Technical Certification Requirements - March 2009 (v1.5i)

时间:2021-01-26 17:10:35

Technical Certification Requirements - March 2009 (v1.5i)

Released: 2009-03-23

For questions about Xbox 360 TCRs, send e-mail to Xbox 360 Certification Information at 360cert@xbox.com.

Disclaimer: The requirements detailed in the TCRs are subject to change. Furthermore, additional requirements may be stipulated or existing TCRs may be retired in future releases. Please refer to only the most current supported releases of the TCRs.

Base Requirements (BAS)

The following requirements apply to general coding quality standards, security, restricted-access system components, game behavior, and acceptable library usage.

TCR # 001 Technical Certification Requirements - March 2009 (v1.5i) BAS Game Stability
Requirement

On a functional console, the game must not enter an extended unresponsive state, cause unintentional loss of player data, crash, or cause an unintended reboot of the machine.

Intent

Console game players expect that console games just work. Games that crash or hang or lose player progress reflect poorly on the Xbox 360 experience.

TCR # 002 Technical Certification Requirements - March 2009 (v1.5i) BAS Basic Console Support
Requirement

Games must be playable on the most basic retail console configuration.

Remarks

A game may provide additional functionality and optimizations—faster loading, career modes, saved game progress, and in-game saved pictures, for instance—when additional components are available.

Games must not depend on the presence of a storage device, such as a hard drive or a memory unit, to be playable.

Exemption

Xbox LIVE Arcade games are allowed to require a profile for gameplay.

Primetime titles use the hard drive.

Intent

The Xbox 360 program provides choices to console purchasers, including the choice to purchase entry-level systems. Consumers expect that games on Xbox 360 will work regardless of what components are attached to the console.

TCR # 003 Technical Certification Requirements - March 2009 (v1.5i) BAS Initial Interactive State
Requirement

Games must enter an interactive state that accepts player input within 20 seconds after the initial start-up sequence. If an animation or cinematic shown during the start-up sequence runs longer than 20 seconds, it must be skippable using the START button.

Remarks

Initial interactive state refers to the first display of graphics or text in which both the game is identified and player input is recognized.

Legally or contractually required license animations or cinematics of up to five seconds each are not considered part of the initial loading time and are exempt from this requirement.

Buttons other than the START button, such as the A button, may also skip animations and cinematics. Animations and cinematics under 20 seconds may also be skippable.

Error messages are not considered an initial interactive screen, even if player inputs are accepted, because they prevent the game from reaching the initial interactive screen without user input.

Intent

The Xbox 360 experience is designed around the principle: "insert the game and play." Lengthy load times and non-interactive experiences detract from this central philosophy.

TCR # 005 Technical Certification Requirements - March 2009 (v1.5i) BAS Console Restart
Requirement

Games must not eject the game disc, require the player to eject the game disc, or require the player to restart the console.

Remarks

Multi-disc games are allowed to require the player to eject a game disc to continue gameplay. See the Multi-Disc Games (MDG) section for more information.

Intent

The Xbox 360 experience is designed to allow players to enjoy games without having to repeatedly interact with the console.

TCR # 006 Technical Certification Requirements - March 2009 (v1.5i) BAS Non-Interactive Pause
Requirement

Games must not pause without game-representative on-screen graphics. When the pause time is greater than five seconds, the game must indicate the reason and provide on-screen animation.

Remarks

An on-screen display consisting of a single color or band of colors does not meet the requirement of on-screen graphics. For on-screen animations, a single color background is allowed.

It is not required for an on-screen animation to show actual rate or remaining time.

This requirement does not apply to player-initiated pause states.

Intent

Console game players expect that console games just work. Games that are perceived to crash or hang or lose player progress reflect poorly on the Xbox 360 experience.

TCR # 007 Technical Certification Requirements - March 2009 (v1.5i) BAS Load Times
Requirement

Games that take longer than 15 seconds to load must employ methods to engage the player. Overall load times must not exceed 60 seconds.

Remarks

Load times refer to game loading activity that takes place after the player has reached the initial interactive state.

Methods to engage the player may consist of tutorial videos, character animations, level or map descriptions, rotating hints and tips, scrolling text, and other activities that are pertinent to gameplay. Progress indicators are not a sufficient method to meet this requirement.

Intent

The Xbox 360 experience is designed around the principle: "insert the game and play." Lengthy load times and non-interactive experiences detract from this central philosophy.

TCR # 008 Technical Certification Requirements - March 2009 (v1.5i) BAS XDK Version
Requirement

All XDK libraries linked with a game must belong to the same XDK release. All XDK libraries must be approved for release with the title.

Remarks

The most recent and approved library update, or QFE, for an XDK version is considered to be part of a specific XDK release.

Intent

Approved XDK libraries undergo extensive integrity testing as a family unit. Security and integrity cannot be guaranteed across library versions.

TCR # 009 Technical Certification Requirements - March 2009 (v1.5i) BAS C Runtime Library
Requirement

Game executables must be linked with the approved LIBCMT or LIBCPMT library that is included in the XDK.

Remarks

The Xbox 360 CRT includes console security features not available in generic implementations of the C runtime.

Intent

The Microsoft approved XDK C/C++ run-time libraries contain security and integrity features that protect the console.

TCR # 011 Technical Certification Requirements - March 2009 (v1.5i) BAS Personal Information
Requirement

Games must not request, store, or transmit any player's personal information, including, but not limited to:

  • Information that could be used to cause financial damage to a player (social security or credit card numbers, for example).
  • Information that divulges a player's age, gender, or place of residence.
  • Information that would allow a player to impersonate another player online.
  • Player account credentials.
Remarks

Player account credentials include Windows Live ID, password, secret question, secret answer, Xbox LIVE pass code, and so on.

Intent

Protect private consumer information.

TCR # 012 Technical Certification Requirements - March 2009 (v1.5i) BAS Hardware Access
Requirement

Games must use only approved XDK title library functions to access console hardware components. Games must not use undocumented CPU or GPU registers or undocumented microcode instructions.

Remarks

Approved APIs can be found in the XDK documentation.

The XDK library insulates game developers from minor hardware changes over the life of the console. Games must not directly access the Ethernet controller, system ROM, USB controllers, video camera, video encoder, storage, network, or other console hardware.

Games are permitted to use XDK-documented assembly language and microcode instructions for accessing the CPU and GPU.

Intent

The approved public title library functions insulate titles from hardware and firmware revisions over the life of the console, allowing titles to run on all current and future consoles.

TCR # 013 Technical Certification Requirements - March 2009 (v1.5i) BAS Memory/Clock Speed
Requirement

Games must not change the clock speed of the memory or of any processor.

Intent

Adjusting the clock speed of memory or processors may damage the Xbox 360 console.

TCR # 014 Technical Certification Requirements - March 2009 (v1.5i) BAS Debug Output
Requirement

Games must not output debug information via the network, on-screen messages, or a file on any storage device.

Remarks

Games must not use OutputDebugString() in retail builds.

Intent

Output of game debug and/or testing information in any medium can jeopardize the security of the platform, and risk customer privacy. Consumers expect that the game console will not store or transmit hidden data that is not otherwise relevant to the gameplay experience.

TCR # 015 Technical Certification Requirements - March 2009 (v1.5i) BAS Sign-in Changes
Requirement

Games must properly detect and handle player profiles signing in or out in all areas of the game.

Remarks

Players may sign in or out at any time via the Xbox Guide. The console issues an XN_SYS_SIGNINCHANGED system notification when this occurs. In addition, games may consult the XUserGetSigninState() API. It is sufficient to return to the main menu if the game cannot update its game state to match the new sign-in state.

