This chapter outlines differences between full versions and demos. Different codes must be set for demos as opposed to full versions, and various restrictions apply to demo icons and demo title names. Refer to this information when creating a demo.
4.1 ROM Type [Common]
By specification, RIDs can only launch card-based applications. Conversely, only downloadable demos can be distributed from the Nintendo eShop or other servers. Create your demo as a card-based application for standalone and networked RIDs, and as a downloadable application for downloadable demos.
If you create a downloadable demo as a card-based application, even writing it to a CTR flash card and attempting to launch it on development hardware will result in a fatal error, and the demo will be unable to launch.
4.2 Product Code and Unique ID [Common]
Contact Nintendo support to have a product code and unique ID issued for your demo. If your demo is targeting the Americas, Europe, or Australia, see section 6.2 Contact Information for Europe and Americas [Common] for contact information.
When Nintendo receives a code request, a code is issued in accordance with the type of demo as shown in the table below (Codes Issued for Each Demo Type). Configure your RSF file with the product code and unique ID issued to you by Nintendo.
If you are creating multiple versions of a demo, you must obtain a new product code and unique ID for each version.
Demo Type |
Issued Code |
---|---|
Standalone RID Demos |
A product code and unique ID that are different from the full version and from other demo versions. |
Networked RID Demos |
A product code and unique ID that are different from the full version and from other demo versions. |
Downloadable Demos |
A product code that is different from the full version and from other demo versions. |
4.3 Configuration Settings [Common]
If you do not use network features, then in the BSF file, do not configure any settings for the communication features that you do not use (CecUniqueID for StreetPass and Join-In Game ID for NEX). You must also take the following additional measures, depending on the demo type.
Standalone RID Demos and Networked RID Demos
When you create the ROM file for a standalone or networked RID demo, set AutoBoot in the BSF file to TRUE. This is because the specifications for the standalone and networked RIDs require card-based applications to boot automatically. In addition, due to the prohibition against accessing external devices as described in sections 3.5 Accessing External Devices or Backup Memory [RID] and 3.6 Using SD Cards [RID], you must configure the following settings in the RSF file as shown below.
- BackupMemoryType: None
- UseExtSaveData: false
- CardDevice: None (Required because in CTR-SDK 2.0 and later, this is set to NorFlash by default)
- FileSystemAccess: Do not set
If CERO has assigned the rating of “CERO Compliant” to your demo as a result of their review, set the demo's rating to the same rating as the full version. If the rating of the full version has not yet been determined, set the demo’s rating to the rating you expect to receive for the full version. If you need to change your rating for any reason after submitting it to Nintendo, contact Nintendo support about the change.
Downloadable Demos
Set DemoVersion.desc for the -desc argument of makerom. Configure the following settings under TitleInfo in the RSF file: "Category: Demo" and "DemoIndex: 1".
If you plan to check a downloadable demo from the HOME Menu, apply version 0.16.15 or later of SystemUpdater before checking, because previous versions of the HOME Menu have display- and behavior-related problems.
If you have multiple demos which are all for the same title and are all the same type of demo but whose content differs, increment the Version or DemoIndex value by one for each demo. For example, set 2 for the second demo, 3 for the third, and so on.
4.4 Sequence for Displaying Software Ratings [Common]
All Regions
The general implementations for each demo type are described below.
- For standalone RID demos, the rating of the demo must be displayed within the demo itself, because the RID boots directly to the demo without going through the HOME Menu.
- For networked RID demos, you can choose whether to display the rating on the RID menu, or in the demo itself.
- The ratings for downloadable demos are displayed when they are downloaded from Nintendo eShop.
For most markets, it is required that the rating be displayed at least once. There is no problem with displaying the rating twice (once on the system, and once in the application). Also note that implementation differs depending on the region. See the implementation for each region.
Japan
If you have a networked RID demo or downloadable demo and display the rating within the demo, comply with Figure 4-1 Demo Flowchart (Displaying Rating within Demo). If you choose not to display the rating within a networked RID demo, comply with Figure 4-2 Demo Flowchart [Japan] (System-side Rating Display). If you do not want to display the rating within a downloadable demo, you are not required to.
