12.2 Guidelines When Creating Demos

12.2.1 Displaying 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

Networked RID demos that display the rating within the demo itself must comply with the CERO ratings system. For details, refer to Figure 12-1 Demo Flowchart (Displaying Rating within Demo), Figure 12-2 Demo Flowchart [Japan] (System-side Rating Display), and Figure 12-3 Detailed Sequence for Ratings.

Note:

Contact Nintendo if you are considering creating a demo that is not in the "All Ages" or "Educational & Database" categories.

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 the "Rating Icons (Networked RIDs in Americas Only) [NW]" section in the Nintendo 3DS Demo Creation Procedures for details.

Note:

If your demo displays the ESRB rating information within the demo itself, adhere to ESRB regulations.

Note:

Contact Nintendo support if you would like to create a demo that requires age verification.

Europe/Australia/Russia

For the European and Russian markets, standalone RID demos must display their ratings within the demo itself. Because of this, you must comply with Figure 12-1 Demo Flowchart (Displaying Rating within Demo) The same also applies to downloadable demos if you display the rating within the demo itself.

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 12-3 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.

  1. 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.
  2. Use the appropriate rating icon included in the Nintendo 3DS Demo Creation Procedures 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.
  3. 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.
  4. Do not use any animations on either the upper or lower screen. Do not play any sounds either.
  5. 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.
  6. PEGI ratings use a modified scale of categories just for Portugal. See Table 12-2 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.
  7. 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 12-3 BBFC Rating Icons.

 

Note:

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.

Note:

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.

  1. 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.
  2. 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.
  3. Use the appropriate rating icon included in the Nintendo 3DS Demo Creation Procedures package. Display the icon without changing its size. Do not apply any 3D effects to the icon.
  4. 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.
  5. Do not use any animations on either the upper or lower screen. Do not play any sounds either.
  6. 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.
  7. 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.

  1. 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.
  2. Use the appropriate rating icon included in the Nintendo 3DS Demo Creation Procedures 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.
  3. 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.
  4. Do not use any animations on either the upper or lower screen. Do not play any sounds either.
  5. 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.
Figure 12-1 Demo Flowchart (Displaying Rating within Demo)

 

Figure 12-2 Demo Flowchart [Japan] (System-side Rating Display)



 

Figure 12-3 Detailed Sequence for Ratings

 

Table 12-2 Rating Icons for Europe

Age Category

Germany

Russia 

Portugal

Other European Countries

18 and older

16 to 17

12 to 15

7 to 11

6

4 to 5

3

 

0 to 2

 

 

 

Table 12-3 BBFC Rating Icons
Age Category BBFC

 

18 and older

 

15 to 17

 

12 to 14

 

Parental Guidance

(mostly between 8 and 11 years of age)

 

All ages

(mostly 4 years of age or older)

 

 

12.2.1.1 Support for Displaying Software Ratings [SA]

Guideline Item

Demos must display their ratings directly after display of the title screen.

Software to Be Tested

Standalone RID demos for all regions except for the Americas.

Exceptions
  • European versions of standalone RID demos with a USK rating of under 6, or a PEGI, Russian, or BBFC rating of under 12.
  • Australian standalone RID demos that do not display a rating.
Test Method
Launch the demo and check the screen displayed immediately after the title screen.
Pass/Fail Determination

All Applications:

Passes if all of the following conditions are met.

  • The title screen takes 0.5 seconds to fade out.
  • The rating icon is displayed according to the following specifications:
    • Displayed in the center of the upper screen with no modifications.
    • Takes 0.5 seconds to fade in.
    • Takes 0.5 seconds to fade out.
    • The screen is not animated.
    • No sound is played.
  • After the forced display of the rating icon, the demo proceeds to the next screen due to button or touch screen input, an automatic timer, or other means.

For the Taiwanese and Hong Kong Markets:

Passes if all of the following conditions are met in addition to meeting the conditions for All Applications.

  • The rating icon is forced to display for 1 second.

For the Korean Market:

Passes if all of the following conditions are met in addition to meeting the conditions for All Applications.

  • The rating icon is forced to display for 3 seconds.
  • The appropriate content descriptor(s) are legibly displayed in the blank space on the rating icon.

For the European, Australian, and Russian Markets:

Passes if all of the following conditions are met in addition to meeting the conditions for All Applications.

  • The rating icon is forced to display for 3 seconds.

Note: For Australian market demos, this is required only if the demo displays a rating.

12.2.2 Clear Indications of Demo Status [Common]

Icon [SA, DL]

To indicate that downloadable demos are different from the full version, use the Demo Icon Creation Tool included in the Nintendo 3DS Demo Creation Procedures package to create the demo icon. It is prohibited to modify any content within the black band where "体験版", "체험판", or "Demo" is displayed.

This is because it may give the user the impression that this demo is different from other demos when multiple demos are lined up in a row. 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.

