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Video Game / Disney's Math Quest with Aladdin

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Disney's Math Quest with Aladdin is an 1998 Point-and-Click Edutainment Game for PC based on the Aladdin TV series, with Robin Williams surprisingly coming back to reprise his role as Genie, as well as a story that feels just like an episode from the series.

Deep within a floating pyramid, a cobra slithers across an old lamp and accidentally awakens an evil genie named Bizarrah. Since only a human can be the master of a genie, this technically renders Bizarrah free to do whatever she wishes and sets out on a quest to Take Over the World. When she abducts the heroes it's all up to Genie, Iago, and You to find the others and stop Bizarrah.

A playthrough can be found here.

This game provides examples of:

  • Addressing the Player: Genie and Iago are constantly talking to the player throughout the adventure, as well as everyone else.
  • Aside Glance: Genie and Iago continually glance in the player's direction, but special mention goes out to the very end where Bizarrah is screaming at the cobra to set her free again, and the snake just looks at the player while she yells at it.
  • The Atoner: Veri' Uncommon. He built the pyramid to keep Bizarrah trapped and even had himself mummified within it.
  • Big Eater: Iago spends the game whining about being hungry.
    Genie: Hey! Maybe we should check out the fortune teller!
    Iago: How about checking out some fortune COOKIES! I'M HUNGRY!!!!
  • Blackout Basement: Only In-Universe; the three of you venture inside of a pitch black void to save Aladdin. However it's only pitch black for the characters; you the player have a grid to guide them through.
  • Bleak Level: The game takes a surprisingly dark and somber tone once you see the Fortune Teller and reach the floating pyramid.
  • Breath Weapon: Downplayed. The lizard guardians in whichever puzzle you choose second in the Floating Pyramid will casually breathe fire out of their noses every so often, presumably as a warning to anyone who tries to force their way through.
  • Cloud Cuckoolander: Wacky Wakeem will trade anything, even if it's not the fruit he normally sells. He's also trying to build a basement under his market stall.
  • Cold Ham: The animatronics in the Magic Carnival and the guardians in the floating pyramid tend to speak in a subdued manner while still overemphasizing every word to give them a more mysterious air.
  • Dirty Coward: Iago is in true form.
    Iago:*inside the pyramid* Alright, there's two ways we can go: We can go left, we can go right, so whadda ya want!? I know! We'll turn back!
    Iago tries to fly away but slams into the screen
    • Even Genie gets a moment when you approach Uncommon's tomb. Though justified because lightning strikes the tomb just a moment before.
    Genie: Go on...take a look! We'll be about a hundred feet back behind a lead shield!
  • Dismantled MacGuffin: Bizarrah breaks her lamp into three pieces to keep from being trapped inside of it again.
  • Exact Words: Bizarrah learned from the fortune teller that Aladdin would be her downfall and so pursues him throughout the game. Genie, Iago, and the player later are told by said fortune teller that for Aladdin to stop Bizarrah, he would have to wish that he'd vanish from the world. It turns out he 'technically' does that by having Genie put him inside Bizarrah's lamp to lure her inside and trap her again.
  • Fortune Teller: A mechanical fortune telling machine resides in the Magic Carnival. She reveals the location of the final lamp piece, but warns that Bizarrah is hunting Aladdin because she herself told the genie that he was the one she needed to watch out for.
  • Giant Spider: The chisel needed to escape the dungeon is caught in the web of one of these. She's willing to trade it for whichever bugs her babies want for dinner.
  • Harder Than Hard: The rec room adds a fourth difficulty level to the puzzles that can't be used while playing through the story.
  • Heroic Sacrifice: Aladdin demands that Genie put him inside Bizarrah's lamp to trick her into going back in. It all turns out fine in the end because according to genie laws if there's more than one being inside of a lamp, the first one that went in is the the first one to come back out.
  • Jackass Genie: Bizarrah in the worst of ways; apparently she was able to warp wishes to cause total chaos and destruction.
  • My God, What Have I Done?: Veri' Uncommon describes Bizarrah as a 'monstrosity', and it was his fault she caused such carnage because he let her out of the lamp. He built a gigantic floating pyramid to keep her from getting out. He even went so far as to have himself BURIED in the pyramid as well!
  • Mood Whiplash: The game takes a surprisingly somber and dark tone once you go to see the fortune teller; especially once you get to the floating pyramid.
  • No Fourth Wall: See Addressing the Player.
    Genie: Hey, I'll keep all your prizes until we leave the carnival. I'm not gonna lose 'em...don't look at me like that; I can see you through the screen!
  • Phantom-Zone Picture: Bizarrah traps Jasmine in a mosaic, which you use the chisel to break her out of.
  • Pocket Dimension: The vortex in the wizard's lab leads to one, which Bizarrah uses as a convenient place to stuff Aladdin. Getting finding him and getting you all out is a puzzle in itself.
  • Point of No Return: Every section of the game is bookended with these. The floating pyramid has one at the end of every room, complete with a rather menacing Lampshade Hanging from the Pharaoh whenever you try to turn back. Turns out Exact Words are also in effect: everyone leaves a different way than they came in.
  • Sealed Evil in a Can: Double Sealed: The pharaoh wizard built the pyramid specifically to keep anyone from reaching Bizarrah's lamp. Later she's re-sealed, but Aladdin nearly gets trapped as well.
  • Shout-Out: Genie's references are minimal this time around, but he at one point shapeshifts into Pumbaa and Tinker Bell.
  • Spirit Advisor: Despite his appearance, the mummified spirit of Veri' Uncommon is benevolent and offers the heroes advice along their journey.
  • Vanishing Village: The Magic Carnival is a massive tent filled with games and prizes that always appears in a different spot in the desert each night.