Welcome
Welcome to Bop It Access! Whether this is your first Bop It game, your first video game, or a game you already love, you are welcome here. This guide starts with the basics and explains the mod's features as you encounter them. You can use the contents above to jump straight to a topic.
A keyboard is the set of keys on your computer. A controller is a handheld gamepad. Where this guide mentions Xbox button names, they are examples: another controller may use different labels for the same button position. A menu item is a choice such as Play or Settings. The item with focus is the one your next confirm press will activate.
What is Bop It!?
Bop It! The Video Game brings the Bop It rhythm and reaction game to a computer. A voice calls commands, and you make the matching input before time runs out. In Classic difficulty the main commands are Bop, Twist, and Pull. Extreme difficulty also adds Spin and Flick. The commands get faster, so listening and timing matter more as a round goes on. The game offers Solo, Party, Pass It, and One-on-One play, with four visual and musical stages: Shapes, Space, City, and Office. The official Steam page introduces the game, and the official game description explains its modes.
When you hear a command, use its assigned control. For example, on the default keyboard, Bop is Space. You can find every default in the control reference. You do not have to memorize everything before starting: the mod can speak button hints on menus, and you can request a hint on demand.
What is Bop It Access?
Bop It Access is an unofficial, independent mod for the Windows x64 Steam version of the game. A mod is an optional addition that changes how a game behaves. This one adds speech and braille support for menus and results, on-demand descriptions of the four stages, extra controls, and useful settings such as a frame-rate limit. It aims to make the game easier to navigate while leaving its spoken gameplay cues and timing intact.
The mod uses MelonLoader to load into the game. It uses Prism for speech and braille output through supported screen readers and speech engines. When no supported screen reader is running, Prism prefers Windows OneCore speech and then SAPI. The mod does not replace the game, and you still need your own copy of Bop It!.
The mod follows the game's Language setting for its menus and announcements. It includes English, French, Italian, German, Spanish (Spain), Spanish (Latin America), Japanese, Korean, Simplified Chinese, and Brazilian Portuguese.
AI Transparency Note
This mod is vibe-coded. All code was completely generated and researched by artificial intelligence, with limited technical human understanding of its underlying architecture. Please use this mod at your own risk.
That being said, every single mod feature and design decision was authored and approved by humans. Testing was never automated; it was carefully and extensively performed by real human players and testers.
Please note: Multilingual text and documentation were generated by AI and have not been reviewed by native speakers. High translation inaccuracy is to be expected. Without agentic coding, this project would not exist. Thank you for giving it a chance!
Accessibility features
- Speech for the title screen, main menu, Play and song selection, Settings and Controls, Mod Settings, audio calibration, leaderboards, the in-game achievements book, credits, pause menu, and result screens.
- Focused buttons, sliders, toggles, names, values, and changed values are announced. Optional indexing, control-type labels, slider ranges, and speech formatting let you tune the detail.
- Score or winner speech at game over, followed by queued menu speech, plus a Read Score shortcut on the results screen only.
- Four stage descriptions, spoken on request from the song-selection screen before play begins.
- The game's tutorial reference for the current mode and difficulty, spoken on request from song selection with each action's current assigned control. One-on-One includes both Bop inputs.
- Optional One-on-One colour and life-count announcements.
- Button hints for keyboard, controller, or both, with adjustable timing, repetitions, and an on-demand Speak Hints shortcut.
- Screen-reader and speech-engine output through Prism, optional braille output, and configurable OneCore or SAPI system speech.
- Keyboard and controller remapping for several native and mod controls, including leaderboard filters and speech shortcuts.
- A saved master speech switch with spoken instructions for turning speech back on.
- Speech and an in-game user's guide in every language offered by the game's Language setting.
Quality of life features
- A saved Limit FPS setting with 30, 60, 120, 240, and Unlimited options. The default is 60.
- Separate options to mute game audio or mod speech when the game window is in the background.
- A Change Speech Output shortcut that cycles through the same modes as the Mod Settings menu.
- Saved preferences across game sessions, including speech output, braille, hints, and the frame-rate cap.
- More controls available for remapping in the game's own Controls menu, with duplicate assignments rejected.
Notes and limitations
- Descriptions are requested before the round. The mod intentionally does not narrate scenery during active gameplay. A player must hear and react to the game's verbal commands; extra narration could cover a command and end the round.
- Stage descriptions still need visual review. The descriptions of all four stages have not been verified for accuracy by a sighted user or player. They still need visual review and confirmation.
- OneCore and SAPI are available speech engines. Auto prefers a supported running screen reader, then OneCore, then SAPI. Your installed voices and system can affect response time. For non-English speech, choose a voice for the active engine that supports your selected game language; the mod does not install additional voices.
- Some native controls are still fixed. The mod greatly expands the game's Controls menu, but it does not make every game input remappable.
- Frame rate affects input polling. The FPS limiter can sharply reduce system load. It does not deliberately slow animations or change game timing, but the game checks frame-based input less often at lower FPS. A higher setting can give more accurate input timing, especially in fast rounds.
- Windows x64 is the current mod platform. Prism supports other platforms, which may help future development. This release's game integration, build references, and installation steps are for Windows x64.
- Translations need review. The initial non-English mod text and guides were machine translated. Some wording, game terms, and input names may need correction from fluent speakers. Please report anything unclear or inaccurate.
Buy the game and check your computer
Buy Bop It! The Video Game on Steam. If Steam is new to you, install Steam, create or sign in to an account, purchase the game from its Store page, and install it from your Steam Library. The Steam getting-started guide covers those steps. A purchase of the game is separate from this mod.
Before buying or installing, please check the current minimum system requirements on the Steam page. At the time this guide was written, its Windows minimum included Windows 10 64-bit, an Intel i5-4460 or AMD FX-6300, 8 GB of memory, a graphics processor with 2 GB of video memory, and 2 GB of storage. The page also says an internet connection is needed for leaderboards. Requirements can change, so Steam's listing is the final reference.
