In late 1992, two trading simulations were competing for the (German / European) market: Der Patrizier (also know as The Patrician abroad) and 1869. The latter came a little later (wow...) and it was generally considered the loser in this direct duel by the press. Only by a small margin, though - a very good second place.
'Aces of the Pacific' is a very good air combat simulation which takes place in the Pacific in 1941-1945. A large variety of combat missions, airplanes, periods to start and realism settings guarantee almost infinite replayability.
This game is loosely based on H.P. Lovecrafts works. So you can expect a decent horror athmosphere. And that's what the game is all about: the athmosphere!
It is created mainly be the presentation. The graphics are an attempt to be as movie-like as possible. You're playing in third-person perspective. The perspective changes depending on the spot where your alter ego stands.
Conversions of console games to computers often go wrong. Translations of Japanese games just as often. With B.C. Kid, it went surprisingly smooth. It first appeared on the PC Engine and had (for 'western' tongues) a really strange name. The English version became 'Bonk'. Bonk? To make a long story short, the Amiga version got a better title when it was ported by the German company Factor 5 a few years later.
[Mr Creosote] Black Crypt is the first game made by Raven Software who later got relatively well-known for their more action oriented (but also first person/3D) games. Their first one is a fairly straight RPG in the tradition of Dungeon Master, though.
Here you have a platformer, you know, a game that is about jumping around. Only this one is all just about jumping and bouncing your way across puzzles filled with dangers and death. Oh well, that is all the game has, really, but it’s something to see.
Visiting an old acquaintance... you probably know that, not having seen each other for a long time. Maybe you think back how it was. The good old days together... back then... you have lots of fun, it was wild times, fun times and so on. Now you're facing this old friend again - and... now what? Often, everything is different. Time has cut a rift you can't bridge anymore. You two have become alienated. That's a pity then. Then, there are the cases in which you stand face to face and it is almost like no day has passed at all.
Car & Driver is indeed a magazine, but they managed to get a racing game out. When you go into the menu, it's exactly as if you were reading their magazine, except that it has the game's screenshots and some real pictures. It features 10 best cars and tracks with very nice range of variety. This is almost like Electronic Arts's prequel to their beloved Need For Speed Series.
1992. Sierra had left the Amiga market (only to return silently later again, but that's another story), other companies tried to fill the gap. Core Design (these days known as the makers of horrible action games featuring big breasts) did it most successfully - they almost perfectly took Sierra's place with their Adventures! Not so much in serial output, but certainly concerning the quality of their products. Does that mean they made great classics with intriguing stories and witty puzzles which stood the test of time? Well, not exactly.
In the strategy genre, there is usually a distinction between high level strategy and low level tactics. Some games do one of them right, some excel at the other. Consolidating both levels into one game rarely works: It is the interface between the one which is hard to get right. One major aspect is that none of the levels may take up too much time, because otherwise, the players will forget about what happened on the other. How does this fare with Cyber Empires?