Players may also be signed out of Xbox LIVE because of a duplicate sign-in. Single-player modes that do not rely on Xbox LIVE services can generally ignore Xbox LIVE sign-in changes.

Intent

The Xbox Guide allows players to sign in and out of player profiles at all times. Game state should always be associated with the correct profile.

Multi-Disc Games (MDG)

The following requirements apply to games that use more than one disc and require disc swapping during gameplay.

TCR # 016 Technical Certification Requirements - March 2009 (v1.5i) MDG Disc Swapping
Requirement

Games must not require the player to swap the disc during system link or Xbox LIVE session-based multiplayer gameplay.

Intent

Swapping a game disc during multiplayer game play could adversely disrupt the experience of other players.

TCR # 017 Technical Certification Requirements - March 2009 (v1.5i) MDG Disc Identification
Requirement

Games must clearly identify which disc must be inserted to continue gameplay.

Remarks

Games specify the disc by providing descriptive text identifying the requested disc to the console. The console tells the player, using the description the game provides to the console, which disc to insert.

Intent

Make the disc swapping experience as easy as possible for the player.

Video and Graphics (VID)

The following requirements apply to game usage of video and graphics.

TCR # 018 Technical Certification Requirements - March 2009 (v1.5i) VID Widescreen Display
Requirement

When the player has selected widescreen mode, the game must use a 16:9 aspect ratio to render graphics. There must be no distortion of graphics content and cinematics between widescreen and non-widescreen modes.

Remarks

In non-widescreen modes, games may use a 4:3 aspect ratio or a 16:9 aspect ratio. 16:9 frame buffers are automatically letterboxed on 4:3 displays.

When measured on-screen, game content (characters, buildings, vehicles, for example) should have the same width to height ratio in both widescreen and non-widescreen modes.

Game text fonts and UI elements are not required to be rendered in a 16:9 aspect ratio.

Intent

The Xbox 360 console is designed for a high-definition gaming experience. High definition includes a 16:9 aspect ratio.

TCR # 022 Technical Certification Requirements - March 2009 (v1.5i) VID System UI Framerate
Requirement

Games must ensure that system UI can be rendered at least every 66 milliseconds in all areas of the game for any display mode.

Remarks

One way of meeting the requirement is calling IDirect3DDevice9::Present() at least once every 66 milliseconds (15 times per second).

Another way of meeting this requirement during load screens is by using the IDirect3DDevice9::Suspend() and IDirect3DDevice9::Resume() APIs.

Intent

The Xbox 360 console is designed to provide real-time system notifications to the player, and the Xbox Guide may also be activated at any time. In order for the platform to remain responsive when activating the Xbox Guide or displaying notifications, the game will need to yield the graphics processor periodically.

TCR # 117 Technical Certification Requirements - March 2009 (v1.5i) VID Video Mode Support
Requirement

Games must support all video output packs, modes, and resolutions. Games must not have dependencies on any video output packs, modes, or resolutions.

Remarks

Games should not assume that the video output packs, modes, and resolutions currently available are the only ones that the platform will ever support. For example, VGA mode could be updated in the future to support other resolutions, or additional video packs could be added.

Exemption

PAL 50 is not required.

Intent

Players expect any Xbox 360 titles to be compatible with any video output pack, video resolution, or video mode supported by the console now and in the future.

Avatar (AVT)

The following requirements apply to games that support avatars.

TCR # 137 Technical Certification Requirements - March 2009 (v1.5i) AVT Avatar Change Notification
Requirement

When an avatar is changed, games must reload the changes prior to rendering the avatar.

Remarks

The console receives an XN_SYS_AVATARCHANGED system notification when an avatar is changed.

Intent

A player who changes his or her avatar expects to see those avatar changes reflected in the title.

Audio (AUD)

The following requirements apply to game usage of audio.

TCR # 024 Technical Certification Requirements - March 2009 (v1.5i) AUD Background Music
Requirement

Games must not play their own background music if the player has enabled music playback in the Xbox Guide or Xbox Dashboard.

Remarks

Generally, background music is anything that would normally be connected to a game's background music volume setting.

Games may use the XACT tool and/or XAudio2 APIs to meet this requirement.

Music playback in the Xbox Guide and Xbox Dashboard are not enabled by default and must be enabled by the player.

Exemption

Games that contain non-interactive FMV sequences where it is not possible to separate the background music from the remainder of the game's audio, such as movie sequences shown during title startup, are allowed to use the XMPOverrideBackgroundMusic() API during such sequences.

Intent

The Xbox 360 console is designed to allow player customization of the gameplay experience. Players expect to hear the music they have selected regardless of whether they are navigating in the Xbox Dashboard or playing a game.

User Interface (UI)

The following requirements apply to the in-game user interface.

TCR # 028 Technical Certification Requirements - March 2009 (v1.5i) UI Official Naming Standards
Requirement

Games must use the naming standards defined in the latest release of the terminology list. Games must not specifically refer to components of the video game system or components of peripherals that are not listed in the terminology list.

Intent

Using standard terminology provides consistency from game to game. Once players learn a standard term, they expect that the term will mean the same thing in the next game they play.

TCR # 029 Technical Certification Requirements - March 2009 (v1.5i) UI Error Messaging
Requirement

When an error prevents a game from performing a task dictated by the player or expected under normal gameplay, the game must display a user-friendly message that addresses the error. The game must transparently handle software errors that are not relevant to gameplay.

Remarks

Examples of descriptions that are not user-friendly include technical information, such as error codes, module names, network addresses, and debug traces. For example:

  • User-friendly: "Your profile is no longer available."
  • Not user-friendly: "ERROR 0x80001553 - ACCESS NOT AVAILABLE"

In situations in which the player must take action as a result of the error, the message must include information or instructions that help the player correct the problem.

Intent

Game players want to play games, not debug game errors. Support costs are reduced for the game publisher and Microsoft when error messages are user-friendly to players.

TCR # 030 Technical Certification Requirements - March 2009 (v1.5i) UI Confirmation of Destructive Actions
Requirement

Games must obtain positive confirmation of player intent before performing actions that will result in loss of player data or game state. Confirmation must consist of both of the following: (1) an on-screen message indicating the consequence of the impending action, and (2) the actions the player must take to confirm or cancel the action.

Remarks

Destructive actions include, but are not limited to, deleting and overwriting saved games, exiting game sessions, and loading saved games in mid-play.

Auto-saving does not require a confirmation of destructive actions message.

Intent

Prevent unintentional or accidental loss of player data or game state, which can represent hours or days of accomplishment. Loss of that data can be devastating to players.

Peripherals (PER)

The following requirements apply to the controller and other input peripherals.

TCR # 031 Technical Certification Requirements - March 2009 (v1.5i) PER Device Types
Requirement

Games must not restrict input based on device subtypes.

Intent

Players expect that the default gamepad will work with any game. Players also expect that non-default gamepads will work with any game, provided those gamepads give access to the same set of controls.

TCR # 033 Technical Certification Requirements - March 2009 (v1.5i) PER Controller Selection
Requirement

Players must be able to start the game from the initial interactive screen or attract mode with any supported controller recognized by the console. Once the game is started, the player must not be required to switch controllers to play the game.

Remarks

In multiplayer games, the same principle applies to each player. Each player must be able to connect any supported controller and join the multiplayer session.

Intent

Players expect to be able to pick up any controller and start playing, without having to swap controllers once they have started a game.

