2000 (Paper Mario, Diablo II, Thief II and Tales of Eternia are released) WIP
Wario Land 3 (GBC, 2000) - Puzzle Platformer Hybrid, Hub map (as you find and unlock hidden treasure chests you beat levels and see new levels or paths unlock on the map depending on what you found (basic environmental effects), several found items also change the level layouts a bit (for example the flute awakens the giant snakes in some levels), some branching paths), Minigolf mini-game (forced however there aren't that many levels where you need to play it)
Playthrough - Video Review - Mini Review
Ikachan (PC, 2000) - 2D, Underwater, ARPG (level up by eating dead fish or killing enemies - dead fish also restore HP and so does leveling up, fetch quests)
Playthrough - Mini Review
- Partially non-linear structure (linear until you get the first ability - you're locked out of various parts of all the early levels, two optional levels)
- Binary day/night switch that triggers when re-entering the hub map and which has effects on gameplay (sometimes different enemies giving access to different parts of levels, in some levels certain gates are only open during night or vice versa)
- No level maps (hard to get a good overview of some rooms - can't look up/down either) however the game does briefly show which levels to use a gained ability on right after getting it with flashes on the map screen and the looking glass item lets you see which treasures you've gotten on the level you’re standing at on the map screen (gained pretty late but you can also pause while in a level to see which chests have been opened and which key(s) you're carrying)
- Can go back to the initial location (temple) to get told where to go next to progress - can also just press up at that location on the map to get the direction without triggering the dialogue scene (can press select while on the map screen to teleport to that part of the map)
- Can exit a level at any point (this can be used to switch to night or day - eventually you can gain an item letting you switch while on the map screen)
- Save anywhere outside of boss battles (also auto-saves when exiting a level, one slot per game)
- Many puzzles (some get tedious because you need to memorize several screens of level design or due to control/level design issues), The game focuses mainly on temporary transformations to progress and there are a few new ones here
- Optional collectathon element (7 crayons to unlock a longer version of the minigolf mini-game - no rewards gained for beating it, can unlock its last course by getting all big coins - several per level), Unlockable Time Attack mode (get all 100 treasure chest items; goal here is to open all 4 chests in each level as quickly as possible)
- Enemies respawn when re-entering rooms but destroyed blocks don't (some enemies that you want to avoid also respawn as soon as you move away from their spawning point)
- Get thrown out of (most) boss fights from one mistake
- Minor sequence breaking possibilities (in the colossal hole level you don't need to become flat for one of the chests, more?)
- Can't stay in a level after opening a chest in it
- Chest keys+big coins+bosses respawn when re-entering levels and so do a few puzzles that unlock parts of their levels (such as the torches at the beginning of the tower level)
- No alternate end bosses and endings here
Playthrough - Video Review - Mini Review
Ikachan (PC, 2000) - 2D, Underwater, ARPG (level up by eating dead fish or killing enemies - dead fish also restore HP and so does leveling up, fetch quests)
- Can't attack enemies at first
- Save points which also let you rest to restore health - somewhat frequent (only one save slot though - not just one per game, fast resting)
- Enemies respawn when resting
- Very short
- Only two new moves gained and they just let you break walls
- Escape sequence (untimed and no new threats)
- No maps
- Made by the Cave Story developer
Playthrough - Mini Review
Banjo-Tooie (N64 2000) - 3D (TP & FP View Hybrid), Hub area which is divided into a few parts, Collectathon (some notes in each level to be able to gain abilities - not a high requirement generally, jigsaw puzzle pieces/jiggies which unlock new levels - lower requirement than in the prequel but fairly high to reach the final area (70/90), rescue mission - 1 jigsaw piece per full jinjo family found and rescued (9 families and each one has 1 more member starting with 1 member for the white family so 45 in total) - mostly optional if you just want to beat the game), Many mini-games (a few are required, solve jigsaw puzzles to open levels), NPCs with fetch quests (there are many of these and some have several steps to them) and other minor quests
Playthrough - Video Review - Mini Review
