In the rash of character-based platformers following the rivalry of Sonic and Mario, there must have been many which were unfairly overlooked. Aero is not one of these; it sold well enough to get a sequel, so was not overlooked; and if it had been so it wouldn’t have been unfairly.
Maybe I am being a little harsh; I have only played the first five levels to far, but they are all in the circus and I am longing for some variety in the setting already. My main complaint is with the way that Aero attacks enemies, and controls in general. The control layout indicates that button A is reserved for “fire”, but I have found no way to actually fire anything. Instead, I am forced to use a drill-type attack that goes either diagonally down or diagonally up, and half the time doesn’t hurt the enemy at all (but still hurts me).






A great platform game lives or dies on the accuracy of the jumps and the momentum the character has. Aero is competent enough, but it’s not fun to control – plus there are frequently unavoidable deaths from going too fast or due to trampolines launching you into spikes off-screen. Luckily for present-day me, save states make this a lot more bearable.