TCR # 034 Technical Certification Requirements - March 2009 (v1.5i) PER Controller Discovery
Requirement

In any area in which a player can begin using a controller, the game must respond within one second to the controller being connected or disconnected and update the UI appropriately. The game must not disrupt gameplay as a result of a newly connected controller.

Intent

Players expect the game to automatically and transparently notice that a peripheral is connected or disconnected.

Voice Peripherals (VOP)

The following requirements apply to games that use a voice peripheral.

TCR # 041 Technical Certification Requirements - March 2009 (v1.5i) VOP Voice Input Detection
Requirement

Games must recognize the availability of a voice peripheral and enable its functionality without disrupting gameplay.

Remarks

Voice may become available when the player connects a headset to a controller or connects a controller with a headset already attached.

Intent

Players expect the game to automatically and transparently notice that a peripheral is connected or disconnected.

Text Input Devices (TID)

The following requirements apply to games that support use of a virtual keyboard, USB keyboard, or other text input device in the game.

TCR # 043 Technical Certification Requirements - March 2009 (v1.5i) TID Keyboard Support
Requirement

Games that support a virtual keyboard must also accept input from a physical text input device (TID).

Remarks

Games that use XShowKeyboardUI() automatically meet this requirement.

Games that implement their own virtual keyboard may detect text input using XInputGetKeystroke() with the XINPUT_FLAG_KEYBOARD flag.

Intent

The console supports input from USB keyboards and other text input devices. Players who see a virtual keyboard in a game context expect that they can use any supported keyboard to enter text.

Video Camera Peripheral (VCP)

The following requirements apply to games that use the video camera peripheral.

TCR # 125 Technical Certification Requirements - March 2009 (v1.5i) VCP Preview Display
Requirement

When using the video camera to send video to other players, games must display a preview of the outgoing video.

Remarks

Titles may provide gamers the option to disable the self-preview, but the preview feature must be on by default. See the SetLocalPreviewRect() and RenderLocalPreview() in the XDK documentation for additional details.

Recommended minimum preview sizes:

  • SDTV - 64 × 64
  • HDTV - 92 × 92
Intent

Inform the sender that their image is being broadcasted.

Storage (STR)

The following requirements apply to games that store content on a storage device.

TCR # 045 Technical Certification Requirements - March 2009 (v1.5i) STR MU Support
Requirement

Saved games must fit on an empty, formatted, 64-MB memory unit.

Remarks

Because 12 MB on the memory unit is reserved for system use, the amount of space available to a game on an empty, formatted MU is 52 MB.

Intent

The smallest memory unit ever produced for Xbox 360 is 64 MB. A player should not have to purchase a larger MU in order to save a game.

TCR # 046 Technical Certification Requirements - March 2009 (v1.5i) STR Storage Access and Management
Requirement

Games may only access content from storage devices using approved XDK storage APIs.

Remarks

Approved APIs can be found in the XDK documentation.

Intent

The Xbox 360 console supports multiple storage devices through a device abstraction layer. This allows future devices to be supported in titles that have already shipped.

TCR # 047 Technical Certification Requirements - March 2009 (v1.5i) STR Storage Write Warning
Requirement

Games must display a message during storage writes for the following conditions and the respective amount of time:

  • Writes longer than one second require the standard message be displayed for three seconds.
  • Writes longer than three seconds require the standard message be displayed for the length of the write.
  • Writes that last one second or less require the shorter message be displayed for one second or the standard message for three seconds.
Remarks

The standard and short messages can be found in the terminology list.

Data frequently accessed during gameplay may be stored on the hard drive cache to avoid disrupting gameplay with warning messages.

Storage access times of less than 500 ms are exempt from this TCR only if no access to the same storage device occurs within the subsequent three seconds.

Games may substitute the required message with a notification option (such as an icon or graphic) as long as that option had been communicated to the player within the current play session, and has been associated to the appropriate required message. This alternate notification must abide by the display times listed in this TCR.

Exemption

Writes to the hard drive cache for any duration do not require a message. However, BAS Non-Interactive Pause still applies if the write lasts longer than five seconds.

Intent

Player data can represent hours or days of accomplishment. Players expect to be informed when their actions may result in the loss or corruption of their data.

TCR # 049 Technical Certification Requirements - March 2009 (v1.5i) STR Game Content Persistence
Requirement

Games must gracefully handle all cases in which stored game content is no longer accessible or available. Games must also gracefully handle all cases in which the console reports the content as invalid or unreadable.

Remarks

Stored game content includes any type of cached content, saved games, game specific settings, Xbox LIVE content, content packages, persistent data, game clips, and publisher common data.

The console will report content as unreadable or invalid in cases in which content is damaged, corrupt, or missing.

Games may display a message or display the content as damaged when the system reports the content as invalid or unreadable.

Games must consider the TCR "UI Confirmation of Destructive Actions" and not delete invalid or damaged content without first receiving confirmation from the user.

Intent

On the Xbox 360 console, there is no guarantee of an always-connected storage device. Players expect games to handle situations where game content is inaccessible for any reason, without becoming unstable or crashing.

TCR # 050 Technical Certification Requirements - March 2009 (v1.5i) STR Game Data Storage
Requirement

Games must provide an option that allows the player to select any available storage device for saving game data. If no device is selected, the game must notify the player that no game data will be saved. The notification must occur before any potential data loss.

Remarks

Players select a storage device from the Xbox Guide device selector UI. The device selector allows the player to only select storage devices that have free space greater than or equal to the number of bytes the game specifies. See the XShowDeviceSelectorUI() function for details.

Game data includes game saves, rosters, snapshots, and so on.

Games may automatically load previous saved game data or select the available storage device when only one storage device is present. Games are not required to provide access to the device selector when only one device is present.

Note: If only one valid storage device is available to the player, by default the device selector UI will not be displayed when using the XShowDeviceSelectorUI() function.

Exemption

Games that do not support saves or only store data in the player's profile using the XUserWriteProfileSetting() function are exempt from this requirement.

Intent

Players want to be able to save data to any connected storage device. Players also want to know when their game progress/state is not going to be saved.

TCR # 051 Technical Certification Requirements - March 2009 (v1.5i) STR Game Data Storage Device Change
Requirement

Games must notify the player if the in-use storage device is unavailable.

Remarks

Games may choose to wait to display a message until an interactive state is reached or until the next time the game attempts to access the storage device. For example, if the storage device is removed during a cinematic, the game may wait until after the cinematic finishes before displaying the message to the player. If the storage device is removed during gameplay, the game may wait until the next save attempt before displaying the message to the player.

One or more of the following are acceptable actions that games may take when notifying the player:

  • Allow the player to reconnect the storage device and continue gameplay with saving.
  • Allow the player to continue gameplay without saving.
  • Allow the player to exit from the game to a game menu.
  • Allow the player to select a different storage device and continue gameplay with saving.
Intent

Players want to know when their game progess/state is not going to be saved.

TCR # 052 Technical Certification Requirements - March 2009 (v1.5i) STR Static Content Caching
Requirement

Games that cache static content to improve performance must save that content into the game's assigned cache partition.

Remarks

Static content refers to content stored on the hard drive that will not be modified as a result of gameplay. Games are not allowed to cache content on MUs or other areas of the hard drive.

Intent

The cache partition is the fastest part of the hard disk, and it is specifically reserved by the system for caching game content. Using the cache partition prevents games from filling up the users' storage area with content that users cannot manage.

TCR # 118 Technical Certification Requirements - March 2009 (v1.5i) STR Game Save Dependencies
Requirement

Game save progress must be associated with a gamer profile and must not have any dependencies on shared content.

