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Aero the Acro-Bat [Model SNS-XB-USA]
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Actual Entry (non editable)
Aero the Acro-Bat (c) 1993 SUNSOFT [Sun Corp. of America]. Aero the Acro-Bat introduced players to the high-flying circus performer. Tasked with protecting the world of the circus from the demented ex-clown Edgar Ektor and his sidekick Zero the Kamikaze Squirrel, Aero utilizes his acrobatic skills to navigate treacherous stages and defeat his foes. Description from the Back cover: Step right up to the acro-batiest show on earth! The madman industrialist Edgar Ektor has siezed control of the World of Amusement. He and a deranged cast of fairground freaks threaten the circus. The only hope for survival is the high-flying, death-defying Aero the Acro-Bat! Spine-tingling terror unfolds as Aero tackles Ektor's wicked henchmen. Bungee jump into a battle with evil! Skydive in mode 7 toward the danger below. Hang on for the ride of your life as you rise and plunge on a roaring roller coaster! Tiptoe across a terrifying tightrope! Then power drill and twist Aero right through every sinister circus enemy imaginable. And all the while, the show must go on! - TECHNICAL - GAME ID: SNS-XB-USA - TRIVIA - The Super Famicom version was presented at the Famicom Spaceworld' 93 in August 1993 in Japan but was never released in Japan. It was released in October 1993 in USA. Two months after the Genesis version; Aero the "Acro-Bat [Model T-15056]". The Mascot Boom: Released at the height of the 16-bit "mascot platformer" trend, Aero the Acro-Bat was Sunsoft’s attempt to create a signature character that could compete with the likes of Sonic or Mario. Its success spurred a short-lived franchise, including the aforementioned sequel and the Zero the Kamikaze Squirrel spin-off. Unique Control Scheme: The game is defined by its "drill" move, which allows Aero to strike enemies from various angles. Mastering the jump-and-drill technique was essential, as it served as both a primary offensive move and a mobility tool for reaching high platforms or traversing long gaps. Atmospheric Diversity: Unlike many platformers that stuck to a single theme (e.g., green hills or industrial zones), Aero features highly distinct environments—ranging from the Funpark to the Museum—that utilize a wide color palette to create a surreal, slightly offbeat atmosphere that was quintessential early-90s game design. Genesis differences: The SNES version used the Aero title song as level 1-1, but the Genesis version used the Saber Dance song as level 1-1 instead (which it shares with level 2-2). The SNES version also featured a level intro song which the Genesis version lacks entirely. However, the Genesis version features some music that the SNES version lacks, such as the level 4-3 theme. - TIPS AND TRICKS - Level select: ------------- Press Down, A, Down, Y, Down, A, Down, Y on the options screen. A sound will confirm correct code entry. Begin game play on the first level. Press Start to pause the game when Aero appears. Press Up, X, Down, B, Left, Y, Right, A, L, R. A sound will confirm correct code entry. After game play is resumed, press Start to pause, then press Select. Then hold R while the bonus points are calculated at the end of any level. Full level select menu: ----------------------- Enable the Level select code. Press L, R, X, B, Left, Up, Right, Down, Y, A at the level select screen. Additional options will appear on the level select menu. Enter the following codes to enable the corresponding options on this menu. Infinite stars: --------------- Press A, Y, L, Up, Down, R, A, Y, Right, Left at the full level select menu. The "Infinite Stars" option may now be selected. No enemy collision: ------------------- Press Down, A, Y, R, Y, B, Up, L, Y, A at the full level select menu. The "No enemy collision" option may now be selected. Five continues: --------------- Quickly press X, Y, B, A, X, A, B, Y, Up, L at the title picture that features Aero flying. (This is not the title screen.) A sound will confirm correct code entry. Nine continues: --------------- Press X, Y, B, A, X, A, B, Y, Up, R at the title picture that features Aero flying. (This is not the title screen.) A sound will confirm correct code entry. - STAFF - Created and Original Design By: David Siller Design and Layout: Nigel Cook Additional Design: Team Aero Aero Team Leader: Carl Wade Aero Programmers: Richard Cowie, Carl Wade, Jeff Spangenberg, Darrin Stubbington, David Brevik, David Crummack Aero Artists: Jonathan Casco, Adrian Ludley, Matt Stubbington, Jools Watsham Character Design: David Siller, Justin Siller, Nigel Cook Music and SFX By: Fox Productions Sound Driver By: Bitmasters Produced By: Jeff Spangenberg, Jay Moon Executive Producer: David Siller Directed By: Nigel Cook Art Director: Matt Stubbington Chairman: Masami Maeda Vice Chairman: Tad Shimamoto Executive Vice President Co Producer: Rita Zimmerer Director Sunsoft Japan: Kiharu Yoshida Co Producers: Justin Siller, René Boutin, Dan MacArthur Technical Manager: Al Artus Director of Marketing: Karen Shadley Game Manual: Sam Patel Executive Assistant: Nanette Hyssong Game Testers: Sam Patel, David Luszcz, Darin Horgan, Matthew Ross, Jake Harman, Geoff Gillis, Steve Gehrke, Laura Luszcz, Ryan Siller, Team Iguana Thanks To: Kazuaki Gotō, Masato Kawai, Akito Takeuchi Customer Service: Erin Berry, June Eckert, Kazuko Harman, Jamie Jorgenson, Julie Williams Special Thanks To: Kenji Yoshioka, Bruce Reilly, Cathy Juby, Martha Hart, Karen Lillie, Mark Luszcz, Toko Okano, Connie Perez, Sherry Ross, Wunderman , Cato Johnson, Torme Co Very Special Thanks To: Debra Siller, Beth Spangenberg, Bo - SOURCES - ROM dump (MAME).
