movie theaters, batting cages, miniature golf courses, and arcades attached to game stores such as F.Y.E. The gap left by the old corner arcades was partly filled by large amusement centers dedicated to providing clean, safe environments and costly game control systems unavailable to home users. These newer arcade games offer driving or other sports games with specialized cockpits integrated into the arcade machine, rhythm games requiring unique controllers like Guitar Freaks and Dance Dance Revolution, and path-based light gun shooting gallery games like Time Crisis. Arcade establishments expanded out to include other entertainment options, such as food and drink, such as the adult-oriented Dave & Buster's and GameWorks franchises, while Chuck E. Cheese's is a similar type of business for families and young children. Handhelds come of age In 1989, Nintendo released the cartridge-based Game Boy, the first major handheld game console since the Microvision ten years before. Included with the system was Tetris, which became one of the best-selling video games of all time, drawing many that would not normally play video games to the handheld. Several rival handhelds made their debut in the early 1990s, including the Sega Game Gear and Atari Lynx (the first handheld with color LCD display). Although these systems were more technologically advanced and intended to match performance of home consoles, they were hampered by higher battery consumption and less third-party developer support. While some of the other systems remained in production until the mid-1990s, the Game Boy and its successive incarnations, the Game Boy Pocket, Game Boy Color and Game Boy Advance, were virtually unchallenged for dominance in the handheld market through the 1990s. The Game Boy family also introduced the first installments in the Pokémon series with Pokémon Red and Blue, which remains one of the best-selling video game franchises for Nintendo. Computer games With the introduction of 3D graphics and a stronger emphasis on console games, smaller developers, particularly those working on personal computers, were typically shunned by publishers as they had become risk-averse. Shareware, a new method of distributing games from these smaller teams, came out of the early 1990s. Typically a shareware game could be requested by a consumer, which would given them a portion of the game for free outside of shipping charges. If the consumer liked the game, they could then pay for the full game. This model was later expanded to basically include the "demo"