2 Demo Environments

There are 2 types of environments in which a demo can be provided: Retail Interactive Displays (both standalone RIDs that are not networked and networked RIDs that are networked) and downloads that can be distributed directly to the user (downloadable demos from Nintendo eShop or Nintendo Zone). This chapter outlines the demo environments and installation status for each environment in order for developers to decide which environment to distribute demos in.

2.1 Considering Demo Versions to Offer

Unlike such media as advertisements, videos, and magazine articles, demos communicate the attractions of your game in a direct and intuitive way. However, if you do not end the demo at the right spot, it could fail to drive consumer purchases.

Each demo environment also has unique characteristics. The standalone and networked RIDs are shared throughout the store, so even though the demo must communicate the attraction of the game to consumers quickly in the limited time available to play, the product will always be nearby and accessible for purchase. Meanwhile, downloadable demos allow data to be saved and have other features that allow consumers to enjoy the game at their own pace, but this type of demo requires the consumer to have a Nintendo 3DS system and a network connection, so the product is not always easily accessible.

You must have a good understanding of these characteristics when you decide which types of demo you should offer in order to drive product sales.

Demos exist to promote sales. Nintendo thus recommends that you determine the specifications for each demo with consideration for the features of each environment and RID type, to ensure that your demo is fun to play. If it is not feasible to create demos separately for each demo type, you can use the same source code in multiple environments by avoiding prohibited and restricted specifications.

It is also possible to offer multiple versions of a demo for a single title in the same demo environment, as long as they have different content. However, for system-related reasons, it is not possible to offer different package versions of demos with the same content (having dog and cat versions under the same demo title, for example) in a single demo environment.

 

Note:

It may not always be possible to offer demos in your preferred environment, depending on promotions and other considerations. Contact Nintendo before creating any 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.

 

Table 2-1 RID Environments by Target Market

Demo Type

Japan

Americas

Europe

Australia

Korea Taiwan/Hong Kong

Standalone RID

×

Yes

Yes

Yes

Yes Yes

Networked RID

Yes

Yes

×

×

× ×

Distributed via Nintendo eShop or Nintendo Zone

Yes

Yes

Yes

Yes

Yes Yes
For reference: Nintendo Zone Yes Yes Yes Yes × ×

For Reference: Nintendo 3DS Station (Connection point to Nintendo eShop and Nintendo Zone)

Yes

×

×

×

× ×

2.2 Standalone RID

A standalone retail interactive display (RID) is a non-networked unit installed in a store. A Nintendo 3DS system is attached to the standalone RID for running demos (the Nintendo 3DS system may be a modified version of a retail device or an unmodified retail device, which is connected to the RID by a cable).

Demos are offered on game cards, because standalone RIDs do not have network connections. Different demos are offered by changing the game card. A single game card can only hold the demo for a single title.

The HOME Menu does not launch on standalone RIDs, which prevents users from viewing safety information. However, safety-warning stickers are pasted on the sides of the RID, removing the need for the demo to display a safety warning.

Some RIDs use modified retail systems. Modified systems differ from ordinary retail systems in the following ways.

  • The system automatically powers on when the AC adapter is connected, and automatically powers off when the power supply is disconnected.
  • Pressing the POWER Button with the AC adapter still connected causes the system to reboot.

 

Note:

Standalone RIDs are not deployed in Japan.


Figure 2-1 Standalone RIDs (Europe)

The demo Nintendo 3DS system is connected to the RID system by a cable (approx. 50 cm), and can be moved freely.

 

In certain stores in Europe, we have set up standalone RID systems where several Game Cards can be installed and consumers can choose which title they would like to play from among them. These RID systems use an RID Menu with features almost identical to the RID Menu for Networked RIDs, which are described below. As a result, it is necessary to prepare title banners and package images along with the ROM Data. It is not necessary to include a demo ROM information file.

Furthermore, for these RID systems only, the 3DS systems are affixed to the kiosk and therefore is unable to be moved freely.

2.3 Networked RID

A Nintendo 3DS system is attached to the networked RID for running demos (this is a modified version of a retail device, which is connected to the RID by a cable). To allow users to make purchases immediately after trying out a demo, networked RIDs come with integrated product shelving. A built-in Nintendo 3DS unit on the front provides the interface for playing demos.

The demos can be updated via the network, and consumers can select from demos of several titles. Some stores have installed integrated wall-mounted Nintendo 3DS system RIDs. The HOME Menu does not launch on networked RIDs, which prevents users from viewing safety information. However, safety-warning stickers are placed on the sides of the RID unit, removing the need for the demo to display a safety warning.

The Nintendo 3DS unit attached to the RID product shelving differs from retail Nintendo 3DS systems in the following ways.

