Front Page
Watched
Popular
Torrents
Favorites
My Home
My Uploads
Toplists
Bounties
News
Forums
H漫画
HentaiVerse

Aero The Acro Bat (1993) - SNES Manual

Aero The Acro Bat

Misc
Posted:2022-07-27 17:12
Parent:None
Visible:Yes
Language:English  
File Size:7.41 MiB
Length:10 pages
Favorited:13 times
Rating:
19
Average: 1.58

Showing 1 - 10 of 10 images

<1>
<1>
Posted on 27 July 2022, 17:12 by:   Rankawaii    PM
Uploader Comment
Aero The Acro Bat (1993) - SNES Manual
Aero The Acro Bat
_____________________________________________________________________
Topics: SNES Manual, Game Manual, SNES, Super Nintendo
_____________________________________________________________________
Collection: manuals_snes; consolemanuals; manuals; additional_collections
_____________________________________________________________________
Language: English
_____________________________________________________________________
https://archive.org/details/aero-the-acro-bat-usa
_____________________________________________________________________

Full text:

11165 Knott Ave.
Cypress,CA 90630
(714) 891-4500

Creation and Design by David Siller

Developed by Iguana Entertainment

Sunsoft« is a registered trademark of Sun Corporation of America.
AERO THE ACRO-BAT H and the Aero the Acro-bat character, are
trademarks of Sun Corporation of America. 1993. All Rights Reserved

Printed in Japan

7/7

TmTI

ISil

1m

Wi

| E H T i ! I A i ft M E ft f SYSTEM!

SUNSOFT LIMITED WARRANTY

SUNSOFT warrants to the original purchaser only that the Game Pak provided
with this manual and the software program coded on it will perform in accordance with
the descriptions in this manual when used with the specific equipment, tor a period of
90 days from the date of purchase. If the program is found defective within 90 days
of purchase, it will be replaced. Simply return the Game Pak to SUNSOFT or its
authorized dealer along with the dated proof of purchase. Replacement of the Game
Pak, free of charge to the original purchaser (except for the cost of returning the
cartridge) is the full extent of our liability.

THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL
OR WRITTEN, EXPRESS OR IMPLIED. ALL IMPLIED WARRANTIES, INCLUDING
THOSE OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
IF APPLICABLE, ARE LIMITED IN DURATION TO 90 DAYS FROM THE DATE
OF PURCHASE OF THIS PRODUCT.

SUNSOFT shall not be liable for incidental and/or consequential damages for the
breach of any express or implied warranty including damage to property and, to
the extent permitted by law. damages for personal injury, even if SUNSOFT has
been advised of the possibility of such damages, Some states do not allow the
exclusion or limitation of incidental or consequential damages or limitations on
how long an implied warranty lasts, so the above limitations or exclusions do not
apply to you.

This warranty shall not be applicable to the extent that any provision of this
warranty is prohibited by any federal, slate or municipal law which can not be
pre-empted. This warranty gives you specific legal rights and you may also have
other rights which vary from state to state.

WARNING: PLEASE READ THE ENCLOSED CONSUMER
INFORMATION AND PRECAUTIONS BOOKLET
CAREFULLY BEFORE USING YOUR NINTENDO
HARDWARE SYSTEM OR GAME PAK.

SunSoft

11165 Knott Avenue
Cypress, CA 90630
(714) 69 T4500

LICENSED 9V

(Nintendo)

NINTENDO, SUPER NINTENDO
ENTERTAINMENT SYSTEM AND THE
OFFICIAL SEALS ARE REGISTERED
TRADEMARKS Of NINTENDO OF
AMERICA INC

0 1 MS NINTENDO Of AMERICA INC

THIS OFFICIAL SEAL IS YOU ft ASSURANCE
THAT NINTENDO HAS APPROVED THE
QUAUTY OF THIS PRODUCT ALWAYS
LOOK FOR THIS SEAL WHEN BUYING
GAMES AND ACCESSORIES TO ensure
COMPLETE COMPATIBILITY WITH YOUR
SUPER NINTENDO ENTERTAINMENT SYS¬
TEM. ALL NINTENDO PRODUCTS ARE
LICENSED 0Y SALE FOR USE ONLY WITH
OTHER AUTHORIZED PRODUCTS BEARING
THE OFFICIAL NINTENDO SEAL OF QUALITY

THANK YOU

... for selecting SunSoft's AERO THE ACRO BAT video game for
the Super NES. Please read the instruction manual carefully before
starting to play the game. In doing so, you will understand the
game better and enjoy it even more. Be sure to keep the manual in
a safe place.

