1992 (Landstalker, Ultima VII and Alone in the Dark are released)

Gargoyle's Quest II (NES/GB, 1992)
Subgenre: Similar to Zelda II (without the semi-random encounters and exp point leveling)
Perspective: TD view overworld and town exploration
Movement Mechanics: Stamina-based flight
Other: Overworld w/ towns and hostile areas+dungeons
Playthrough - Video Review/Retrospective - Mini Review
Crystal Kingdom Dizzy (AMI/Multi, 1992)
Subgenre: Puzzle platformer
Password save
No map?
Playthrough - Reviews (Spectrum)
Subgenre: Similar to Zelda II (without the semi-random encounters and exp point leveling)
Perspective: TD view overworld and town exploration
Movement Mechanics: Stamina-based flight
Other: Overworld w/ towns and hostile areas+dungeons
- Mostly linear structure
- Password save (average length)
- No area maps
- No fast travel (one teleporter maze)
- Lives system (can buy and find more)
Playthrough - Video Review/Retrospective - Mini Review
Crystal Kingdom Dizzy (AMI/Multi, 1992)
Subgenre: Puzzle platformer
Password save
No map?
Playthrough - Reviews (Spectrum)

Bionic Commando (GB, 1992)
Other: SMB3-like hub map w/ patrolling enemies (encounters are side view here) and branching paths
Movement Mechanics: Jumping via grappling hook only
Playthrough - Video Review - Mini Review
Flashback: The Quest for Identity (Multi, 1992)
Subgenre: Cinematic Platformer/Puzzle Platformer
Other: Partial hub area (subway) - separate first and final areas
Playthrough - Video Review/Retrospective - Mini Review
G.I. Joe: The Atlantis Factor (NES, 1992)
Subgenre: Bionic Commando-like
Other: Hub map with branching paths (similar to Bionic Commando but without moving encounters)
Playthrough - Video Review - Mini Review
Other: SMB3-like hub map w/ patrolling enemies (encounters are side view here) and branching paths
Movement Mechanics: Jumping via grappling hook only
- Remake of the NES game (different story, control tweaks)
- Password save
- No area maps
- Minor ability gating (flares, receivers for picking up communications)
- No fast travel
Playthrough - Video Review - Mini Review
Flashback: The Quest for Identity (Multi, 1992)
Subgenre: Cinematic Platformer/Puzzle Platformer
Other: Partial hub area (subway) - separate first and final areas
- Linear structure (can move back and forth between some areas though), Some NPCs
- Password save feature (short)
- Basic world map but no area maps
- Three difficulty levels
- Some innovative puzzles (teleporter beacon - can also be used for some fast travel?)
Playthrough - Video Review/Retrospective - Mini Review
G.I. Joe: The Atlantis Factor (NES, 1992)
Subgenre: Bionic Commando-like
Other: Hub map with branching paths (similar to Bionic Commando but without moving encounters)
- Basic char building and some have different stats and skills
- Mix of linear and maze levels, Can't revisit beaten levels
- Password save
- No area maps
- No fast travel
Playthrough - Video Review - Mini Review
Dr. Franken (GB, 1992)
Subgenre: Maze Platformer/Proto-Platform Adventure, Collectathon (you never use any of the items as tools besides the keys and there are no new moves or other permanent upgrades to gain)
Playthrough - Video Review - Mini Review
Subgenre: Maze Platformer/Proto-Platform Adventure, Collectathon (you never use any of the items as tools besides the keys and there are no new moves or other permanent upgrades to gain)
- Layered world (similar to Goonies 2 and WB3)
- Basic map system
- Password save
- HP restoration machine in one single room
Playthrough - Video Review - Mini Review

Wizards & Warriors III: Kuros - Visions of Power (NES 1992)
Subgenre: ARPG-ish (town hub, quest giving NPCs)
Other: Hub area
Playthrough - Video Review
Subgenre: ARPG-ish (town hub, quest giving NPCs)
Other: Hub area
- Switch between acquired chars/classes on the fly
- No save and no password save (not even continues!)
- No map
- One warp to the beginning at one point
- Linear structure?
Playthrough - Video Review

Ghoul School (NES, 1992)
Movement Mechanics: Suction cup shoes for walking on the ceiling
Playthrough - Video Review
Land of Illusion Starring Mickey Mouse (SMS, 1992/GG, 1993)
Subgenre: Quackshot-like Platformer (Need certain permanent upgrades to traverse some levels and to find optional life bar upgrades)
Other: Hub map
Playthrough - Video Review - Mini Review
Movement Mechanics: Suction cup shoes for walking on the ceiling
- No save or password save (lives system)
- No map
- Named rooms/areas (the numbers can be confusing though)
- No fast travel
- Mostly linear?
