Posts tagged Motor Pants
Hello 2010 (an update)
Jan 5th
So I have three things to tell everyone:
1) I updated the website with a new look and feel for 2010, with a simpler update system for me, and a better system for permalinks. I also moved all the old pages into an archive folder, because after three years of updates and old links I figured it was about time to start fresh and clean. There are some CSS 3 additions and it looks fine and dandy on Safari, Firefox and Chrome, but I’m sure the 5% of my visitors using IE will be presented with something less than spectacular (I don’t have any Windows software, so it’s hard to say what they’re doing there anyway)
2) I uploaded Wholesale Hero build 263 to the website (available here) It is mostly working and ready for the world, but it definitely needs some beta testing, so if you would be so kind as to download it and send me feedback, I would appreciate it! I’ve played it pretty extensively during the build phase, but I’m sure there are still bugs that will pop up, so any help would be great.
3) 2009 was another busy year for Mojiferous Industries, with contest entries, contest wins (Most Creative Game and a bronze for Best Sound in uDev 2008 for Simoebic Dysentery), my first utility (FontUtensil), and what seemed like a never-ending build for Wholesale Hero. Atomic Combat and Desktop Cigarette continued to be the stars of the show, with 10s and over 100 thousand downloads respectively, and more and more people [and their bizarrely named countries] logging high scores in AC. The fact the “France” was finally knocked out of the top spot in the AC Top Ten amazed me, since I have never gotten anywhere close to the over 7000 mark that “Uri” achieved just last month. No one seemed to really care about FontUtensil, although the few people that have seen it in use or used it themselves seemed to value it, but I still have yet to get any feature requests or traceable bug reports (which means I should just call it a 1.0 release, but who has time for such things?) King Thor and I also entered Simoebic Dysentery another contest, and they have yet to contact me about my ability to post the new Simoebic build to the public, or for that matter, if they even received anything beyond my entry fee. We won’t see results from our efforts for another couple of months, but hopefully the time we squeezed in between school and work was enough to make a winning game of some sort… And then there was Wholesale Hero, which started as a lark and then became my semester project and now may finally see the light of day — I slaved unusually hard upon it, making sure everything not only looked okay but also functioned well, and I think the results have paid off. I wouldn’t hesitate to call WH the most complete game I’ve released: full working update system (thanks to Sparkle), a graphical theme I actually spent time refining and tweaking until I I was happy with it AND it looked okay, the start of a truly helpful help system, more than just basic sound (although music would be keen), a gameplay concept initially stolen from Motor Pants but refined and expanded to a point where my simple matching game is much more enjoyable (and with another game type added on), and a full-featured online scoring system that is much more robust and interesting than the simple one I developed for Atomic Combat. I have high hopes for Wholesale Hero in the coming year, and you’ll have to tell me what you think!
And so 2010 is shaping up to be another banner year here at Mojiferous Industries: still no money coming in, yet more strange games (KT and I are currently working on something that could be pretty interesting) and maybe some swashbuckling adventure!
Or maybe no swashbuckling, I am getting a little too old to be running around with a sword stabbing pirates.
—Mojiferous
Mojiferous Industries, art, and all that jazz
Nov 22nd
The other day I had a conversation with one of my coworkers about Mojiferous Industries, my programs, and what the hell I did in my spare time. He had been poking around the website and downloaded a few of my programs and was generally confounded about what the hell they were supposed to do, supposed to be, and why I had even bothered to make something as inane as Zoltan. I have insisted for a while that some of my work is “art” in some form and King Thor has even written a couple of interesting articles claiming as much, but I have never actually explained why or how I would consider any of my output to have artistic merit or what my rationale is behind said crap.
Over the last few years I have tried to realize each project I have undertaken with a sense for the aesthetic, building something that, to my eye at least, is beautiful or at least aesthetically pleasing. Whether it is the odd black and white vintage TV appearance of Heatstroke or the vintage-etching look of Simoebic Dysentery, I have tried to create my programs with concrete themes and visuals. Each project is also filled with my sense of humor and outlook on life, through touches of the surreal and the absurd. Blended together as concrete little blocks of code, most of the Mojiferous Industries output actually seems like a Dadaist manifesto for the 21st century: anti-war, anti-bourgeois, chaotic, nonsensical at times, and usually unappealing to the mainstream art world.
