greater prominence as a way of playing video games. The video game console industry nonetheless continued to thrive alongside home computers, due to the advantages of much lower prices, easier portability, circuitry specifically dedicated towards video games, the ability to be played on a television set (which PCs of the time could not do in most cases), and intensive first party software support from manufacturers who were essentially banking their entire future on their consoles. Besides the shift to 32-bit processors, the fifth generation of consoles also saw most companies excluding Nintendo shift to dedicated optical media formats instead of game cartridges, given their lower cost of production and higher storage capacity. Initial consoles of the fifth generation attempted to capitalize on the potential power of CD-ROMs, which included the 3DO and the Atari Jaguar in 1993. However, early in the cycle, these systems were far more expensive than existing fourth-generation models and has much smaller game libraries. Further, Nintendo's use of co-processors in late SNES games further kept the SNES as one of the best selling systems over new fifth generation ones. Two of the key consoles of the fifth generation were introduced in 1995: the Sega Saturn, and the Sony PlayStation, both which challenged the SNES' ongoing dominance. While the Saturn sold well, it did have a number of technical flaws, but established Sega for a number of key game series going forward. The PlayStation, in addition to using optical media, also introduced the use of memory cards as to save the state of a game. Though memories cards had been used by Neo Geo to allow players to transfer game information between home and arcade systems, the PlayStation's approach allowed games to have much longer gameplay and narrative elements, leading to highly-successful role-playing games like Final Fantasy VII. By 1996, the PlayStation became the best-selling console over the GBA. Nintendo released their next console, the Nintendo 64 in late 1996. Unlike other fifth generation units, it still used game cartridges, as Nintendo believed the load-time advantages of cartridges over CD-ROMs was still essential, as well as their ability to continue to use lockout mechanisms to protect copyrights. The system also included support for memory cards as well, and Nintendo developed a strong library of first-party titles for the game, including Wave Race 64 and The Legend of Zelda: Ocarina of Time that helped to drive its sales.