If you do display the rating within the demo, display the Computer Entertainment Rating Organization (CERO) age rating icon on the upper screen for at least 1 second. Do not allow this display to be skipped. See Figure 4-3 Detailed Sequence for Ratings for details. To ensure that the user sees this icon, you must display it after the title screen.
- After you have displayed the icon for one second, allow the user to press any button or tap the Touch Screen (if input has been enabled for it) to proceed to the next screen. It is also acceptable to implement your application to automatically proceed to the next screen after one second has passed.
- Use the appropriate CERO rating icon included with this package. Display the icon without changing its size. It is prohibited to change the icon's display position or to alter the icon itself in any way. Do not apply any 3D effects to the icon.
- On the lower screen, you can either display a still image (such as your game logo or company logo) or simply leave the screen blank.
- Do not use any animations on either the upper or lower screen. Do not play any sounds either.
- It is acceptable to allow software resets during display of the icon, as long as a reset returns the user to a point before the rating display.
Contact Nintendo if you are considering creating a demo that is not in the "All Ages" or "Educational & Database" categories.
If you are planning a networked RID demo or downloadable demo where the rating is displayed on both the system side and within the demo, Nintendo recommends referring to Figure 4-1 Demo Flowchart (Displaying Rating within Demo) for the sequence of displaying the rating within the demo.
Americas
For both standalone and networked RIDs, playable demos are not required to display ESRB rating information. However, video-only demos (videos not associated with a playable demo) require ESRB compliance. Note that networked RIDs are able to display rating information separately from the associated video and/or playable demo. See section 5.5 Rating Icons (Americas Only) [NW] for details.
If your demo displays the ESRB rating information within the demo itself, adhere to ESRB regulations.
Contact Nintendo support if you would like to create a demo that requires age verification. See section 6.2 Contact Information for Europe and Americas [Common] for contact information.
Europe/Australia/Russia
Standalone RID demos for the European and Russian regions must display their ratings within the demo. For these standalone RID demos, comply with Figure 4-1 Demo Flowchart (Displaying Rating within Demo). The same also applies to downloadable demos if you display the rating within the demo itself. If you do not want to display the rating within a downloadable demo, you are not required to.
For USK ratings of 6 and above or PEGI, BBFC, and Russian ratings of 12 and above, display the USK, PEGI, BBFC, or Russian rating icon for at least 3 seconds on the upper screen. Do not allow this display to be skipped. For details, see Figure 4-3 Detailed Sequence for Ratings. Although it is not a requirement to display the rating icon for USK ratings below 6, or for PEGI, BBFC, or Russian ratings below 12, Nintendo still recommends displaying the icon.
To ensure that the user sees this icon, you must display it after the title screen. Comply with the following when displaying the USK, PEGI, BBFC, or Russian rating icon.
- After you have displayed the icon for 3 seconds, allow the user to press any button or tap the Touch Screen (if input has been enabled for it) to proceed to the next screen. It is also acceptable to implement your application to automatically proceed to the next screen after 3 seconds have passed.
- Use the appropriate rating icon included with this package. Display the icon without changing its size. It is prohibited to change the icon's display position or to alter the icon itself in any way. Do not apply any 3D effects to the icon.
- On the lower screen, you can either display a still image (such as your game logo or company logo) or simply leave the screen blank.
- Do not use any animations on either the upper or lower screen. Do not play any sounds either.
- It is acceptable to allow software resets during display of rating information, as long as a reset returns the user to a point before the rating display.
- PEGI ratings use a modified scale of categories just for Portugal. See Table 4-2 Rating Icons for Europe for details on ratings in the various countries of Europe. See the documentation of the Nintendo 3DS system's country code settings to determine with which country’s rules your demo must comply.
