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- AIR BUCKS VERSION 1.01 MANUAL & STRATEGY GUIDE
-
- MANUAL
-
- Impressions Software Inc.
-
-
- Software Copyright 1992 Impressions
-
- All rights reserved worldwide
-
- Strategy Guide Copyright 1992 Impressions
-
- All rights reserved worldwide. No portion of this manual
- may be copied, reproduced, translated or reduced to any
- electronic medium or machine-readable form without the prior
- written consent of Impressions Software Inc.
-
-
-
- Technical Support Line
-
- If you have any problems installing this software, please
- call our Technical Support Line at (203) 676-0127, and a
- member of our Support Staff will assist you. Hours are
- 9 a.m. to 5:30 p.m. E.S.T., Monday through Friday.
-
-
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-
-
-
-
-
-
-
-
-
- CHANGES IN VERSION 1.01
-
- At Impressions, we pride ourselves on our commitment to
- satisfying the customer. Among the praise and commentary we
- have received, there have been many requests for different
- features to be added to Air Bucks. Some people have wanted
- the interface to be more flexible, making access to
- important commands more rapid. Some have suggested a
- beginner's mode, so that players have time to learn the
- game. Some have asked that we redesign the visual style of
- the game. And many people have asked for more strategic
- pointers on how to set prices for a route. We have
- listened and reacted -- we hope that you like the results --
- and that you continue to tell us what you think!
-
- Version 1.01 of Air Bucks is an interim upgrade which
- refines the interface for the game and adds features and
- pointers to help first-time players start out. Version 1.2
- will add 256-color VGA graphics, a zoom mode and other
- additional features.
-
-
- CHANGES AND ADDITIONS -- VERSION 1.01
- * The FAST speed is now 2.5 times faster than it was
- for version 1.0.
- * The PLANE INCOME chart is now also available from
- the Routes and Planes menus, in addition to being
- included on the toolbar (see below).
- * Under Difficulty, the EASY FIRST THREE YEARS option
- gives inexperienced players a chance to learn the
- game.
- * The REPLICATE command under Ticket Price now copies
- the three prices for the currently selected leg of
- a route onto all legs of the route.
- * A TOOLBAR now appears when all menus are cleared
- from the screen, allowing the player instant access
- to important commands.
- * The algorithms for generating INCOME CHARTS have
- been corrected.
- * Finally, the computer player's A.I. regarding
- PRICING STRATEGY, and the OVERALL ECONOMIC MODEL
- have been further enhanced.
-
-
-
- IBM PC - INSTALLATION AND LOADING
-
- (IMPORTANT: If received this booklet within your Air Bucks
- package, then your copy of Air Bucks has already been
- upgraded to version 1.01. In that case, PLEASE IGNORE THIS
- SECTION.)
-
- The files on this disk will upgrade the copy of Air Bucks
- already installed on your hard drive to version 1.01. When
- the UPGRADE program is run, certain files in Air Bucks'
- directory will be replaced with new versions of themselves.
- Then, Air Bucks v1.01 will be ready to run. Upgrading the
- game does not require additional space on your hard drive.
-
-
- HARD DRIVE INSTALLATION
-
- First, switch on the computer. If WINDOWS, DOSSHELL or
- other menu programs appear automatically when you turn on
- your computer, you should exit them now. In either case,
- you should now be at the DOS prompt, where you can enter
- commands. The prompt should look something like either
- "A:\>" or "C:\>". Insert the Upgrade Disk into a floppy
- drive, and type
-
- A: <ENTER>
- or
- B: <ENTER>
-
- -- to access whichever drive the disk is in. Then, type
-
- UPGRADE <source-disk> <dest-path> <ENTER>
- -- to run the UPGRADE program. <source-disk> is the name
- of the drive from which you are running the Upgrade; <dest-
- path> names the drive and path where Air Bucks is located on
- your hard drive. NOTE: There must be a space between
- UPGRADE and the source disk, and between the source disk and
- the destination path. NOTE: You must use a colon after the
- drive names for both the source and destination disks.