Blaster Master: Blasting Again (PS1, 2000) - 3D, TP View, Mixes in one surprise escape segment (indoors area in the lava area) and rail shooter segment (sixth boss), Partially voiced radio assistance (similar to OoT, MGS or Burning Rangers; get frequent gameplay tips and directions) - very handholding early-mid game, Basic stealth element (moving laser sensors in a few rooms)
Playthrough - Review - Mini Review
- More Platform Adventure-like gameplay (some levels connect to each other (not just the hub area) and you sometimes have to return to previous levels and hub areas with gained abilities to fully clear them - optional but can let you unlock more levels sooner making the game less linear, a train runs through each level as you open up its stations and you can call on it from any station after activating it and the stations, collecting progress in a level is saved even if you didn't get 100% in a category here, gain more permanent moves/tools and start with a few more moves)
- Save and quit feature (can save anywhere but loading puts you back at the second hub area, one slot per game - three in total), No lives system and some checkpoints within levels (not before bosses though) means you can use deaths to warp
- Partially non-linear (linear at first - after unlocking level 1 you can unlock 2 more levels by collecting the available jiggies in it and then 2 more levels by collecting jiggies in the next one you enter, can do some objectives in any order inside levels, in hellfire peaks you can choose which boss to fight first and the latter one is a bit tougher), can't use the railroad tunnels without taking the train ("bad things will happen"), can't choose to unlock a later level - have to unlock them in order, hub area gradually opens up a bit more but uses gated progression (collecting and abilities) throughout the game - some minor puzzles and hidden items here as well as some hazards and enemies)
- No level or hub area maps in-game or in the manual (the good but not great draw distance makes it harder to spot items by looking around in FP view which leads to some trial & error, the fps mini-game segments are timed mazes, kinda hard to spot certain points of interest at times)
- Can exit unbeaten levels at their entrances or by saving and quitting
- Teleporters (tunnel shortcuts and warp points) in the hub area and levels respectively - can warp to found ones and there's only a few tunnel entrances in the hub area (there are however 2-5 warp points per level)
- Upgradeable health bar (collect the honeycomb pieces and trade them in at the plateau)
- Some sequence breaking opportunities (can pick up some items sooner with the remote controlled bomb robots, can double jump as banjo by jump-canceling out of a mid-air attack (also a bit higher than his high jump), etc.; more with glitches)
- Can cause environmental changes in some levels by doing something in the same level or another one (MMX, Wario Land, etc.)
- Some puzzles (can split Banjo and Kazooie up at split-up pads to control either of them alone and they can learn a few solo abilities)
- Temporary invincibility power up (triggered manually and uses up a golden feather every 2 seconds)
- Dropped HP items don't disappear (and eggs shat/shot backwards can be recollected)
- Some unlockable "cheats"/optional abilities
- Oxygen mechanic underwater and in some poisonous areas
- Some resource management
- Some enemies respawn while in the same area/room
- Invisible walls/roofs in outdoors areas (roofs are pretty much required but makes the world feel less interconnected and open and air dashing into the walls hurts you)
- Fall damage when falling very far - can often use double jump to prevent it (but not the stomp),
- No quest log (there's at least a progress screen showing how many of each item there's left to find - also there's apparently a cheat that activates short location hints for each jiggy which don't really spoil any puzzles afaict)
- Stealth element (pretty rare and basic)
- Skippable intro and ending however parts of other cutscenes and some minor ones are not, Can speed up dialogue (not instant per paragraph/text box though and not all dialogue, can also skip it with l+r+b which works for in-game cutscenes but it's not consistent - sometimes you skip the scene and sometimes you skip one sentence at a time)
- 4-player MP mode (mini-games only)
Playthrough - Video Review - Mini Review
Blaster Master: Blasting Again (PS1, 2000) - 3D, TP View, Mixes in one surprise escape segment (indoors area in the lava area) and rail shooter segment (sixth boss), Partially voiced radio assistance (similar to OoT, MGS or Burning Rangers; get frequent gameplay tips and directions) - very handholding early-mid game, Basic stealth element (moving laser sensors in a few rooms)
