of third-party software A larger list of games that support dual/multi-screen modes is available at WSGF. Arcade machines and handheld console games The concept of "multi-monitor" games is not limited to games that can be played on personal computers. As arcade technology entered the 1990s, larger cabinets were being built which in turn also housed larger monitors such as the 3 28" screen version of Namco's Ridge Racer from 1993. Although large screen technology such as CRT rear projection was beginning to be used more often, multi-monitor games were still occasionally released, such as Sega's F355 Challenge from 1999 which again used 3 28" monitors for the sit-down cockpit version. The most recent use of a multi-monitor setup in arcades occurred with Taito's Dariusburst: Another Chronicle game, released in Japan in December 2010 and worldwide the following year. It uses 2 32" LCD screens and an angled mirror to create a seamless widescreen. Nintendo demonstrated the feasibility of playing multi-monitor games on handheld game consoles in designing the Nintendo DS and its successor, the Nintendo 3DS, which both became successful consoles in their own right. Games on these systems take advantage of the two screens available, typically by displaying gameplay on the upper screen, while showing useful information on the bottom screen. There are also a number of games, mostly for the Nintendo DS, whose gameplay spans across both screens, combining them into one tall screen for a more unique and larger view of the action. Vertical monitor Vertical monitors are usually added as a secondary display to the left or right of the main landscape oriented monitor. They are useful to display more information vertically down the page, computer programmers use this configuration most often to see as many lines of code on the screen as possible without having to scroll a lot. Developing software for multiple monitor workstations Ordinary software does not need special support for multiple screens even if it uses the graphic accelerator. At the usual application level, multihead is presented just as a single larger monitor spanning over all screens. However, some special approaches may increase the multithread performance. With multiple monitors present, each screen will have its own graphics buffer. One possible scenario for programming is to present to OpenGL or DirectX a continuous, virtual frame buffer in which the OS or graphics driver writes out to each individual buffer. With some graphics cards,