3D, but Super Mario 64 inspired a shift in design. Later 3D platformers like Banjo-Kazooie, Spyro the Dragon, and Donkey Kong 64 borrowed its format, and the "collect-a-thon" genre began to form. In order to make this free-roaming model work, developers had to program dynamic, intelligent cameras. A free camera made it harder for players to judge the height and distance of platforms, making jumping puzzles more difficult. Some of the more linear 3D platformers like Tork: Prehistoric Punk and Wario World used scripted cameras that limited player control. Games with more open environments like Super Mario 64 and Banjo Kazooie used intelligent cameras that followed the player's movements. Still, when the view was obstructed or not facing what the player needed to see, these intelligent cameras needed to be adjusted by the player. In the 1990s, RPGs, first-person shooters, and more complex action-adventure games captured significant market share. Even so, the platformer thrived. Tomb Raider became one of the bestselling series on the PlayStation, along with Insomniac Games' Spyro and Naughty Dog's Crash Bandicoot, one of the few 3D games to stick with linear levels. Moreover, many of the Nintendo 64's bestsellers were first- and second-party platformers like Super Mario 64, Banjo-Kazooie, and Donkey Kong 64. On Windows and Mac, Pangea Software's Bugdom series and BioWare's MDK2 proved successful. Several developers who found success with 3D platformers began experimenting with titles that, despite their cartoon art style, were aimed at adults. Examples include Rare's Conker's Bad Fur Day, Crystal Dynamics's Gex: Deep Cover Gecko and Legacy of Kain: Soul Reaver, and Shiny Entertainment's Messiah. In 1998, Sega produced a 3D Sonic game, Sonic Adventure, for its Dreamcast console. It used a hub structure like Super Mario 64, but its levels were more linear, fast-paced, and action-oriented. Into the 21st century Nintendo launched its GameCube console without a platform game. However, it released Super Mario Sunshine in 2002, the second 3D Mario platformer. Other notable 3D platformers trickled out during this generation. Maximo was a spiritual heir to the Ghosts'n Goblins series, Billy Hatcher and the Giant Egg offered Yuji Naka's take on a Mario 64-influenced platformer, Argonaut Software returned with a new platformer named Malice, games such as Dragon's Lair 3D: Return to the Lair and Pitfall: The Lost Expedition were attempts to modernise classic video games of the 1980s using the 3D platformer genre, Psychonauts became a critical