You are still welcome to try and report problems on a computer below the game's minimum requirements. If an issue is caused by an under-spec system, however, a fix cannot be guaranteed.
Get and install the mod
Version 1.0 is available: Download BopItAccess-Installer.exe for guided installation, or use the compiled ZIP for manual installation. Both support Windows x64.
Choose the right download
The first public release, version 1.0, provides the four downloads below. The installer and compiled ZIP are ready to install. The two source archives contain the code and documentation for this release; they are for reading or building the project.
Download Bop It Access version 1.0
BopItAccess-Installer.exe | The self-contained Windows x64 installer. It finds the game and manages dependencies, installation, updates, diagnostics and removal. It is unsigned. |
|---|---|
BopItAccess-v1.0.zip | The compiled mod package for manual installation. It includes the mod DLL, Prism, the user's guides in every supported language, license notices, a MelonLoader configuration template and an uninstall shortcut. Copy all its contents into the game folder. MelonLoader, .NET, game files, generated game assemblies and developer documents are not included. |
Source code (zip) | GitHub’s automatically generated ZIP of the release source. Intended for reading or building the code; it is not the compiled mod package. |
Source code (tar.gz) | The same source as a gzip-compressed tar archive. It is an alternative source format, not another mod installer. |
Using the supplied installer
Close Bop It!, open BopItAccess-Installer.exe and approve the Windows administrator prompt. The installer looks for the game in Steam libraries on all available drives. The Welcome and controls text field receives focus first and contains the instructions you can return to with Alt+W. Check the displayed Game folder; use Browse if you need to choose another folder. Tab moves between controls. Alt+L returns to the changing Status log, where you can review messages with the arrow keys, select text and copy it.
Installer 1.0 briefly requests foreground activation and keyboard focus. If its bounded startup observation ends with another window still active, it flashes its title and taskbar button and asks you to use Alt+Tab to switch to the installer. Activate the installer before using its keyboard or controller controls. Alt+G focuses the game-folder field.
Show advanced is unchecked when the installer opens. It reveals Install alpha, Save diagnostics and Copy diagnostics. Install downloads the latest stable public release. Install alpha is optional: it asks for confirmation, downloads the latest experimental source and builds it on your computer. Update appears when a newer public release is found for an installed copy.
Status messages explain what is downloading, installing or finishing in plain language. One progress bar shows estimated progress for the whole installation, without resetting for each download or file. It advances in five-percentage-point increments; some preparation stages may take time without a visible change. A newly available update and confirmation that diagnostics were copied are sent through Windows accessibility notifications to your screen reader. Whether these are spoken depends on your screen reader and its Windows notification support.
Installer 1.0 never launches Bop It! during installation. Alpha reuses matching local build files or prepares temporary files from your own installed game while it stays closed. The installer then places MelonLoader in the game folder and immediately adds Mods/BopItAccess.dll, followed by Prism, settings, the complete documentation and uninstall support. Wait for the success message, then launch the game yourself through Steam when you are ready.
After a successful installation, Play Bop It! The Video Game appears. Activate it to launch the game yourself through Steam when you are ready. The installer never starts the game automatically during installation.
A compiled release needs the Windows x64 .NET 6 runtime, not a development SDK. Existing complete runtimes are reused. A missing runtime is downloaded from Microsoft and placed in MelonLoader/Dependencies/dotnet. Install alpha also needs a compatible .NET SDK and the .NET 6 targeting pack: an existing SDK is reused or Microsoft’s official SDK is installed system-wide. The installer creates no new SDK folder in the game root. MelonLoader 0.7.3 Open-Beta and Prism 0.18.3 come from their official releases. Shared Microsoft .NET components and SDKs remain installed after abort or uninstall.
Quit closes the installer. If installation is still running, it asks whether to abort and undo the installation before closing; Keep open continues normally. If installation finishes while you are deciding, the dialog updates to say that it is finished, and Quit does not undo the completed installation. Uninstallation, once removal begins, finishes safely before quitting. Abort also asks for confirmation and reverses this attempt’s game-file changes. Canceling during Microsoft .NET setup waits for that shared-component installation to finish safely.
After confirming Uninstall, choose Uninstall for me or Uninstall for everyone. Both remove the shared mod files from this game folder, so the mod will no longer be available to anyone using that installation. The choice controls whose saved Windows mod preferences are removed: your requesting account only, or every local Windows profile, including signed-out profiles. Preferences belonging to the original game are kept. The .NET SDK remains installed.
When the installer removes its own MelonLoader installation and no other mods need it, it also removes the known Loader.cfg and MelonPreferences.cfg files and the empty Plugins, UserLibs and UserData folders. Bop It Access settings, known logs, guides and installer files are removed. Other mods, pre-existing shared loader files and unrecognised files are protected. This also means an unknown file can leave a folder behind; the installer reports that in diagnostics rather than deleting unrelated data.
The installer stays open after uninstall so you can review the result, save diagnostics or install again. Choose Quit when finished. The running uninstall helper and automatic diagnostic files are cleaned up after the window closes. A reinstall in the same window starts a fresh installation record; delayed cleanup cannot remove the new installation.
Windows Installed Apps uses the same confirmation, preference choice and cleanup. The installer supplies BopItAccess-uninstall.ps1 in the game folder as a shortcut to the installed uninstaller; the compiled ZIP and source builds also include this script. A manually copied script does not install the uninstaller itself. For an older manual installation without an ownership record, the installer removes identifiable mod files and keeps shared files whose origin cannot be established.