Game Story...........,...4

How to Start Game.....-.4

New Game or Option screen.........,4

Using the Controller............5

Aero's Techniques,,............6-7

Game Play Screen.,...,.............8

Here's the Game Plan.,.,.....8

Circus Stunts and Props ...........

Items...........10

Scoring & Bonuses.............11-13

Continues.,,,,,,.............13

Level Description

Circus..............14

Funpark..........15

Woods.........16

Museum..........16

High Scores,.............17

O

GAME STORY

Direct your attention to the center ring!!

The star of the show—AERO THE ACRO BAT—is about to make his
entrance and dazzle you with his amazing feats of bravery. Today only, we
have a special show for you. The World of Amusement Circus and Funpark
has been sabotaged by the evil Edgar Ektor, an ex-circus clown bent on
revenge, Ektor's henchmen include the bitter Zero the Acrobrat who's been
jealous of Aero's popularity and other psycho circus performers and fair¬
ground freaks.

Now, the moment you've been waiting for,

I'd like to introduce the amazing, the
one-and-only,,,

AERO THE ACRO-BATm

The master of acro bat ics blasts out of cannons,
dives through hoops of fire, plunges into water
tanks, hangs on to a speeding roller coaster out of con¬
trol and bungee jumps over rocky waters. These are only a
few of the stunts he shall perform to make the World of
Amusement safe for the spectators. Aero uses his power drill
and magic stars to dispose of the circus enemies. He must fend off the fire-
breathers and knife-throwers while performing in the Circus and Funpark,
Then Aero will travel through the Woods to get to the Museum of Horrors,
This is where the showdown between Aero and Edgar Ektor and Zero will
take place. No other circus show can compare!

This is unlike any game you've ever played. There are thrills, chills, and
sometimes spills, so look out below—here comes AERO!

HOW TO START THE GAME

Make sure the power switch is OFF. Place the AERO THE
ACRO BAT Game Pak into the game slot. Turn Power switch ON.

NEW GAME OR OPTION

At Title Screen press START to begin game.

If you would like to change your controller setting go to the "OPTION’'
mode by pressing down and then press START. A sound test is also
an option. Go to "EXIT" option and press "START" to
Start game.

*

USING THE CONTROLLER

Control Pad—Aero can walk and view.

Start Button—Pause and resume game. Press to begin game.
Button Y—Throw stars
Button B™Jump and Drill.

Button X—View and Hover

Note: AH controls correspond to the
default setting

Start Button

Press to start game.

Press to pass info screen.

Press to 'Pause' game and press again to resume gameplay.

Control Pad

At Title screen

* Press UP or DOWN to select "START" or "OPTION,"

Character Actions

• Press the Control Pad toward the Right or Left and hold to
walk in that direction.

* Press Down for a Defense against ( shooting ) Buttons,

• When in front of, or below a ladder press UP or
DOWN to climb up or down a ladder. [Aero has the
ability to jump up ladders and slide down ladders.]

AERO’S TECHNIQUES

Buttons Y, B, or X.

JUMP:

Throughout Aero's missions he will encounter enemies such as
Shorties, Lava Twirlers, and Jesters, Press B to JUMP and avoid
these crazy downs or hang around and drill them.

When climbing up ladders Aero has the ability to jump. While you
are climbing up, release the Control Pad, then press B, then press
UP rapidly until Aero reaches the top of the ladder,

DRILL ATTACK:

Aero's drill technique is used to eliminate enemies. Once Aero is in
the air, he may drill in any four directions he wants. Aero can drill
UPWARD and DOWNWARD toward
the RIGHT. And UPWARD and
DOWNWARD toward the LEFT,

To drill Aero must first jump in the
air. Press B only once. When he is in
the air, press the Control Pad in the
direction you want to drill, then press
the Button B again. Be sure to press
the Control Pad in the direction you
want to drill.

DUCK:

Aero can defend against certain objects thrown by enemies. Press
DOWN and Aero will be in a ducking position with his wing in front
to protect him. However, this defense will not prevent any enemy
from colliding with you, causing damage to Aero,

THROW:

As a secondary attack method, (aside from the drill) Aero can throw
Stars, but first Aero must collect Stars, before he can throw them.
Press button Y to throw a Star. Note: Aero can only throw stars
while he is standing still or if he f s jumping in the air.