Remarks

Progress saved while in a game mode such as campaign, season, career, and so on, is considered game save progress and must be associated with a gamer profile. Data can be saved in association with a gamer profile either by passing a non-NULL UserIndex to XContentCreate or by using the XUserWriteProfileSetting function.

A game's shared content, such as shared unlocks, offline statistics, and so on, is not required to have an association with a gamer profile.

Intent

Players expect their profile to be the hub for all of their saved game data. Shared game content is intended to be shared with all users of the console.

Game Clips (GC)

The following requirements apply to games that support attachments to leaderboard entries on Xbox LIVE.

TCR # 054 Technical Certification Requirements - March 2009 (v1.5i) GC Interactive Game Session Recording
Requirement

Games must not upload text chat, voice chat, or video chat recorded in an interactive game session as a gameclip.

Remarks

Games are allowed to upload game replay data and game state as part of a game clip.

Intent

Microsoft policy does not permit the recording of chat.

TCR # 055 Technical Certification Requirements - March 2009 (v1.5i) GC Game Clip Download
Requirement

Games must not automatically or silently download game clips. Game clips must only be downloaded individually through player-initiated action.

Intent

Online storage API calls require significant server bandwidth. These calls must be limited to allow other games and players to interact successfully with the LIVE service. Players expect to be able to control when their console downloads and stores content.

Content Packages (CP)

The following requirements apply to games that support content packages.

Content packages are additional game content delivered to the console separately from the original retail game media. This delivery may be made through Xbox LIVE Marketplace, add-on discs, peer-to-peer exchange, or on removable storage media.

TCR # 059 Technical Certification Requirements - March 2009 (v1.5i) CP Dependencies on Other Content Packages
Requirement

Content packages must not have dependencies on other content packages. A player must not be required to download additional content packages in order to use a content package.

Remarks

It is allowable for one content package to use some or all of the features of another content package. However, there should never be a dependency between the packages.

Intent

Players expect content packages to be fully contained experiences. If players remove content packages, they should still have an enjoyable experience with any remaining content packages.

TCR # 060 Technical Certification Requirements - March 2009 (v1.5i) CP Content Package Element Transfer
Requirement

A game must not move or copy any element of a content package to alternate storage locations.

Intent

Content packages are stored in a way that allows the player to manage the content effectively. Content packages that are moved to non-standard locations cannot be appropriately managed by the system.

TCR # 132 Technical Certification Requirements - March 2009 (v1.5i) CP In-Game Offer and Price Descriptions
Requirement

Games that offer items for sale within the game must display the item price in points, the item name, and the item description.

Remarks

Items for sale include those items for which the game calls XMarketplaceConsumeAssets and XShowMarketplaceDownloadItemsUI.

Games obtain offer price, name, and description from XMarketplaceCreateOfferEnumerator.

The price for previously purchased non-consumable offers may be indicated as "already purchased" in the game's UI.

Intent

To ensure consistency across the Xbox 360 platform, Microsoft policy requires that price, name, and description be clearly communicated to the user prior to any financial transaction taking place.

TCR # 133 Technical Certification Requirements - March 2009 (v1.5i) CP Microsoft Points Display
Requirement

For games that display references to Microsoft Points, the initial reference must include the term "Microsoft® Points". Subsequent usage must be "Microsoft Points", "Points", or the Points logo.

Remarks

For details on how to use the Microsoft Points terminology and logo in your game, please refer to Using Microsoft Points in Your Game.

Localized versions of "Microsoft® Points" terminology can be found in the terminology list.

Intent

Provide branding consistency around the use of Microsoft Points across the platform.

Xbox LIVE Content (LC)

The following requirements apply to games that support Xbox LIVE content.

Xbox LIVE content is content that is transferred to the client Xbox 360 storage area through game interactions and functionalities other than Xbox LIVE downloadable content mechanisms and updates. This content may include player-created content, publisher-provided game updates, game adjustments for server-based games, and so on. It may be provided to the client through the game-specific client-server mechanism or through use of Xbox LIVE technology, such as the Xbox LIVE server platform or the title-managed storage mechanism.

TCR # 061 Technical Certification Requirements - March 2009 (v1.5i) LC Content Sharing Privileges
Requirement

Games must not receive any player-created content if the player-created content viewing flag is turned off.

Remarks

Player-created content refers to content that a player can create or modify in a game. This includes content such as game snapshots, graphics, maps, voice messages and annotations, video messages, images captured from the camera, and so on. Video chat, text chat, and voice chat are not considered player-created content.

Player-editable strings and text tags are not considered player-created content but must be verified per CMTV Player Text String Verification.

Games must call the XUserCheckPrivilege() function with the XPRIVILEGE_USER_CREATED_CONTENT flag to detect the setting.

Intent

Maintain integrity of the privilege system. Players who turn off the player-created content viewing flag do not expect to see player-created content.

TCR # 062 Technical Certification Requirements - March 2009 (v1.5i) LC Per-Player Storage Reads and Writes
Requirement

Within a single game session, a game is permitted one read and write per file using the online storage APIs at the start and the end of a game session for each player. If a game session exceeds five minutes in duration, the game is permitted an additional read-write at each subsequent five-minute interval.

Remarks

The "start and end of a game session for each player" refers to when a player enters and exits a game session.

The relevant storage read and write APIs are XStorageDownloadToMemory() and XStorageUploadFromMemory().

Intent

Online storage API calls require significant server bandwidth. These calls must be limited to allow other games and players to interact successfully with the LIVE service.

TCR # 063 Technical Certification Requirements - March 2009 (v1.5i) LC Storage Read Limits for Per-Title Title Managed Storage
Requirement

The game must not read the same content from per-title title managed storage more than once per hour.

Remarks

The relevant storage read API is XStorageDownloadToMemory().

Intent

Online storage function calls require significant server bandwidth. These calls must be limited to allow other games and players to interact successfully with the LIVE service.

TCR # 064 Technical Certification Requirements - March 2009 (v1.5i) LC Transmission of Player-Created Content
Requirement

Games must not store player-created content on Xbox LIVE or transmit player-created content to Xbox LIVE outside of the functionality provided by the Xbox LIVE content sharing services.

Remarks

Player-created content refers to content that a player can create/modify in a game. This includes content such as game snapshots, graphics, maps, voice messages and annotations, video messages, images captured from the camera, and so on.

Player-editable strings and text tags are not considered player-created content but must be verified per CMTV Player Text String Verification.

Exemption

XLSP titles may transmit content outside of the Xbox LIVE content sharing services but must support content privilege settings for player-created content and communication.

Games use XUserCheckPrivilege() and the following constants to check privileges related to this TCR:

  • XPRIVILEGE_USER_CREATED_CONTENT
  • XPRIVILEGE_USER_CREATED_CONTENT_FRIENDS_ONLY
  • XPRIVILEGE_COMMUNICATIONS
  • XPRIVILEGE_COMMUNICATIONS_FRIENDS_ONLY
Intent

Xbox LIVE provides means to control player-created content efficiently and according to the player's privilege settings. Using other means would affect the integrity of the platform.

TCR # 065 Technical Certification Requirements - March 2009 (v1.5i) LC Point-to-Point Content Transmission
Requirement

Games that transmit saved content must not modify the content during transfer, and must transfer the content in its entirety.

Remarks

This requirement ensures that content signatures are consistent.

Games transfer content using XContentOpenPackage and XContentCreatePackage.

An example of a point-to-point transmission scenario is content being transferred from one Xbox 360 console to another Xbox 360 console.

Intent

Saved content is signed so that invalid content can be revoked. Permitting the game to modify or truncate saved content can impede efforts to prevent the spread of problematic content.