If cleanup cannot finish safely, the installer explains that and keeps the information needed to retry. For a managed installation, its Windows uninstall entry and cleanup checkpoint remain until removal succeeds. An older manual copy has no durable ownership record; retry its warnings in the open installer. Do not install, update or remove the mod while Bop It! is running.
The table below lists every main-window action and text field. Installer status and Installation progress are information, not buttons. Welcome and controls contains the reusable instructions; Status log contains changing operation messages. Abort asks before reversing an active installation; Quit uses the same safe cancellation rules. Dialog choices include Keep open/ Quit, confirmation/cancel, and the two uninstall preference scopes. Show advanced only changes which actions are visible.
Installer keyboard shortcuts
| Action | Keyboard shortcut | What it does |
|---|---|---|
| Welcome and controls | Alt+W | The separate Welcome and controls text field lists the controller text-review shortcuts; use Alt+W to return to it and Alt+L for the changing Status log. Both fields are read-only, selectable and reviewable. Changing Show advanced announces checked or unchecked. Selecting all confirms success or an empty field. Keyboard Ctrl+A selects all text; Ctrl+C copies the selection. |
| Game folder | Alt+G | Focus the game-folder field. |
| Browse | Alt+B | Choose the game folder. |
| Install | Alt+I | Install the latest stable public release. |
| Install alpha | Alt+A | Confirm and build the latest source; visible with Show advanced. |
| Update | Alt+U | Install a newer public release when offered. |
| Play Bop It! The Video Game | Alt+P | Launch the game through Steam; available after a successful installation. |
| Uninstall | Alt+N | Confirm removal and choose whose Windows mod preferences to remove. |
| Abort | Alt+R | Confirm cancellation of the current installation. |
| Status log | Alt+L | Focus the read-only, selectable status messages. |
| Show advanced | Alt+V | Show or hide alpha installation and diagnostic tools. |
| Save diagnostics | Alt+D | Save and keep recording the full diagnostic session; visible with Show advanced. |
| Copy diagnostics | Alt+C | Copy the full diagnostic snapshot; visible with Show advanced. |
| Quit | Alt+Q | Close, with safe cancellation handling if an operation is running. |
Using a controller in the installer
The installer supports Xbox-style controllers and other controllers that Windows exposes through XInput. Its controls are separate from the game’s remappable controls. The D-pad or left stick moves between controls; when a text field is focused, directions review its text instead. The bumpers always move to the previous or next focusable control. A activates the focused button or checkbox. Controller input is handled only while this installer or one of its own dialogs is in the foreground.
B goes back or cancels a dialog; on the main installer window it asks to abort an active installation, otherwise it follows Quit. Start follows Quit on the main window and goes back in a dialog. Y (the top face button) selects all text when an installer text field is focused. Outside text fields on the main window, Y toggles Show advanced. In the status log or another installer text field, the D-pad or left stick works like the arrow keys: Left/Right moves by character and Up/Down by line. Hold LT as Ctrl: Left/Right moves by word and Up/Down by paragraph. Hold RT as Shift to extend the selection; hold LT and RT together to select words or paragraphs. X copies only the selected text; select the part you want first. Keyboard Ctrl+C continues to copy the selection. When no text is selected, the installer also sends accessibility notifications for the character, word, line or paragraph at the caret. The installer sends accessible confirmation when text is copied and reports an empty selection or copy failure. Whether this is spoken depends on your screen reader’s Windows notification support. Controller navigation in Windows’ native folder and save dialogs still needs human verification. A keyboard remains available for entering a folder or filename. Controllers without XInput support are not covered by this implementation.
The separate Welcome and controls text field lists the controller text-review shortcuts; use Alt+W to return to it and Alt+L for the changing Status log. Both fields are read-only, selectable and reviewable. Changing Show advanced announces checked or unchecked. Selecting all confirms success or an empty field. Keyboard Ctrl+A selects all text; Ctrl+C copies the selection.
When you focus Welcome and controls (Alt+W) or Status log (Alt+L), each field has a short name. The instructions remain available to review in Welcome and controls. Activating an installer button gives immediate screen-reader feedback and asks to interrupt earlier installer speech. Confirmations, cancellations and errors are still reported. Not every status message is spoken automatically. Your screen reader’s Windows notification support determines how this feedback is read.
| Controller input | What it does |
|---|---|
| D-pad / left stick | Move focus, or review text with arrow-key character/line movement when a text field is focused. |
| Left bumper / right bumper | Move to the previous / next focusable control, even from a text field. |
| A | Activate the focused button or checkbox. |
| B | Cancel or go back in dialogs; on the main window, request Abort during installation or Quit otherwise. |
| Start | Request Quit on the main window; cancel or go back in dialogs. |
| Y | Y (the top face button) selects all text when an installer text field is focused. Outside text fields on the main window, Y toggles Show advanced. |
| X | Copy the selected text in a focused installer text field. |
| LT + D-pad / left stick | Act as Ctrl: Left/Right moves by word; Up/Down moves by paragraph. |
| RT + D-pad / left stick | Act as Shift: extend text selection with the directions. |
| LT + RT + D-pad / left stick | Act as Ctrl+Shift: select words with Left/Right or paragraphs with Up/Down. |
On the first manual launch after installing MelonLoader, it may download support files and prepare the game’s assemblies. Allow about a minute, or longer on some systems. The mod cannot speak until MelonLoader loads it. Keep the game open and wait for the Bop It Access startup announcement, then the title-screen, welcome or main-menu announcement before using game controls.
Unsigned installer and Windows 11 security prompts
This installer is unsigned. An unsigned or unfamiliar program can trigger SmartScreen or antivirus warnings, including possible false positives; a warning is not proof that every detection is mistaken. Obtain it only from the official Bop It Access project or a trusted direct supply and decide whether you trust that file. The compiled ZIP route avoids running this installer EXE. Do not turn antivirus protection off or exclude a whole drive/game folder.
