Wondering whether Super Mario Run will be accessible

iOS and iPadOS Gaming

hi all!
anyone who are the beta tester of this app?
or try it at the apple store?
just wanna know that does this game accessible or not?



Submitted by thunderhorse82 on Wednesday, December 14, 2016

No, it most likely will not be. I see no way it can be due to the amount of visuals. When to jump and so on.

Submitted by charles on Wednesday, December 14, 2016

In reply to by thunderhorse82

Questions like these are just about always some of the first to be asked. The best answer is that time will tell. If you want to become a beta tester and have more than one iDevice, go for it, then give feedback to Apple, or give feedback to the game developer, or both, that will help improve Voice-Over accessibility. My first thought, though, is that the action will be faster than Voice-Over can keep up with, and it will be a very visual game to start with.

Submitted by Brian Giles on Wednesday, December 14, 2016

The day a Mario game is truly accessible, I'll pay more than usual for it. This will likely not be though, since it was developed with Unity. Having said that, I've been like a kid waiting for Christmas waiting for SMR to be released. VO will probably not work at all with it, but the core game play will be at least more accessible than a normal Mario game since you're always moving and you just have to jump. Actually getting into the levels will probably take a lot of trial and error, but I'm going to try it. I may even pay the 10 bucks to unlock the full game if I like it enough.

Submitted by Khalfan Bin Dhaher on Thursday, December 15, 2016

Hello all.
Super Mario Run is about to come today on the Appstore. I'm curious to play this game even though it wasn't accessible.
I've contacted Super Nintendo of america last week and gave them a general information about VoiceOver and iOS accessibility, they said how can they make their app accessible for everyone?
I highly request members here to raise a feedback towards accessibility and try to contact them. That's the best suggestion I have for now.

Submitted by Kelly Sapergia on Thursday, December 15, 2016

I just got Super Mario Run, and can confirm that it's not accessible at all with Voiceover. In fact, VoiceOver goes into the Direct Touch mode (just like how GarageBand works when you want to play on it's onscreen keyboard) as soon as the app opens. There are sounds when moving through and selecting options, but of course there's no voice feedback.
At one point, a keyboard apparently came up, because Voiceover started announcing letters, but I couldn't get it to tell me what screen was being displayed.

Anyway, after some trial and error, I somehow managed to get the game started. The music is pretty good, in my opinion, and the sound effects are fine.
There are points where another screen will pop up (at least for me), but you can keep going by touching above the Home button.
As for gameplay, you touch with one finger to jump, and while you're in the air, using another finger does something else.
I think I made it to the end of the level, but am not certain because another screen came up that just beeps when you touch anywhere. There's also no music at this point.

Submitted by Ka Yat Li on Thursday, December 15, 2016

If we wish to make the game accessible, we should not only advocate for it to work with Voiceover but ask for more sound cues to be added. This way, the information can be delivered quicker. The auditory and overall experience will be better for everyone.

Submitted by Khalfan Bin Dhaher on Thursday, December 15, 2016

I totally agree with the post above. Our aim is not just to make the game accessible with VoiceOver, the game should provide sound and visual feedback for those who can't see the screen. I just didn't know how to explain it on my previous post.
I highly recommend everyone to write to the game developer to make this game accessible. The more they hear from customers, the easier for them to respond to their feedback.

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