Gamer Profiles (GP)

The following requirements apply to rich presence, gamercards, and gamer profiles.

TCR # 067 Technical Certification Requirements - March 2009 (v1.5i) GP Gamer Preference Inversion Setting
Requirement

Regardless of the game's terminology, games must use the Vertical Look (Y-axis) gamer preference setting as the default when first defining the player's game-specific Vertical Look setting.

Remarks

When the Y axis preference is set to "normal," moving the stick forward causes the view to tilt up, while moving the stick backward causes the view to tilt down.

When the Y axis preference is set to "inverted," the opposite is true; moving the stick forward causes the current view to tilt down, while moving the stick backward causes the view to tilt up.

The term "normal" should not be based on the game's default setting, but rather on the guidelines listed above.

Intent

The preference settings provide consistency from game to game. Players expect that console games will use the preference settings as the default settings.

TCR # 068 Technical Certification Requirements - March 2009 (v1.5i) GP Gamer Profile Settings Usage
Requirement

Games must not store or transmit gamer card settings. Games must not transmit gamer preferences. Games must not store gamertags or gamer profile names.

Remarks

For example, a game must not send a player's motto to other players in a multiplayer game.

Examples of gamer card settings include Xbox LIVE Gamer Zone, gamer picture, gamerscore, motto, and so on. Examples of gamer preferences include Game Difficulty, Y-Axis Inversion, Transmission, and so on.

Games are allowed to query for and transmit gamertags and gamer profile names as well as display them in the game's UI.

Exemption

Games may share title custom information. Title custom information is denoted by title-specific settings of type XPROFILE_TITLE_SPECIFIC1, XPROFILE_TITLE_SPECIFIC2, XPROFILE_TITLE_SPECIFIC3.

Intent

Gamer profile data is stored on the LIVE service and is often modified by players. The LIVE service is the ultimate authority on the correct gamer profile information.

TCR # 069 Technical Certification Requirements - March 2009 (v1.5i) GP No Sharing of Achievements
Requirement

Games must not award achievements to profiles that have not directly earned the achievement.

Remarks

A game must only award an achievement to a profile that has accomplished all tasks and progress necessary to reach the achievement. For example, an achievement must not be awarded to a profile based on progress made by a different profile; this includes any progress made and stored with another player's game save. Games determine the profile associated with the game save using the XContentGetCreator() function.

Game saves may not be transferred between players by default. Games can override this behavior by setting the XCONTENTFLAG_ALLOWPROFILE_TRANSFER flag to create game saves that can be transferred between players. However, games that choose to allow transferring of saves between profiles must make sure sharing of achievements is not possible.

Intent

The value of the achievement systems rests in accurately representing what a player has truly accomplished while playing games on the console.

TCR # 070 Technical Certification Requirements - March 2009 (v1.5i) GP Rich Presence
Requirement

In active gameplay, games must update presence information. Presence information must accurately reflect the player's state.

Remarks

For example, inactive players must not have the presence information of an active player.

Games can use a default rich presence such as "idle" for profiles not in active gameplay.

Games use the XUserSetContext() and XUserSetProperty() APIs to fulfill this requirement.

Intent

Players expect presence information to be updated in real time, so that they may make informed decisions about important gameplay scenarios, such as sending game invitations.

TCR # 071 Technical Certification Requirements - March 2009 (v1.5i) GP Gamer Card Access
Requirement

Games must provide the player the option to access another player's gamer card wherever gamertags are enumerated.

Remarks

Examples of where this requirement will apply include leaderboards, session lobbies, and post-game statistics. Games use the XShowGamerCardUI() function to satisfy this requirement.

Exemption

Gamer card access is not required in local and system link multiplayer game sessions.

Intent

Providing access to gamer cards in game lobbies and other areas where gamertags are listed gives players the ability to quickly find information about other players, provide feedback, and so on.

Statistics and Achievements (SA)

The following requirements apply to game statistics and achievements.

TCR # 073 Technical Certification Requirements - March 2009 (v1.5i) SA Achievements
Requirement

Games must provide a way for a player to earn all game-defined achievements and update the player's profile.

Remarks

Games update the profile using the XUserWriteAchievements() function.

Games are required by XLAST (Xbox and LIVE Authoring Submission Tool) to provide at least five achievements with associated values.

Achievements may be distributed in offline and/or online gameplay.

Intent

Players expect to be able to obtain all the achievements in the game.

TCR # 078 Technical Certification Requirements - March 2009 (v1.5i) SA Non-Session Stats Request Limits
Requirement

The game must not call stats read APIs outside of an interactive gaming session without direct user input related to statistics.

Remarks

An interactive game session is defined as gameplay that includes interaction with other Xbox LIVE players or includes functionality that interacts with the Xbox LIVE service to upload statistics.

Intent

Online statistics API calls require significant server bandwidth. These calls must be limited to allow other games and players to interact successfully with the LIVE service.

TCR # 136 Technical Certification Requirements - March 2009 (v1.5i) SA Session Stats Read and Write Limits
Requirement

Games are permitted one read and one write from the stats service during a single interactive game session for each player. If a game session exceeds five minutes in duration, the game is permitted an additional read and/or write at each subsequent five-minute interval.

Remarks

The relevant stats read APIs are:

  • XUserReadStats()
  • XUserCreateStatsEnumeratorByRank()
  • XUserCreateStatsEnumeratorByRating()
  • XUserCreateStatsEnumeratorByXuid()
  • XUserReadProfileSettingsByXuid()
  • XUserCreateAchievementEnumerator()/XEnumerate()

The relevant stats write APIs are:

  • XSessionFlushStats()
  • XUserWriteProfileSettings()

This TCR does not apply to user-initiated stats reads that happen outside of a game session.

Intent

Online statistics API calls require significant server bandwidth. These calls must be limited to allow other games and players to interact successfully with the LIVE service.

Multiplayer Sessions (MPS)

The following requirements apply to games that provide multiplayer game sessions on Xbox LIVE.

Xbox LIVE offers a consistent and simple way to find multiplayer gaming sessions and fine-tune the parameters used to find those sessions.

TCR # 082 Technical Certification Requirements - March 2009 (v1.5i) MPS Private Sessions
Requirement

If a game supports player-created or player-hosted sessions, the game must provide the player the ability to create or host the session with all private slots.

Remarks

Private sessions are sessions with all private slots. Private sessions are not available in matchmaking queries and therefore do not allow players to join via the matchmaking service. Private sessions are also not joinable via the Xbox Guide without an invite. It is acceptable for any player in a private session to invite another player into that session.

Games create private sessions by calling XSessionCreate() with dwMaxPublicSlots set to 0. Games will not meet this requirement by simply creating a game session with a password.

This requirement applies only to non-ranked (player match) sessions.

Games may prevent spectators from joining private sessions.

A game can give the host the option to set a custom mix of private and public slots (a hybrid game). However, this session is not considered a private session due to the presence of public slots.

Intent

The LIVE service is founded on the principle of multiplayer gameplay with friends. Sessions with all private slots allow players to invite their friends to play.

TCR # 083 Technical Certification Requirements - March 2009 (v1.5i) MPS Updating Session State
Requirement

The host of a session-based game must update the session state within one second using the approved APIs whenever a player joins or leaves the session, or whenever slots are reassigned between public and private designations.

Intent

Players expect game session information to be up to date, so that they may join an open session of their choosing. By keeping the data on the LIVE service fresh, players are less likely to attempt to join a game that is full or that does not otherwise match their expectations.

TCR # 084 Technical Certification Requirements - March 2009 (v1.5i) MPS Interoperability
Requirement

Xbox LIVE multiplayer games within the same console region and those that support cross-region play must maintain interoperability with other consoles regardless of audio modes, video modes, or language settings.