-
- When the upgrade is completed, Air Bucks will be ready to
- run from the hard drive as before.
-
-
- EXAMPLES
-
- To run the upgrade program from floppy drive A:, when Air
- Bucks is installed in the AIRBUCKS directory on the C: hard
- drive, type
-
- UPGRADE A: C:\AIRBUCKS <ENTER>
-
- To run the upgrade program from floppy drive B:, when Air
- Bucks has been installed to the GAMES\AB directory on the D:
- hard drive, type
-
- UPGRADE B: D:\GAMES\AB <ENTER>
-
-
-
-
- AIR BUCKS -- HOW THE MODEL WORKS
-
- The economic model programmed into Air Bucks takes into
- account a multitude of factors and statistics. The airline
- executive who believes that he can make a cool million JUST
- by keeping his prices competitive, may soon find himself up
- to his ears in bank loans, and paying his meager profits out
- as stock dividends. The businessman who keeps a firm grip
- on all facets of his company is the one who could make
- incredible profits.
-
- In economics, demand is a relationship between price and the
- quantity demanded of a product. In Air Bucks, DEMAND is the
- measure of how many people will buy a ticket to fly on one
- of your planes. It is measured as a percentage, and is
- calculated using a wide range of factors described in detail
- below. One goal in playing Air Bucks is to maximize demand
- for your planes -- to fill your planes as much as possible,
- at the highest possible price. This would then maximize the
- income for that flight. Controlling demand is crucial to
- earning money -- the amount you earn per flight is the
- percentage of demand TIMES the price per seat TIMES the
- number of seats in the plane.
-
- Unfortunately, some of that money earned must be spent to
- cover COSTS. In Air Bucks there are two types of costs:
- flight costs (which are incurred for every flight that you
- run) and overhead costs (which are charged annually or
- monthly, and are not directly related to the quantity of
- flights that your airline flies).
-
- The largest factors used to determine the costs per flight
- are the distance and the fuel cost at the start of each
- flight. The resulting cost is then increased for any
- additional Comfort factors you have selected, and adjusted
- for the size of airplane flying the route: it costs far more
- money for a large jet to take off and land than it does for
- a small turbo-prop plane, so the average cost per mile needs
- to be adjusted to take that into account. This is the reason
- why modern airlines use much smaller airplanes for the very
- short flights.
-
- Other costs per flight (such as maintenance fees, staff and
- landing fees) are deducted annually: you must be prepared
- for a large deduction from your bank balance at the end of
- each year!! Overhead costs (head office, advertising, bank
- interest and so on) are deducted either annually or monthly.
-
- You should also be aware that Air Bucks will support up to
- 400 planes -- regardless of who owns them. Your corporation
- could in theory own and run all 400, or none.
-
- For your information, demand is NOT calculated just by city,
- as many users have thought; demand for a route (or leg of a
- route) is calculated every time that an aircraft takes off;
- all the planes in Air Bucks actually "fly" their routes --
- the model DOES NOT simply work out how many flights the
- planes could fly each month, and multiply through. This
- means that the latest possible information is used to
- calculate demand every single trip. This is also the reason
- why the computer slows down as the fleet size grows -- it is
- working much harder!
-
- We have had several technical support users suggesting that
- the computer players had some sort of advantage: we state
- categorically that this is not the case. The computer
- players have no more information than you, and are given no
- advantages. They do, though, use the information available
- to them.
-
-
-
- AIR BUCKS -- YOUR AIM
-
- Your basic goal is to maximize profit, preferably by putting
- a passenger in every seat and filling the holds with as much
- cargo as possible, while charging as high a price for both
- cargo and passengers as you can!
-
- While it is possible to fill every plane, surprisingly, you
- may well NOT want to do this. You might well need to drop
- prices so low in order to fill the plane, that you make less
- money than charging a higher price and having fewer
- passengers! Or, you may find that you are spending too much
- money to create this demand, and your revenue from fares is
- being swallowed whole by excessive costs.
