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Bad Mojo
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==Development== ''Bad Mojo''{{'}}s development was troubled: director Vinny Carrella noted that there was "a pall over the production" and "no happiness, just pain". The original designer [[Drew Huffman]] came up with concept of having a small character in the gameplay due to the technical slowdowns on computers at the time.<ref name="JT-Interview">{{cite web |url=http://www.nightdivestudios.com/bad-mojo-interview/ |title=Bad Mojo Interview - Jensen Toperzer |date=May 6, 2014 |author=Jensen Toperzer |work=[[Night Dive Studios]] |access-date=May 25, 2019 |df=mdy-all}}</ref> To begin with, the game was codenamed the "Booger Project".<ref name="AL-Adventure">{{cite web |author=Laura MacDonald |date=October 13, 2004 |title=Adventure Gamers Interview - Alex Louie |url=https://adventuregamers.com/articles/view/17754 |access-date=May 25, 2019 |work=[[Adventure Gamers]] |df=mdy-all}}</ref> Huffman and Vincent Carella were brainstorming the game with Phill Simon taking inspirations from their experience with cockroach infestations, [[Franz Kafka]]'s ''[[The Metamorphosis]]'' and the 1946 film ''[[It's a Wonderful Life]]''. The puzzles that were implemented focused on realism and the capabilities of a cockroach.<ref name="JT-Interview"/> For graphics, the team used a mixture of [[Computer graphics|CG]] and [[live action]]. It took a lot of study and modelling to get realistic looking roach graphics in the game<ref name="JT-Interview"/> animating the walk cycles frame by frame. About 720 screens in the game were produced.<ref name="AL-Interview">{{cite web |url=http://www.nightdivestudios.com/bad-mojo-interview/ |title=Bad Mojo Interview - Alex Louie |date=May 6, 2014 |author=Alex Louie |work=[[Night Dive Studios]] |access-date=May 25, 2019 |df=mdy-all}}</ref> Parts of the cutscenes were created using Swivel 3D.<ref name="SFGate-Beat">{{cite web |url=https://www.sfgate.com/business/article/The-beat-goes-on-3136315.php |title=The beat goes on |date=February 16, 1997 |author=Tom Abate |work=[[San Francisco Chronicle|SFGate]]}}</ref> Some elements in the game required some specialists. A professional cat wrangler and trainer was hired to move the cat on the set and insurance was also required for the cat.<ref name="AL-Interview"/> The [[German cockroach]]es were provided by the [[Carolina Biological Supply Company]].<ref name="JT-Interview"/> Controlling the roaches required a freezer to slow down their activity. The rat was caught and killed by an exterminator.<ref name="AL-Adventure"/> The live [[catfish]] were bought from a fishmonger in [[Chinatown, San Francisco]]. During the production, a few animals were harmed, including a tarantula.<ref name="AL-Interview"/> The game features a substantial electronic music soundtrack composed and performed by the American electro-industrial artist [[Xorcist]], which has also written soundtracks for other CD-ROM games, notably ''[[Iron Helix]]''.
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