Remarks

The side effects of disparate audio and video settings must be transparent to the player. The player expects to be able to play with anyone who has the same game. The framerate type and capabilities of TVs and audio receivers should not be a consideration in setting up a match.

Intent

Players expect that the console configuration should not impact their ability to play online with others.

TCR # 086 Technical Certification Requirements - March 2009 (v1.5i) MPS No Multiplayer
Requirement

Games must not allow multiplayer play when the multiplayer privilege is turned off.

Remarks

The system automatically prevents establishing sessions between consoles when the multiplayer privilege is turned off. In cases in which a game connects to a non-Xbox LIVE game server, the game must enforce this requirement. Games check multiplayer privilege by calling the XUserCheckPrivilege() function with the XPRIVILEGE_MULTIPLAYER_SESSIONS flag.

Exemption

This requirement does not apply to system link (console-to-console) game modes.

Intent

Maintain the integrity of the privilege system. Players who turn off multiplayer play expect the game to behave accordingly.

TCR # 087 Technical Certification Requirements - March 2009 (v1.5i) MPS Multiple Players on the Same Console
Requirement

Multiple players on the same console must always join game sessions together. If the players cannot join together, the game must display a message explaining why they cannot join.

Remarks

Games must not require idle profiles—profiles not participating in the game—to join a game session.

Examples of when players may not be able to join together include:

  • A session that does not have enough slots available for each player on the console.
  • When one or more accounts signed in to the console do not have multiplayer privileges.
Intent

Players on the same console expect to play together.

TCR # 088 Technical Certification Requirements - March 2009 (v1.5i) MPS Supported Gamertag Characters
Requirement

Games must correctly display all 15 characters of any gamertag. Gamertags consist of ASCII characters a–z, A–Z, 0–9, (, ), and " " (ASCII character 0x20).

Remarks

While a gamertag cannot be created with parentheses, a guest's gamertag may include parentheses.

The system truncates guest gamertags as necessary.

Intent

A gamertag is a player's identity on the Xbox LIVE service. Players expect their tags to be correct across all games and to be able to use gamertags to find friends.

TCR # 115 Technical Certification Requirements - March 2009 (v1.5i) MPS Game Invitations
Requirement

Games must allow players to send game invitations for game sessions. Games must also allow players to join sessions.

Remarks

To meet this requirement, games must:

  1. Provide the ability to send a game invitation from the Xbox Guide or use XInviteSend.
  2. Register for the XN_LIVE_INVITE_ACCEPTED notification during game launch and allow the player to join the multiplayer game session when this notification is sent.
  3. Use the XInviteGetAcceptedInfo function to retrieve invitation details.

This requirement applies to both same-title and cross-title invitations and joins.

It is not necessary to allow a player to join the game session if the session is full.

Intent

The Xbox LIVE service is designed to provide an easy, consistent way for players to join multiplayer game sessions and invite other players.

TCR # 124 Technical Certification Requirements - March 2009 (v1.5i) MPS Guest Support
Requirement

Games that support multiplayer play on Xbox LIVE with more than one player per console must allow guests to play.

Remarks

Games support guest sign-in by calling XShowSigninUI() with Xbox LIVE profiles.

Intent

The concept of guests is influential in new consumers choosing to join the LIVE service.

TCR # 138 Technical Certification Requirements - March 2009 (v1.5i) MPS Xbox LIVE Party Invitations
Requirement

In multiplayer lobbies, games must provide the player the option to send game invitations to members of their Xbox LIVE Party session if there is a party session active, or to friends if there is no party session active.

Remarks

When a player is in an Xbox LIVE Party session with at least one other player, games may meet the requirement by providing an option labeled "Invite Xbox LIVE Party" and calling XPartySendGameInvites().

When a player is not in an Xbox LIVE Party session, or if the player is the only member of their party session, games may meet the requirement by providing an option labeled "Invite Friends" and either invoking XShowFriendsUI() or calling XInviteSend() for friends.

Exemption

Through May 31, 2009, the Xbox LIVE Party TCRs will only be enforced against titles supporting Xbox LIVE Party. Submissions entering certification for the first time on or after June 1, 2009 are required to adhere to Xbox LIVE Party TCRs.

Intent

The Xbox LIVE Party system allows players to stay together across games and game sessions in order to enjoy the experience of playing together. Having easy access to send party invitations in the multiplayer lobby facilitates this experience.

TCR # 139 Technical Certification Requirements - March 2009 (v1.5i) MPS Xbox LIVE Party Community Sessions
Requirement

Games must have an option within the main menu, or within a multiplayer menu, that provides an Xbox LIVE party member the ability to locate sessions containing members of the same Xbox LIVE Party session.

Remarks

Games meet this requirement by providing access to the Guide's Xbox LIVE Party sessions section. Games launch the Guide's Xbox LIVE Party sessions section by calling XShowCommunitySessionsUI.

Games can also meet this requirement by providing in-game UI that displays a list members of the user's Xbox Live Party session who are playing the same title, with the option to join any multiplayer sessions that are available.

Exemption

Through May 31, 2009, the Xbox LIVE Party TCRs will only be enforced against titles supporting Xbox LIVE Party. Submissions entering certification for the first time on or after June 1, 2009 are required to adhere to Xbox LIVE Party TCRs.

Intent

The Xbox LIVE Party system allows players to stay connected together across different game sessions and games. Providing players a consistent, easy way to find party members through the main menu or multiplayer menu facilitates this experience.

TCR # 140 Technical Certification Requirements - March 2009 (v1.5i) MPS Quick Match
Requirement

Games must have a quick match option for multiplayer game sessions. The quick match option must allow the player to enter the game session using a sequence of default button presses.

Remarks

Quick match allows the player to quickly join a game session without having to select any settings prior to entering gameplay.

Refer to the Xbox 360 terminology database for required naming conventions.

Intent

The Xbox LIVE service is designed to help players who want to quickly and easily enter a multiplayer match.

TCR # 141 Technical Certification Requirements - March 2009 (v1.5i) MPS Matchmaking
Requirement

Games must support an option that allows a player to join an Xbox LIVE game session. The game must notify the Xbox LIVE service by setting the appropriate session context.

Remarks

Games may choose to offer either ranked or player matches, or both.

Games notify the Xbox LIVE service about a ranked session by setting the session context to X_CONTEXT_GAME_TYPE_RANKED.

Games notify the Xbox LIVE service about a standard session by setting the session context to X_CONTEXT_GAME_TYPE_STANDARD.

Intent

The Xbox LIVE session context and properties provide an easy, consistent way for players in multiplayer games to find other gamers with similiar preferences to play with.

Communication, Messaging, Text, Voice (CMTV)

The following requirements apply to games using communication, messaging, text, voice, photos, and/or video streaming from the video camera. Games support in-game voice communication by using XHV.

TCR # 089 Technical Certification Requirements - March 2009 (v1.5i) CMTV Supporting Voice
Requirement

All Xbox LIVE multiplayer games must support voice chat, at a minimum, between one player on one console and another player on a second console.

Intent

Voice chat is an integral part of the Xbox LIVE experience. Players expect voice chat in all titles that support LIVE multiplayer.

TCR # 090 Technical Certification Requirements - March 2009 (v1.5i) CMTV Muting Support
Requirement

Games must prevent muted players from communicating on Xbox LIVE.

The player that mutes:

  • Cannot be heard or seen by the muted player.
  • Cannot hear or see the muted player.
  • Cannot receive real-time player-created communication of any type from the muted player.
  • Cannot send real-time player-created communication of any type to the muted player.