Microsoft: unsigned apps and SmartScreen
Allow a specific Defender detection
Press Win+I, then Privacy & security > Windows Security > Open Windows Security > Virus & threat protection > Protection history (also sometimes described as Threat history). Expand the item matching this installer. Tab to Actions or More actions, press Enter, and choose Allow on device or Allow; approve the administrator prompt if asked. A quarantined item may need Restore first, then allowance if detected again. If the file was removed, download a fresh copy from the official project. Review the exact item before allowing it.
Microsoft: Protection history · Microsoft Defender FAQ
Optional, narrow Defender exclusions
From Virus & threat protection, choose Manage settings under Virus & threat protection settings, then Exclusions > Add or remove exclusions. Approve the administrator prompt with Yes if shown. Choose Add an exclusion > Process, type the exact filename BopItAccess-Installer.exe, and press Enter. The process name must match the executable you actually run.
Microsoft’s Process exclusion applies to files opened by that process; it does not exclude the installer EXE itself, restore a quarantined file or bypass SmartScreen. If Defender detects the EXE itself and you trust it, an optional File exclusion selecting that exact downloaded EXE is the narrower relevant alternative. Remove an exception when it is no longer needed.
Microsoft: exclusions overview
SmartScreen is a separate warning. If you trust the specific downloaded EXE and Windows offers it, choose More info > Run anyway. Defender allowance or a Process exclusion does not bypass that prompt; a policy may prevent running it.
Steps reviewed on 9 October 2026 for Windows 11 25H2, build 26200.9550. Labels can vary; no UI trial was performed.
Manually install Bop It Access
This option lets you install the compiled mod without running the Bop It Access installer. You need your purchased Windows x64 game, MelonLoader 0.7.3 Open-Beta, x64, and the .NET 6 Windows x64 runtime. A .NET SDK is not needed. The compiled ZIP does not include MelonLoader or .NET.
MelonLoader · .NET 6 Windows x64 runtime
- Install Bop It! through Steam. Find its installation folder from Steam's Library using the option to browse installed files. Close the game.
- Install MelonLoader 0.7.3 Open-Beta, x64 into that game folder, and install the .NET 6 Windows x64 runtime if needed. You do not need to start the game before adding the mod.
- Download and extract
BopItAccess-v1.0.zip. Open the extracted folder, select all its contents, and copy and paste them into the game folder, alongsideBopIt!.exe. Agree to merge folders and replace files when asked. There is no need to copy each file separately. - Start your screen reader if you use one, then launch Bop It! through Steam. On this first launch, MelonLoader may download support files and prepare game assemblies. Keep the game open and wait for the mod's startup announcement, followed by the title, welcome or main-menu announcement, before using the controls.
To update a manual installation, close the game and copy all the contents of the newer compiled ZIP into the same game folder again, merging folders and replacing files when asked. The ZIP does not contain your saved UserData/BopItAccess.ini game and mod settings.
A manual installation does not register a Windows uninstaller. Its BopItAccess-uninstall.ps1 file is a shortcut to an installer-managed uninstaller and cannot create one by itself. To disable the manually installed mod, remove Mods/BopItAccess.dll. For full removal, use the installer's Uninstall option; it can identify an older manual copy, offer preference cleanup and protect unrelated files. If removing files yourself, remove only this mod's files and keep any shared files another mod needs.
MelonLoader startup windows
The ZIP includes a MelonLoader configuration file that hides its separate start screen and console. The installer applies the same defaults. These settings do not skip the game's title screen or the mod's welcome screen.
If you want those windows visible for troubleshooting, close the game and open UserData/Loader.cfg in the game folder. Change disable_start_screen under [loader] and hide_console under [console] to false. The mod does not reset these choices on each launch.
Advanced: build from source
The GitHub Source code archives and repository contain source, not a ready-to-install DLL. Building requires the SDK and generated game references described below. The supplied installer’s Install alpha route prepares references without launching the game; the manual source route below uses a previous MelonLoader game launch.
- Install the game through Steam on Windows x64. Find its folder from Steam's Library if you did not use the default location.
- With the game closed, install MelonLoader into that game folder. Development has used x64 MelonLoader 0.7.3 Open-Beta with this game; other combinations are not yet verified. Start the game once and close it again. This lets MelonLoader prepare the files the mod needs.
- Install a .NET SDK that includes the .NET 6 targeting pack. Download or clone the Bop It Access source, open PowerShell in the folder containing its
README.md, and run the command below. Change the example game path if your Steam library is elsewhere.
$gameDir = 'C:\Program Files (x86)\Steam\steamapps\common\Bop It!'
dotnet build .\src\BopItAccess.csproj -c Release "-p:BopItGameDir=$gameDir"
- With the game closed, copy the built file
src\bin\Release\net6.0\BopItAccess.dllinto the game'sModsfolder. Create that folder if needed. Copy the build'ssrc\bin\Release\net6.0\documentationfolder into the game folder too. It contains this guide and the companion documents its links need. - Obtain the official Windows x64 Prism v0.18.3
prism.dllfrom the Prism releases, or build the matching version from source. Place it beside the game's executable, in the main game folder, not insideMods. - Start your screen reader if you use one, then launch the game through Steam. Without a compatible running screen reader, Prism prefers OneCore speech and falls back to SAPI if needed.
Installer diagnostics
Show advanced reveals Save diagnostics (Alt+D) and Copy diagnostics (Alt+C). Automatic UTF-8 logs are kept locally in %ProgramData%\BopItAccess\diagnostics. Save diagnostics writes the full current session to your chosen .log or .txt file and continues recording until the installer closes; Copy diagnostics copies a snapshot and gives accessible confirmation. Save before an installation or uninstall trial so your recording survives automatic-log cleanup. Technical file, download, compiler and error details are kept here even though the status field uses shorter messages. Nothing is uploaded. Logs may contain Windows usernames and full paths: review them before sharing. Deliberately exported copies remain after uninstall.