Playthrough - Video Review
Land of Illusion Starring Mickey Mouse (SMS, 1992/GG, 1993)
Subgenre: Quackshot-like Platformer (Need certain permanent upgrades to traverse some levels and to find optional life bar upgrades)
Other: Hub map
- Beating some levels changes the layout of previously beaten levels
- Levels are persistent in terms of chests and items collected
- Can exit most new levels on their first screen (and later on any beaten level with the flute)
- No save or password save
- No level maps
- Not all levels can be replayed
Playthrough - Video Review - Mini Review
Ultima Underworld (PC, 1992)
Subgenre: RPG (dialogue trees, can kill NPCs, side quests, basic crafting - fishing pole+popcorn+torch), Almost full 3D, Collectathon element (8 talismans, 3 tripartite key parts)
Perspective: FP view
Movement Mechanics: Jumping and Swimming (surface only?)
Save feature
Various exploration/traversal spells+tools+skills (torch/light/night vision, long jump, fly, levitate, walk on water, stealth, slow fall?, speed?, daylight?, invisibility?, telekinesis?, reveal?, freeze time?, roaming sight, tremor?, search skill?, sneak skill?)
Map system w/ auto-mapper feature (also came with maps of the early areas), compass
Teleporter beacon (Gate Travel spell - travel to a moonstone which can be placed anywhere)
Playthrough - Video Review
Xardion/Chou Kou Gasshin Xardion (SNES)
Subgenre: Action Platformer w/ RPG elements (leveling system)
Other: Hub map
Playthrough - Video Review - Review
Stanley: The Search for Dr. Livingston (NES, 1992)?
Other: Hub map, Towns and NPCs (some w/ fetch quests)
Gain Grapnel and Rope item early on which lets you climb some walls
Bridge map
Password save
No fast travel
Shape Shifter (PCE CD, 1992)
Movement Mechanics: One form can fly
Other: Two towns and one shop
Mini-Review
Boing! (SAM Coupé, 1992)?
Subgenre: Dizzy-like Puzzle Platformer/Collectathon
Other: No combat
Limited inventory (3 items only)
No save or password save
No map?
No fast travel?
The Addams Family (NES/SMS/GG, 1992)(Different to the 16-bit game)
Subgenre: Milon's Secret Castle-like without shops, Rescue Mission, Hop 'n Bop gameplay
Other: Hub area (outside the mansion/the garden)
Playthrough (SMS)
The Addams Family (GB, 1992)(Different to other versions)
Subgenre: Rescue mission, Action platformer gameplay
Other: Hub area w/ mostly straightforward sub areas leading to bosses
Playthrough
Seymour goes to Hollywood (PCs, 1992)?
Subgenre: Dizzy-like Puzzle Platformer
Subgenre: RPG (dialogue trees, can kill NPCs, side quests, basic crafting - fishing pole+popcorn+torch), Almost full 3D, Collectathon element (8 talismans, 3 tripartite key parts)
Perspective: FP view
Movement Mechanics: Jumping and Swimming (surface only?)
Save feature
Various exploration/traversal spells+tools+skills (torch/light/night vision, long jump, fly, levitate, walk on water, stealth, slow fall?, speed?, daylight?, invisibility?, telekinesis?, reveal?, freeze time?, roaming sight, tremor?, search skill?, sneak skill?)
Map system w/ auto-mapper feature (also came with maps of the early areas), compass
Teleporter beacon (Gate Travel spell - travel to a moonstone which can be placed anywhere)
Playthrough - Video Review
Xardion/Chou Kou Gasshin Xardion (SNES)
Subgenre: Action Platformer w/ RPG elements (leveling system)
Other: Hub map
- Four different chars that you can switch between on the fly (these join over the course of the game, some have unique abilities that let you explore new areas)
- Save feature
- No area maps
Playthrough - Video Review - Review
Stanley: The Search for Dr. Livingston (NES, 1992)?
Other: Hub map, Towns and NPCs (some w/ fetch quests)
Gain Grapnel and Rope item early on which lets you climb some walls
Bridge map
Password save
No fast travel
Shape Shifter (PCE CD, 1992)
Movement Mechanics: One form can fly
Other: Two towns and one shop
- Eclipse cycle (seems to only affect the HP refills)
- Linear? (can enter the area to the east of the first cave but it's too tough to survive)
- Transformations (Panther can jump further, one can fly, shark, more?)
- No maps
- Save feature (first town only)
- Lives system (can’t gain more, checkpoints where you entered the rooms you died in)
Mini-Review
Boing! (SAM Coupé, 1992)?
