Owarai Yowiko no Game-dou: Oyaji Sagashite Sanchoume (KCEK/Konami, 1999)
It's essentially WarioWare, but with a story. You've got the usual GBC overworld with NPCs and shops, etc, and you progress in the plot by finding and winning minigames. Regular WarioWare didn't come out until 2003, so this was relatively early to the genre. It's also notable for having unbelievably ugly character art.
Pachinko CR Mouretsu Genjin T (Hect, 1999)
I couldn't figure out how to get the ball to actually launch in this one. That's okay, though, because pachinko isn't a real game, and every GBC title that tries to implement it ends up being the same thing anyway.
Pachinko Hisshou Guide: Data no Ou-sama (BOSS Communication, 1999)
In retrospect, it was unfair to say all pachinko titles are the same. This one is worse than the others. As if the concept of watching up to 1,250 small and largely non-interactive metal balls do the same thing for who knows how long wasn't bad enough, this takes it further with terrible graphics and a complete lack of music.
Pachi Pachi Pachi-Slot: New Pulsar Hen (Starfish, 1999)
Rounding out the collection of Japan-only gambling titles starting with "pachi" from 1999, we have one that's actually Western-style gambling. But it's just slots, and slots isn't a real game either.
Pac-Man: Special Color Edition (Namco, 1999)
The Ms. Pac-Man version of this came up earlier, and both games share the same critical flaw: you can only see a quarter of the board. Why bother making this game at all if you can't show everything at once?
Paperboy (Digital Eclipse/Midway, 1999)
I had a collection of this game and Rampage on GBA as a kid, and at the time I thought that anything old and well-known must be good, so I made entirely too many attempts to be good at and enjoy this game. Now that I'm older and wiser, I know that Paperboy is actually just a crappy game designed to eat your quarters.
Papyrus (Planet Interactive/Ubisoft, 2000)
There was a Jungle Book game earlier that was developed and published by Ubisoft with almost identical character movement and animation. Particularly given the weirdness of setting an Egyptian-themed game in the country's famous, um, forests, I suspect this used a lot of shared assets. Of course, since the other game was a perfectly decent character platformer, this is as well.
Perfect Choro Q (Electronics Application/Takara, 2000)
Choro-Q is basically Japanese Hot Wheels, except that all of them do that thing where they shoot forward if you pull them back. This game, in turn, is basically Cars a decade early, and the screenshot you're looking at shows golf if it was played by cars. You pick a direction and turn setting to go in, then set a power level and go. I could see this being fun for kids.
Perfect Dark (Rare, 2000)
Yeah, Perfect Dark apparently came out on GBC. It has full voice acting for the cutscenes and surprisingly good sound effects, but there's no music during regular gameplay. Critical reception at the time was fairly poor, especially compared to Metal Gear Solid earlier, but you better believe this is going on the list anyway.
Pia Carrot e Youkoso!! 2.2 (TOSE/NEC Interchannel, 2000)
As best I can tell, this is a purely kinetic visual novel about working part time at a cafe called Pia Carrot. The music and character portraits are well done. It seems that this is a long-running series with manga, real world maid cafe, and, uh, porno game adaptations, but none of the articles about it are interested in telling whether or not there's ever any gameplay in the mainline titles. All I can say for sure is that there wasn't any after mashing through quite a lot of extremely boring text.
Pitfall: Beyond the Jungle (David A. Palmer Productions/Crave Entertainment, 1999)
Pitfall with better graphics. I'm not sure anyone was clamoring for a remake, and something about the high-inertia controls just feels terrible, not to mention it's extremely unforgiving about grabbing vines. The only review I saw of it was a 3/10 from IGN, so I'm clearly not alone in thinking this game sucks. David A. Palmer seems to have been very reliable about making bad games.
Planet of the Apes (Torus Games/Ubisoft, 2001)
This definitely wanted to be Out of this World, but it adapted that incredibly stiff control scheme to more of an action game, and it just does not work at all. Your control of this guy feels only a few degrees more natural than QWOP, and fighting an enemy is basically nudging forward and hoping for the best.
Player Manager 2001 (G3 Interactive/THQ, 2001)
I played the German version of this before the series moved on to this site. Now that I've also played in English, I'm happy to report that the interface is only marginally less confusing when you can read it. Despite using real-world teams, they apparently couldn't get licenses for any players and had to make everyone up, and despite being called "Player Manager", you don't actually get to play and have to "watch" matches through whatever the interface above is supposed to be.
Golf Ou: The King of Golf
John Romero's Daikatana
Kakurenbou Battle Monster Tactics
Keitai Denju Telefang
The Legend of Zelda: Link's Awakening DX
The Legend of Zelda: Oracle of Ages
The Legend of Zelda: Oracle of Seasons
LEGO Island 2: The Brickster's Revenge
Metal Gear Solid
Millennium Winter Sports