Player control reference
These are the default controls used for play and menu navigation. Rebinding can change them, so your Controls menu is the final word for your own setup. The controller column describes the game's usual action or an Xbox-style example; physical motion and labels can vary with controller type. A dash means no default assignment was found for that device, not that the action is impossible to perform another way.
Quick orientation: D-pad means the four-way directional pad. A bumper sits above a trigger. Left stick press and right stick press mean pushing the corresponding stick inward until it clicks. Select may be called Back or View on some controllers; Start may be called Menu.
| Action | What it does | Default keyboard | Default controller | Can you rebind it in Controls? |
|---|---|---|---|---|
| Bop | Respond to “Bop!” in a round; open the main menu from the title screen and start a round from song selection. | Space | South face button (A on Xbox) | Yes |
| Bop (Player 2) | The second Bop input used where the game asks for it, including two-player play. | D | D-pad Right | Yes |
| Twist | Respond to “Twist!”; change the selected song on the song screen. | Left Arrow | North face button (Y on Xbox) | Yes |
| Pull | Respond to “Pull!”; switch Classic/Extreme on the song screen. | Right Arrow | Right stick motion | Yes |
| Spin | Respond to “Spin!” in Extreme difficulty. | S | D-pad Down in the inspected Xbox-style map; other controllers can differ | Yes |
| Flick | Respond to “Flick!” in Extreme difficulty. | W | Left stick motion in the inspected Xbox-style map; other controllers can differ | Yes |
| Reset Gyro | Recenter a controller motion sensor when the game uses one. | R | Right trigger | Yes, exposed by the mod |
| Move menu focus | Choose the next or previous menu item. | Up/Down Arrows or W/S; Left/Right Arrows or A/D where the screen allows | Either stick or D-pad, depending on the screen | No separate row |
| Confirm / activate | Open or use the focused menu item. | Enter or Space | South face button (A on Xbox) | No separate row |
| Back | Return to the previous menu or leave a panel. | Backspace | East face button (B on Xbox) | No separate row |
| Menu / pause | Open the game's menu or pause a round where available. | Escape | Start / Menu | No separate row |
| Toggle fullscreen | Switch the game window between fullscreen and windowed display. | F11 | No default found | No separate row |
| Leaderboard group previous / next | Move among Local, Friends, and Global where available. | O / P | Left bumper / right bumper | Yes, two mod-added rows |
| Leaderboard date previous / next | Move among Today, This Month, and All Time where available. | K / L | D-pad Left / D-pad Right | Yes, two mod-added rows |
| Leaderboard device filter | Change the selected device category where that filter appears. | Right Arrow | Right stick right/down, depending on the connected controller | No separate row |
| Read leaderboard row | Speak one score row at a time. | Page Up / Page Down | Up / Down when no leaderboard filter has focus | No separate row |
| Turn achievement page | Show the previous or next book page. | Left / Right Arrows | Left / right bumper | No separate row |
| Read achievement or credit line | Step through the spoken entries on a page or in the credits. | Up / Down Arrows or W/S | Menu Up / Down | No separate row |
| Read Descriptions | Speak the current stage's visual description on the song screen only. | G | Left trigger (LT) | Yes |
| Read Score | Repeat the final score, or winner in One-on-One, on the results screen only. | T | Left stick press | Yes |
| Toggle Speech | Turn all ordinary mod speech off or back on; the setting is saved. | F8 | Select / Back / View | Yes |
| Speak Hints | Read the current screen's button hints when available. On song selection, also read the tutorial reference with each action's current assigned control for the selected mode and difficulty, including both Bop inputs in One-on-One. | H | Right stick press | Yes |
| Change Speech Output | Cycle the same output choices as Mod Settings > Output Mode. | F9 | West face button (X on Xbox) | Yes |
Use Settings > Controls to change the rows marked “Yes.” The mod rejects duplicate assignments, so one input does not silently take two active actions. Reset to Default restores the defaults. The dedicated UI actions, page turning, and score-row reading do not currently have rows in that menu.
Your first launch
- Start your screen reader if you use one. Launch Bop It! through Steam after installing MelonLoader, the mod DLL, and
prism.dll. - On the first manual launch after installing MelonLoader, it may download support files and generate game assemblies. Allow about a minute, or longer on some systems. The mod cannot speak until MelonLoader finishes loading it. Keep the game open and wait for the Bop It Access startup announcement, then for the title-screen or menu announcement before using the controls.
- On your first-ever use of the mod, the game's Music, SFX, and Voice Over volumes start at 30. If you are upgrading, your saved game audio levels stay as they were.
- Wait for the announcement:
Bop It Access speech is ready. The game is still loading. Wait for the title screen or main menu announcement before using the controls.
The mod becomes ready before the game finishes loading. - Wait several more seconds for the title screen announcement. Inputs may do nothing during loading. Press Bop (Space by default, or your controller's confirm button) to move on from the title screen. On your first launch with the welcome feature, the welcome screen takes focus before the main menu. Move with Up/Down and confirm with Enter, Space, or controller confirm.
- If you previously turned speech off, the saved setting stays off. The mod gives a spoken recovery message at startup with the current keyboard and controller binding for Toggle Speech. By default, press F8 or controller Select to turn it on again.
- Choose open mod settings, recommended on the welcome screen to configure speech, braille, and hints first. Choose Read user's guide to read this document in the game, or Continue to game to reach the main menu.
Welcome screen
The introductory message is itself a focusable item above the three choices. Move back up to hear the whole message again. It names both of your current Speak Hints bindings, even if Hints Type is set to show just one device. The example below uses the default bindings; the game announces your current assignments.