Note:

Note that if you open the icon data in an image editing tool and save it with that tool, the tool may apply anti-aliasing or other processing that modifies the content within the black band where "DEMO" is displayed, violating this guideline.

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.

 

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.

Note:

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 the "Display Check Tool [NW]" section in the Nintendo 3DS Demo Creation Procedures and the readme file of the display check tool for details.

Title Screen for Demos [Common]

To distinguish demos from the full versions, you must display "体験版", "たいけんばん", "체험판", “Demo”, or "Demo version" in the demo's logo on the title screen, in accordance with the target market. In the Americas, Europe, Australia, Taiwan, and Hong Kong market regions, it is also acceptable to translate "Demo" or "Demo version" tags into appropriate country languages and display the translated tags. If you translate the tags, you must use the translations from Table 4-5 Translations of "Demo" and "Demo version" in section 4.6 Clear Indications of Demo Status [Common] of the Nintendo 3DS Demo Creation Procedures.

 

Table 12-4 Required Notation for Each Market
Items Japan Americas Europe Australia Korea Taiwan/Hong Kong

Icon with Icon Template Applied

Title Screen
for Demos
  • 体験版
  • たいけんばん
  • Demo
  • Demo version
  • Demo
  • Demo version
  • See Note 1
  • Demo
  • Demo version
  • See Note 1
  • Demo
  • Demo version
  • See Note 1
  • 체험판
  • Demo
  • Demo version
  • Demo
  • Demo version
  • See Note 1

Note 1: It is also acceptable to translate "Demo" or "Demo version" into appropriate country languages.

 

12.2.2.1 Clear Indications of Demo Status [Common]

Guideline Item

Demos must display their demo status in their icon and title screen.

Software to Be Tested

All demos.

Test Method
  1. Launch the demo and check the title screen.
  2. In Master Editor, go to OperationOutput data file information and output the icon data.
  3. Drop the icon data into the Demo Icon Creation Tool included in the Nintendo 3DS Demo Creation Procedures package.
  4. For non-Japanese titles:
    1. Select Other SettingsLanguage, and conduct step 1 for all languages.
Pass/Fail Determination

DL:

Passes if all of the following conditions are met.

  • In step 1, the application addresses this issue as follows depending on its market.
    • Japan and Korea:
      "体験版", "たいけんばん", "체험판", “Demo,” or “Demo version” is displayed in accordance with the demo's market.
    • Americas, Europe, Australia, Taiwan, and Hong Kong:
      “Demo” or “Demo version” is displayed, either in English or translated into an appropriate country language, in accordance with the demo's market.
      Note: Translations must comply with the table in the Nintendo 3DS Demo Creation Procedures.
  • In step 3, the tool displays "An icon template has already been applied to this image. Specify a base icon image with no template applied."

RID:

  • In step 1, "体験版", "たいけんばん", "체험판", “Demo,” or “Demo version” is displayed in accordance with the target market.

12.2.3 Implementing Standby Screens [SA]

You must include standby screens (for example, a title screen, demo loop, or demo video) in standalone RID demos.

Users are not continually playing demos on RIDs. Accordingly, the units will be in standby mode some portion of the time. Standalone RIDs do not have a demo menu or other UI and simply boot straight to the demo, so the demo must provide the standby screens. 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.

12.2.3.1 Handling Time in Standby [SA]

Guideline Item

Demos must include an appropriate standby screen.

Software to Be Tested

Standalone RID demos.

Test Method

Launch the demo.

Pass/Fail Determination

Passes if a standby screen (showing the title screen, looped demo gameplay footage, a demo screenshot or other appropriate information) is displayed.

12.2.4 Operation Guide [Common]

Nintendo recommends including an explanation of controls to make it easy for first-time users to understand how to play. You must take the following additional measures depending on the demo's distribution environment. 

Downloadable Demos

  • Comply with section 2.2.4 Including an E-Manual.
    Nintendo recommends using the e-manual from the full retail version of your application. The PDF versions of e-manuals on the software introduction pages of the Nintendo website are read by many visitors, so including the full version's e-manual in your demo may raise consumer interest in the full version.

RID Demos

  • Transitioning directly to the e-manual from within the application is prohibited.
    If your demo implements a feature to call and display the e-manual directly from within the demo without going through the HOME Menu, you must disable this feature.

Because the Nintendo 3DS features a touch screen, motion sensors, and other inputs, there are a wide range of ways in which software can be controlled. Although it is important for a demo to focus on the most appealing aspects of the game, if users do not understand how to play the demo, all of your hard work may go unappreciated. Nintendo recommends including an explanation of controls to make it easy for first-time users to understand how to play. The more complete the instructions are, the more the user can fully experience the game, so Nintendo recommends including a tutorial that explains how to play in a way that is easy to understand.