- Linear structure overall (small hub area with teleporters to sub areas (these aren't connected despite it looking like it in the manual, use gained movement abilities and backtrack to find new parts of these sub areas and to progress) that unlock in order as you finish the previous one - while you can get to the teleporters to later areas after beating the second boss you can't enter them, opens up a bit more after unlocking all the emblem doors after the fifth boss)
- Several save points/maintenance terminals per area (this is also where you get new weapons added to your tank after the first boss and new moves after most subsequent bosses, can also heal at these)
- Mini-map+enemy radar and compass in one (rotates, pause menu map shows next objective and current sub area, doesn't show enemies, no topography in either besides a few overlapping paths on the mini-map), Menu map (shows which room you're in but not your exact location), The maps don't show solid walls nor laser barriers/locked doors within rooms and don't show the gates connecting the hub area to the others, No full world map view - can view only the current sub area via the pause menu, the menu map doesn't show switches/support items (sub weapon strength+ammo capacity upgrade - some can only be reached with new abilities later on)/save points/elevators and the mini-map doesn't show save points
- Retains the in-vehicle/on-foot dynamic
- Difficulty options (easy-hard)
- Control config (full besides select and start functions)
- No dual analog support so you can't map camera rotation/pitching to the right stick (actually can't pitch the camera at all during gameplay (only pick between two view modes before beginning) which can be a problem during some platforming segments as the "long" angle is pretty high besides for some tighter spaces and the "up" angle is basically behind the avatar at all times - they should've let you switch during gameplay)
- Ammo capacity and sub weapon upgrades for the tank (8 levels each and some change besides dealing more damage), Pilot only gets temporary main weapon upgrades which are lost when hit like in the NES game
- Environmental effect in one indoors area (freeze the water by activating a machine)
- No teleporters - Can teleport back to the tank from on-foot (your assistant tells you when it's available early on) but you actually have to exit the indoors areas first so it's situational in usefulness
- No weapon inventory for the pilot (the highest level is a flamethrower which isn't optimal in some situations)
- Boss rush - have to fight the bosses again the unlock the final boss fight (also have to find the bosses again in a fairly large new area)
- Very light on hidden items or paths behind breakable walls - seems to use only rocks placed in the open (as in not part of the regular walls) to obscure some objects, Few hidden rooms (rooms that don't have an obvious door connection on the map) and items period
- Destructible enemy spawner machines in some rooms (these and the enemies respawn whenever you exit a room)
- Skippable cutscenes (these are fairly frequent)
- One decent switch puzzle in the last indoors segment
- Shows enemy and boss health bars
- Hazardous liquids don't do much damage if you keep jumping
- No life bar upgrades
- Can't swim as the pilot here
- Some invisible walls (sometimes where you'd expect there to be a narrow path to a different room)
Playthrough - Review - Mini Review
The Legend of Zelda: Majora's Mask (N64, 2000)? - 3D, TP View, More platforming via certain forms
Blaster Master: Enemy Below (GBC, 2000) - Different level design and bosses (same backgrounds and mostly the same enemies), some new abilities and weapons, password save
Deus Ex (PC) - 3D ARPG/Stealth/FPS Hybrid (Character creation and manual ability distribution (augmentations), Basic dialogue trees, can put enemies to sleep and cloak yourself)
Gain some permanent abilities used for exploration/traversal (cloaking, lockpicking, computer hacking and electronics, swimming - optional)
Separate health for different body parts
Can affect the story drastically (can kill major chars)
^balance mod?
Vagrant Story (PS1, 2000)? - Dungeon Crawler JRPG w/ Platforming, Real-Time w/ Pausing Combat, Stacking Puzzles; Pretty complex crafting,
Mega Man Legends 2 (PS1, 2000) - 3D, TPS, Zelda-like
"You pretty much have a linear path to go through in the game - you'll go from dungeon to dungeon with a few intermediary sequences. You have a few sidequests and a few extra dungeons, but that's about it"
Medievil 2 (PS1, 2000) - 3D Action Adventure, Hub room w/ level select screen
More linear structure?
