Video game examples:
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- Alien Shooter
- D Generation
- Dark Seal series (also known as Gate of Doom [first game] and Wizard Fire [second game])
- Escape from the Planet of the Robot Monsters
- Fire Trap
- Haunting Starring Polterguy
- Indiana Jones and the Fate of Atlantis: The Action Game
- Märchen Maze (uses the "trimetric" projection variant, except in the PC Engine version)
- Michael Jackson's Moonwalker (arcade version)
- Prikura Daisakusen (a Spin-Off of the Power Instinct series)
- Skeleton Krew
- Ant Attack, strong contender for the Ur-Example and an even stronger one for the Trope Namer in gaming (its creator, Sandy White, took the word "isometric" from his old work as an architect after he recognized the in-game city's similarities to M. C. Escher's drawings; the city was named Antescher in tribute).
- Deadly Towers
- The Last Ninja
- The GBA versions of the Harry Potter movie games.
- Also, the PSP version of LEGO Harry Potter
- Lara Croft and the Guardian of Light
- Little Big Adventure
- Scurge: Hive has received the fan nickname "Isometroid" due to its isometric viewpoint and otherwise resembling another series. There actually was an Isometroid fanproject, taking the original game and displaying it from an angle, but as far as I know it never went anywhere.
- Altered Space: A 3-D Alien Adventure
- Bobby Bearing
- Get Dexter
- Head Over Heels
- Knight Lore (the Trope Codifier to rightpondians) and other 8-bit games made with the Filmation engine.
- Monster Max
- Solstice: The Quest for the Staff of Demnos and its sequel Equinox.
- Sweevo's World
- The Nintendo DS version of MySims Agents
Massively Multiplayer Online Role Playing Game
- 100% Orange Juice! uses this perspective for its boards.
- Congo Bongo (platform game similar to Donkey Kong, but uses the same engine as Zaxxon)
- Spyro: Season of Ice, Spyro 2: Season of Flame, and Spyro: Attack of the Rhynocs.
- Mystic Towers
- Snake Rattle 'n' Roll
- Sonic 3D: Flickies' Island
- Spot Goes To Hollywood
- Super Mario 3D Land uses this in certain areas, most likely as an homage to Super Mario RPG. These tend to use Forced Perspective when it comes to jumping on platforms and footholds.
Real Time Strategy
- Age of Empires and Age of Empires II
- Attack of the Mutant Penguins
- Command & Conquer games Red Alert 2 and Tiberian Sun, compared to the top-down views of the first installments and full 3D of the third installments.
- Gender Wars, which also has Action Game elements mixed into it.
- The Horde
- Nether Earth (trimetric)
- Planet Blupi
- Starcraft has its maps organized like this, despite actually using square cells for building placement; leading to Artanis' Stop Poking Me! line, "I know it's not 3D!" while comparing Starcraft to Warcraft.
Role Playing Game
- The Adventures of Robin Hood
- Arcanum: Of Steamworks & Magick Obscura
- Baldur's Gate
- Boktai and its sequels (including the Nintendo DS sequel known as Lunar Knights in North America)
- Brandish 4
- Breath of Fire III and IV
- Dark Half
- Diablo 1 and Diablo II.
- EarthBound uses this perspective when you visit Fourside, though it's a notable 45° instead of the traditional 30°-ish. This actually enhances the "city with tall buildings" effect.
- Fallout and Fallout 2 (both also use the Trimetric Projection variant).
- Heimdall 2: Into the Hall of Worlds (the first game used a trimetric variant that made movement somewhat awkward)
- Kingdom Hearts: Chain of Memories (the Game Boy Advance version, not the PS2 remake)
- Light Crusader
- Lunar: Dragon Song
- Madou Monogatari (Sega Saturn)
- Mega Man Battle Network and its successor Mega Man Star Force
- Planescape: Torment
- Rings of Power
- Shadowrun for the Super NES
- Shadow Watch.
- Shining Soul and it's sequel Shining Soul II.
- Super Mario RPG
- Super Robot Wars note
- The Temple of Elemental Evil: A Classic Greyhawk Adventure uses this view; the characters are polygons, but the backgrounds are 2D.
- The Twisted Tales of Spike McFang has an isometric Slippy-Slidey Ice World, though the player's movement controls remain locked to 90- and 45-degree angles.
- Ultima VII had what was probably one of the strongest and most distinctive isometric designs for all its graphics, which showed up again in Ultima Online.
Shoot Em Up
- Desert Strike (and by extension, the rest of the Strike series)
- Future Spy (similar to Zaxxon, except it has different controls and a different setting)
- H.A.T.E.: Hostile All Terrain Encounter
- Highway Encounter
- Return of the Jedi (arcade game by Atari based on the movie)
- Zaxxon and Super Zaxxon
- A-Train III and IV (first two games were top-down; most later games are full 3D, though A-Train: City Simulator for the Nintendo 3DS surprisingly uses the isometric viewpoint again). The Western PC version of the third game predates SimCity 2000 as the first isometric game published by Maxis.
- Civilization II and III; Civ 1 has a bird's eye view, while 4 and 5 feature a 3D world that generally hangs out at a 3/4ths view.
- Game Dev Tycoon
- Harvest Moon: Back to Nature (though its Game Boy Advance version, (More) Friends of Mineral Town uses a standard top-down perspective)
- Sid Meier's SimGolf
- SimCity 2000 and its sequels, Trope Codifier
- The Simsnote
- Theme Hospital
- Transport Tycoon
- Zoo Tycoon
- Farmville (and for that matter most of the Flash games run by Zynga for Facebook)
- Mitsumete Knight R : Daibouken Hen
- RollerCoaster Tycoon, the first and second games. The third is in full 3D, but still has an option to view the 3D landscape at an isometric angle.
- The Childhood Mode of Tokimeki Memorial 2
Third Person Shooter
Turn Based Strategy
- Battle Chess
- Final Fantasy Tactics and its sequels Final Fantasy Tactics Advance and Final Fantasy Tactics A2.
- HeroQuest (both video game adaptations)
- Massive Chalice; it's fully 3D yet the camera is constrained only to provide four different views, all giving the game this look.
- Tactics Ogre
- Tactics Ogre: The Knight of Lodis
- Most of the Turn-Based Strategy games by Nippon Ichi:
- Sakura Wars used this for combat sequences in the first and second games.
- Several Comcast commercials feature people driving around in an isometrically projected city/town, most likely in Homage to SimCity 2000.
- M. C. Escher used isometric projection to create many of his iconic Alien Geometries. The same sort of line can be used for height and distance in an Isometric Projection, and so Escher used the same line to represent both — and left which one to the ever-shifting context.
- Habbo Hotel
- Homestuck mainly uses this perspective.
- Japanese DJ Halfby's music videos by Groovisions use isometric projection. See here, for instance.
- The art of pixel art group eBoy.