3 Demo Restrictions

There are additional restrictions on demos that do not apply to full versions. Read this chapter first and decide if the demo specifications you are considering are feasible to implement.

3.1 ROM Size [Common]

Networked RID demos and downloadable demos are distributed over the network. Their size thus impacts download times.

You must make your ROM as small as possible. The maximum size for a ROM file is 128 MB. Nintendo recommends eliminating any unneeded resources or processing.

If you create separate demos for each environment, standalone RID demos can go up to 2 GB in size and networked RID demos can go up to 256 MB.

Contact Nintendo support if your application's specifications absolutely require your demo to exceed these limits. If your demo is targeting the Americas, Europe, or Australia, see section 6.2 Contact Information for Europe and Americas [Common] for contact information.

3.2 Prohibition of Updates [Common]

In principle, it is prohibited to update a demo. Nintendo will consider possibly using an update only in cases where bugs or similar issues are found. In such cases, contact Nintendo.

3.3 Consistency with the Full Version [Common]

As a basic rule, the content of the demo version and full version of your application must remain consistent to avoid user misunderstandings.

If you are planning a demo that differs from the full version in both its content and gameplay, you must contact Nintendo.


3.4 Prohibition of Specifications That Require Excessive User Motion [RID]

Demos are able to use the accelerometer, gyro sensor, and cameras. However, if standalone or networked RID demos require wide or excessive motions, there is a danger that the user will collide with other customers waiting in line, and that the cord connecting the RID's Nintendo 3DS system to the product shelving will become tangled up. It is therefore prohibited for a demo to require the user to turn around widely, or excessively swing around the Nintendo 3DS system.

There is no problem with having the user turn in a slow twisting motion, as long as the demo does not encourage the user to move the Nintendo 3DS system quickly. Note that in some cases, the only networked RID that enables users to experience game effects from turning around is the integrated wall-mounted model.

For standalone or networked RID demos that require the user to turn slowly in a twisting motion, display the specified message onscreen for at least 1.5 seconds prior to the scene requiring the motion. Use the message corresponding to the demo's target region and the system's language setting.

Display the message as near as possible to the scene in which the user actually makes the twisting motion. You may display it on either the upper or lower screen.

It is not possible to change the system's language settings in networked RIDs in the Americas. Messages on these RIDs thus, in principle, always appear in English, but if the game has an internal language-selection menu, display the message in the language that the user has selected on that menu.

See the Warning Message List for Applications Requiring Physical Motion.xls, included in this package, for the message to display. Altering the wording of this text is generally prohibited, but contact Nintendo support if you want to make minor changes.

Table 3-1 Types of Applications Requiring User Motion for Standalone and Networked Demos

Action

Speed and Abruptness of Motion

Slow and Gentle

Excessively Swinging Nintendo 3DS System

 

Degree of turning around

Small motions involving no twisting of the body

No special handling necessary.

Prohibited

Motions involving slow, gentle twisting of the body

Display the specified text.

Prohibited

Motions where user turns around widely

Prohibited

Prohibited

3.5 Accessing External Devices or Backup Memory [RID]

No external devices are installed in RIDs other than game cards. It is prohibited to access external devices on a standalone or networked RID, due to the risk of malfunction. Accessing backup memory is also prohibited.

In your demo, make sure that application modes that normally access external devices or backup memory are either not displayed or are clearly disabled.

Do not display a message such as "Save is completed" because this may make users think that a save was executed when it was not.

Note:

If your demo is targeted for the Americas, European, or Australian market, and the demo absolutely needs to access backup memory, consult with your local Nintendo support representatives. See section 6.2 Contact Information for Europe and Americas [Common] for contact information.

3.6 Using SD Cards [RID]

Standalone or networked RID demos must not access SD Cards, because the RID may not have an SD Card inserted, or if one is inserted it may be in use by the system and not available to the demo. If the demo has a mode that uses the SD Card, either do not display it in the demo, or make the user aware that it is disabled.

Do not display a message such as "Saved to the SD Card," because this may mislead users to think that a save was executed when it was not.

3.7 Saving and Using Data [RID]

RIDs are not pre-installed with Mii characters, photos, or other shared data. Since RIDs are available to the general public, you must ensure that data, such as users' play data or photographs, is not left on the Retail Interactive Display. Consequently, standalone and networked RID demos are prohibited from saving or loading shared data, play data, or other user-specific data.

If you create a demo for a standalone or networked RID that uses the cameras, you must delete any photos taken once the demo ends. Nintendo also recommends displaying a message to the user stating that any photos taken during play will be deleted after the user ends the demo play.