Sorcerian: Disciples of Seven Star Sorcery (DC)(Untranslated)? - ARPG, Side View w/ some TD segments
Remake w/ 5 new scenarios
Might and Magic VIII (PC, 2000)? - 3D FP RPG (pre-rendered sprites for models), party-based, not much platforming
Some exploration spells (feather fall - take no damage from long falls, jump (60 feet), invisibility, flight - outdoors only, torch light, telekinesis, water walk)
Map feature with manual notes
Town portal and beacon (placed teleporter) spells
Bouken Jidai Katsugeki: Goemon (PS2, 2000)(Untranslated)? - ARPG (leveling up w/ manual stat distribution), Zelda- or JRPG-like in structure?;
Outliers:
Spider-Man (GBC 2000) - Hub area, Attack/Defense/HP upgrades
Linear structure?
No new movement/exploration abilities gained (can find an ammo-based shield and an immobilizing web attack)
Lives system
Password save
No maps
Spyro: Year of the Dragon/Spyro 3 (PS1, 2000) - 3D, Collectathon
Spyro starts with all his Spyro 2 moves here (except for the double jump exploit which isn't in this game)
Free animals and play as them for certain levels (can't switch at will) - need to backtrack to previous levels as them to fully complete them (optional?, you also play as Sparx (the fairy/hp meter) in some levels - he can unlock 1 extra hp+further reaching gem magnet+point sparx to nearby gems ability (default ablity in Spyro 2))
Skateboarding w/ basic tricks (Tony Hawk-like) - temporary power up
Armored Core 2 (PS2, 2000) - 3D Mech-Based TPS w/ AA elements (detailed mech customization & creation, buy parts), Mission-based (there's also an arena mode where you can win prize money)
Non-linear structure (taking on some missions blocks access to others)
No ability gating?
Resource management - have to repair damaged parts after each mission so doing well is rewarded by lower expenses for them
Enemy radar
Paper Mario (N64, 2000) - 2.5D RPG/Platformer Hybrid (real-time elements in combat and platforming during exploration, manual stat distribution on level up, party-based, bought upgrades/badges add combat abilities and buffs (works like charms in Hollow Knight and takes up slots/badge points))
Mostly linear structure (maze dungeons)?
Gain new partners some of which let you reach new areas (can have only one active member which follows you around, can switch on the fly, koopa partner lets you fly over pits)
Non-random encounters
Some badges help outside of battle (one of them helps you find certain items, dash speed and range upgrade)
Nox (PC) - Diablo-ish Isometric ARPG (3 classes, no stat distribution unlike Diablo), little platforming (can jump over some lava and some traps)
Semi-transparent mini-map
Teleportation (same area - only used by wizard class and for a couple of secrets in the whole game; the only real ability gating and it's optional) and invisibility spells
Enemies can open doors
MP restoration points
Breakable walls
Line of sight mechanic (Rogue/D&D: Cloudy Mountain)
Traps also affect enemies
Regenerating health (have to be still?)
Journal/quest log feature
Dark Cloud (PS2, 2000) - 3D ARPG (weapons gain exp)/Building & Management Sim Hybrid, TP View/TD View respectively, Survival element (resource management)
Linear structure until the end game where it opens up more and lets you do dungeons in any order
No ability gating?
Switch between 4 chars on the fly
Can re-spec your build
Tenchu 2: Birth of the Stealth Assassins (PS1, 2000)? - 3D Stealth Action, TP View, Mission-based (select screen) and linear?