- BBFC ratings, which are for games in the UK, only need to be displayed under the limited condition that videos separate from the game (trailers, "making-of" featurettes, etc) are included with the game, and the rating for those videos is higher than that of the game. For most cases in the UK, only the PEGI rating needs to be displayed. See Table 4-3 BBFC Rating Icons.
The distribution of RID demos which have received any of the ratings listed below is generally prohibited.
- USK
- 12 and above
- PEGI
- 16 and above
- Russian ratings
- 16 and above
- BBFC
- 15 and above
Contact Nintendo at support@noa.com if you would like to make a standalone RID demo for an application which has received (or is expected to receive) one of the ratings listed above. You can find contact information for Nintendo support in Europe in section 6.2 Contact Information for Europe and Americas [Common].
Although in Australia it is not necessary for demos to display ratings within the demo, there is no problem with displaying them in order to create uniform specifications with Europe. However, if you display a PEGI rating or other European rating within these demos, it will not match the rating on the in-store packaging or Nintendo eShop, because the COB rating system is used in Australia. Nintendo thus recommends not displaying ratings within these demos.
Korea
For standalone RID demos, you must display the GRB rating screen on the top screen for 3 or more seconds without skipping it. To ensure that the user sees this icon, you must display it after the title screen. You must comply with the following when displaying the GRB rating icon.
- Display the classification and the content descriptors simultaneously. "Classification" refers to the icon indicating the age rating; content descriptors are icons which express what types of regulated content are included in the software.
- After you have displayed the icon for three seconds, allow the user to press any button or tap the Touch Screen (if input has been enabled for it) to proceed to the next screen. It is also acceptable to implement your application to automatically proceed to the next screen after 3 seconds have passed.
- Display the appropriate icon included in this package without modifying its size. Do not apply any 3D effects to the icons included in this package.
- On the lower screen, you can either display a still image (such as your game logo or company logo) or simply leave the screen blank.
- Do not use any animations on either the upper or lower screen. Do not play any sounds either.
- If you are displaying content descriptor(s), display the appropriate content descriptor(s) in the blank space on the rating icon and confirm that the descriptors are readable.
- It is acceptable to allow software resets during display of rating information, as long as a reset returns the user to a point before the rating display.
Taiwan/Hong Kong
For standalone RID demos, you must display the CSRR rating screen on the upper screen for 1 or more seconds without skipping it. To ensure that the user sees this icon, you must display it after the title screen. Comply with the following points when displaying the rating icon.
- After you have displayed the icon for one second, allow the user to press any button or tap the Touch Screen (if input has been enabled for it) to proceed to the next screen. It is also acceptable to implement your application to automatically proceed to the next screen after one second has passed.
- Display the appropriate icon included in this package without modifying its size. It is prohibited to change the icon's display position or to alter the icon itself in any way. Do not apply any 3D effects to the icons included in this package.
- On the lower screen, you can either display a still image (such as your game logo or company logo) or simply leave the screen blank.
- Do not use any animations on either the upper or lower screen. Do not play any sounds either.
- It is acceptable to allow software resets during display of rating information, as long as a reset returns the user to a point before the rating display.
Age Category |
Germany |
Russia |
Portugal |
Other European Countries |
---|---|---|---|---|
18 and older |
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16 to 17 |
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12 to 15 |
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7 to 11 |
|
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6 |
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4 to 5 |
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3 |
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0 to 2 |
Age Category | BBFC |
---|---|
18 and older |
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15 to 17 |
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12 to 14 |
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Parental Guidance (mostly between 8 and 11 years of age) |
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All ages (mostly 4 years of age or older) |
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4.5 Anti-Piracy Logos [Common]
As with full versions, specify the logo type corresponding to the title in the demo's RSF file. See the "Anti-Piracy Logos" section in the General Volume of the Nintendo 3DS Guidelines for details.
4.6 Clear Indications of Demo Status [Common]
Icon [SA, DL]
Create the icons for downloadable demos that are appropriate for the demo's target market, using the included demo icon creation tool.