  • Pressing the HOME Button has no effect.
  • Instead of pressing the Power Button, as on a production system, pressing the Reset Button on the RID powers the Nintendo 3DS system on and off.

 

Note:

Networked RIDs are introduced in Japan and the Americas.

 

Playing Demos on Networked RIDs

The figure below shows the steps from launching to exiting demos and returning to the RID menu. The vertical axis of the figure represents time, and the horizontal axis represents the different objects (such as the demo software and the RID system).

Figure 2-2 Steps of Demo Play on Networked RIDs (UML Sequence)

 

Networked RIDs (Nintendo 3DS System RID) (Japan)

The demo Nintendo 3DS unit is attached to the product shelving by a cable of approximately 60 cm, allowing users to freely move the Nintendo 3DS.

Figure 2-3 Nintendo 3DS System attached to Networked RID (Japan)

Figure 2-4 Networked RID (Nintendo 3DS System RID) (Japan)

 

 

Figure 2-5 Integrated Wall-Mounted Networked RID (Nintendo 3DS RID) (Japan)

 

Networked RIDs (Americas)

The demo Nintendo 3DS unit is attached to the product shelving by a cable of approximately 100 cm, allowing users to freely move the Nintendo 3DS.

Figure 2-6 Networked RID (Americas)

 

Nintendo 3DS Station (Japan)

The Nintendo 3DS Station is a networked content distribution system that supports systems in the Nintendo DS family, including the Nintendo 3DS. It has the following features.

  • The upper display can show promotional videos.
  • The lower display can show promotional still images (electronic point-of-purchase, or e-POP).  (The display changes when users press buttons.)
  • The RID offers Nintendo Zone features by means of a built-in wireless router.
  • The RID can use this router to connect to the Internet, without any special configuration of the Nintendo DS-series system. After connecting to the Internet, systems have access to such features as the Nintendo eShop, downloadable content via SpotPass, and multiplayer games.

 

Note:

The Nintendo 3DS Station is only deployed in Japan.

Figure 2-7 Nintendo 3DS Station (Japan)

2.4 Downloading from Nintendo eShop and Nintendo Zone

Downloadable demos are stored on the SD Memory Card of the user's system. Thus unlike RIDs, users can play downloadable demos at their own pace. Furthermore, when a player selects a downloadable demo from the HOME Menu, the remaining number of times the demo can be launched and the button to jump to the full version’s Nintendo eShop page are displayed.

Note:

The Nintendo eShop does not allow a single demo to be downloaded from the pages of multiple products. If you have multiple versions of a single title (such as a "White" version and a "Black" version), these versions will be split into multiple product pages, so the demo can only be downloaded from one of the pages. Please keep this in mind.

Note:

A sample downloadable demo can be found in demo1/DemoVersion directory in the CTR-SDK Sample Demos Package.

Media for Distributing Downloadable Demos

Below are the main media for distributing downloadable demos.

  1. Nintendo eShop
    Users can connect to the Internet from the Nintendo eShop icon on the HOME Menu of the Nintendo 3DS system, and download demos. Connection to the Nintendo eShop is possible anywhere an Internet connection is available, including at home.
  2. Nintendo Zone
    A content distribution service that uses the wireless communication feature of the Nintendo DS series. In areas where Nintendo Zone locations are available, it is possible to download Nintendo DS series demos and original content limited to specific areas (in the case of the Nintendo 3DS system, users can jump to the demo download page of the Nintendo eShop using an application jump).
Note:

As of March 2013, there are about 18,000 Nintendo Zone locations in Japan, but some stores only support downloads of a subset of demos. There are also about 30,000 public hotspots that can be used without configuration.

Sequence for Playing a Downloadable Demo

  1. The user downloads the demo from the Nintendo eShop or Nintendo Zone.
  2. The user plays the downloaded demo by selecting it in the HOME Menu. Downloadable demos can be launched only a limited number of times. When the demo is selected, the remaining launch count is indicated by the following message: “You can play this X more times.” A button to launch the Nintendo eShop also appears.
  3. After the user launches the demo the set number of times, it can no longer be played, but the icon for the demo remains in the HOME Menu. (The icon displays until the user manually deletes it.)
  4. When the user launches a demo that has a remaining launch count of 0, the following message appears: “This demo can no longer be played.” The Nintendo eShop launch button then appears. (No settings are needed within the application.)
  5. If the user deletes a demo that has a remaining launch count of 0 and then re-downloads it, he or she will not be able to play it on the same Nintendo 3DS system. This is because the launch count remains on the system.
Note:

The launch count is controlled by the system. It counts the number of times the demo has been launched from the HOME Menu.

 


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