Your Changes (editable)
Aero the Acro-Bat (c) 1993 SUNSOFT [Sun Corp. of America]. Aero the Acro-Bat introduced players to the high-flying circus performer. Tasked with protecting the world of the circus from the demented ex-clown Edgar Ektor and his sidekick Zero the Kamikaze Squirrel, Aero utilizes his acrobatic skills to navigate treacherous stages and defeat his foes. Description from the Back cover: Step right up to the acro-batiest show on earth! The madman industrialist Edgar Ektor has siezed control of the World of Amusement. He and a deranged cast of fairground freaks threaten the circus. The only hope for survival is the high-flying, death-defying Aero the Acro-Bat! Spine-tingling terror unfolds as Aero tackles Ektor's wicked henchmen. Bungee jump into a battle with evil! Skydive in mode 7 toward the danger below. Hang on for the ride of your life as you rise and plunge on a roaring roller coaster! Tiptoe across a terrifying tightrope! Then power drill and twist Aero right through every sinister circus enemy imaginable. And all the while, the show must go on! - TECHNICAL - GAME ID: SNS-XB-USA - TRIVIA - The Super Famicom version was presented at the Famicom Spaceworld' 93 in August 1993 in Japan but was never released in Japan. It was released in October 1993 in USA. Two months after the Genesis version; Aero the "Acro-Bat [Model T-15056]". The Mascot Boom: Released at the height of the 16-bit "mascot platformer" trend, Aero the Acro-Bat was Sunsoft’s attempt to create a signature character that could compete with the likes of Sonic or Mario. Its success spurred a short-lived franchise, including the aforementioned sequel and the Zero the Kamikaze Squirrel spin-off. Unique Control Scheme: The game is defined by its "drill" move, which allows Aero to strike enemies from various angles. Mastering the jump-and-drill technique was essential, as it served as both a primary offensive move and a mobility tool for reaching high platforms or traversing long gaps. Atmospheric Diversity: Unlike many platformers that stuck to a single theme (e.g., green hills or industrial zones), Aero features highly distinct environments—ranging from the Funpark to the Museum—that utilize a wide color palette to create a surreal, slightly offbeat atmosphere that was quintessential early-90s game design. Genesis differences: The SNES version used the Aero title song as level 1-1, but the Genesis version used the Saber Dance song as level 1-1 instead (which it shares with level 2-2). The SNES version also featured a level intro song which the Genesis version lacks entirely. However, the Genesis version features some music that the SNES version lacks, such as the level 4-3 theme. - TIPS AND TRICKS - Level select: ------------- Press Down, A, Down, Y, Down, A, Down, Y on the options screen. A sound will confirm correct code entry. Begin game play on the first level. Press Start to pause the game when Aero appears. Press Up, X, Down, B, Left, Y, Right, A, L, R. A sound will confirm correct code entry. After game play is resumed, press Start to pause, then press Select. Then hold R while the bonus points are calculated at the end of any level. Full level select menu: ----------------------- Enable the Level select code. Press L, R, X, B, Left, Up, Right, Down, Y, A at the level select screen. Additional options will appear on the level select menu. Enter the following codes to enable the corresponding options on this menu. Infinite stars: --------------- Press A, Y, L, Up, Down, R, A, Y, Right, Left at the full level select menu. The "Infinite Stars" option may now be selected. No enemy collision: ------------------- Press Down, A, Y, R, Y, B, Up, L, Y, A at the full level select menu. The "No enemy collision" option may now be selected. Five continues: --------------- Quickly press X, Y, B, A, X, A, B, Y, Up, L at the title picture that features Aero flying. (This is not the title screen.) A sound will confirm correct code entry. Nine continues: --------------- Press X, Y, B, A, X, A, B, Y, Up, R at the title picture that features Aero flying. (This is not the title screen.) A sound will confirm correct code entry. - STAFF - Created and Original Design By: David Siller Design and Layout: Nigel Cook Additional Design: Team Aero Aero Team Leader: Carl Wade Aero Programmers: Richard Cowie, Carl Wade, Jeff Spangenberg, Darrin Stubbington, David Brevik, David Crummack Aero Artists: Jonathan Casco, Adrian Ludley, Matt Stubbington, Jools Watsham Character Design: David Siller, Justin Siller, Nigel Cook Music and SFX By: Fox Productions Sound Driver By: Bitmasters Produced By: Jeff Spangenberg, Jay Moon Executive Producer: David Siller Directed By: Nigel Cook Art Director: Matt Stubbington Chairman: Masami Maeda Vice Chairman: Tad Shimamoto Executive Vice President Co Producer: Rita Zimmerer Director Sunsoft Japan: Kiharu Yoshida Co Producers: Justin Siller, René Boutin, Dan MacArthur Technical Manager: Al Artus Director of Marketing: Karen Shadley Game Manual: Sam Patel Executive Assistant: Nanette Hyssong Game Testers: Sam Patel, David Luszcz, Darin Horgan, Matthew Ross, Jake Harman, Geoff Gillis, Steve Gehrke, Laura Luszcz, Ryan Siller, Team Iguana Thanks To: Kazuaki Gotō, Masato Kawai, Akito Takeuchi Customer Service: Erin Berry, June Eckert, Kazuko Harman, Jamie Jorgenson, Julie Williams Special Thanks To: Kenji Yoshioka, Bruce Reilly, Cathy Juby, Martha Hart, Karen Lillie, Mark Luszcz, Toko Okano, Connie Perez, Sherry Ross, Wunderman , Cato Johnson, Torme Co Very Special Thanks To: Debra Siller, Beth Spangenberg, Bo - SOURCES - ROM dump (MAME).
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