Aero the Acro-Bat is a 1993 video game developed by Iguana Entertainment and published by Sunsoft. It was released for both the Super Nintendo Entertainment System and Sega Genesis. Aero the Acro-Bat, a red anthropomorphic bat, was created by David Siller. In 2002, Metro 3D released a version of the game for the Game Boy Advance, with a battery back-up (which the original versions lacked). The GBA version was titled Aero The Acro-Bat - Rascal Rival Revenge in Europe and in Japan. The Super NES version of the game was released on the Wii's Virtual Console in the PAL region on July 23 and in North America on July 26, 2010. A sequel, Aero the Acro-Bat 2, was released in 1994, followed by the spin-off Zero the Kamikaze Squirrel. Plot A spoiled, rich kid named Edgar Ektor was a regular attendant at The World of Amusement Circus and Funpark, but was banned after a failed prank almost killed a lion. 20 years later, Edgar became a powerful and evil industrialist. Aided by Zero the Kamikaze Squirrel and his Psycho Circus gang, Edgar sabotages the funpark and kidnaps all the circus performers. Aero the Acro-Bat is the circus' greatest star and the only hope for rescuing the performers (including his girlfriend Aeriel) and putting a stop to Edgar's evil schemes. Gameplay The levels are played in typical 2D platforming style. In order to clear them, the player must accomplish certain tasks so that the exit warp can be revealed. Those tasks include passing through hoops, stepping on platforms until they disappear, riding roller coasters, etc. There are four worlds with five levels in each one, and the levels are large, many of them containing awkwardly positioned spikes that kill instantly. Aero can attack enemies by shooting limited stars or by doing an aerial diagonal drill attack at his target when he is in the air. If enough points are collected at the end of a level, a bonus level can be played, in which Aero has to dive into a pool. The bonus level is a vertical platform level in the Genesis version. When Sunsoft converted the game for the Super NES they changed the bonus level to utilise Mode 7 as a straightforward level to maneuver above an overworld map. Development For many years David Siller had ideas for the game's character in his head. He first sketched the concept