phutta Morgana is trying to take over the world, probably to enforce Engrlish as the lingua franca. The quirky characters are gone and replaced with borderline offensive caricatures, the swanky porno-esque music has been replaced by what appears to be MIDI files sequences in an early beta of Cakewalk using Windows 3.1, the framerate shuffles between not good and the equivalent of a flip book with the pages being turned by an elderly man with Parkinson's disease, and the core game is just flat-out not fun to play. We're just trading a hang glider for an F14 how different can these games possibly be? It's still a flight sim, and Paradigm has proven that they have the skill for such a thing, so what could possibly go wrong? Given that its developer is Paradigm, the company responsible for Pilotwings 64, it would be reasonable to expect Aero Fighters: Assault to do things like be competent and not suck. We're just trading a hang glider for an F14 how different can these games possibly be? It's still a flight sim, and Paradigm has proven that they have the skill for such a thing, so what could possibly go wrong?" "Given that its developer is Paradigm, the company responsible for Pilotwings 64, it would be reasonable to expect Aero Fighters: Assault to do things like be competent and not suck. AeroFighters Assault (Nintendo 64) review
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