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Aero the Acro-Bat 2 (XSX) Review

A few weeks ago, Ratalaika Games and Shinyuden re-released Aero the Acro-Bat to modern platforms. Shortly thereafter, they announced they will also release the remaining games in the series including Zero the Kamikaze Squirrel. Personally, I think it is really cool this 16-bit mascot platformer is receiving new life even though Aero is a B-tier platformer for a reason. However, this sequel is much better than the original in terms of gameplay and quality of life features.

Aero the Acro-Bat 2 takes place immediately after the conclusion of the first game. As it turns out, Zero manages to save Ektor while Aero is transported to a horror museum. This sequel is more straightforward in comparison to the original and it is all the better for it. Instead of trying to complete awkward objectives like in the first game, Aero simply needs to reach the exit of each stage. He still has his drill attack but now he can dive downward and even slide under tight gaps. When collected, stars can be thrown at enemies for a ranged attack.

This was made in the 90s and boy does it scream the 90s at almost every turn. One world, for example, is composed of CDs and music notes. Another has a seizure inducing wavy background composed of neon colors. There is also a tubular snowboard stage that is really difficult to navigate because the screen moves faster than anyone can react, but hey, snowboarding with a trick system! Of course, it wouldn’t be a 90s platformer without collecting tons of junk food along the way too.

While the stage design is better than the original, mostly because it lacks large, wide spaces preventing the player keeping track of their position, there are still some tricky moments. You see, Aero is almost like a Sonic Junior. Meaning, he needs momentum to jump faster and further. The tradeoff, unfortunately, is that it is impossible to stop with any sort of accuracy. For example, an early stage requires Acro to time his movements in between swinging bells. This is rather tricky since he wants to keep moving forward in short bursts. The same music stage also requires the player to not only memorize a long string of piano keys, but it is also very difficult to accurately jump on each key even if you have the mind power to memorize the pattern. In other words, there is still plenty of tedium and frustrating moments. One stage is also composed of confusing teleporters which is never fun to navigate.

Thankfully, these frustrations are mostly quelled thanks to the included extras found in the main menu. Pretty much everything you would want in an emulated re-release is here including save states, an auto save backup, rewind, fast forward, invincibility, and having the ability to always have Aero maxed out. Honestly, without toggling these welcomed options, this would be a very difficult game but that was the gaming landscape at the time. The developers also include box and instruction scans this time which is a nice touch. And for the first time, there is an option to decrease the volume level in the menu, making it streamer friendly.

This sequel is better than the original, but Aero doesn’t match the quality of the Marios and Sonics of the era. However, Ratalaika has taken care to include the features fans will want from a retro release making Aero 2 more playable than ever. The low cost to download means any curious player can at least put it on their wishlist. That, or wait for a compilation that bundles all the games together after all individual games have been released.

SCORE: 5.5

Also Play: Plok (SNES)

Better Than: Aero 1

Wait For It: the Zero spinoff and the third release later 2024

By: Zachary Gasiorowski, Editor in Chief myGamer.com

Twitter: @ZackGaz

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