3 playable chars w/ different paths/objectives/enemies & bosses
Tools -
JP ver.: more missions (and more in the mission editor?), slightly better gfx
"Tales of Destiny II"/Tales of Eternia (PS1, 2000) - 2.5D ARPG, 2D TD View/Isometric Hybrid Exploration, 2D Side View Combat, 3D TP View Overworld
Not actually ToD II (which was released for PS2 later on)
Non-random encounters in sub areas but not in the overworld/on the world map
CPU-controlled allies
Spider-Man (PS1/PC, 2000) - 3D Action Platformer/Stealth hybrid, TP View, Level-based and linear (some maze levels and various hidden items), Collectathon element (32 comic books - unlocks an optional costume)
No abilities/tools gained
Can climb on ceilings and walls+swing between buildings with your web+pick up and throw objects+trap enemies in web
Can examine items in free-look mode
Unlockable costumes (most have stat bonuses: unlimited web, double damage, invincibility, toggleable invisibility (spidey unlimited) - doesn't work on bosses)
Compass but no maps
Napple Tale: Arsia in Daydream (DC, 2000)(Untranslated)? - 2.5D Platformer/AA Hybrid, TP/Bird's Eye View, Hub Town, Crafting (Dolls/Pafets (a bit like Cyber Elves in MMZ) - action pathets are familiars, some furniture pathets are usable items like a camera and some are used to advance the story, some restore HP and some increase your life bar)
Linear structure?
Mini-map
Some maze levels
Save points within levels
Summoner (PS2, 2000/PC, 2001) - 3D ARPG, TP view, Real-time w/ pausing, Party-based, No platforming, Hub map with free movement
Some lever puzzles, large areas, toggleable mini-map
https://www.youtube.com/watch?v=NPJvMY39qhI
Blaster Master: Enemy Below (GBC, 2000) - Different level design and bosses (same backgrounds and mostly the same enemies), some new abilities and weapons, password save
Deus Ex (PC) - 3D ARPG/Stealth/FPS Hybrid (Character creation and manual ability distribution (augmentations), Basic dialogue trees, can put enemies to sleep and cloak yourself)
Gain some permanent abilities used for exploration/traversal (cloaking, lockpicking, computer hacking and electronics, swimming - optional)
Separate health for different body parts
Can affect the story drastically (can kill major chars)
^balance mod?
Vagrant Story (PS1, 2000)? - Dungeon Crawler JRPG w/ Platforming, Real-Time w/ Pausing Combat, Stacking Puzzles; Pretty complex crafting,
Mega Man Legends 2 (PS1, 2000) - 3D, TPS, Zelda-like
"You pretty much have a linear path to go through in the game - you'll go from dungeon to dungeon with a few intermediary sequences. You have a few sidequests and a few extra dungeons, but that's about it"
Medievil 2 (PS1, 2000) - 3D Action Adventure, Hub room w/ level select screen
More linear structure?
Sorcerian: Disciples of Seven Star Sorcery (DC)(Untranslated)? - ARPG, Side View w/ some TD segments
Remake w/ 5 new scenarios
Might and Magic VIII (PC, 2000)? - 3D FP RPG (pre-rendered sprites for models), party-based, not much platforming
Some exploration spells (feather fall - take no damage from long falls, jump (60 feet), invisibility, flight - outdoors only, torch light, telekinesis, water walk)
Map feature with manual notes
Town portal and beacon (placed teleporter) spells
Bouken Jidai Katsugeki: Goemon (PS2, 2000)(Untranslated)? - ARPG (leveling up w/ manual stat distribution), Zelda- or JRPG-like in structure?;
Outliers:
Spider-Man (GBC 2000) - Hub area, Attack/Defense/HP upgrades
Linear structure?
