Yoshizawa liked the original Metro-Cross for having the player try to find the fastest possible route to the goal at the end of each level, and wanted to expand on this concept in Aero-Cross.
[1] In these levels, players will need to overcome different stage hazards that will cause their runner to be temporarily stunned and their timer to deplete further.
Hazards include giant steel cylinders, tiles that slow down the player if touched, walls that emerge from the ground, and computer-controlled opponents.
Three items were revealed: a speed boost, a clock that stops time, and a hoverboard that allows players to glide over the level.
[7] Yoshizawa appreciated the game for having the player try to find the fastest possible route to the goal at the end of each level, and wanted to expand on this concept in Aero-Cross.
Due to the obscurity of the original Metro-Cross, and for it being released alongside more recognizable series like Pac-Man and Galaxian, the reveal was met with confusion from publications.
[13] In December 2012, the company revealed that Aero-Cross was officially cancelled, alongside the indefinite discontinuation of the Namco Generations brand.
Writing for Engadget, JG Fletcher said that compared to the other cancelled Namco Generations game, a remake of Dancing Eyes (1996), Aero-Cross had potential.
If I'm being generous, I could maybe see this type of game performing decently on mobile devices, but it was likely never destined to have a huge audience no matter the platform.