During this decade, console gaming experienced a huge refinement and transition towards the future. The consoles were designed smaller and the controllers were designed to fit much more comfortably in the human hand. The consoles in this decade had more yet smaller buttons for control use of games, giving the player comfort of playing. Graphics displayed on televisions would go from minor shapes, to 3-D graphics. Programmers would evolve to creating 16-bit video games, leading to the decrease in size of consoles and their video games. Consoles were no longer bulky and were easily placed put away to save space. The visuals produced and sent to the television went from pixels to polygons. Those engaging in playing console games found an addicting passion because they were able to see visual quality that was encouraging to play again and again. This decade ended in a bang introducing the Dream cast console in 1999, which was the first opportunity to online gaming through its built in modem. This feature would not only gave gamers the opportunity to use they’re consoles to play online, but also enable up to sixteen players to play together from different locations. All systems released during the mid to late nineties moved to the new CD ROM technology. Programmers were also pleased to realize that the production of the CD-ROM games opposed to the big cassette games, were less costly to produce.The consoles with the highest sales during these years were The Nintendo in 1996, The Sony PlayStation in 1994, and the Dreamcast in 1999. These consoles would be the first to replace the big cartridge games with compact discs. These game systems were built with greater sound broadcasted through televisions, and graphical capabilities that seemed “futuristic”. Game developers and large gaming companies wanted to attract more than the kids and children to gaming. They wanted to attract late teens to adults to gaming, and this could only be done by creating games that were appealing to them. Although games as “Lara Croft Tomb Raider” were designed to grab their attention, it sparked allot of controversy with parents and teachers. Aside from the regular adventure games, Lara Croft Tomb Raider in the late nineties became the first video game recognized as the “sex symbol”. The controversy was displayed on the worldwide web on sites as the Sabotage Web, and spoke about the rape and violence scenes being inappropriate for the younger age that can be introduced to it. While programmers were happy to see her real life bust line, parents were upset to see their children watching this on television as they played a “game”.