Subgenre: Dizzy-like Puzzle Platformer/Collectathon
Other: No combat
Limited inventory (3 items only)
No save or password save
No map?
No fast travel?
The Addams Family (NES/SMS/GG, 1992)(Different to the 16-bit game)
Subgenre: Milon's Secret Castle-like without shops, Rescue Mission, Hop 'n Bop gameplay
Other: Hub area (outside the mansion/the garden)
- Some ability gating with permanent tools (umbrella, snorkel, shrinking potion)
- Non-linear structure after finishing the crypt?
- No save or password save (there is an infinite lives code though)
- No maps
- SMS/GG version: Better gfx and controls/hit detection, worse sound
- No fast travel?
Playthrough (SMS)
The Addams Family (GB, 1992)(Different to other versions)
Subgenre: Rescue mission, Action platformer gameplay
Other: Hub area w/ mostly straightforward sub areas leading to bosses
- Some tools and transformations used for progression (Temporary: Sea monster transformation potion for better swimming - required?, Bat transformation potion for flight - optional, ice cubes - platforms which float across liquid segments; Permanent (energy/ammo-based): building blocks - same as ice cubes but can also be used as platforms to avoid spikes) - don't need to backtrack and use them in previous areas though?
- No save or password save (can farm for health in some spots and the game is pretty short)
- No maps
- Hidden warp to the last level/area? (haven't tested it)
Playthrough
Seymour goes to Hollywood (PCs, 1992)?
Subgenre: Dizzy-like Puzzle Platformer

Outliers:
Super Mario Land 2 (GB) - Hub map, Partially non-linear (can choose to do each sub area in any order though the path within them is linear, some alternate exits to hidden levels)
No permanent upgrades (but they are persistent if you manage to not get hit) gained that are needed to progress
Save feature
No level maps
Playthrough - Video Review/Retrospective
The Addams Family (SNES/MD/AMI, 1992) - Hub area w/ linear sub areas, No permanent tools/abilities and they're not needed to progress but the time limited flight hat lets you reach new areas to get optional goodies
Password save (short)
No maps
Playthrough - Video Review
Exile II (PCE CD) - ARPG, Top down town exploration/Side view hostile areas & dungeons
Linear structure plus very straightforward and short dungeons and hostile areas overall
No ability gating
Save feature (in towns, 3 slots)
Switch between 4 characters on the fly (shared experience but also HP)
No dungeon maps (barely needed though)
Playthrough - Mini Review
Kaeru no Tame ni Kane wa Naru/For the Frog the Bell Tolls (GB) - TD Hybrid, Linear structure (you do backtrack to previous areas to explore further into them later on though)
Automatic battles
Save anywhere (two slots)
Good map systems (like link's awakening except without the "fog of war" on the world map)
Playthrough - Video Review - Mini Review
Alone in the Dark (Multi) - Survival Horror, 2.5D (3D models, pre-rendered backgrounds and static camera angles), TP View, Stances system based on verbs (similar to Little Big Adventure: Fight, Open/Search, Close, Push, Jump (added when you reach the underground cave in the late game)), Selectable gender/sex (different intro only?)
Oil lamp item which can be used to see in dark areas (barely, very limited FoV) as well as against a certain enemy
Resource management
Save feature (multiple slots, anywhere?)
Audio logs in the form of letters with voice acted text
Can get stuck by ruining items needed for later
Upgradeable lifebar
No maps
Wizkid (Multi)? - Action/Quest Adventure/Puzzle Hybrid, Linear structure?
Shops
Some surreal elements (pooping in the toilets makes the volcanoes outside erupt)
Hans Kloss (Atari XL/C64, 1992)?
Artefakt przodków/Ancestors' Artifact (Atari XL, 1992)?
Magia Krysztalu/Magic of the Crystal (Atari XL, 1992)?
Uczen czarnoksieznika/Wizard's Apprentice (Atari 8-bit, 1992)?