It would be rash to say I have any expertise in art, as I have no formal schooling in it whatsoever. However, I have been a muralist and graffiti artist for quite some time, painting, sometimes for money, in an effort to express myself visually (mind you, most of my painting was done legally on public “free walls” or privately-owned graffiti-friendly walls. I am not the type to needlessly destroy property for the illogical territorial pissing contests most people associate with graffiti, nor do I want to start that argument, that is for a different forum.) This was a cathartic experience, allowing me to manifest my emotions more freely, knowing that what I had painted would be gone within a week or two. I had no need to try to paint for anybody but myself – not gallery owners, buyers, nor the public. Everything I laid down on those walls is gone, erased forever, and my art became a messy, paint-splattered visit to the psychiatrist. Occasionally I would paint something more permanent on canvas or board, laying out scenes of man-eating factories and weird people with wrenches sprouting from their heads, and these would inevitably end up in a gallery show.
It was the galleries that I hated the most – sure, some people bought pieces from me and I enjoyed free wine and booze, but dealing with some people in the art scene was a pain in the ass. The best way to get ahead in the art world is apparently to be as self-centered and self-serving as possible, to glad hand and pimp yourself, because the movers and shakers are more concerned with the artist as a person than they are with what that person can do.
So I got tired of all this BS and started to get back into programming, in hopes of someday supporting myself, and slowly I realized that I really enjoyed it and opportunities for expressing myself to the masses that I wasn’t going to get through the traditional art world were opening up for me. Soon enough I had started up Mojiferous.com and began filling it with my absurd little worthless programs, effectively setting up a gallery for my underappreciated art form. Does this mean that any of this shit is actually art? That’s all relative, but I think with a little more insight into my process and thoughts behind each of my programs, maybe it’ll be a little clearer. So here it goes:
Atomic Combat:
Is definitely just a game. I may have toiled over the artwork for many days and may have poured my all into the damn thing, but my goal was to make something playable (which is open to debate). There is an overwhelming pacifist statement in the game, since there is no technical way that you can ever truly win (you can survive and not be a loser, but forcing the surrender of your enemies without a single death is nigh impossible). Would I call it art? Hell no, but it is one of my best-realized games.
Desktop Cigarette:
I guess you could claim that Desktop Cigarette is some kind of a meditation on health and fitness, but the truth is that I am a smoker, I enjoy smoking, and although I would like to quit, it has not happened yet… No, instead Desktop Cigarette is a study in absurdity, a gadget with no function, a digital representation of a physical item that has no business being digitized. It was made as an aesthetic object and a curiosity.
Heatstroke:
Is just a poorly made, poorly realized game built around a horrible idea. There is nothing to see here, move along.
Lobster Petting:
Lobster Petting is another endeavor in absurdity, and nothing is more surreal and absurd than lobster petting. Unlike many of its peers, (like fart games or virtual staplers), there are a few things that I think distinguish Lobster Petting from a simple work of stupidity:
1) There is no real world equivalent, or at least there are no petting zoos with lobsters that I am aware of (however you could probably have the same experience at a supermarket lobster tank).
2) It is not cute. There is a good reason no one lets children pet lobsters: they are ugly little things, all slimy claws and eyestalks.
3) It is not funny at all. Strange, yes. Funny? No. At least not funny in a traditional jokey kind of way, nor in a stand-up, observational, snarky kind of way. Lobster Petting is funny to me because it is so serious, because it can’t really be serious, and because it is so far from serious. Does any of that make sense?
4) No one in their right mind would ever make another, or so I thought until someone I didn’t know ported Lobster Petting. However, no one is rushing out to make Tarantula Slapping or Antelope Mangling, because that would be absurd. I suppose even Lobster Petting’s existence is absurd. And now I’m talking myself in circles.
So there you have it — absurdity, in the form of a lightly fondled lobster.
Motor Pants:
The concept here may seem like another attempt at the absurd, but really, this was a failed attempt to make a real game that happened to be salted with my own flavor of strangeness and obsession with pants. In a rush to release the game, I skimped on the game play and logic instead of taking my time and it ended being a confusing mess of unplayable hoohah (the general unplayability probably also tends to make one think that I may have had artistic intentions, but in actuality I was simply being lazy). I recently started Motor Pants up to refresh my memory as to what it was all about, and I had no idea what the hell I was doing. I was confounded by my own game. Because of this, I’m spending my sweet ass time on Wholesale Hero, which in some ways is the successor to Motor Pants but better designed and infinitely more playable.
