levels were put in after planned levels in Angkor Wat, Cambodia were dropped. The Croft Manor training level was built by Gard over a weekend. Its design was based on pictures of Georgian manor houses taken from an unspecified reference book. Design and platforms The title was developed for Sega Saturn, MS-DOS personal computers (PC), and PlayStation, with all three versions in development simultaneously. Gosling led programming for the Saturn version. Douglas described the game code for each title as identical, with an additional layer of specific coding to tailor the game for each platform. While Sony Europe approved the game early on, making Tomb Raider one of the earliest approved third-party products for the PlayStation, Sony America initially rejected the game's concept and asked for more and better content. Douglas blamed the response on Core Design submitting Tomb Raider too early in production. In response the development team made several changes to the game design documentation and produced a version on Sony hardware which would lead to worldwide approval by Sony. For the Saturn version, Sega negotiated a timed exclusivity deal in Europe, meaning the Saturn version was released in that region ahead of other versions. Core Design and Sega made the deal during the last few months of development, so the team had to finish up the Saturn version six weeks earlier than they had planned, forcing them to work even longer hours. Following the release of the Saturn version, a number of bugs were discovered that affected all versions of the game; because of the timed exclusivity, the development team fixed these bugs for the PlayStation and PC versions. Two notable surviving bugs in all versions were the "corner bug", which allowed players to scale architecture by jumping repeatedly against a corner; and a bug which caused the game to not recognise the collection of a secret in the final level. In 1997 Core Design opened negotiations with Nintendo to release a Nintendo 64 version of the game and started work on the port in anticipation of the negotiations being successful. The planning took place between 1996 and 1997, with Douglas wanting to redesign the game mechanics to incorporate the platform's analogue stick controls. The team never received Nintendo 64 development kits, and the port was scrapped when Sony finalised a deal to keep subsequent Tomb Raider games exclusive to PlayStation until the year 2000. A third-person