3.8 Prohibition of Using Communication Features [Common]

Allowing RIDs to access communication features could adversely impact Nintendo Zone or other wireless distribution services in the store. In addition to the above, since RIDs do not have communication partners it is prohibited to use any communication features (including activating StreetPass or registering a download task) on standalone or networked RIDs. Also make sure to remove any messaging related to such communication features. For example, "Activated StreetPass" should not appear in an RID demo because this may make users think that StreetPass was activated for the demo when it was not.

Allowing a downloadable demo to access communication features via a Nintendo Zone could impede access to the Nintendo Zone by other users. This also creates the issues noted in section 3.9 Prohibition of Embedding Data for Download Play [Common]. As a result, downloadable demos are in principle prohibited from using the following communication features.

  • SpotPass (including registering download tasks)
  • Infrastructure Communication
  • Download Play

Contact Nintendo support if you absolutely need to use these communication features in order to promote sales of your application. However, it is not required to contact Nintendo regarding an application jump to Nintendo eShop, since it is clear that the aim of jumping to Nintendo eShop is to promote sales.

3.9 Prohibition of Embedding Data for Download Play [Common]

Currently, if you embed a child program for Download Play in the demo, the system will not be able to distinguish it from the full version of a child program for Download Play. Also, because standalone and networked RID demos do not need Download Play child programs, and because it is better to keep the size of networked RID demos and downloadable demos small, Download Play child programs are prohibited for all demos.

3.10 Language Support [Common]

If your demo supports multiple languages, there are various possible methods of selecting the language used in the demo. Two main approaches are listed below.

  • Reference the system language setting, and use that language for startup.
  • Allow the user to select the UI language before starting gameplay.

The default system language setting for networked RIDs in the Americas is English, so Nintendo recommends implementing an in-game language-selection menu.

If the demo contains any messages whose display is required (such as caution text), you must display those messages either in the language set on the system or in the language selected by the user, depending on how you implement multilingual support.

Note:

Including a language in the demo that is not included in the full version may give users the mistaken impression that the full version includes that language, so please be careful of which languages you include in your demo.

3.11 Avoiding Confusing Messages and Instructions [Common]

Many features of the full version are removed from the demo version. Two examples are save data and access to external devices. If demos include explanations or messages not based on the specifications of the demo (such as "Data has been saved," "StreetPass has been activated," or "Using the Circle Pad Pro"), this may be misleading or confusing to the user. Therefore, ensure that the explanations and messages in the demo are based on the specifications of the demo.

3.12 Prohibition of Dated Text [Common]

Since demos can be re-purposed as well as re-released, do not include any text within the demo that could become out of date, such as the price or the specific date/time frame of launch.
Specifically, phrasing such as, "On sale in 20XX," "$XX Suggested Retail Price," "Current Bestseller," "Now available," or "Coming soon" is prohibited. Contact your Nintendo licensing representative if you would like to include specific date/time frame information within your demo.

3.13 Handling Promotions [Common]

For the Japanese, Korean, Taiwanese, and Hong Kong Markets:

It is acceptable to promote the full version with a message such as the following: "The demo ends here. Enjoy the rest of the game with the full version."

For the Americas, European, and Australian Markets:

For 1) ALL titles in the European (NOE) and Australian (NAL) Regions and 2) 1st and 2nd party titles in the Americas (NOA) Region, to account for various laws/regulations regarding promoting purchase to children, it is prohibited to include direct purchase language to prompt the user to purchase the full version in the demo or video.

For example, expressions such as “Buy the full version” or “Play the full version” are prohibited. However, text that is softer (not direct) or emphasizes that the demo is only a demo, such as “You can continue your journey in the full version of the game” or “Thank you for playing the demo” is acceptable.

3.14 Embedding Music Managed by a Collective Rights Management Organization [Common]

For the Japanese Market:

If you plan to embed music managed by a copyright organization in your demo, be aware that it is the responsibility of each publisher to obtain all copyrights and/or copyright clearances for music used in your demo in order for the demo to be distributed by Nintendo.

For downloadable demos, if you have included music managed by the Japanese Society for Rights of Authors, Composers and Publishers (JASRAC) in your demo, submit copies of the permission certifications issued by JASRAC to Nintendo.

For networked RID demos, if you are required to indicate the number of networked kiosks in which your demo will be installed when you apply to collective rights management organizations for use of their music, contact your Nintendo support representative.

For all markets other than Japan:

For all markets other than Japan, each individual publisher is responsible for all required copyright clearances and for obtaining all rights and consents necessary for Nintendo to distribute the demos and/or videos, including rights held by any collective rights management organization.

 


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