Simoebic Dysentery:
Nothing arty here, just a game about an amoeba and the body it lives in… Since this was a joint project of myself and King Thor, from concept to execution, I feel that it is also the most straight forward and least peppered with my weirdness.
Zoltan:
Ah, Zoltan. I believe Zoltan is the pinnacle of my artistic endeavors in the digital medium thus far. At first glance, you may believe that he is merely an appeal to primitivism, or a simplistic caricature of Neolithic religion. However, in my eyes Zoltan is so much more: an appeal to the rational, against the mysteries of religion, and all the absurdity that it embodies. He is all-knowing, at least when it comes to the weather, a feat accomplished through human ingenuity and technology, not through smoke and mirrors or the hokum of faith. He requires a sacrifice to function, sometimes money – my own nod to the business of modern religion – and sometimes a fish – a subtle take on the symbolism of religion without getting bogged down in trying to represent every faith equally. Of course there is also a priest present, to allow you easier contact with Zoltan, but he really doesn’t do much, and there is a book on the mysteries of Zoltan, a reference my own personal thoughts on some zealots’ ludicrous literal readings of religious texts. Even the all-seeing eye pyramid thing from the dollar bill makes an appearance. All of this is wrapped up in a serious layer of absurdity: grass that needs to be trimmed, a beard that also needs looking after, a drunken moon, a help file that is far from helpful… And finally the fact that the program does nothing at all, but is merely meant to sit there, look good and do its thing, and I think you’ve got a good argument for a piece of digital art. Or a worthless pile of dung.
There are others, of course – Wholesale Hero promises to be a rip-roaring anti-capitalist good time, no one outside of my friend P. Brown has even seen Modern Worker 2 (which mostly involves a malfunctioning copier and endless filing), and I have half-baked plans for things like Poaching Hero and Litigation! which should bring my sense of the absurd together with a more coherent philosophical standing.
I hope that this has made things a little clearer, because it took me hours to shape this into the semi-coherent mess you’ve just read and I don’t really want to do it again. Conclusion: Mojiferous Crap ≈ art.
Updates, or the story of what Mojiferous is wasting his time on…
Jul 11th
There isn’t much going on here at Mojiferous Industries, just the slow trudging drudgery of work while I yearn to be outside enjoying the summertime. King Thor and I still have yet to really finalize any kind of evil plan regarding Simoebic Dysentery, but I’m still confident that eventually we’ll get organized and finish something.
I’ve been busy with a few projects that are more like actual programming work and haven’t been able to focus as much precious time to making incredibly pointless games, but rest assured there are still evil projects coming down the pipeline.
First amongst those may be the LAMP Motor Pants, which is still early in development, but the puzzle portion is entirely playable and I’m still trying to decide if it needs anything more than that or if I want to devote the time and resources to make it multiplayer aware, or if I should just finish the thing off for now, make it a Facebook app and then maybe decide where to go…
I’ve also begun work on another puzzle game concept called “Wholesale Hero”, which is kind of a Motor Pants offshoot- more puzzly, less confusing racing BS. I have a working engine and some great concepts, but scheduling time to work on it has been harder than I thought (July seems to be full of birthdays, tiresome holidays, and days spent outside and away from my coding lair.) Eventually I will post some pictures and more information, but for now this tiny blurb (and probably a mention on the forum) will have to do.
–Mojiferous
Work continues on SD, multiplayer Motorpants
Apr 8th
King Thor and I are still busily working on an actual 1.0 release of Simoebic Dysentery, complete with faster load times, more levels, and refined gameplay… We’re both busy as hell, however, and it might be a little while before it’s actually ready for its closeup.
In other news, I’m working on a multiplayer LAMP version of motorpants (which would also mean a Facebook app…) I will probably require some beta testers who are familiar with PHP and SQL injection, so if anyone is interested, let me know
Welcome 2008!
Jan 20th
I know I’m a little late, seeing as how it’s already the 19th of January, but I’ve been lazy… So here it is: The 2007 Mojiferous Recap!