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 Retail Interactive Displays. Since RIDs do not support the ability to jump to the e-manual from within the application, it is prohibited to transition directly to the e-manual from within your demo when the demo is running on an RID. If your demo contains a feature that allows users to jump to the e-manual, you must disable this feature and take any other necessary steps in line with disabling it, such as graying out the button that would normally jump to the e-manual or displaying a message that the feature is unavailable.

12.2.4.1 Checking Transitions to E-Manual [RID]

Guideline Item

RID demos must not transition to the e-manual directly from within the demo.

Software to Be Tested

RID demos that include e-manuals.

Test Method

Play through the application from beginning to end.

Pass/Fail Determination

Passes if either the demo has no feature to call and display the e-manual, or its feature to display the e-manual is disabled.

12.2.5 Transferring Data [DL]

If your demo uses extra data as a way of transferring data to the full version, its extra data icon and extra data title name must match those of the full version. Also note that saving data from a demo must not adversely impact the user (for example, cause data corruption or roll back the game progress in the full version).

Once extra data is created, it always retains the same icon and title name that it was created with. This means that the demo and the full version must use the same icon and title name on their extra data. Take care that transferring save data from the demo does not cause issues such as rolling back data in the full version, because users might play the demo after playing the full version. Some specific ways to avoid accidental rollback include checking whether the full version is present on the system, and if it is present, either blocking the demo from saving and displaying an error or saving the demo's data in a location that does not impact the full version. If possible, however, you should avoid implementations that prevent the demo from launching when the full version is present.

Contact Nintendo at support@noa.com if you have any questions or concerns about data transfer.

Note:

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 reference pages for the ctr_makerom tool and the nn:fs::MountDemoSaveData function.

12.2.5.1 Transferring Data [DL]

Guideline Item

Demos that transfer data to the full version must do so without causing any adverse effect to the user.

Software to Be Tested

Downloadable demos which use the extra data (extended save data) region to transfer data to the full version.

Test Method
  1. Launch the application and create extra data.
  2. From System Settings, select Data ManagementNintendo 3DSExtra Data.
  3. On the Saved Software Titles screen, check the title name of the application being tested.
  4. On the Saved Software Titles screen, select the extra data of the application being tested and check the title name that is displayed.
  5. Check the icon displayed in step 4.
  6. For applications released outside of Japan:
    1. Go to System Settings, select Other SettingsLanguage, and conduct steps 1 through 5 for all languages.
  7. Launch the application and transfer the data created in step 1 to the full version of the application.
  8. Play through all modes of the application from beginning to end.
Pass/Fail Determination

Passes if all of the following conditions are met.

  • In step 3 and 4, the title displayed is the same as for the full version's extra data.
  • In step 5, the icon displayed is the same as for the full version.
  • In step 8, no adverse effect is caused to the user.

12.2.6 Implementing StreetPass [DL]

Contact Nintendo if you wish to use a different StreetPass box in your downloadable demo than you use in the full version.

If your demo uses the same StreetPass box as the full version, to avoid user confusion Nintendo recommends making the demo's StreetPass icon and messages match those used in the full version.

12.2.6.1 Prohibition Against Using a Different StreetPass Communication ID from the Full Version [DL]

Guideline Item

Developers of demos must not use a different StreetPass communication ID from the full version without consulting Nintendo.

Software to Be Tested

Downloadable demos which support StreetPass.

Test Method
  1. Activate StreetPass.
  2. Use the CecLotcheckTool to check the StreetPass ID of the created StreetPass box.

Pass/Fail Determination

Passes if at least one of the following conditions is met.

  • A StreetPass ID created from the Unique ID of the demo in question is displayed.
  • A StreetPass ID approved by Nintendo is displayed.

12.2.7 Reset After No Controller Input [Common]

 

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.

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.

Note:

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.

12.2.7.1 Prohibition of Reset After No Controller Input [DL]

Guideline Item

Demos must not have a feature to reset after a certain period of time with no controller input.

Software to Be Tested

Downloadable demos.

Test Method

In a scene that requires user input, provide no user input for a certain period of time.

Pass/Fail Determination

Passes if no reset occurs.

12.2.8 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.

Note:

For networked RID demos, HOME Button handling is not a concern because the HOME Button is physically disabled on networked Retail Interactive Displays.

No required guideline items.

12.2.9 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.

Note:

Networked RIDs reboot the attached Nintendo 3DS system 20 minutes after the demo starts, as a means of keeping the system from locking up.

Note:

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 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.

Note:

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.

 

12.2.9.1 Handling Shutdown [RID]

Guideline Item

Demos must perform shutdown processing after a certain set of conditions have been met.

Software to Be Tested

Standalone RID demos and networked RID demos.

Test Method

Play through all modes of the demo from beginning to end and fulfill the requirements for ending the demo.

Pass/Fail Determination
  • The demo reaches content which allows for shutdown after approximately 10 minutes of play.
  • The demo responds to shutdown in at least one of the following ways:
    • The demo is returned to its home screen.
    • The system powers off.

 


CONFIDENTIAL