Bad Mojo

1996 Pulse Entertainment
Designed by Vincent Carrella
Real-time:
*) getting by the spider
	- annoying, but not too hard
*) timed endgame sequence
	- annoying, since it's almost the only challenge

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Reasonability:
*) drugging the beer
	- why do I want to? because the game wants me to...
*) radio
	- crawling inside live electronics? too dangerous for me!
*) razor blades kill rat
	- not likely, they're too light to penetrate fur

There's general silliness in the progression of events, which is weakly
explained by supernatural fiat.

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Difficulty:
*) getting through the fan -- but why doesn't shorting the fuse box knock the
	lights out, too?