Always use the demo icon creation tool to create the icons for your demo. This is because using other image editing tools to create the icons may unintentionally allow their image correction features to modify the appearance of the icons.
It is acceptable to modify the base icon itself as long as the demo icon still clearly indicates a relationship between this demo and the full version, but to avoid user confusion Nintendo recommends using the same base icon for the demo as for the full version.
When the demo is played during debug or for testing purposes after it is installed in an RID, its icon may appear in StreetPass. For this reason Nintendo recommends using demo icons for standalone RID demos as well, as opposed to using the full version icons.
You can check to see if the content within the black band where "DEMO" is displayed has been modified by dropping the icon into the demo icon creation tool.
Items | Japan | Americas | Europe | Australia | Korea | Taiwan/Hong Kong |
---|---|---|---|---|---|---|
Icon with Icon Template Applied |
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Title Name [SA, DL]
The title name is used on the HOME Menu, in the Software Management screen, and in various other places. For DL demos, to ensure that the user can distinguish DL demos from full versions, you must include “(Demo)” or “(Demo version)” as either a prefix or a suffix. This prefix or suffix tag must be either in English or translated into an appropriate country language in accordance with Table 4-5 Translations of “Demo” and “Demo version” below, and must be visible on the HOME Menu. The parentheses are optional.
If the number of characters in the title name exceeds the space due to adding the “(Demo)” tag, handle the problem by abbreviating the title name or deleting the characters in the title name that run over. Contact Nintendo if handling this requirement is difficult due to title name overflow or other reasons. If your demo is targeting the Americas, Europe, or Australia, see section 6.2 Contact Information for Europe and Americas [Common] for contact information.
When the demo is played during debug or for testing purposes after it is installed in an RID, its title name may appear in StreetPass. For this reason Nintendo recommends adding the "Demo" tag for standalone RID demos as well.
Title Banner [Common]
Create a CTR banner in compliance with the information in the ctr_makebanner Function Reference page, as well as the Banner Overview in the NintendoWare for CTR for Banner package. Nintendo recommends including the text "Demo" or "Demo Version" in the banner, in the same way as the title name. A phrase such as “You can play this game XX more times” will appear at the bottom of the upper screen for downloadable demos. Make sure that this message does not overlap your banner.
The specifications of title banners displayed on networked RID demos are different from those of full versions in some respects. Use the display check tool included with this package to check how the banner displays. See section 6.1 Display Check Tool [NW] and the readme file of the display check tool for details.
Title Screen for Demos [Common]
In order to ensure that users can clearly distinguish demos from the full versions, you must display "Demo" or "Demo version" on the title screen, either in English or translated into an appropriate country language in accordance with Table 4-5 Translations of "Demo" and "Demo version" below.
Language
|
Demo
|
Demo version
|
---|---|---|
Japanese | 体験版 | たいけんばん |
English | Demo | Demo Version |
French | Démo | Version de démonstration (shorter version: Version démo) |
German | Demo | Demoversion |
Dutch | Demo | Demoversie |
Spanish | Demo | Versión demo |
Italian | Demo | Versione demo |
Portuguese | Demo | Versão de demonstração (shorter version: Versão demo) |
Russian | Демо | Демоверсия |
4.7 Including Standby Screens [SA]
Users are not continually playing demos on RIDs. Accordingly, the units will be in standby mode some portion of the time. Because standalone RIDs, in particular, do not have a demo menu or other UI and simply boot straight to the demo, you must include standby screens (for example, a title screen, demo loop, or demo video) in standalone RID demos.
To make the standby screen better promote the game, Nintendo also recommends playing sound on the standby screen, and displaying a flashing message that tells users how to start the game, such as "Press the A Button" or "Touch Here to Start."
Although it is not required for networked RID demos or DL demos to have standby screens, it is acceptable to include them if you want to have uniform specifications for all your types of demo.
4.8 Operation Guide [Common]
Include an operation guide or e-manual. This gives users an easy-to-understand explanation of how to play the game, and also conveys details of the full version and what is interesting about the full version to the user.