The muted player:

  • Cannot be heard or seen by the muting player.
  • Cannot hear or see the muting player.
  • Cannot receive real-time player-created communication from the muting player.
  • Cannot send real-time player-created communication to the muting player.
  • Must have no indication that he has been muted.
Remarks

Games determine a player's mute status by checking XUserMuteListQuery().

"Seeing" the player refers to use of the video camera to transmit a player's image or representation between consoles. Seeing does not refer to the display of a player's game-created avatar or character.

This TCR applies to all forms of communication, including voice, video, and text chat.

An example of real-time text communication is in-game text chat.

Intent

Allow players to control access to communication with them. Maintains the integrity of the muting system.

TCR # 091 Technical Certification Requirements - March 2009 (v1.5i) CMTV Communication in the Clear
Requirement

Voice, video, and text chat among players must be transmitted in the clear (unencrypted) using the VDP network protocol. The unencrypted portion of VDP packets must contain only voice, video, or text chat data.

Remarks

Communication stored in a message or attachment is not required to be transmitted in the clear.

Intent

Microsoft policy does not permit the transmission of encrypted voice, video, or text chat.

TCR # 092 Technical Certification Requirements - March 2009 (v1.5i) CMTV Player Text String Verification
Requirement

Any player-entered text visible to another player on Xbox LIVE must be verified using the Xbox LIVE service before being transmitted. Text that is rejected by the Xbox LIVE service must not be displayed

Remarks

This requirement applies to any player-entered string that can be exposed to other players on Xbox LIVE. It includes session names, content descriptions, text messages, tags, team names, mottos, comments, and so on.

Games may decide to not send the text, blank it out, or use generic text if the text was rejected by the Xbox LIVE service.

Games verify the text by using XStringVerify().

Exemption

It is not required to use the Xbox LIVE service to verify real-time text communication. An example of real-time text communication is in-game text chat.

Intent

Protect players from inappropriate language.

TCR # 093 Technical Certification Requirements - March 2009 (v1.5i) CMTV No Communication
Requirement

Games must not transmit text chat, voice chat, or video chat when the communication privilege is turned off.

Remarks

In cases in which multiple players are signed in on one console, games must respect the most restrictive communications settings among all users. This includes situations in which the most restrictive settings are set for a gamer that is "idle" in a session (that is, signed in to the console but not actively participating in the session).

Games that use XHV meet the voice communication requirement of this TCR by registering remote users playing on Xbox LIVE as remote talkers in the XHV API. XHV enforces a player's individual voice restrictions through the headset; however, XHV will enforce the most restrictive communication among all players on the same console through the speakers.

The game may choose to notify active players that the restrictive privileges are set for an idle player signed in to the console.

Intent

Maintain the integrity of the privilege system.

TCR # 094 Technical Certification Requirements - March 2009 (v1.5i) CMTV Friends-Only Communication
Requirement

Games must only allow communication between friends when the friends-only communication privilege is on.

Remarks

In cases in which multiple players are signed in on one console, games must respect the most restrictive communications settings among all users. This includes situations in which the most restrictive settings are set for a gamer that is "idle" in a session (that is, signed in to the console but not actively participating in the session).

Games that use XHV meet the voice communication requirement of this TCR by registering remote users playing on Xbox LIVE as remote talkers in the XHV API. XHV enforces a player's individual voice restrictions through the headset; however, XHV will enforce the most restrictive communication among all players on the same console through the speakers.

The game may choose to notify active players that the restrictive privileges are set for an idle player signed in to the console.

It is acceptable for games to be more restrictive and not allow any communication when the friends-only communication privilege is turned on.

Intent

Maintain the integrity of the privilege system.

Network (NET)

The following requirements indicate how Xbox LIVE multiplayer games should behave based on network characteristics.

TCR # 095 Technical Certification Requirements - March 2009 (v1.5i) NET Connection Status Notifications
Requirement

Games must properly detect and handle loss of network connectivity in all areas of the game.

Remarks

Consoles can lose connectivity to Xbox LIVE and other connected consoles at any time for a variety of reasons. The console issues an XN_LIVE_CONNECTIONCHANGED notification when Xbox LIVE connectivity status changes. Games should not interrupt gameplay unless loss of connectivity directly affects the player. Note that loss of connection to Xbox LIVE does not necessarily imply that the console has lost connections to other consoles.

Intent

Network connectivity can drop for many reasons. Players expect games to automatically and gracefully handle loss of connectivity.

TCR # 096 Technical Certification Requirements - March 2009 (v1.5i) NET Console-to-Console Network Performance
Requirement

Peer-to-peer gameplay between two different consoles must not be disconnected as long as the following performance conditions are maintained:

  • Each console has an upstream and downstream bandwidth of 64 kilobits/sec (64,000 bits/sec) or higher.
  • 200 ms or less round-trip latency between consoles.
  • Ten percent or less packet loss in a ten-second interval.
  • Two percent or less packet loss, in general.
Remarks

These conditions apply on an individual basis with only one condition applicable at any one time.

Intent

Some players' network connections have poor connectivity characteristics. Players desire that games are robust in the face of poor connectivity.

TCR # 097 Technical Certification Requirements - March 2009 (v1.5i) NET Console-to-Datacenter-Hosted Server Network Performance
Requirement

Console-to-datacenter-hosted gameplay must not be disconnected as long as the following performance conditions are maintained:

  • Each console has an upstream and downstream bandwidth of 40 kilobits/sec (40,000 bits/sec) or higher.
  • 300 ms or less round-trip latency.
  • Ten percent or less packet loss in a ten-second interval.
  • Two percent or less packet-loss, in general.
Remarks

These conditions apply on an individual basis with only one condition applicable at any one time.

Intent

Some players' network connections have poor connectivity characteristics. Players desire that games are robust in the face of poor connectivity.

TCR # 098 Technical Certification Requirements - March 2009 (v1.5i) NET NAT Type Interoperability
Requirement

Games must not prevent players from playing on Xbox LIVE because of NAT type.

Remarks

A game may restrict, based on NAT type, whether a player can join a session and whether they are allowed to host a session. However, the game must not completely prevent players from playing online.

Intent

Players expect to be able to play games over the LIVE service, regardless of their network configuration.

Xbox LIVE Server Platform (XLSP)

The following requirements apply to Xbox LIVE games that support the use of title servers and game servers.

TCR # 099 Technical Certification Requirements - March 2009 (v1.5i) XLSP Server Connectivity Loss
Requirement

If a game cannot establish a connection to the required non–Xbox LIVE game server, the game must display the appropriate message specified in the Terminology List.

Remarks

Because issues other than connection and authentication problems can cause a player to become disconnected from the non–Xbox LIVE game server and still remain connected to Xbox LIVE, games are required to inform the player of the specific connectivity loss.

Intent

In the event of connectivity issues, provide players with the knowledge of whom to contact to resolve the issue.

TCR # 100 Technical Certification Requirements - March 2009 (v1.5i) XLSP Client Caching of Connection Information
Requirement

The game must not depend on game server connection information, such as IP address, being consistent from sign-in to sign-in.

Intent

Publisher XLSP servers may move, go offline, or be reconfigured. Ensure that the games are connecting to the right server, and give the publisher the necessary flexibility to make back-end changes to their XLSP servers without requiring a title update.

TCR # 101 Technical Certification Requirements - March 2009 (v1.5i) XLSP Player Sign-Out
Requirement

When a player signs out of Xbox LIVE, the game must not retain a connection between the player and the game server.