-
- This is really where much of the fun of Air Bucks comes in -
- - you can decide whether you wish to try a cheaper price
- with less luxuries strategy, or go for the best in quality,
- the highest prices -- and fewer passengers. Air Bucks
- allows for either of those extremes, and also many
- strategies somewhere in-between, to work well. You are in
- charge -- what do you want to do?
-
- To help you carry out your chosen strategy, Air Bucks allows
- you to adjust many different factors -- all of which have an
- effect on both cost and demand. Due to the complexity of Air
- Bucks' economic model, and the nature of some of the
- factors, it is not possible to give precise rankings for all
- of Air Bucks' many options. There really are no set
- solutions to the game! Besides, if you knew exactly how the
- game worked, you would lose the fun of trying to perfect
- your business strategies!
-
- What follows is, therefore, a guideline which describes each
- factor in more depth -- and which hints at how you might
- like to use it.
-
- With these tips in hand, we encourage you to continue to
- experiment with the game. There are several ways to achieve
- success, using different policies. In fact, there are
- several different ways to achieve full demand -- so in
- theory, it is possible to achieve GREATER than 100% --
- though, as in real-life, the numbers are adjusted for this,
- and you will not be able to fill your plane past capacity.
- You must try to find the most efficient strategy to increase
- demand, always being careful that your techniques do not
- cost so much that they deny you a chance at turning a
- profit.
-
- RELETIVE RANKING OF FACTORS AFFECTING DEMAND
-
- Most Important
- Ticket Price
- Plane Speed
- Quality of Sites
- Strange Pricing
-
- Important
- Seasonality
- Age of Your Planes
- Competition
- Wages
- Advertising
- Reliability
- Plane Size
- Size of Route Network
-
- Special Circumstances
- First Class Travel
- Cargo
- Comfort Level
-
-
- DESCRIPTIONS
-
- TICKET PRICE -- This is the single most important factor.
- When properly chosen, ticket price has the power to increase
- demand dramatically; when mismanaged, it can drive ALL
- customers off your planes. The customers decide what a good
- price is, based on the cost of the trip. Finding the best
- ratio of ticket price to cost is a challenge; obviously,
- many people will fly with you if you charge only $1.00 per
- passenger, but you won't be making any profits from them.
- You must find the right balance between offering good value
- for the customer, and charging enough to cover costs (plus a
- profit).
-
- Note: You cannot fill your planes to capacity JUST by
- charging rock-bottom prices. Even though a good ticket
- price is crucial to your success, it alone fills less than
- HALF of each plane. The rest of the passengers on a 100%-
- full plane are attracted by the many other things you can do
- to increase demand.
-
- PLANE SPEED -- As the game progresses, faster and more
- modern planes enter the market. The speed of a plane in Air
- Bucks can fill up to a THIRD of flight; customers naturally
- prefer to ride the newest planes, as these usually provide
- the best in passenger comfort and safety. And more
- importantly, the fast planes get their passengers to their
- destinations more quickly. This effect on demand increases
- as the older planes become older, and the newest models look
- progressively better when compared to them.
-
- QUALITY OF SITES -- In Air Bucks, all of the things that
- make one city preferable over another are represented by one
- statistic: SIZE. Size is an important factor in affecting
- demand; large cities will have more customers living in
- them, and more reasons for people to want to fly to them.
- Therefore, a direct flight from large city to large city is
- the best route to fly, and flights between small cities are
- the worst.
-
- There is one exception to this -- if a small or medium size
- site acts as a stepping-stone between large cities on a
- route, then demand will be higher.
-
- Again, good prices and choice routes are the major
- components of a successful air service, but they are not the
- ONLY ones. You won't fill a plane by changing only these
- two factors.
-
- STRANGE PRICING -- This may be just a game to you, but to
- your customers, air travel is very serious business. So, if
- you start making screwball pricing decisions (like charging
- less for first class than for cargo), your business will
- drop severely. Passengers like stability. Silliness has no
- place in the service industry.
-
- SEASONALITY -- Demand for your planes does fluctuate over
- the course of a year, to reflect the changing air travel
- market from season to season. You might want to adjust your
- prices, as the shift in demand can affect profitability.
