last room reached from the beginning (although the state of objects stays as the player last changed them). A symbol of a flaming eye can often be found near living creatures, such as other cockroaches. Touching the eye causes the creature to provide hints to progress through visions and verse (voiced by Angelina). Background objects tell more about the characters and their history. Development Bad Mojos 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. To begin with, the game was codenamed the "Booger Project". 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. For graphics, the team used a mixture of CG and live action. It took a lot of study and modelling to get realistic looking roach graphics in the game animating the walk cycles frame by frame. About 720 screens in the game were produced. Parts of the cutscenes were created using Swivel 3D. 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. The German cockroaches were provided by the Carolina Biological Supply Company. Controlling the roaches required a freezer to slow down their activity. The rat was caught and killed by an exterminator. The live catfish were bought from a fishmonger in Chinatown, San Francisco. During the production, only a few animals were harmed, including a tarantula. 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. Release By early 1996, a demo of the game was released featuring a trailer, text plot and a short gameplay with only five screens of the basement. The game was planned for development for the Sega Saturn. Shortly after the release of the game for PC, Acclaim Entertainment announced they would publish a port of the game for the Saturn. However, it was never