O

CLING:

AERO’S TECHNIQUES

With his amazing grip Aero can walk the high wire. Aero can also
hang on the high wire to cross narrow passages and avoid ene¬
mies. While standing on the high wire press Button X to hang.

Press UP to get back on top of the wire. While hanging on the rope
Aero can jump off the wire by pressing DOWN.

HOVER:

Don't underestimate the power of Aero's wings; they are com¬
pletely functional. If Aero is in the air, he can hover for a short
amount of time. Press button X and Aero will flap his wings for a
brief moment. However Aero must touch the floor before he can
hover again.

LOOK:

When Aero is standing still he can view the dangers that lie ahead
of him. Press Button X and keep it depressed. Then press the
Control Pad in the direction Aero should look ahead. Aero can look
in eight different directions.

WARPING:

Special warp hoops provide a quick route from
one area to the next. Aero must find warp
hoops to exit each level.

O

POINTS STARS OBJECTIVE NUMBER OF LIVES

HEALTH DOUBLE DRILL ICON TIME

The object of the game is stated in the info-screen just before Aero
begins game play.

While Aero is trying to complete his mission he will collect food items,
stars, and health A's. If Aero can collect all of the food items and
stars, and still has time left, he will be awarded a "PERFECT
ROUND" and one free Aero.

There are swirled striped poles with a ball resting on the bottom.
These will serve as 'check points' for Aero.

Once you have completed the objective look for a set of circling gold
stars to indicate the end of a level. This is the exit hoop.

O

CIRCUS STUNTS AND PROPS

BALLOONS: Aero can hop on balloons and float his
way up hidden rooms as well as danger zones.

BUBBLE MACHINE: Aero can jump on bubbles
in order to explore and defuse the booby traps.
But don't stay on too long, because they will pop.
Aero is able to push the Bubble Machine to
position it for maximum access.

CANNON: Aero can push Cannons to a safe
position and come plunging out of them, as do
all great circus performers. First get on top of
cannon and press DOWN and Aero will enter
the cannon. He can control the power of the
cannon by pressing the JUMP button. Next use
the on-screen display gauge to select the power
of the shot.

UNICYCLE RIDES: While Aero rides the unicycle
on the high wire he is invincible.

TRAMPOLINE: Aero uses trampolines to soar
through the air to collect stars and other items.
The longer Aero bounces on it, the higher he
goes. Press DOWN to decrease height.

TRAPEZE: The trapeze is constantly swinging and
Aero must swing from one trapeze to the other.

SEE-SAWS: These are a lot more complicated
with only one person. But don't worry, Aero is
pretty smart, hell use the ball's momentum to
shoot him upward.

©

ITEMS

FOOD ITEMS: Aero uses food to build up his
points. Cupcakes and Hotdogs are some of the
food items.

BONUS ITEM: If Aero can find the Bonus item
that is hidden, he will play the bonus round.

PARACHUTE: When Aero grabs this item,
he will float down from a jump and can maneuver
to a safe spot.

AERO WINGS: With the energy Aero gets from
these wings he is able to fly for a short time*

rt

MAGICAL STARS: Throughout the act Aero
will collect stars. He may throw them to defeat
enemies*

CLOCK: This Icon adds an extra minute to your
time; however if the timer goes to "0:00'" the Icon
will have no effect.

LIGHTNING: When Aero collects a lightning icon,
he can do a double drill This will allow him to
reach higher platforms.

HEALTH BAR: Aero starts out each new life with
3 health "A"s. He can collect up to 5 "A"s and
maintain his health* When the health bar is full each
"A" is worth 100 points,

FREE AERO: By collecting adorable little Aero
heads. Aero the Acro-Bat can earn free lives.

INVINCIBILITY STARS: When Aero picks up this
icon he will be invincible from all enemies.

SCORING & BONUSES

Points are given for collecting food items, completing certain circus
stunts and disposing of certain enemies.

FOOD

Suckers -100

Cupcakes - 300

Cheese -150

Hot Dogs - 250

CIRCUS STUNTS

Hoop - 100
Paper Hoop - 150
Flaming Hoop -100

ENEMIES

BONUSES

20,000 points - Free Aero
Perfect Round - Free Aero

SCORING & BONUSES, CONT.

ENEMIES, CONT.

Marko Helmet—150

Bertha the
Ballerina—200

Bar the Ferris Freddy—150

Bomber—150

Franco the Fire Jester—100

Breather—200

Colin the Crazed Mechanical Mike—50

Clown—50

SCORING & BONUSES, CONT.