-
- AGE OF YOUR PLANES -- Here, age does not mean how many years
- you have owned a particular plane; rather, it means how long
- that particular DESIGN of plane has been out on the market.
- As it ages and is surpassed by the latest models, a
- particular model of plane will start to look less desirable
- to the customer. Specifically, demand on that plane type
- begins to decrease after TEN years on the market, and will
- continue to slowly but steadily decrease every year after
- that. This is different to plane SPEED, which increases the
- demand for a particular plane design because of its
- benefits; Plane age decreases the demand for a design
- because of its detriments.
-
- COMPETITION -- There is a limit to the number of passengers
- that want to fly any particular route -- and hence, also to
- the number of planes that can profitably fly on a route.
- That limit is not defined as a fixed number (it grows over
- time), but if you too many planes fly a given route, demand
- will begin to drop. Thus, you will need to seek many routes
- to fly on, and not just overfly the few you have. Just as
- in real life, you must use your judgment as to when to fly
- new routes, and when to add planes to existing routes.
-
- WAGES -- If you don't give your staff the wages they
- deserve, their treatment of customers will diminish, taking
- the demand for your planes down with it. It is important to
- always raise wages after strong profits, as your employees
- use your success as a guide for how much money they deserve.
- Nowhere is this more noticeable than after a particularly
- successful year; if you don't reward your staff, expect to
- see a sharp dip in demand come January. On the other hand,
- employees can only increase their efficiency so much before
- increased wages start to have diminishing returns.
-
- ADVERTISING -- Advertising works similarly to Wages, in that
- too little advertising will decrease demand, but too much
- advertising might not be worth the expense. Again, some
- managerial judgment is in order. Be aware, too, that the
- effectiveness of advertising is linked to the size of your
- company -- people expect a larger airline to advertise more,
- so you will need to increase your ad spend as your revenues
- grow.
-
- RELIABILITY -- If you keep your plane maintenance level low,
- then your planes will be constantly breaking down, creating
- the image of a "dangerous" company. As a result, some
- customers will shy away from your services. The money you
- save in maintenance fees may not equal the ticket fares lost
- as a result.
-
- PLANE SIZE (SHORT JOURNEYS FOR LARGE PLANES) -- Planes
- designed to fly extremely long distances become inefficient
- when faced with relatively short routes. When this occurs,
- the cost of running that route DOUBLES, as compared to when
- using a more appropriate plane. This does not effect
- demand, but profitability will plummet.
-
- SIZE OF ROUTE NETWORK -- Because customers do not like
- having to transfer airlines when flying complicated routes,
- and because they like to stick with one airline where
- possible, your demand will grow with your route network.
- This means that the demand for each flight will be higher
- for an airline with more active routes (if all other factors
- such as price, age of plane, advertising etc. were the same)
- than for a smaller airline.
-
- FIRST CLASS TRAVEL -- Just as in real life, the market for
- first-class seats is located mainly in the larger cities.
- Demand for a plane flying to and from large cities will
- increase if first-class seating is available. On a plane
- flying only between small or medium cities, first-class will
- have more empty seats. (The wealthy people in small cities
- probably have their OWN planes!)
-
- CARGO -- If a plane has cargo space allotted, it will
- automatically be filled when a city on that route has a
- cargo job waiting to go. Cargo jobs appear from time to
- time, and can be monitored using the JOBS AVAILABLE and
- DEMAND REPORT commands on the Cargo menu. Cargo
- availability is variable from site to site; sometimes, cargo
- space on a plane will go unfilled, and potential passenger
- profit may be lost. On the other hand, when cargo is there,
- the money is good and cargo is more forgiving of an older,
- slower plane. You might prefer to set up a cargo-only plane
- instead; see the tips in the section on ROUTE STRATEGIES.
-
- COMFORT LEVEL -- The eight options available from the
- Comfort command let you charge more for the same distance
- flown, and thus increase your profits. The eight options
- have different levels of effect, which are up to you to
- discover. Note that they also increase the cost of your
- flights.
