exclusively used optical media. Sony was able to capitalize on how the Japanese market handled game sales in Japan for the PlayStation, by producing only limited numbers of any new CD-ROM game with the ability to rapidly produce new copies of a game should it prove successful, a factor that could not easily be realized with ROM cartridges where due to how fast consumers' tastes changed, required nearly all cartridges expected to sell to be produced upfront. This helped Sony overtake Nintendo and Sega in the 1990s. A key PlayStation game that adapted to the CD format was Final Fantasy VII, released in 1997; Square's developers wanted to transition the series from the series' 2D presentation to using 3D models, and though the series had been exclusive to Nintendo consoles previously, Square determined it would be impractical to use cartridges for distribution while the PlayStation's CD-ROM gave them the space for all the desired content including pre-rendered cutscenes. Final Fantasy VII became a key game, as it expanded the idea of console role-playing games to console game consumers. Since the PlayStation, all home gaming consoles have relied on optical media for physical game distribution, outside of the Nintendo 64 and Switch. On the PC side, CD drives were initially available as peripherals for computers before becoming standard components within PCs. CD-ROM technology had been available as early as 1989, with Cyan Worlds' The Manhole being one of the first games distributed on the medium. While CD-ROMs served as a better means to distribute larger games, the medium caught on with the 1993 releases of Cyan's Myst and Trilobyte's The 7th Guest, adventure games that incorporated full motion video segments among fixed pre-rendered scenes, incorporating the CD-ROM medium into the game itself. Both games were considered killer apps to help standardize the CD-ROM format for PCs. Introduction of 3D graphics In addition to transition to optical media, the industry as a whole had a major shift toward real-time 3D computer graphics across games during the 1990s. There had been a number of arcade games that used simple wireframe vector graphics to simulate 3D, such as Battlezone, Tempest, and Star Wars. A unique challenge in 3D computer graphics is that real-time rendering typically requires floating-point calculations, which until the 1990s, most video game hardware was not well-suited for. Instead, many games simulated 3D effects such as by using parallax rendering of different