previous efforts for 32X, Jaguar, and especially Super NES, to shame" with its high frame rate, impressive lighting effects, responsive control, deathmatch capability, and inclusion of Doom II and levels from Ultimate Doom. He complained that the walls are "sticky" and that he was feeling burnt out on reviewing ports of Doom, and gave it four out of five stars. Next Generations 1996 overview of PlayStation games raised the score to a perfect five stars. IGN gave it a 7 out of 10, citing the high frame rate, impressive lighting effects, use of the PlayStation Link Cable, and inclusion of Doom II content. However, they criticized that the game was becoming old (the review was published a full year after the PlayStation version was released). GamePro awarded it Best PlayStation Game of 1995. 3DO Interactive Multiplayer The 3DO version was published by 3DO and developed by Art Data Interactive, with assistance from Logicware, and was released in 1996. It features the same level set as the Atari Jaguar version, as well as the same auto-save feature, but lacks multiplayer modes. This version runs in a small screen at a low frame rate, though it includes the option to shrink the screen size further, which allows the game to run faster and smoother. It lacks some effects found in other versions but has an updated soundtrack that features remixed and original music. The Cyberdemon and Spider Mastermind are missing, though the Spectre (which is absent from the Jaguar, SNES, and 32X versions) is included. The 3DO version was originally a more ambitious project, intended to surpass the PC version, but after it was mired in development hell for two years, programmer Rebecca Heineman was contracted to create a basic port in ten weeks. According to Heineman, the CEO of Art Data Interactive had no idea of how game development worked and had assured her that the project was already well underway and just needed some fine tuning. Heineman would then find that virtually no work had actually been done on the project, and that the CEO of Art Data had grossly underestimated how much work it would actually take to develop the game, boasting about brand new levels, enemies and weapons in the press when all he had was mock-up art assets. With no support from Art Data, Heineman acquired the PC and Jaguar source code for Doom straight from id