-
-
-
-
-
- ROUTE STRATEGIES
-
- Obviously, where you decide to send your planes is very
- important to your success; it has a tremendous effect on
- demand, and can affect your long-term profitability, when
- competing with three other globe-spanning services. Here
- are a few general tips that will help in deciding what kind
- of route network to create. Note that the following
- information pertains primarily to passenger planes --
- routing for cargo and cargo-only planes are covered in the
- next section.
-
- In general, the name of the game is to create a web of
- routes connecting cities all around the world.
-
- The temptation after reading the factor descriptions above
- is to only fly between large cities. However, there are two
- major reasons not to completely ignore the smaller sites.
- First, in the first decade or so of game time, some large
- cities are beyond the reach of your airlines, without the
- benefit of stopping over en route. Therefore, the small and
- medium cities in the middle of oceans and large continents
- are vital for connecting flights between the more profitable
- locations. As you upgrade your fleet to the latest models,
- these small locations will lose their significance in your
- network.
-
- Second, even when you have jumbo-jets connecting the most
- distant points on the globe, and fly to every large city on
- the map, there is still more profit to be had. Travel still
- occurs between these smaller locations, and the money-
- seeking executive will find that a carefully-run service to
- and from these locations can add a nice pile of cash to your
- bank account. Also, shorter routes between less-important
- cities are a good place to deploy older planes, as they
- become too outdated for the big business. If those aren't
- enough reasons to explore this avenue, consider that your
- opponents will be doing so.
-
-
-
-
- CARGO STRATEGIES
-
- Working the cargo market with passenger planes is largely a
- hands-off affair. Your planes fly from airport to airport
- as you have directed, and if there is cargo waiting at an
- airport, and your ticket price is competitive, your plane
- will automatically load up and collect the earnings. If
- there is more cargo waiting than your plane can carry, it
- will remain there until the plane returns to that part of
- its route.
-
- In thinking about the cargo market, you should look at the
- DEMAND REPORT map under the Cargo menu. Here, sites with
- high or very high demand for cargo carriers are indicated by
- the colors black and red, respectively. If you have a route
- flying through an area or areas with greater demand, you may
- want to increase the cargo capacity of the planes assigned
- to it. On the other hand, if none of the cities on a route
- appear on the Demand Report map, you may want to replace
- cargo areas on that route's planes with passenger seating.
- However, always keep in mind that demand for cargo changes
- throughout the game; if you follow the advice above, you may
- find yourself refitting or rerouting planes repeatedly to
- better exploit cargo opportunities.
-
- Another important place to look at is the CARGO INCOME chart
- under the Finances Menu. There, the two important figures
- are CAPACITY and VOLUME. The capacity of a plane measures,
- both in units and as a percentage, how much cargo it can
- carry on a flight; volume represents how many units of cargo
- are generally available on that route. If the volume of
- cargo produced by a route is sufficiently greater than the
- capacity of the plane flying on it, that plane will have to
- complete its route many times to completely ship the cargo.
- This is an ideal situation, as the plane will then garner a
- fairly steady cargo income from the route. However, this
- effect can be diluted if more than one plane flies on the
- route; and cargo appears at intervals, so there will still
- be "dry" periods for these planes.
-
- You still have to be careful to set competitive prices for
- cargo; in fact, cargo uses the SAME formulas (for the most
- part) as in calculating demand for passengers, replacing one
- person with one crate of cargo. Additionally, if you set
- "silly" prices for cargo (like making it more expensive than
- economy seating), the world will notice and avoid your
- service. And if a plane fills less than ONE QUARTER of its
- seats, it is ineligible to pick up cargo.
-
-
- CARGO ONLY PLANES
-
- One of the options mentioned in the Air Bucks manual is the
- creation of cargo-only planes. These planes have no
- passenger seating, having replaced it with storage space.
- Flying cargo is a fine purpose for those older planes that
- are incapable of turning a profit as a passenger carrier.
- Turning out cargo planes may be the preferred alternative to
- selling old planes of the fleet. However, the chartered
- cargo business requires a lot of attention and changing of
- routes to be successful, so too many of them may make the
- business unmanageable.