Welcome message. Welcome to Bop It Access! Thank you for installing this project. Hints for every screen, including this one, are available at any time by pressing H on your keyboard, or Right Stick click on your controller. Before playing, feel free to visit Mod Settings to customize your experience, or jump right in with the defaults. A full user's guide is also built right in if you'd like additional help. What would you like to do?
The welcome screen is marked complete only after one of its choices opens the selected destination. If the game closes while you are still on the welcome screen, it appears again next launch. To see it again after completing it, use Settings > Mod Settings > Reset Welcome Screen; the reset takes effect on the next launch.
Languages
In the game's Settings > Language row, choose the language you want. The mod follows that choice for its spoken menu text, hints, prompts, and other announcements. You can change it during a session. The game's original text and audio remain under the game's own control.
Each language has a separate copy of this HTML guide in documentation\<language>\BopItAccess-user-guide.html. Opening the guide in the game loads the copy for the language currently selected in Settings. If that copy is missing or cannot be read, the English guide opens instead. The other project documents also have translated copies in the same language folders.
The included languages are English, French, Italian, German, Spanish (Spain), Spanish (Latin America), Japanese, Korean, Simplified Chinese, and Brazilian Portuguese. The first non-English translations are machine-generated drafts and welcome corrections from fluent speakers.
Gameplay action names follow the game's own translations so the five spoken commands stay distinct. The four stage titles—Shapes, Space, City, and Office—remain in English because they are displayed as fixed names in the game. The mod sends translated text to your selected speech output; that output also needs a voice for your language. For OneCore or SAPI, select a suitable installed voice in Mod Settings if the system default does not pronounce the translated text well.
Read the guide in game
Choose Read user's guide on the welcome screen or Open User's Guide in Mod Settings. The guide opens inside Bop It!, using the HTML file for your current game language in the game's documentation folder. Its topic list follows that document's table of contents, so updating the installed document updates the in-game topics and their text.
On the topic list, use the game's Up/Down menu controls to choose a topic and Confirm to open it. In a topic, use Up/Down to move through the text one line at a time. In a table, Left moves to the column on the left and Right moves to the column on the right. Up/Down moves between rows while keeping your current column. Column headings label the cells you hear; they are not extra data rows. The guide announces the table when you enter it and its end when you leave it, without repeating the table description for every cell. Confirm repeats the current line. Back returns from a topic to the topic list; Back again leaves the guide. The music uses the game's reading-friendly audio filter while the guide is open.
Mod Settings menu
Open Settings > Mod Settings. Move through the rows with your menu Up/Down control. Confirm a toggle or button; use Left/Right to change a slider. The defaults below are for a new setup. Changes are remembered between sessions. If speech is off, Toggle Speech still works, and the Speech Output row uses that same master switch. Voice, Volume, Rate, and Pitch adjust the OneCore or SAPI engine actually in use, even when Output Mode is Auto. Only supported controls appear; they are hidden for outputs without these adjustments. OneCore and SAPI keep separate voice and adjustment choices.
| Setting | Choices / default | What it does |
|---|---|---|
| Speech Output | On / Off; On | Master switch for mod speech. Turning it off gives a final spoken recovery instruction with both current device bindings. Turning it back on announces that speech is on. |
| Braille Output | On / Off; On | Sends the same announcements to a compatible screen reader's braille output. A connected braille display or NVDA's Braille Viewer can show them. |
| Mute Speech in Background | On / Off; Off | When on, stops and discards mod speech while another window has focus. |
| Speak Menu Indexes | On / Off; On | Adds an item's position, such as “Play, 1 of 6,” across supported menus. |
| Format Speech | On / Off; On | Makes all-capitals text sound more natural for speech and braille. When guide line numbers are spoken, adds three dots for a pause if the line ends without terminal punctuation. Existing punctuation is preserved. Visible game text and the guide stay unchanged. Switch this off to receive the original text. Your earlier Filter Capitalisation choice carries over. |
| Speak Control Types | On / Off; On | Adds labels such as “button,” “toggle,” or “slider” to focused controls. |
| Slider Ranges | On / Off; Off | Reads a focused slider's available endpoints, such as “range 0 to 100.” Changing it still reads just the new value. |
| One-on-One Feedback | On / Off; On | Announces the active colour at the start and when it changes. A lost life announces the remaining count. A gained life announces the player’s colour and new life total, such as “Green, 3 lives,” so both players know who won the Bop race. These announcements are disabled when One-on-One Feedback is Off. |
| Hints Type | Automatic, Keyboard, Controller, Both; Automatic | Chooses which device's controls the hints describe. Automatic follows the last used keyboard or controller input. Both names each device explicitly. |
| Auto-Speak Button Hints | On / Off; On | Controls automatic hints. The Speak Hints shortcut still works on demand when this is off. |
| Button Hints Delay | None, 5, 10, 15, 30, 60 seconds; 10 seconds | None puts the hint after the focused item's announcement, in one speech string. A timed choice waits for inactivity before the first separate hint. Moving focus or changing a setting starts the wait again. The 5-second choice may interrupt speech already in progress. |
| Repeat Button Hints | Off, 2x, 3x, 4x, 5x, Infinitely; Infinitely | Sets the total number of times to hear a hint in one cycle. “2x” means the first reading plus one repeat. |
| Repeat Interval | 15, 30, 45, 60 seconds; 30 seconds | Time between the repeat readings above. Speaking a hint on demand replaces the pending first automatic hint but still allows configured repeats. |
| Output Mode | Auto, OneCore, SAPI, NVDA, JAWS, UI Automation, ZDSR, ZoomText, Boy PC Reader, PC Talker, Sense Reader, System Access, Window-Eyes; Auto | Auto uses a supported running screen reader through Prism, then OneCore, then SAPI. An unavailable selection uses a working fallback with a spoken notice. This is also controlled by Change Speech Output. |
| Voice | System default or installed voices for the active engine; System default | Chooses the voice for the active OneCore or SAPI engine. The two engines save their choices separately. |
| Volume | 5%–100% in steps of 5; 100% | Adjusts the active engine's speech loudness. The minimum stays above zero so recovery messages remain audible. |
| Rate | 0–100 in steps of 5; 50 | Adjusts the active engine's speaking speed. |
| Pitch | 0–100 in steps of 5; 50 | Adjusts the active engine's voice pitch. |
| Open User's Guide | Button | Opens this document in the game. Choose a topic from its table of contents, then read it line by line. |
| Reset Welcome Screen | Button | Press once to request confirmation, then press again within five seconds. Moving to another row or waiting five seconds cancels the request. A successful reset is announced, and the welcome screen appears the next time the game launches. |
| Restore Mod Defaults | Button | Press once to request confirmation, then press again within five seconds to restore the Mod Settings defaults above. Moving to another row or waiting five seconds cancels the request. It does not change the game's Music, SFX, or Voice Over volumes, Limit FPS, or custom keyboard and controller bindings. |
| Back | Button | Return to Settings. |
Hints are kept quiet during active gameplay and the beat-timing part of audio calibration, when speech could cover an important sound. Even if you switch speech off, the mod can still announce how to turn it back on at startup or when you make that change.
