Software and created a quick-and-dirty conversion. Due to this tight time constraint, porting over the soundtrack was not practical, so the score was re-recorded for the port by the CEO of Art Data Interactive and his band. Full-motion video cutscenes were also planned to take advantage of the 3DO's media streaming capabilities and increased CD-ROM storage medium, but these never came to pass. Heineman released some screenshots of the planned FMV cutscenes, but claims they were only stills made to lure investors. In December 2014, the source code for the 3DO version was released to the public under the MIT license. Maximum thoroughly panned this version for its lack of PAL optimization, large borders, choppy frame rate even on the smallest possible screen size, bland color palette, music which is lacking in atmosphere, and load times. They added that the frame rate and slowdown make the game too easy: "When large amounts of monsters arrive to beat the crap out of you, the game slows down to such an extent that you have ages to line up your shots and fire". With their only praise being for the intuitive and effective control configuration, they gave it one out of five stars. GamePro called it "the worst console version of Doom so far", chiefly due to the choppy frame rate. Sega Saturn Based on the PlayStation version, Doom was ported to the Sega Saturn by Rage Software and published by GT Interactive in 1997. Though containing the same levels, enemies, structures, and most of the sounds effects and music from the PlayStation version, this port suffers a number of differences and setbacks; the frame rate is significantly lower, the animation is slower, the echoed sound effects and sector-based lighting are missing, the Spectre and Nightmare Spectre monsters do not have the translucent textures and instead are drawn in see-through sprites of regular Demon enemies, and the animated fiery skyline in certain levels is gone, usually replaced with Doom IIs city skyline. The lead programmer on this port, Jim Bagley, later said that he originally programmed a hardware-accelerated engine that would have performed on par with high-end PCs of the time, but id Software disallowed usage of the engine due to texture distortion caused by the rendering process, resulting in the final version using an entirely software-based renderer. John Carmack of id Software explained that they disallowed the engine because "I hated