2007 started out rather slowly, with Mojiferous Industries in nascent form, like some kind of billowy gas cosmic gas cloud swirling around inside my mind… and then sometime in March I broke down, adjusted my programmin’ slacks, took off my top hat, and proceeded to remake/remodel Lobster Petting for the 21st century… making a OS X version that had all the charm and usefulness of the original (e.g. none.)
March was followed by a lot of other months whose names I forget and by the release of of Zoltan!, the last word in worthlessness. I would like to claim that Zoltan is some kind of deep artistic statement, but even free-associating buccaneers would find that to be a stretch… Maybe with a graphics update and some better user-interface work… Maybe in 2008…
Zoltan! prompted me to actually make a working version of Desktop Cigarette, which was promptly broken a few months later when Apple released Leopard… So I “fixed” it, realized it was more broken than before, and just ended up making it a widget, like it probably should have been in the first place. Oddly, Desktop Cigarette (in all of its forms) has generated more complaints, more stupid questions, more angry people, and more downloads than anything else I’ve made thus far… (It did make me realize that almost all hardcore anti-smoking people are complete batshit insane nutjobs. The bile, hatred, and blind anger directed at Desktop Cigarette [and me] just because it is associated with smoking is enough to make me want to smoke three packs a day just out of spite.)
Somewhere around late April through September I disappeared while furiously working on the useless monolithic thing I call Atomic Combat… Intro movies, worthless animation, a slew of excitingly byzantine options, and an AI that seemed to have a mind of its own. After three months slaving over the thing, having dreams about weird code, spending days tracking down problems within an increasingly complex labyrinth of code, I kind of gave up: No one could figure out this giant spiffy turd I had shat out, and I couldn’t even start to imagine how I would get the stink off…
The horror that was my over-zealous and complicated idea led me to trim down and look for smaller, tighter programming options… and different avenues of inspiration. My friend Kloewer suggested I make a game about locking your dog or baby in a hot car- so I did. Heat Stroke was simple, quick, and basic. I think the sound effects, opening movie, and weird 50′s TV theme are a laugh riot; the rest of the world yawned. I expected people to complain, instead Heat Stroke kind of faded off into obscurity…
Followed closely by Motor Pants, my manless pants racing game. The damned thing makes no sense. The interface could be better, but how? Do I really want to waste a whole bunch of time making graphics for a pant racing game? What is the meaning of it all in the first place? Why match coins to propel a pair of pants???? I tried making an intro movie for this one too, but nothing came out- how do you illustrate the idea of “motor pants”? 3D pants racing around like some kind of really terrible console game? My first idea involved a pantsless dancing homeless guy, a plastic lobster, and fireworks, but I scrapped it as too expensive… So I guess you’re all stuck with the steaming pile that came out instead (like some kind of gelatinous smelly afterbirth.)
Oh yeah, and some time in October I launched Mojiferous.com- so that whenever I tell someone my website address I can spell, then politely explain why I have such a bizarre site name. Nothing says confusion like “Mojiferous”! It’s kind of like having someone badly translate for me all the time- “My client would like to use the steamhorn, as he is differential and gassy. Thank you!”
So that’s 2007 in a nutshell. It probably contained peanuts. I spent way too much time slaving away making useless doodads, had some really horrible ideas, and didn’t make one thin dime! 2008 looks like it’ll be just as useless, filled with even more horrible ideas, and even costlier than 2007! I am currently in the process of making Atomic Combat a viable and interesting game- more in the vein of Battleship than whatever the hell it was like before… maybe something boring and tedious… like solving differential equations. by hand… I would say something encouraging like “look for it in the next few months,” but who am I fooling? It should be “watch out for it! It’ll probably be a disaster!” (Maybe some feature involving beards or mustaches would improve it… yes… improved beards and mustaches… hmmm.) Here’s to poverty and insanity!
Motor Pants!
Dec 7th

I have finished my latest little gem: Motor Pants! You are the manager and driver of a pair of pants… racing against other pairs of pants… and this is all done by matching values on little coins… against a happy sky background… Yep! Its a Mojiferous Industries game!
You can get it from my Website as always blah blah blah…
PANTS PANTS PANTS PANTS. trousers.
–Admiral Mojiferous J. Colossus
