Gag as a Challenge – the Tradition of the Western Cartoon in Adventure Games

Authors

  • Krzysztof Czyżak UAM

DOI:

https://doi.org/10.7494/human.2026.25.1.8017

Keywords:

animated cartoon, animation, adventure game, animated cartoon in video games, film and video game

Abstract

Cartoons are a phenomenon that originates from cinema, but they also have an important representation in video games. Using three adventure games as examples: 'Day of the Tentacle' (1993, LucasArts), 'The Pink Panther: Passport to Peril' (1996), and 'The Pink Panther: Hocus Pocus Pink' (1997, Wanderlust Interactive), I would like to examine how typical cartoon aesthetics and features influence adventure game mechanics and quest design. The events shown in these titles are subordinated to a gag formula, their worlds live according to specific rules, and the characters inhabiting them brazenly ignore the laws of physics of empirical reality and are aware of their artificiality.

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Author Biography

  • Krzysztof Czyżak, UAM

    PhD candidate from the Film, Media and Audiovisual Arts Institute at The Faculty of Polish and Classical Philology at Adam Mickiewicz University. His research include science fiction and fantasy in polish cinematography, the poetics of television series, science fiction in different media and animated cartoons. His doctoral thesis explores time travel theme in literature, film, and video games.

References

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Fernández-Vara Clara (2008), Shaping Player experience in adventure Games: History of the Adventure Game Interface, [w:] O.T. Leino, H.E. Wirman, F. Amyris (red.), Extending Experiences. Structure, Analysis and Design of Computer Game Player Experience, Rovaniemi: Lapland University Press, s. 210-227.

Fernández-Vara Clara (2011), From "open mailbox" to context mechanics: shifting levels of abstraction in adventure games, [w:] Proceedings of the 6th International Conference on Foundations of Digital Games, Bordeaux.

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Martin Leonard (1980), Of Mice and Magic. A History of American Animated Cartoons, Nowy Jork et. al: McGraw-Hill Book Company.

Mills Brett (2009), The Sitcom, Edynburg: Edinburgh University Press.

Picard Martin, Video Games and Their Relationship with Other Media, Wolf Mark J.P. (red.), The Video Game Explosion: A History from PONG to PlayStation and Beyond, Westport (Connecticut): Greenwood Press, s. 293-300.

Sitkiewicz Paweł (2009), Małe wielkie kino. Film animowany od narodzin do końca okresu klasycznego, Gdańsk: słowo/obraz terytoria.

Additional Files

Published

2026-06-30

How to Cite

Czyżak, K. (2026). Gag as a Challenge – the Tradition of the Western Cartoon in Adventure Games. Studia Humanistyczne AGH, 25(1). https://doi.org/10.7494/human.2026.25.1.8017