That is quite humbling to say the least.
Certainly if you wrote games for the Atari ST, Amiga or any of the 8-bit platforms you would've written it in assembler. Compilers just weren't efficient enough at producing the fastest code possible at the time.
On the other hand, Sawyer did have some rationale to continue going all-ASM, since he had been building up the engine code over the course of the decade, and when he first made it for Transport Tycoon(1994), hand-optimizing the rendering code was probably the only way to achieve a smooth high-res isometric renderer.
I think the PC world encouraged the use of higher level languages as waiting for VBL's became more important than squeezing all the juice you could because of the potential variations.
Thanks for your comment, it's inspired a new sense of respect for 486 progrmamers (25/33/50? SX, DX? - we can't worry about that, we have TIE fighters to render!)