The Nintendo 3DS automatically accumulates Play Coins according to user pedometer data. Users earn one coin for every 100 steps, with a maximum of 10 coins earned per day and a maximum of 300 coins saved up at any one time. This chapter describes how applications can support the use of Play Coins.
2.21.1 Using Play Coins in an Application
The following are examples of hypothetical uses for Play Coins within applications.
- By using Play Coins as a currency, applications could allow players to buy items.
- By spending Play Coins, applications could increase the values of various character abilities.
Because there are many other possible uses for Play Coins, applications are free to adopt their own unique uses for them.
No required guideline items.
2.21.2 User Consent When Using Play Coins
Play Coins are shared by multiple applications and must not be used without warning. You must therefore get the user’s consent whenever Play Coins are spent.
When the user spends Play Coins, the application must clearly indicate that Play Coins are being spent by using at least one of the following to refer to the coins: the term "Play Coin", the appropriate icon, or the corresponding character in the system font.
If the application uses its own names or expressions, then the user could confuse Play Coins with in-game currency, and not understand that Play Coins are being spent.
See the various documents referenced in section 2.2.2 Icons and Logos Provided by Nintendo for information on alteration of these icons.
Also refer to the following when checking the guideline.
Guideline Item | Specified Play Coin Icon | Location | |
---|---|---|---|
2.21.2.2 Handling Consumption of Play Coins | For black and white |
![]() |
CTR_SDK/resources/icon/PlayCoin |
2.21.2.2 Handling Consumption of Play Coins | For color |
|
CTR_SDK/resources/icon/PlayCoin |
2.21.2.1 Prohibiting the Use of Play Coins Without Warning
Guideline Item |
Play Coins must not be used without warning the user. |
---|---|
Software to Be Tested |
All applications. |
Test Method |
|
Pass/Fail Determination |
Passes if step 4 shows that the number of Play Coins was reduced by only the number used in the operations by the user. |
2.21.2.2 Handling Consumption of Play Coins
Guideline Item |
Applications must express the concept of Play Coins in the manner specified by Nintendo, and get user consent to spend them. |
---|---|
Software to Be Tested |
Applications that use Play Coins. |
Test Method |
Use Play Coins. |
Pass/Fail Determination |
Passes if all of the following conditions are met.
|
2.21.3 Number of Play Coins Used
Applications can use up to 300 Play Coins at a time.
However, because Play Coins are used in common between many applications and the user can only get a maximum of 10 new Play Coins a day, Nintendo recommends using only up to 20 Play Coins in a single action.
This is because users may hesitate to spend Play Coins if applications request users to spend excessive numbers of coins.
Here, the number of Play Coins spent in a single “action” refers to the number of coins the user spends in order to get one single item, ability, or other reward.
The table below shows examples of how Nintendo has used Play Coins.
Application | Example Usage | Number of Coins |
---|---|---|
StreetPass Mii Plaza | Get one random puzzle piece | 2 coins |
Hire a wandering hero | 2 coins | |
Hire an old ally The number of Play Coins required depends on the hero's level. |
3 to 9 coins | |
Order potion from the potion service The number of Play Coins required depends on the potion's strength. |
2 to 20 coins | |
AR Games |
Unlock a mode or a game |
1 to 3 coins |
Swapnote (NOA), Nintendo Letter Box (NOE) | Unlock the option to add recordings to notes | 10 coins |
Unlock the option to save recordings attached to notes | 10 coins | |
Unlock the option to save photos attached to notes | 10 coins | |
Unlock one new stationery style | 5 coins |
No required guideline items.
2.21.4 Functions to Get the Remaining Number of Play Coins
Some of the functions included in the Play Coins library write to the system NAND memory. This includes the nn::pl::UseGameCoin function used to spend Play Coins, as well as the nn::pl::GetGameCoinCount function that gets the number of currently saved Play Coins. Note that calling these functions frequently, such as every frame, would violate the restrictions described in 3.1.4 Access to System NAND Memory.
No required guideline items.
2.21.5 Handling When Play Coins Spent Are Not Reflected in the Application
Play Coin use is not automatically linked to application save data. Consequently, if for example an application closes without saving its data after the user has used Play Coins to purchase an item, the number of Play Coins will decrease but the purchased item will be lost.
Although an actual charge does not occur when spending Play Coins, to prevent the possibility of issues such as the above from occurring, Nintendo recommends the following.
- Warn the user by displaying a caution message before spending Play Coins.
Sample message: “Your Play Coins will stay spent even if you close the game without saving.”
- Immediately save the user's changed data right after the user spends Play Coins.
No required guideline items.