Intent

Game player privileges can change over time. Ensuring that a player is disconnected from the LIVE service protects the security of the platform for both Microsoft and the publisher. Players expect to be in an offline state when they sign out of the LIVE service.

System Link (SL)

The following requirements apply to games that implement system link features.

TCR # 102 Technical Certification Requirements - March 2009 (v1.5i) SL System Link Play Interoperability
Requirement

Games must not support gameplay with any non-Xbox 360 systems or components and must only connect to consoles directly or through a local network.

Remarks

Xbox LIVE connectivity must not be required for system link gameplay.

Intent

System link play between consoles or over a local area network should be easy for game players to set up. To protect the integrity of the Xbox LIVE service and the console, connectivity with non-trusted consoles or servers is not allowed.

Advertised Feature Requirements (AFR)

Advertised features are select game features that are denoted on the game packaging. The feature icon on the packaging identifies that a game has met the functionality requirements to support specific features.

TCR # 104 Technical Certification Requirements - March 2009 (v1.5i) AFR Online Multiplayer
Requirement

To qualify for the multiplayer feature icon, games must support online multiplayer gameplay between at least two players on the Xbox LIVE service.

Intent

Ensure that the game provides the functionality listed on the packaging.

TCR # 105 Technical Certification Requirements - March 2009 (v1.5i) AFR Leaderboards
Requirement

To qualify for the leaderboards feature icon, games must provide the player a way to access the game-specific leaderboard information from within the game.

Intent

Ensure that the game provides the functionality listed on the packaging.

TCR # 106 Technical Certification Requirements - March 2009 (v1.5i) AFR System Link
Requirement

To qualify for a system link feature icon, games must support multiplayer system link gameplay between a minimum of two consoles that are connected to each other via an Ethernet cable.

Intent

Ensure that the game provides the functionality listed on the packaging.

TCR # 107 Technical Certification Requirements - March 2009 (v1.5i) AFR Spectator Mode
Requirement

To qualify for the spectator mode feature icon, games must allow online players to watch other online players without participating in the game session.

Intent

Ensure that the game provides the functionality listed on the packaging.

TCR # 108 Technical Certification Requirements - March 2009 (v1.5i) AFR Offline Co-Op
Requirement

To qualify for the co-op feature icon, games must support offline cooperative multiplayer gameplay on the same console.

Intent

Ensure that the game provides the functionality listed on the packaging.

TCR # 109 Technical Certification Requirements - March 2009 (v1.5i) AFR Online Co-Op
Requirement

To qualify for the Xbox LIVE co-op feature icon, games must support online cooperative multiplayer gameplay.

Intent

Ensure that the game provides the functionality listed on the packaging.

Game Demos (DEM)

The following requirements apply to game demos and promotional discs, including magazine companion discs and retail promotional giveaways. Game demos must also meet all requirements in the preceding sections. Xbox LIVE Arcade titles are not considered game demos.

TCR # 110 Technical Certification Requirements - March 2009 (v1.5i) DEM Exiting Demo
Requirement

If the game demo is launched by a shell or a launcher program, the game demo must include a UI option to return to the launcher.

Remarks

Demos used as part of a compilation disc or supplied at Xbox LIVE Marketplace are launched by a shell or launcher program.

Exemption

Stand-alone demos are not required to have an option to return to a launcher.

Intent

Ensure that players have an obvious way to quit the game without having to restart the console or open the Xbox Guide.

TCR # 111 Technical Certification Requirements - March 2009 (v1.5i) DEM Timeout
Requirement

Demos must return to the launcher when there has been no user interaction for the duration of the specified demo timeout.

Remarks

Because demos may end up on compilation discs, the control for how long they run without user interaction is determined by settings on the compilation disc.

Exemption

Stand-alone demos are not required to return to a launcher.

Intent

Allowing game demos to rotate in the kiosk promotes an engaging retail experience that ultimately encourages the sale of games and consoles.

TCR # 112 Technical Certification Requirements - March 2009 (v1.5i) DEM Storage Use
Requirement

Unless otherwise approved, game demos are not allowed to use storage.

Intent

Demos are not intended to be as fully featured as full titles. Prohibiting storage use for demos reduces the complexity of demo certification for both Microsoft and publishers.

TCR # 114 Technical Certification Requirements - March 2009 (v1.5i) DEM No Achievements
Requirement

Demos must not use achievements.

Intent

Demos are not intended to be as fully featured as full titles. Achievements promote the sale of the full retail title.

Xbox LIVE Arcade (XLA)

The following requirements apply to Xbox LIVE Arcade titles. Xbox LIVE Arcade titles must also meet requirements in the preceding sections.

TCR # 126 Technical Certification Requirements - March 2009 (v1.5i) XLA Trial and Full Version
Requirement

Xbox LIVE Arcade titles must support both trial and full versions of the game. The game must check the license and launch the trial or the full version appropriately. The trial version must provide the player the option to purchase the full version when exiting the game.

Remarks

In order to meet the requirement to launch the game appropriately, games use XContentGetLicenseMask() to check for the proper license mask for the current user on the current machine upon three events:

  • Game launch
  • Sign-in state change
  • Xbox LIVE Marketplace purchase

If the license mask purchased bit is '0', the game is available in trial mode. If the purchased bit is '1', the game is available as the full version.

The trial version is not allowed to create or access save games, post to leaderboards, provide online multiplayer modes, distribute achievements, or access downloadable content. This restriction does not apply to user preferences. Trial versions can allow players to store user preferences and control mappings in the player's profile.

Intent

Promote the sale of the full arcade title, and ensure that users are getting the correct version.

TCR # 127 Technical Certification Requirements - March 2009 (v1.5i) XLA Main Menu
Requirement

Xbox LIVE Arcade titles must support a main menu that includes the following menu options.

  • Leaderboards
  • Achievements
  • Help & Options
  • Unlock Full Game (trial version only)
  • Download Content (full version only, if applicable)
  • Return to Game Library
Remarks

Information about the contents for each menu option can be found in the XDK documentation.

Games typically display their primary game modes, such as single player and multiplayer, at the top of this menu.

It is acceptable to add additional menu options.

Intent

Promote a consistent experience across all Xbox LIVE Arcade titles.

TCR # 128 Technical Certification Requirements - March 2009 (v1.5i) XLA Pause Menu
Requirement

Xbox LIVE Arcade titles must support a pause menu that includes the following menu options.

  • Resume Game
  • Help & Options
  • Leaderboards
  • Achievements
  • Save Game (if applicable)
  • Exit Game
Remarks

Information about the contents for each menu option can be found in the XDK documentation.

It is acceptable to add additional menu options.

Intent

Promote a consistent experience across all Xbox LIVE Arcade titles.

TCR # 129 Technical Certification Requirements - March 2009 (v1.5i) XLA Help & Options Menu
Requirement

Xbox LIVE Arcade titles must support a Help & Options menu that includes the following menu options.

  • How to Play
  • Controls
  • Settings (if applicable)
  • Credits (if applicable)
Remarks

Information about the contents for each menu option can be found in the XDK documentation.

It is acceptable to add additional menu options.

Intent

Promote a consistent experience across all Xbox LIVE Arcade titles.

TCR # 130 Technical Certification Requirements - March 2009 (v1.5i) XLA Leaderboard Support
Requirement

Xbox LIVE Arcade titles must support at least one leaderboard that is displayed in the Xbox LIVE Arcade dashboard. In-game leaderboards must offer, at a minimum, a Friends view, an Overall view, and a My Score view.

Remarks

Information about leaderboard views can be found in the XDK documentation.

Intent

Promote a consistent experience across all Xbox LIVE Arcade titles.