ENEMIES, CONT.

Marvin the
Magkiart^SO

CONTINUES

After all of Aero's lives are gone, he will have a continue option.
A total of 3 continues will be granted to Aero.

The continues option leaves you at the beginning of the last
world Aero visits. If Aero loses all of his lives in Funpark Act 3
and chooses to continue, he will start the game at Funpark Act 1.

0

CIRCUS

The show begins under the Big Top in front of a capacity crowd.
The situation is tense for Aero, but he'll pull out all the stops. Aero
must make the circus safe from the saboteurs but if the crowd finds
out there's danger, mass panic will break out. As the saying goes,
"The show must go on]

Act 1: Jump on 7 Star Platforms- The object in this level is to
find 7 starred blue platforms, and then melt them by
jumping on top of them. You must jump on them as
many times as there are stars on them.

Act 2: Find Key and Rescue Aerial- In this level Aero has to
find a key that is hidden somewhere. Ektor's men have
kidnapped Aerial and locked her in a cage. Once Aero
finds the key he must rescue Aerial who is trapped in a
cage.

Act 3: Jump on 15 Star Platforms

Act 4: Jump Through 25 Magic
Hoops- When Aero jumps
through these hoops they
will disappear.

Act 5: Turn On All Lights- In this level the "lights Are Out." Aero's
object is to turn on all 4 light switches so the audience
can see him in action.

BOSS; Meet The Stilt Brothers- As the two brothers juggle away you
must "Drill" them down to the floor. But watch out for
flame on the ground. Keep'em even.

Bonus Act: In one of the earlier Acts there will a "B"

that i$ hidden somewhere in the room.
Aero must find It in order to play the
Bonus Act.

FUNPARK

Outside the circus is a funpark full of every exciting ride imaginable.
Besides your basic roller coaster and ferns wheels, there are rotors
and giant swings. If only they were safe for enjoyment of the circus
crowds. lt J s Aero's job to make sure no
one gets hurt on any of the rides or by
any psycho circus performers.

Act 1: Jump on 5 Star Platforms- In
this level you must find 5
starred platforms.

Act 2:

Ride the Aero Coaster—
While riding the Coaster,
Aero is able to jump and duck
to avoid spiked walls and
deep ditches.

This jump is father difficult so
here's a hint. Before the track
starts to bend upward. Aero
should jump. "X" marks the spot.

Act 3:

Act 4:

Act5:

BOSS;

Keys Open Doors—This Act is divided into 4 sub-levels.
Aero must first find a key to open each door. There are a
total of 4 doors to open.

Ride the Rotor—Aero is strapped in and ready to move.
Press Direction Pad UP or DOWN to maneuver him. You
must complete 3 different rides. Look Around /

Jump Through 25 Magic Hoops—Don't forget to pick up the
lightning bolts for a double drill.

MECHANICAL CLOWN: Zero will go to any lengths to
stop Aero. The object is to drill at the nose. The Clown
might start to cry, but don't let back. Try not to stay in
the same spot too long or else you'll get squeezed by
the mechanical hand.

BONUS: Stay Alive.

0

THE WOODS

Aero is lost in the woods and he must find his way to Edgar Ektor's
evil headquarters. If only Aero knew what awaits him!

Act Is Find the exit—Don't be fooled Aero. The map is extremely
large and Aero can get lost rather easily.

Act 2: The Barrel Roll—Aero is rolling up and down hills in a
wooden barrel. Press Jump button to avoid water
and spikes.

Act 3:

Act 4:

Do the Bungee—Aero will
perform a Bungee Jump.
While doing the Bungee Aero
must pick up a key then open
the door to go on. There are
a total of 3 jumps.

Ride The Rapids—Get ready
for some slippin' and slidin'

because Aero has to ride the

rapids* Aero now has the ability to Jump and Duck

to avoid hitting the spikes.

The mystery of the museum, filled with Horrors, awaits Aero. Only
from a mind as evil as Edgar Ektor's could come something as
perverse as the Museum of Horrors. Here is where Aero must find
Zero and Edgar and put them both to
an end. Be ready for "Green Slime,"
bolts of lightning, Marvin the
Magician, and Mechanical Mike.

Good Luck...you're going to need it!

O

HIGH SCORES

HIGH SCORES

[Post New Comment]

Front   LoFi   Forums   HentaiVerse   H漫画   Twitter   ToS