Editing the settings file
If a language, loud game audio, or a troublesome voice makes the menus difficult to use, you can change the settings outside the game. After startup, the mod automatically creates UserData/BopItAccess.ini inside your Bop It! game folder, using your current settings. This is a plain-text file you can open with an editor such as Notepad.
The file includes the game’s language, music, effects and voice-over volumes, vibration, full screen, resolution and audio latency; mod speech, braille, hint and other preferences; separate OneCore and SAPI voice profiles; and player-facing game and mod input bindings. Available resolutions and installed voices are listed in comments.
Close the game before editing. Find the relevant section and change the value of the existing entry, save the file, then launch the game again. Changes are read on launch, not immediately while the game is running. Changes made through the game’s menus update the file automatically.
Section and setting names stay in English in every language so they remain consistent. On and Off are the recommended toggle values; True/False, Yes/No and 1/0 are also accepted. The comments beside settings explain their choices and ranges. Missing entries and invalid values leave the corresponding saved setting unchanged; other valid edits still apply. Duplicate input assignments are rejected.
Comments and unknown entries are kept. If another program changes the file while the game is running, the mod stops saving to that file for the rest of the session to protect those edits. Close and reopen the game to use them. You can keep a backup before making changes.
For a voice problem, set Voice=System default in the OneCore or SAPI section. OneCore voice choices use name | language; SAPI accepts an installed voice’s displayed name or its full registry ID. The file lists available choices. OutputMode=Auto tries a running supported screen reader, then OneCore, then SAPI.
The example below restores English, quieter game audio and speech with automatic output and system-default voices. Change the matching entries already in your file; this is a reference excerpt, not an extra block to append. Leave your other settings in place.
[Game]
Language=en
MusicVolume=30
SfxVolume=30
VoiceOverVolume=30
[Mod]
SpeechOutput=On
OutputMode=Auto
[OneCore]
Voice=System default
[SAPI]
Voice=System default
Detailed mode guide
All four modes begin by choosing a song/stage and choosing Classic or Extreme. The stage changes what you see and hear, while the commands tell you what input to make. Classic asks for Bop, Twist, and Pull. Extreme can also ask for Spin and Flick. When the game speaks a command, press its assigned input before the time window ends. You can review or change the assignments in Settings > Controls before playing. The tempo rises during a successful run, so there is no fixed last song section to reach. These rules come from the official game description and the game's current scoring and result screens.
Solo
Solo is the simplest place to learn the rhythm. One person responds to each spoken command. If the game says Bop, use your Bop input; if it says Twist or Pull, use that input instead. In Extreme, be ready for Spin and Flick too. Keep going as the commands become faster.
Scoring: Each correct response adds one point to the ongoing run. The score is your count of successful responses. A wrong or missed response, including one made too late, ends that run. The final result screen shows your numeric score. The mod announces it before reading Replay, Leaderboard, or Back. You can press Read Score to hear it again. Solo scores may also appear in Local, Friends, and Global leaderboard views when those views are available.
How to start over: Select Replay on the result screen, or return and choose another mode or song. A replay is a new run; your previous result can still be compared on the leaderboard where the game records it.
Party
Party is for a group taking turns. Each person plays their own run, responding to the same kinds of called commands as Solo. When a person's run ends, the game can ask for a name to attach to that score. Continue to the session's Party leaderboard, then let the next person take a turn. This is a friendly way to compare runs without having everybody act at once.
Scoring: Successful responses build that player's numeric run score. A wrong, missed, or late command ends their run, and the final score belongs to that player. The session leaderboard lists names, ranks, and scores so the group can compare results. The game does not impose a single formal winner; your group can decide what counts as winning. The mod reads the score at game over, then the next menu choice, and speaks the Party name and leaderboard steps.
How to keep playing: Use Continue when it is offered, choose or confirm the name if prompted, and follow the game to the next player or score view. If you replay, that begins another scored run rather than extending the one that just ended.
Pass It
Pass It is a shared challenge. One player responds to commands until the game calls Pass It!
At that call, hand the controller to the next person promptly. The next player continues the same streak. Keep passing when told and keep answering the game's Bop It commands. This mode works best when everyone knows who receives the controller next and has enough space to pass it safely.
Scoring: Correct responses continue one shared numeric score rather than starting a new score for each person. The person who breaks the streak by missing a command ends the round. The result screen shows the final shared score, which the mod speaks automatically and can repeat with Read Score. The score tells you how far the group got; it is not an individual player ranking in this mode.
