sonic wings 2

Sh!tpost of Eggman Facts

To cap off National Egg Day, here we have… EGGxactly what it says up there!

Dr. Eggman is a feminist. This, along with a few other things, makes him a better person than Donald Trump.

Omochao originally stated in Sonic Adventure 2 that his mustache is fake. SEGA silenced it. Do not mess with the Hedgehog Mafia.

In Sonic Boom, the name “Robotnik” is completely forgotten. This means that “Eggman” seems to be his actual name.

The name “Eggman” actually appears as early as Sonic 2, in Wing Fortress Zone. So all “SONIC DIED AFTER S3&K” people can shut up about which name is better.

He has an IQ of 300, yet makes some of the dumbest bosses EVER. (Like the drill tank and Egg Dealer). But it has been theorized that he does this to get all the bad ideas out of his system so he can make truly brilliant machines.

In Sonic Boom, he seems to want to be Sonic’s friend.

In AoStH, his robots were literal garbage. He dumped trash into a big machine and robots came out. He fights Sonic by RECYCLING. (Still better than Donald Trump.)

He seems to have a steady supply of money, as he can afford things like Egg Fleet and Final Fortress from Sonic Heroes. Or he just steals it. Are there even that much materials on Earth?

His legs seem to have grown significantly between S3&K and Sonic Adventure. This makes no sense, as human bodies stop growing way before his age.

In the classic games, he can ALWAYS outrun Sonic and is capable of going from 0 to 60 miles per hour.

He is really really fat. But still faster than Sonic.

Hope you learned something new! I might add to this later.


Aero Fighters 2 is the 1994 follow-up from Video System Co. (not to be confused with Visco) to their 1992 hit shoot-em-up, Aero Fighters. The series is known in Japan instead as Sonic Wings. The development team behind Aero Fighters 2 is a little bit of a mystery. Although the credits for the game bear some of the same names as those from the first game, it’s known that many members of Video System Co. had left to form Psikyo the previous year, so how much of the development on this game came from the old guard, or whether many team members were on their way out at the time, isn’t clear.

What’s plain to see, though, is that Aero Fighters 2 isn’t as good as its predecessor. The game was developed for the Neo Geo (which Video System Co. had adopted as its arcade hardware) and that system, while great as a general arcade platform, was a jack-of-all-trades/master-of-none architecture. Some lovely games, such as Last Resort, had been created for the Neo Geo, but Video System Co. definitely didn’t have the experience and skill with it to craft games in that environment which could compete with the dedicated hardware of Aero Fighters–even though that was two years older. The graphics, sound and overall gameplay are nice, but they’ve taken a step backwards here.

As a shoot-em-up, Aero Fighters 2 it will get the job done–there’s plenty of explosions and you can unleash some lovely barrages when your plane is powered up. There are eight planes to choose from, each with their own weapons system and bombs. The game doesn’t tell you that the planes also have different rates of movement, presumably to offset some weapon power advantage. Some of the planes planes move quite slowly and since the enemy bullets are not messing around, it’s easy to get blasted out of the sky. You can’t change planes when you continue, either (yes, to show off the different planes in each of these screenshots, I restarted the game from scratch three times.) Being on the Neo Geo, the game’s monitor is horizontally-oriented, and since it scrolls vertically–an unusual combination in the shoot-em-up genre–the playing area can sometimes feel cramped, with little warning for enemies appearing at the top of the screen.

As a series, Aero Fighters would struggle to regain what made it good in the first place until being retired in 1996 with Aero Fighters Special. But that, as they say, is a story for another time…