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And Night Trap. That filthy DINO Joseph LIEberman should have been thrown out on his ass for the blatant, easily-verified LIES that were told during those hearings- Not allowed to retire decades later.
John Carmack's Adaptive Tile Refresh technology was a big leap forward, and they used it to recreate a level of Super Mario 3 and pitched it to Nintendo for a full licensed PC port, but got turned down, so Commander Keen was born.
But that's not to say there weren't sidescrollers before Keen. Captain Comic was one of my favorites as a kid, but it used the old trick of confining the gameplay to just a third of the screen so the visual processing wouldn't overwhelm.
https://www.youtube.com/watch?v=SZW0A3zFUTU
The killer bees and the red birds really scared me as a kid.
Speaking of difficulty, It's said that Space Invaders created the concept of difficulty curve by accident. As the player successfully eliminated the enemies on screen, the number of entities being computed decreased, lessening the processing load, so the more enemies destroyed, the faster the remaining ones moved. Totally unintentional by the programmer, but a game getting harder the longer it's played has become one of the most fundamental aspects of gaming.
(Started by TF2, popularised by CSGO)
Half-Life introduced moving lips.
2D lip moving was entirely common in the graphics adventure genre.
3D lip moving... Mortal Kombat 4 was the first one I can remember, a year before Half-Life.
https://www.youtube.com/watch?v=4dfoVhudkrk
Star Fox did it earlier. I meant for a "traditional" first-person shooter.