No new movement/exploration abilities gained (can find an ammo-based shield and an immobilizing web attack)
Lives system
Password save
No maps
Spyro: Year of the Dragon/Spyro 3 (PS1, 2000) - 3D, Collectathon
Spyro starts with all his Spyro 2 moves here (except for the double jump exploit which isn't in this game)
Free animals and play as them for certain levels (can't switch at will) - need to backtrack to previous levels as them to fully complete them (optional?, you also play as Sparx (the fairy/hp meter) in some levels - he can unlock 1 extra hp+further reaching gem magnet+point sparx to nearby gems ability (default ablity in Spyro 2))
Skateboarding w/ basic tricks (Tony Hawk-like) - temporary power up
Armored Core 2 (PS2, 2000) - 3D Mech-Based TPS w/ AA elements (detailed mech customization & creation, buy parts), Mission-based (there's also an arena mode where you can win prize money)
Non-linear structure (taking on some missions blocks access to others)
No ability gating?
Resource management - have to repair damaged parts after each mission so doing well is rewarded by lower expenses for them
Enemy radar
Paper Mario (N64, 2000) - 2.5D RPG/Platformer Hybrid (real-time elements in combat and platforming during exploration, manual stat distribution on level up, party-based, bought upgrades/badges add combat abilities and buffs (works like charms in Hollow Knight and takes up slots/badge points))
Mostly linear structure (maze dungeons)?
Gain new partners some of which let you reach new areas (can have only one active member which follows you around, can switch on the fly, koopa partner lets you fly over pits)
Non-random encounters
Some badges help outside of battle (one of them helps you find certain items, dash speed and range upgrade)
Nox (PC) - Diablo-ish Isometric ARPG (3 classes, no stat distribution unlike Diablo), little platforming (can jump over some lava and some traps)
Semi-transparent mini-map
Teleportation (same area - only used by wizard class and for a couple of secrets in the whole game; the only real ability gating and it's optional) and invisibility spells
Enemies can open doors
MP restoration points
Breakable walls
Line of sight mechanic (Rogue/D&D: Cloudy Mountain)
Traps also affect enemies
Regenerating health (have to be still?)
Journal/quest log feature
Dark Cloud (PS2, 2000) - 3D ARPG (weapons gain exp)/Building & Management Sim Hybrid, TP View/TD View respectively, Survival element (resource management)
Linear structure until the end game where it opens up more and lets you do dungeons in any order
No ability gating?
Switch between 4 chars on the fly
Can re-spec your build
Tenchu 2: Birth of the Stealth Assassins (PS1, 2000)? - 3D Stealth Action, TP View, Mission-based (select screen) and linear?
3 playable chars w/ different paths/objectives/enemies & bosses
Tools -
JP ver.: more missions (and more in the mission editor?), slightly better gfx
"Tales of Destiny II"/Tales of Eternia (PS1, 2000) - 2.5D ARPG, 2D TD View/Isometric Hybrid Exploration, 2D Side View Combat, 3D TP View Overworld
Not actually ToD II (which was released for PS2 later on)
Non-random encounters in sub areas but not in the overworld/on the world map
CPU-controlled allies
Spider-Man (PS1/PC, 2000) - 3D Action Platformer/Stealth hybrid, TP View, Level-based and linear (some maze levels and various hidden items), Collectathon element (32 comic books - unlocks an optional costume)
No abilities/tools gained
Can climb on ceilings and walls+swing between buildings with your web+pick up and throw objects+trap enemies in web
Can examine items in free-look mode
Unlockable costumes (most have stat bonuses: unlimited web, double damage, invincibility, toggleable invisibility (spidey unlimited) - doesn't work on bosses)
Compass but no maps
Napple Tale: Arsia in Daydream (DC, 2000)(Untranslated)? - 2.5D Platformer/AA Hybrid, TP/Bird's Eye View, Hub Town, Crafting (Dolls/Pafets (a bit like Cyber Elves in MMZ) - action pathets are familiars, some furniture pathets are usable items like a camera and some are used to advance the story, some restore HP and some increase your life bar)
Linear structure?
Mini-map
Some maze levels
Save points within levels
Summoner (PS2, 2000/PC, 2001) - 3D ARPG, TP view, Real-time w/ pausing, Party-based, No platforming, Hub map with free movement
Some lever puzzles, large areas, toggleable mini-map
https://www.youtube.com/watch?v=NPJvMY39qhI