Because the Nintendo 3DS features a wide array of user interfaces including its touch screen and motion sensors, Nintendo recommends including a tutorial and/or operation guide so that even first-time users can understand how to play the demo and what its controls are. You must also take the following additional measures depending on its distribution environment.
Downloadable Demos
Note that in the case of DL demos you must always include an e-manual.
It is acceptable to use either the e-manual from the full version or one specific to the demo version.
We know that the PDF versions of e-manuals on the software introduction pages of the Nintendo website are read by many visitors. Therefore, Nintendo recommends including the full version's e-manual in your demo in order to raise consumer interest in the full version.
RID Demos
It is prohibited to transition to the e-manual from within an RID demo.
It is possible to include an e-manual in the ROM of an RID demo, but it is not possible to display e-manuals on RIDs.
Since RIDs do not support the ability to jump to the e-manual from within an application, if your demo implements any such feature to call and display the e-manual from within the demo, you must handle it in the following ways when the demo is running on an RID.
- Disable the feature to display the e-manual.
- If necessary, display an error message explaining that the e-manual cannot be displayed.
For further information about e-manuals, see the 3DS version of the Electronic Manual Creation Guide, also called the E-Manual Cookbook.
4.9 Transferring Save Data [DL]
Only downloadable demos can transfer save data to the full version. If your demo uses extra data region as a way of transferring save data to the full version, its extra data icon and extra data title name must match those of the full version. This is because the icon and the title name are retained when extra data is created.
Take care that saving data from a demo does not adversely impact the user (for example, cause data corruption or roll back the game progress), because users could play the demo version after playing the full version. Some specific ways to do this include blocking saves, displaying an error, or storing the data in a location that does not impact the full version if the full version is present. If possible, however, you should avoid implementations that prevent the demo from launching if the full version is installed on the system.
Contact Nintendo at support@noa.com if you have any questions or concerns about save data transfer.
Starting with the SDK 4.x series, it is possible to access another application's save data if you configure certain settings during build. For details, see the Access Control Information section of the CTR Master Editor User's Manual.
4.10 Implementing StreetPass [DL]
It is acceptable to make a downloadable demo which supports StreetPass. However, contact Nintendo if you wish to use a different StreetPass box from that of the full version.
Furthermore, if your demo uses the same StreetPass box as the full version, Nintendo recommends making the demo's StreetPass icon and messages match those used in the full version.
4.11 Reset After No Controller Input [Common]
Because the purpose of demos is to improve the sale of full retail versions, Nintendo prefers for standalone RID demos to display standby screens that promote the game, and for networked RID demos to display the RID menu, rather than idling on an in-game screen. Therefore, Nintendo recommends performing application shutdown processing when no input is received from the buttons or touch screen for 2 minutes during regular gameplay.
However, because it takes between 10 and 20 seconds from reset for a standalone RID demo to restart, Nintendo recommends not implementing a reset after no controller input on standby screens that promote the game. Unlike RIDs, users can put down a downloadable demo and return to playing it later. Therefore, do not reset downloadable demos after a certain period of time with no controller input.
If a demo is reset with the RestartApplication function, it shuts down before restarting, so the launch count is decremented. In particular, calling the RestartApplication function when the remaining launch count is 0 results in a fatal error. Therefore, do not perform shutdown processing that uses the RestartApplication function.
4.12 Supporting the HOME Button [Common]
If you make a downloadable demo and also make a standalone RID demo and/or networked RID demo, and all your demos have the same specifications, Nintendo recommends against displaying "Press the HOME Button to display the HOME Menu," or any similar instruction.
This is because standalone RID demos and downloadable demos require HOME Button presses to be handled in opposite ways, as explained below.
- Standalone RID Demos
This type of RID is configured for auto-booting. Consequently, transitioning to the HOME Menu by calling the nn::applet::CTR::ProcessHomeButton function causes shutdown (afterwards, the demo will restart). To support this specification, Nintendo recommends disabling the HOME Button in your demo.
