Changes
/* Control and Gameplay */
**'''3D :''' Pacmania is a complete example of a real '''oblique 3D'''.
To move "vertically" (Y axis), you need to jump(Fire button), otherwise the basic 4 directions really stick to the 2 horizontal plane axis'(X and Z), one of them (Z) being "diagonal"on the screen. This is helped by the railroaded aspect of the labyrinth which prevent any Diagonal move (on the X/Z plane) to be exploited. As a result, you can jump in X and Z axis.
*'''Isometric :'''
most 2D or Isometric environment may have some issues concerning distances. A Square's diagonals is longer the its sides. To get a realistic distance/time ratio (speed), you may need to compensate or else the diagonal moves can be exploited, be it in real time or turn based games. The same problem often happens in action 2D games anyway and in all many 8 direction planes -directional games (square grid). ****Examples are many Football game (view from above) where running in diagonal often enable to actually run faster than in Horizontal/Vertical on-screen directions (provided the game doesn't lag due to real time multiscrolling issues). ****Also strategic/tactical turn based games using "square grid" instead of hexagonal grid... if possible, using the diagonals of the squares is often advantageous movement wise... But in isometric the problem can be even more complicated as the 2 diagonals of the "theorically square grid" of the "horizontal plane" (X/Z plane), now a Rhombus/Losange grid, actually have 2 differently sized diagonals.
Real Isometric 3D environment lead to some diagonal horizontal (X and Z axis) movement problems : the 2 horizontal plane axis (X and Z) are (visually) diagonals... but the joystick does not use its diagonal to move in X/Z axis. So you have to choose whether you use X=left/Right and Z=up/down or X=up/down and Z= left/Right... (orientation of the joystick to the right or left...)
Some isometric games enable you to move horizontally in 8 direction... such engine often don't manage the vertical axis (jump) and are therefore often 2D.
It is to notice that getting a player go in 8 direction also means that you need a larger set of sprites to display the additionnal movements, which could be heavy RAM-wise, added to an isometric engine. **'''3D :''' Head over heels example.
You move on the horizontal plan with only 4 directions (X and Z axis), and you can jump (Y axis) to get some platformer gameplay.