How to try again: Choose Replay to start a fresh shared streak, or Back to leave the results.
One-on-One
One-on-One puts two players, Yellow and Green, into the same round. Each begins with three lives. Yellow responds to Twist and Pull; Green responds to Spin and Flick. Bop is a shared race: both players should be ready, and the first to hit Bop gains a life, up to the game's three-life limit. The game provides subtle sounds for some changes. With Settings > Mod Settings > One-on-One Feedback on (the default), the mod announces the starting or changing active colour and the number of lives after a loss or gain. When a life is gained, the announcement identifies the player’s colour and new total. When a life is lost, it keeps the familiar count-only announcement.
How a round ends: Missing a required command costs the responsible player a life. The first player whose lives reach zero loses, and the other colour wins. Unlike Solo, Party, and Pass It, the result is a winner, not a numeric final score. The mod announces the winning colour at game over; Read Score repeats that result while the result screen is visible. The optional life announcements are for this mode only.
Getting ready together: Agree which person is Yellow and which is Green before starting. Check the current Controls screen, especially the second Bop assignment, if you will share one input device. One-on-One is fast, so a practice round can help both players learn their controls.
What may come next
This project is essentially complete, and no major content or features are planned. However, this mod will be actively maintained and updated over time as needed, with player feedback driving these improvements. Potential future work includes further review and bug fixes, code refinement, and continued improvements to speech responsiveness. Prism creates a possible path to other platforms in the future, but this mod currently only supports Windows x64. The project repository is the place to follow further development.
Credits and third-party notices
| Contributor | Role |
|---|---|
| Christopher Shaw | Main mod designer. Set the accessibility goals and behavior, reviewed earlier builds, and led real-world game testing and feedback. New translations still await fluent-speaker review. |
| GPT-6 Luna | AI collaborator on the initial Tolk speech-output implementation and early project groundwork. |
| GPT-6 Sol | AI collaborator on subsequent research, code generation, debugging, source-history work, and documentation. |
| Human players and testers | Played on different systems, checked the mod's real behavior, and shared the feedback that made each revision useful. |
Published source commits identify AI collaborators in their co-author trailers. Git and GitHub record the project's change history. Bop It Access's own source code and documentation use the MIT License; dependencies keep their separate licenses.
| Component | Why it matters | License / notice |
|---|---|---|
| MelonLoader | Loads the mod into the Unity game. | Apache License 2.0; distributed separately from this source repository. |
Harmony (0Harmony.dll) | Lets the mod detect when the game's saved settings finish loading, so first-use audio levels are applied afterward. | Supplied with the separately installed MelonLoader; consult its accompanying notices. Not included in this source repository or the local mod package. |
| Prism | Connects the mod to screen readers, speech engines, and braille output. | Mozilla Public License version 2.0; credit to Ethan Dupuy and contributors. |
| .NET 6 | The mod targets the .NET 6 framework and needs the matching targeting pack to build. | Microsoft's .NET license information distinguishes MIT-licensed source from Windows runtime distributions under the .NET Library License. |
| Windows OneCore and SAPI | Provide system speech when selected. Auto prefers OneCore after any running screen reader and uses SAPI if OneCore is unavailable. | Windows components; not bundled as separate libraries in this source repository. |
| Game and loader build references | The mod compiles against MelonLoader, Il2CppInterop.Runtime, the game's Assembly-CSharp and Il2Cppmscorlib files, Unity Engine/UI/Input System/TextMeshPro modules, and the game's FMODUnity and DOTween assemblies. | These come from the separately installed game and loader, under their own applicable terms. The source repository does not redistribute those assemblies. |
| Argos Translate | Offline authoring tool used to prepare the first non-English mod and documentation text. It is not needed while playing. | MIT License or CC0; the models and Python package are not bundled with the mod. |
| Beautiful Soup | Authoring tool used to preserve HTML structure while translating the guides. It is not needed while playing. | MIT License; the Python package is not bundled with the mod. |
| Installer alpha build tools | Cpp2IL, Il2CppInterop, AsmResolver and Unity libraries prepare local source-build references without opening the game. They are not required for a compiled release installation. | Downloaded or reused locally; source and mod packages do not contain their binaries or generated game proxies. See the full third-party notices for their separate licenses. THIRD-PARTY-NOTICES.txt |
See the project's third-party notices for runtime details. The source repository does not include compiled binaries. The release installer and compiled ZIP provide the mod and its required files.
Legal notes
Bop It Access is an unofficial fan-made project. It is not made, approved, or endorsed by Hasbro, the game's developer/publisher Alliance, Valve, Microsoft, Unity, MelonLoader, Prism, or any screen-reader maker. Bop It! and related characters, artwork, sound, and marks belong to Hasbro and their respective rights holders. Steam belongs to Valve. Other product names, trademarks, and software remain the property of their respective owners.
You must obtain your own legal copy of the game. This guide and source repository do not grant rights to the game or its assets and do not include them. The mod's dependencies each retain their own licenses, linked above; using or distributing the installer must respect those licenses. For the original game and its rights information, see the official Bop It! game site and Steam listing.
Bop It Access's own source code and documentation are licensed under the MIT License. Copyright 2026 Christopher Shaw. The license is also included with the mod as documentation/BopItAccess-LICENSE.txt. It does not grant rights to the game, its assets, trademarks or third-party software, which keep their own licenses and owners.
Thank you
To those who play tested this mod before release and helped get it to where it is now, thank you. Y'all know who you are. To the players who offer feedback, try the mod for the first time, or believe in me and this project, thank you. Your support motivates me to keep making things in this crazy world we live in. I hope this project makes it easier for you to enjoy the game and play with others. Thank you all so much. Enjoy Bop It!
— Christopher Shaw