was later criticized as inferior to versions for the PC and the Atari Jaguar, with missing levels, poor graphics and audio, jerky movement, and windowed gameplay. Franz believes few developers were willing to invest in designing games to work with the 32X's improved audio abilities. One cause was the rush to release games for the 32X launch; former Sega of America executive producer Michael Latham said it took "a lot of convincing" to release the 32X launch game Cosmic Carnage. With Doom, id Software programmer John Carmack had to cut a third of the levels to have the game ready for the 32X launch. Because of time limitations, game designs were intentionally conservative and did not show what the 32X hardware was able to do. In an interview at the end of 1995, Sega vice president of marketing Mike Ribero insisted that Sega was not abandoning the 32X, but acknowledged that first-party support had been lackluster: "I won't lie to you, we screwed up with 32X. We overpromised and underdelivered." Reception and legacy Initial reception to the 32X and its games upon the launch of the add-on was very positive. Four reviewers from Electronic Gaming Monthly scored the add-on 8, 7, 8, and 8 out of 10 in their 1995 Buyer's Guide, highlighting the add-on's enhancements to the Genesis but questioning how long the system would be supported. GamePro commented that the 32X's multiple input and power cords make it "as complicated as setting up your VCR" and noted some performance glitches with the prototype such as freezes and overheating, but expressed confidence that the production models would perform well and gave the add-on their overall approval. Reviews of its launch games, such as Doom, were likewise positive. By late 1995, feedback to the add-on had soured. In its 1996 Buyer's Guide, Electronic Gaming Monthly'''s four reviewers scored the add-on 3, 3, 3, and 2 out of 10, criticizing the game library and Sega's abandonment of the system in favor of the Saturn. A review in Next Generation panned the 32X for its weak polygon processing, the tendency of developers to show off its capabilities with garishly colored games, and its apparent function as "simply a way of grabbing extra 1994 mind and market share while waiting for Saturn". The review gave it one out of five stars. Game Players assessed it as so much less powerful than the Saturn