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Aero the Acro-Bat for Super Nintendo SNES
Aero the Acro-Bat for Super Nintendo SNES is a platform game in which you play a red bat trying to save a sabotaged circus. Edgar Ektor and his henchmen have taken over the attractions. You jump over dangerous equipment, dodge clowns and complete a task in each level. Sometimes you must make marked platforms disappear; elsewhere you find a key or jump through a set number of hoops. Only after you achieve the objective does the exit to the next section appear.
Aero's main attack is a diagonal drill move. It lets you hit enemies and reach higher places. Collected stars can be used as projectiles, while briefly hovering helps adjust a jump. Trampolines, cannons, balloons and trapezes turn the circus equipment into part of the route. Later you leave the big top for an amusement park, a forest and the Museum of Horrors. Rides on a roller coaster and in a rolling barrel interrupt the regular jumping and searching.
You play alone using one standard controller. The time limit and limited lives make looking carefully important: a pit or a poorly chosen drill attack can quickly cost an attempt. Checkpoints help within a level. After losing every life, you can continue a limited number of times; a continue returns you to the beginning of the last world reached. The original SNES cartridge does not save progress and does not use passwords.
Region and language
Our Super Nintendo SNES games are PAL editions, unless stated otherwise. This product contains a loose cartridge for the European market. A box is only included if explicitly stated in the product details. We note any different region in the product details. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.
Manual
With Aero the Acro-Bat for Super Nintendo SNES, you receive a loose cartridge. A box and manual are not included unless we explicitly state otherwise in the product details. This is the standard way we supply this copy.
The history of Aero the Acro-Bat
Sunsoft released Aero the Acro-Bat for Super Nintendo and Mega Drive in 1993. Iguana Entertainment developed the game around a character and game concept created by David Siller. Aero made his debut during a period when many publishers were introducing a recognisable platform hero. His red wings, circus outfit and acrobatic movements directly connect the protagonist's appearance with the obstacles you encounter while playing.
Siller later said that, in his view, comparisons with Sonic the Hedgehog overlooked the mission structure. Aero's main task was not to run quickly from beginning to end: specific jobs first had to be completed to open the exit. You can see this approach in the opening circus acts, where marked platforms, keys and hoops matter more than simply reaching the screen's right-hand edge. The drill move also combines attacking with overcoming differences in height.
The series expanded in 1994 with Aero the Acro-Bat 2 and the separate Zero the Kamikaze Squirrel, which gave a familiar opponent the leading role. The first Aero remained the introduction to the circus and Edgar Ektor's sabotage plan. Later reissues added features such as rewinding and saving anywhere, but these are not part of this original SNES release. Here, levels, checkpoints, lives and limited continues determine how far you get during one play session.
Similar games for Super Nintendo SNES
Super Mario World on Super Nintendo SNES also combines precise jumping with hidden routes and collectibles. Mario, however, opens new paths on a world map, uses Yoshi and changes his abilities with items including a cape. Aero has a fixed drill move and sets specific tasks within levels before the exit appears. In Mario you therefore mainly discover alternative routes between levels; in Aero you search for the required targets within the same circus act.
Donkey Kong Country for Super Nintendo SNES, like Aero, uses cannons and dangerous rides to vary the regular platform sections. Donkey and Diddy can take over from each other and enter hidden bonus rooms. Aero travels alone and uses his drill attack both to fight and to reach higher places. While Donkey Kong Country often strings jumps together along a continuous route, Aero may send you back to finish a task that remains incomplete.
Disney's Aladdin for Super Nintendo SNES also centres on an acrobatic protagonist who passes obstacles with carefully timed jumps. Aladdin hangs from ledges, throws apples and jumps on opponents; Aero attacks diagonally through the air and uses circus equipment. Capcom's version of Aladdin follows locations from the Disney film. Aero builds its levels around individual circus tasks, so finding the last hoop can sometimes matter more than constantly moving forwards.
The Smurfs on Super Nintendo SNES likewise combines a drawn world with jumping, collecting and dodging enemies. You cross forests and mountains to free kidnapped Smurfs, with sections including a mine-cart ride along the way. Aero starts from a circus and amusement park and gives you a diagonal drill attack. Both occasionally change pace with vehicles, but in Aero a separate level objective determines when you may move on.
Astérix for Super Nintendo SNES, like Aero, sends a single cartoon-like hero through dangerous areas. The Gaul uses punches and objects against Romans, while Aero uses his drill attack in the air. Astérix travels through landscapes from the comics to find Obelix. Aero turns circus equipment into its playground and ties progression to completing tasks, rather than simply to the journey towards a missing friend.