Super Mario Run
Description of App
A new kind of Mario game that you can play with one hand.
In this game, Mario constantly moves forward through the courses while you use a variety of jumps to navigate. Mario will behave differently depending on the timing of your taps, so it's up to you to show off particularly smooth moves, gather coins, and reach the goal.
*Internet connectivity required to play. Data charges may apply.
■ World Tour
Run and jump with style to rescue Princess Peach from Bowser’s clutches!
Travel through plains, caverns, Ghost Houses, airships, castles, and more...
Clear 6 worlds filled with 24 brand-new courses designed for one-handed play!
*Access to all 6 Worlds subject to purchase.
■ Toad Rally
Show off Mario’s stylish moves, compete against your friends and challenge people from all over the world.
A challenge mode where the competition differs each time you play.
Compete against the stylish moves of other players for the highest score as you gather coins and get cheered on by a crowd of Toads. If you’re impressive enough, the Toads may even come live in your kingdom.
You can also perform stylish moves to fill up your gauge and launch into Coin Rush!
*In order to play Toad Rally, you will need Rally Tickets that you can acquire in a variety of ways, such as clearing worlds or through bonus games in your kingdom.
■ Kingdom Builder
Gather coins and Toads to build your very own kingdom.
Create your unique kingdom with buildings and decorations that you acquire with the help of Toads gathered in Toad Rally.
There are over 100 kinds of items in the Kingdom Builder feature!
*You will be able to download and enjoy a portion of Super Mario Run for free and can also enjoy all of the game content available after paying a set purchase price.
*We permit our third-party partners to collect data from this app for analytical purposes.
Free or Paid
Apple Watch Support
Device(s) App Was Tested On
Not accessible with VoiceOver.
I am currently trying to make this app accessible as much as possible with Super Nintendo Company. The more they hear from gamers, the better response we may have from them.
Developer's Twitter Username
0 people have recommended this app
For years, I've tried to speak to Nintendo and see if they could get there games to speak on the home gaming systems. This included the classic Nintendo entertainment system, NES, Super Nintendo, SNES, and others. I honestly don't think you'll get far with Nintendo. They will take your suggestion and pass it on if it even reaches the higher departments. I am a Nintendo fan boy yes, but, they haven't taken what I've said about accessibility and in my opinion, they aren't going to look at that side now. Yes, they have made games with voices in them but, those are few and far between.
I've read the game's description and, knowing what we know about using VoiceOver, how on earth would Nintendo even begin to make this game accessible to VoiceOver users? They would need to come up with a way, possibly using sound cues or other alternative gestures that we could play the game. For example, Mario acts differently according to the speed of your taps. Has anyone tried to play this game successfully by turning VoiceOver off, and playing only with sound cues alone? That sounds like it's the only way a blind person could play the game. I'm all for it, but I just don't see how it could be done. Then again i'm not a programmer so i'd be interested in hearing what some game developers on here have to say about the subject, i'm curious.
Please pass on your comments if you want your voice to be heard, that's the only way I can suggest you for now.
In the passed few years, no one knew about iOS accessibility and how VoiceOver works, but now things have changed. I don't see any reason for not making this game accessible and playable by everyone. Sometimes you need to push it hard and wait to have things work.
I haven't been able to try it firsthand, but I'm curious if there are any stereo separation cues as you run. `
This is when I would love it if a programmer would speak up, and explain if a game like this can even be made accessible. Not every iOS app can be made to be accessible. Nobody wants to hear that, but it's true.
I've called Nintendo Of America support line earlier this morning and I've raised another feedback about Super Mario Run accessibility support and added your suggestions posted above and other suggestions posted on other forums, I've also explained to them our thoughts and how easy it would be for us to play this game if they were planning to add extra sounds and audio feedback on the game. I am a very positive person and I do believe that it won't be easy to make a such popular game fully accessible, but still it may happen. No one can know or guarantee when the game is going to be fully accessible, but there could be something done sooner or later.
I read in an article on IGN that Super Mario Run is made in Unity, and even saw a blog post on the official Unity blog.
Do you people realize the time and effort it would take to make a game like this or anything for a console accessible? I'm pretty sure the process would end up being cost prohibitive for Nintendo with such a small audience benefiting from it. I'm not trying to be negative, but realistically... there's just no way it makes sense for some of the games to be made accessible.
This is what I've been trying to say since the beginning. It's a great idea, but it would be cost-prohibitive, and the number of people making use of those features wouldn't justify the costs involved. Thems the facts, folks. Sad news, but there you have it.
As a life-long Mario fan, I downloaded this game the second it went live. I knew full well it wouldn't be accessible, but I still love it.
Through a lot of patience, trial and error, and YouTube video watching, I've been able to get to the third level, but am stuck there for the moment. After that I'll hit the pay wall, and may decide to pay the 10 bucks to unlock the full game.
This game, unlike any other I have seen, seems to react as if VoiceOver is off even when you have it on. This isn't bad with the actual game play, but trying to get it set up was a huge pain because you can't toggle VO on and off if you happen to get yourself stuck at a text prompt where the on screen keyboard comes up. In these cases, VO reads nothing -- you just have to hear the keyboard clicks, or sometimes the sound VO makes when the keyboard pops up and disappears. I spent a *lot* of time closing Safari pop up tabs.
As much as I would love it, I also see no way they could make this game fully accessible. Yes, they could probably do some kind of stereo separation to represent how far along you are in the level (no there's nothing like that here), but what about people who don't want to play with headphones? How would they represent the enemies you are heading towards and what they are? What about the blocks and coins that are above you that you have to jump and get, or the sections of walls you have to climb by jumping? Oh yeah, and all in a game that's supposed to be designed to be played in short bursts when you just want to play a quick game while waiting for an appointment or something like that? Knowing what the old Mario games used to look like back when I had some vision, I just don't see how it could be adapted. Yeah I know, never say never, and if a Mario game could ever be fully accessible, I'd easily drop 30 bucks for it.
If I knew what I was doing, I'd try to record a podcast to try and explain how I got the game working, but all I've got is the stock apps on my MacBook Pro and a pair of ear pods. NO amadeus Pro or mixer here. lol
Toonhead nailed it. It'd probably be way too cost prohibitive to make games like this accessible, and even if that did, they'd have to charge a boat load for them. Look at how much people complain about the cost of the blindfold games...