Kid Chameleon (MD) - Proto-PA (many alternate exits but no hub area or map, no permanent upgrades, can't backtrack to a previous level)
Ecco the Dolphin 1-2 (MD) - Linear & Level-based, Similar atmosphere to Metroid, Platforming Puzzles, Transformations, Password Save
Mega Man 5 (NES, 1992) - Level select screen, Replay beaten levels?, Collect 8 letters to get Beat the bird (optional sidekick), You can fly past many segments using what looks like an ear picker (this game’s rush jet)
Rolo To The Rescue (MD) - Rescue mission, Hub map (SMW-like with some alternate paths)
Switch between 4 different chars (can rescue and have up to 3 chars follow you at a time in each level - these have different abilities that let you reach new parts of a level (Rabbits jump higher, Squirrels climb walls, Beavers can enter water and bring back rafts to let the others pass, etc.); If Rolo gets too far away the animal you've rescued and left around will disappear)
Saved chars disappear between levels
Open up bonus areas on the hub map by finding hidden map pieces in the levels
Can replay beaten levels
No save or password save
No level maps
One alternate ending (100% rescued)
E.V.O.: Search for Eden (SNES, 1992) - ARPG/Platformer/Life Sim Hybrid (exp point leveling, creature evolution), Level/chapter-based, Platforming and Swimming (start out as a fish and you can evolve "back" into a sea creature at several points)
Evolution mechanic (choose how to grow your creature's different body parts over the course of the game)
Multiple endings (can choose to join the ruling inhabitants of each era/level)
Save feature
Super Mario Land 2 (GB) - Hub map, Partially non-linear (can choose to do each sub area in any order though the path within them is linear, some alternate exits to hidden levels)
No permanent upgrades (but they are persistent if you manage to not get hit) gained that are needed to progress
Save feature
No level maps
Playthrough - Video Review/Retrospective
The Addams Family (SNES/MD/AMI, 1992) - Hub area w/ linear sub areas, No permanent tools/abilities and they're not needed to progress but the time limited flight hat lets you reach new areas to get optional goodies
Password save (short)
No maps
Playthrough - Video Review
Exile II (PCE CD) - ARPG, Top down town exploration/Side view hostile areas & dungeons
Linear structure plus very straightforward and short dungeons and hostile areas overall
No ability gating
Save feature (in towns, 3 slots)
Switch between 4 characters on the fly (shared experience but also HP)
No dungeon maps (barely needed though)
Playthrough - Mini Review
Kaeru no Tame ni Kane wa Naru/For the Frog the Bell Tolls (GB) - TD Hybrid, Linear structure (you do backtrack to previous areas to explore further into them later on though)
Automatic battles
Save anywhere (two slots)
Good map systems (like link's awakening except without the "fog of war" on the world map)
Playthrough - Video Review - Mini Review
Alone in the Dark (Multi) - Survival Horror, 2.5D (3D models, pre-rendered backgrounds and static camera angles), TP View, Stances system based on verbs (similar to Little Big Adventure: Fight, Open/Search, Close, Push, Jump (added when you reach the underground cave in the late game)), Selectable gender/sex (different intro only?)
Oil lamp item which can be used to see in dark areas (barely, very limited FoV) as well as against a certain enemy
Resource management
Save feature (multiple slots, anywhere?)
Audio logs in the form of letters with voice acted text
Can get stuck by ruining items needed for later
Upgradeable lifebar
No maps
Wizkid (Multi)? - Action/Quest Adventure/Puzzle Hybrid, Linear structure?
Shops
Some surreal elements (pooping in the toilets makes the volcanoes outside erupt)
Hans Kloss (Atari XL/C64, 1992)?
Artefakt przodków/Ancestors' Artifact (Atari XL, 1992)?
Magia Krysztalu/Magic of the Crystal (Atari XL, 1992)?
Uczen czarnoksieznika/Wizard's Apprentice (Atari 8-bit, 1992)?
Kid Chameleon (MD) - Proto-PA (many alternate exits but no hub area or map, no permanent upgrades, can't backtrack to a previous level)
Ecco the Dolphin 1-2 (MD) - Linear & Level-based, Similar atmosphere to Metroid, Platforming Puzzles, Transformations, Password Save
Mega Man 5 (NES, 1992) - Level select screen, Replay beaten levels?, Collect 8 letters to get Beat the bird (optional sidekick), You can fly past many segments using what looks like an ear picker (this game’s rush jet)
Rolo To The Rescue (MD) - Rescue mission, Hub map (SMW-like with some alternate paths)
Switch between 4 different chars (can rescue and have up to 3 chars follow you at a time in each level - these have different abilities that let you reach new parts of a level (Rabbits jump higher, Squirrels climb walls, Beavers can enter water and bring back rafts to let the others pass, etc.); If Rolo gets too far away the animal you've rescued and left around will disappear)
Saved chars disappear between levels
Open up bonus areas on the hub map by finding hidden map pieces in the levels
Can replay beaten levels
No save or password save
No level maps
One alternate ending (100% rescued)
E.V.O.: Search for Eden (SNES, 1992) - ARPG/Platformer/Life Sim Hybrid (exp point leveling, creature evolution), Level/chapter-based, Platforming and Swimming (start out as a fish and you can evolve "back" into a sea creature at several points)
Evolution mechanic (choose how to grow your creature's different body parts over the course of the game)
Multiple endings (can choose to join the ruling inhabitants of each era/level)
Save feature