-
- The creation of a cargo-only plane is simple. Simply REFIT
- a plane, replacing all seats with cargo space. Then, use
- the JOBS AVAILABLE command to find a particular location
- with cargo waiting. Then, MAKE a chartered route, solely
- for this plane, and make its final destination the location
- you chose. Keep in mind that if that location is too far
- away from the last city the plane flew to, then the plane's
- range will make it unable to complete the journey, and your
- route must include a stopover or two. Making the route
- CHARTERED means that the plane will sit at its destination,
- once it arrives.
-
- In some cases, the plane's capacity will be less than the
- volume of cargo available at the site. In that case, you
- may want to make the plane's route a scheduled one for a
- while, preferably between the site and another with cargo to
- pick up. That way, all of the cargo will eventually be
- picked up. To look for such cases, look to the Jobs
- Available and CARGO INCOME commands.
-
- For game purposes, picking up cargo is all that is needed to
- complete the job and collect the income. Then, you can seek
- out new locations with cargo jobs available, and reroute
- your plane to them to pick up some extra cash. You may also
- use the DEMAND REPORT or Jobs Available commands to decide
- on stopover points that may prove to be profitable in and of
- themselves.
-
-
-
-
- QUESTIONS AND ANSWERS IN AIR BUCKS
-
-
- Q: I have assigned a plane to a route, and I get urgent
- messages saying that the plane needs a new one. What's
- wrong with the route I have?
-
- A: The problem is most likely one of two things. Either the
- route you assigned to the plane contains a leg longer than
- the maximum distance the plane can fly, OR the plane is
- currently at a location that is not on the route, and is too
- far away to reach the first stop on the route.
-
- In the first case, you must change the route to make all
- distances shorter than the range of the plane, or you must
- replace the plane with one with greater range. In the
- second case, you must make a chartered route to reach that
- first stop, using short hops across your network of routes.
-
-
- Q: Why do landing fees explode when I start doing very well?
-
- A: The more money you have, the more the airport owners
- think you can afford to spend, and thus the more they will
- charge.
-
-
- Q: Every time I see my bank balance go up, it seems that the
- amount earned is different. Is the economic model random?
-
- A: No. Because the computer actually simulates every flight
- for every day of the entire month, the number of flights
- between each balance update may vary. Additionally, demand
- is recalculated for every flight, and as it accounts for
- slight variations in customer desires with each flight, the
- demand shifts slightly each time.
-
-
- Q: Why do I lose large amounts of money from time to time,
- without warning?
-
- A: Fees and outgoing costs are paid out at the end of each
- month and year. You will probably find that the sudden
- downturns come at the end of the month. If you are losing
- too much money to costs, you may want to change your
- strategies to include less frills, or perhaps reduce your
- wages and advertising budgets. If you go bankrupt in this
- way, you definitely need to rethink your plans.
-
-
-
-
- APPENDIX: COST FACTORS
-
- Cost per flight is calculated as follows:
-
- (Mileage/10) * Fuel Cost
-
- This is then moderated by several factors:
-
- * Comfort Factors (any selected by the user will
- increase the cost)
- * Relative Plane Size (larger planes on short
- journeys result in more costly flights)
- * Note that Maintenance Costs and Landing Fees are
- both charged annually, and not per flight.
-
- It is not really practical to provide specific equations or
- tables: the equations are complicated by the fact that some
- factors only crop up in some circumstances. There is only
- one table of data -- that for inflation, which is based on
- historical data.
-
-
-
-
-
-
- LET US KNOW WHAT YOU THINK OF THIS GAME!
-
-
-
-
- We have worked hard to provide an up-to-date, improved
- version of our game; but we know that we can never be
- perfect. So, if you have things that you would like to
- see added to list of improvements already planned for
- Air Bucks 1.2, write in and let us know!
-
-
- IMPRESSIONS SOFTWARE
- Attn.: Customer Support Executive
- 7 Melrose Drive
- Farmington, CT 06032