For many years David Siller had ideas for the game's character in his head. By this time, Siller had agreed to join Sunsoft of America. The final concept was designed by David's son Justin Siller, who was inspired by mixed themes from the 70s and 80s. Some of the enemies, items and in-levels that Siller proposed never made it in the finished game. The concept included a mission objective feature, which was not added in the original release, but it was implemented and modified in the Game Boy Advance version. Originally
Aero was going to be released for the original
Nintendo Entertainment System, but by this time 16-bit consoles were on the market, so the NES version was cancelled. Much of the game's work took place at
Orange County, California. Both the Super NES and Genesis versions were being worked on simultaneously. Plans were made by Sunsoft to port the game to
Atari Jaguar sometime in 1994, but this version was never released. After the success of the sequels, Siller left
Sunsoft and joined
Universal Interactive. Universal bought the rights of Siller's character and were intent on making Aero their mascot. He had intended to start up a sequel to the second game titled "Aero the Acrobat 3D" to be released on
PlayStation to complete the series as a trilogy, but this concept never reached development, as Universal turned their attention to
Crash Bandicoot. Following the success of that game, Crash was their official mascot instead of Aero. With no success in starting a new Acro-Bat game, Siller bought back Aero as he left Universal. While Siller worked at
Capcom, the USA Bill Gardner wanted to make use of Aero, but the Japanese HQ denied that request in accordance to Siller's contract. and Siller directed the port during its development. In addition, Siller wanted to port the two sequels
Aero the Acro-Bat 2 and
Zero the Kamikaze Squirrel on Game Boy Advance in near future and compile them in a collection called "A-Z Force", but he cancelled those plans in favor of designing original games. ==Release==