and PlayStation that its lower price could not be considered an enticement, and said that the vast majority of its games could have been done just as well on the Super NES. Additionally commenting that both first party and third party software support had been weak, they concluded, "The lack of support [and] good games, and the release of Saturn make the 32X a system that never was." Retrospectively, the 32X is widely criticized as having a shallow library with a lack of support and a poor idea in the wake of the release of the Sega Saturn in Japan. 1UP.com's Jeremy Parish stated that the 32X "tainted just about everything it touched." GamesRadar+ also panned the system, placing it as their ninth-worst console with reviewer Mikel Reparaz criticizing that "it was a stopgap system that would be thrown under the bus when the Sega Saturn came out six months later, and everyone seemed to know it except for die-hard Sega fans and the company itself." Retro Gamer's Damien McFerran offered some praise for the power increase of the 32X to offer ports of Space Harrier, After Burner, and Virtua Fighter that were accurate to the original arcade versions, as well as the add-on's price point, stating, "If you didn't have deep enough pockets to afford a Saturn, then the 32X was a viable option; it's just a shame that it sold so poorly because the potential was there for true greatness." Levi Buchanan, writing for IGN, saw some sense in the move for Sega to create the 32X but criticized its implementation. According to Buchanan, "I actually thought the 32X was a better idea than the SEGA CD... The 32X, while underpowered, at least advanced the ball. Maybe it only gained a few inches in no small part due to a weak library, but at least the idea was the right one." In particular, the console's status as an add-on and poor timing after the announcement of the Saturn has been identified by reviewers as being responsible factors for fracturing the audience for Sega's video game consoles in terms of both developers and consumers. Allgame's Scott Alan Marriott states that "[e]very add-on whittled away at the number of potential buyers and discouraged third-party companies from making the games necessary to boost sales." GamePro criticized the concept of the add-on, noting the expenses involved in purchasing the system. According to