Abstract
From the mid-eighties to the end of the nineties, the graphic adventures experienced a period of splendor in the video game market. The company LucasArts, with its particular mixture of humor, cinephilia and simplicity of control, drew the format to follow for other developers of digital games. This article tries to expose, through two of its most important examples, Maniac Mansion and its sequel, Day of the Tentacle, what were the main arguments that instituted it, not only as one of the essential referents of the playful space, but also as one of the most important cultural objects of its time, to include and transmit, from its own intertext and its innivative quality, to other media such as literature, animation, television, and, primarily, cinema.
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Fabre, M. P. M., & Mateu, F. (2018). Días de tentáculos. humor, Serie B Y Fantasía cinéfila en las aventuras gráficas de Lucasarts. Brumal, 6(1), 163–183. https://doi.org/10.5565/rev/brumal.468
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