The Saturn's design elicited mixed commentary among game developers and journalists. Developers quoted by "Next Generation" in December 1995 described the Saturn as "a real coder's machine" for "those who love to get their teeth into assembly and really hack the hardware", with "more flexibility" and "more calculating power than the PlayStation". The sound board was also widely praised. By contrast, Lobotomy Software programmer Ezra Dreisbach described the Saturn as significantly slower than the PlayStation, whereas Kenji Eno of WARP observed little difference. In particular, Dreisbach criticized the Saturn's use of quadrilaterals as its basic geometric primitive, in contrast to the triangles rendered by the PlayStation and the Nintendo 64. Ken Humphries of Time Warner Interactive remarked that compared to the PlayStation, the Saturn was worse at generating polygons but better at sprites. Third-party development was initially hindered by the lack of useful software libraries and development tools, requiring developers to write in assembly language. During early Saturn development, programming in assembly could offer a two-to-fivefold speed increase over higher-level languages such as C.