- Downloadable Demos
These demos are required to support the HOME Button in compliance with the Nintendo 3DS Guidelines.
To resolve these contradictory requirements, Nintendo's policy is to implement HOME Button support in all demos, but not to give the user any HOME Button-related messaging or instructions that might lead them wrong.
For networked RID demos, HOME Button handling is not a concern because the HOME Button is physically disabled on networked Retail Interactive Displays.
4.13 Supporting the Power Button [NW]
When the Power Button is pressed, the application must display the Power Button menu and/or shut down in accordance with the Nintendo 3DS Guidelines. However, the Nintendo 3DS system's Power Button is physically disabled in networked RIDs. Instead, this functionality is handled by a Reset Button on the RID. Pressing the Reset Button starts a forced shutdown of the system. Networked RIDs are thus unable to detect presses of the Power Button.
4.14 Ending the Demo [Common]
End the demo after a certain condition is met: for example, a stage is cleared or a set amount of time has passed since demo play started. This condition must allow users sufficient time to experience playing the demo.
Standalone and networked RID demos must end by either returning to the demo’s top-level screen, or by performing application shutdown processing (see the Nintendo 3DS Programming Manual: System). Note that for all regions except the Americas, it is necessary to show the rating prior to letting the user play again. Unlike RID demos, downloadable demos can also be exited at any time via the HOME Menu.
Because standalone and networked RIDs require the autoboot setting to be configured, on these RIDs the Nintendo 3DS system running the demo will also shut down after the demo performs shutdown processing. Therefore, please confirm that the system powers off during debug.
Aim for ending standalone and networked RID demos after roughly 10 minutes, because if the user plays too long on an in-store demo, it could inconvenience other customers.
Networked RIDs reboot the attached Nintendo 3DS system 20 minutes after the demo starts, as a means of keeping the system from locking up.
CTR-SDK 7.2.1 has an issue where the nn::applet::CTR::CloseApplication shutdown function cannot be called. If you would like to implement the shutdown processing in CTR-SDK 7.2.1, you will need a private library. Contact Nintendo support at support@noa.com for details.
In CTR-SDK 7.2.2 and later, nn::applet::CTR::CloseApplicationForTrial is provided as a shutdown function exclusively for RID demos. To use this function, include the header file with the include statement #include <nn/applet/CTR/applet_ApiForTrial.h>. If you would like to use this function in a downloadable demo or standard application, contact Nintendo at support@noa.com.
If a demo is reset with the RestartApplication function, it shuts down before restarting, so the launch count is decremented. In particular, calling the RestartApplication function when the remaining launch count is 0 results in a fatal error. Therefore, do not perform shutdown processing that uses the RestartApplication function.
4.15 Limiting the Demo Launch Count [DL]
Downloadable demos have a launch count limit which is decremented every time the demo is launched. Configure the launch count for a downloadable demo to suit the content of the demo. Set the count to a number ranging from 3 to 30. Since the launch count decrements by one each time the demo is launched, do not display the launch count in the application or in the e-manual with any message such as "You can play this demo X times."
For the Japanese, Korean, Taiwanese, and Hong Kong Markets:
For demos released in the Japanese, Korean, Taiwanese or Hong Kong markets, enter the launch count on the demo information sheet that you submit.
For the Americas, European, and Australian Markets:
For demos released in the Americas, European, and Australian markets, you must always contact Nintendo beforehand to set an appropriate launch count. See 6.2 Contact Information for Europe and Americas [Common].
Nintendo may change this launch count in response to actual usage results.
Be sure to set a suitable number, keeping in mind that the demo is a tool to promote sales.
4.16 Compliance with CTR Guidelines [Common]
In addition to the requirements in this document, also comply with the Nintendo 3DS Guidelines.
Contact Nintendo if you cannot comply with all guidelines due to scheduling or other reasons. If your demo is targeting the Americas, Europe, or Australia, see section 6.2 Contact Information for Europe and Americas [Common] for contact information.