I suppose you could call Impressions' latest Airways Tycoon with inspiration seemingly deriving from Microprose's railroad gem. Place yourself at the head of a small company in the late Forties where your priority is to create a successful airline company. You have until recent times to become the biggest and best!
Organise landing sites in worldwide locations, purchose aircraft and design them with a purpose in mind - should you designate most of your capacity to possengers or cargo space?
Where do you want to fly between? Large cities lead to more trade, provided your fares compete with the three in-game opposing businesses, but at the same time, costs are greater than if you were to utilise smaller towns. If you have the bodies available, then the computer controlled airlines can be human controlled.
Create a network of routes but further distances require more modern (and expensive) aircraft. Is the service going to be profitable or will you finish up selling your assets? Maybe your bank manager can help but his patience is short and interest rates high. As a lost resort, it's possible to sell shores in your company, but do you really want to start letting yourself slip further and further from being in complete control?
Air Bucks allows you to try a type of life most people never experience. Have you got what it takes? Have you got the Branson blood or Laker losing streak? Is Air Bucks going to be the one to answer such thought provoking questions?
Arriving with a bumpy landing to then lightly jolt along the runway, Air Bucks is reasonably comfortable second class entertainment. The time scale almost puts you to sleep but something pushes you on, willing you to expand and grow internationally. However, I would suggest that Air Bucks isn't intricate enough to attract your attention for months to come.
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