RetroGamer84 Fun fact before we dive in: Aero the Acro-Bat 2 was developed by Iguana Entertainment, the small Texas studio that would later be folded into Acclaim—Sunsoft handled publishing duties in some regions. Iguana was already making a name by 1994 for tight 2D work, and you can see that pedigree right away in the game’s animation and level construction.

GamerFan I can see that. The opening stage’s colors pop on the screen and Aero’s sprite has that snappy frame-by-frame animation. We just picked up a new acrobatic move — the midair tumble — and it feels deliberate, like the designers actually wanted you to string tricks through hazards.

RetroGamer84 Definitely. Gameplay highlights so far: the sequel builds on the original in sensible ways. More moves for Aero, more gadgets and mechanisms in the levels, and some inventive setpieces. The platforming is arcade-focused: precise jumps, timing around hazards, and a steady injection of enemy patterns so you rarely have a dull moment.

GamerFan I like the variety. One minute we are bouncing on moving trampolines, the next we are navigating conveyor belts and crushing presses in Edgar Ektor’s factory. The designers clearly wanted to keep momentum; there are short, intense bursts rather than long doughy runs.

RetroGamer84 That said, it’s not without rough edges. Difficulty spikes crop up at weird times — a perfectly paced platforming section gets interrupted by an enemy swarm thrown at you from off-screen. Those cheap hits nibble at the game’s fairness. Also, the level themes repeat a bit by the midpoint; the novelty of devices wears down.

GamerFan Agreed. The controls are mostly responsive, but some jumps feel slightly floaty compared to the best platformers of the era. When you need pixel-perfect landings, that little float can cost you. Still, when it clicks, the acrobatic combos are satisfying.

RetroGamer84 Hot tips from the couch while we play:

  • Learn the new moves early — the midair tumble and extended leap make many hazards trivial once mastered.
  • Use the environment to your advantage. Many levels have switches or mechanisms that clear paths if you trigger them in the right order.
  • Conserve lives before the factory stages; Edgar’s minions are relentless and the checkpoint spacing is stingy.
  • Listen to the background music — it changes subtly before traps. It is a cue if you pay attention, like an old-school signal of trouble ahead.

GamerFan A memorable moment: the carnival stage with the collapsing platforms. We almost lost a life when the Ferris-wheel platform dropped out from under us, but Aero’s recovery tumble saved us at the last pixel. Those near-misses are what keep me leaning forward in my seat.

RetroGamer84 I laughed at the level where you bounce on giant rubber tires. It feels delightfully ’94 — a little cartoony, a little bonkers. The enemy designs have character. Some of them are recycled later, but their entrance animations make them feel like minor spectacles rather than filler.

GamerFan About the final boss — we just made it into Edgar Ektor’s lair, and it’s a setpiece. His “Plan B” machine is loud, blinking, and full of moving parts. The arena forces you to juggle platform timing, projectile patterns, and a momentary transformation of the field where platforms rotate.

RetroGamer84 The final duel has a stage two that punishes sloppy play. Edgar calls in mechanical minions, the floor becomes treacherous, and the camera zooms out in that classic 16-bit way to remind you this is the climax. Our last life ran out during a rotating platform sequence — a humbling end — but the pattern is readable. Once you learn the cues, the victory sequences are earned.

GamerFan Anecdote: we beat him on a second try after realizing the key was using the midair tumble to avoid his ground-slam telegraphs. It felt like cracking a code. The game rewards pattern recognition, patience, and a few well-timed acrobatics.

RetroGamer84 If I had to sum it up candidly: Aero the Acro-Bat 2 is energetic, well-animated, and fun in short bursts. It has charisma—Aero’s poses, the colorful backgrounds, and some very clever mechanized levels. But it also shows its era: occasional unfair hits, repeated themes, and a few design decisions that make the difficulty feel inconsistent.

GamerFan Tone-wise, the experience lands squarely as a worthwhile platformer but not a genre-defining one. It will charm players who love arcade-style precision and animated sprites, and it will frustrate purists who demand absolute fairness in every jumping sequence.

RetroGamer84 Final note — if you’re playing this on cartridge in 1994, bring patience and a comfortable controller. The game’s strengths are most visible when you give it time: learn the moves, memorize the patterns, and savor the animated touches. For anyone collecting 16-bit platformers, it’s a solid romp with personality.

GamerFan We’ll keep playing; the boss has been a good test. In short: fun, occasionally frustrating, but engaging enough to keep replaying for the highs of perfect runs and the little triumph of finally seeing Edgar Ektor’s machine explode. Grade-wise, this one sits in the middle-upper range—good, but with room to be great.

more info and data about Aero the Acro-Bat 2 provided by mobyGames.com