RED Games Co. Privacy Policy
SUPER MEGA MINI PARTY
05/12/2020
Hello, We're Red Games Co, LLC. We make family-friendly mobile games and experiences that kids love to play, parents can endorse, and families can play together.
Here, we tell you how we use game data in the SUPER MEGA MINI PARTY app (the App) to help create the best possible gaming experience, and how we keep that data safe. Please make sure you read everything here carefully, and if you happen to be a youngster (under 18 years old), ask an adult to help explain anything you don't understand.
Data Collection and Use
Data Use
Certain non-personal data (as described below) is collected and used in the App to allow players to create and save their high scores, sync player avatars both visually and functionally and simulate real-time game mechanics during matches. This data is stored locally on a players device and in a player’s iCloud Key Value Store.
iCloud Key Value Store
iCloud Key-Value storage is a safe and secure cloud-based service provided by Apple that allows an app to save data to a user’s private iCloud Account storage and access that data from multiple devices that may be logged into the same iCloud account.
IP Address
The App safely and securely uses a players IP address to connect players together to have a shared, multiplayer gaming experience.
User Data
The following game data is saved to a players iCloud Key Value Store:
Collected Data Permission (bool): Has the user given permission for data collection
First Time Player (bool): Has this player experienced the First Time User content
Current Character (string): Which character was last selected as an avatar
Current Skin (string): Which skin for the selected avatar to use
Best Scores: Array of best score entries
Game (string): The game that this entry applies to
Score (int): Representation of the best score
Lower Is Better (bool): Whether a lower or higher score is better for this game
Device Data
The following device data is saved to a players local device:
Mute Music (bool): Should music play
Mute Sound Effects (bool): Should sound effects play
Realtime Game Inputs
Gameplay inputs are transmitted as messages real time during gameplay and are specific to each minigame:
Canons of Chaos
Update Message: Occurs periodically to update player info
Position (float, float): Position of player
Velocity (float, float): Velocity of player
Aim Rotation (float): Visual rotation of cannon
Aim Angle (float): Visual angle of cannon
Rotation (float): Rotation of player
Rotation Control (float): Direction ship is turning
Boosting (bool): Whether player is using a boost
Hit Message: Occurs when a player is hit by an attack
Source Player (int): The player initiating the attack
Fire Message: Occurs when player fires a shot
Shot ID (int): Unique identifier for the shot so that players are not hit twice
Play Sound (bool): Whether or not a sound should be played
Giant Blast (bool): Indicates shot was a fireball powerup
Is Triple (bool): Indicates shot was a triple shot
Target Location (float, float): Final location for the shot
End Time (float): Timestamp of when the shot will land
Death Message: Occurs when player ship is destroyed
Finish Time (float): The time of ship destruction
Barrel Creation: Occurs when a barrel power up is used
Target Location (float, float): Place where barrel is dropped
Jet Pig
Update Message: Occurs periodically to update player info
Position (float, float): Position of player
Velocity (float, float): Velocity of player
Fuel (float): Remaining fuel
Boost Timestamp (int): Start of boost
Flags (int): Bit field representing
Boosting
Electrocuted
Done Message Occurs when all fuel is expended
Lava Leap
Jump Message: Occurs when a player is changing position
Action (int): Action taken (Jump, Land, Death, Revive, Position, Collect)
Ring (int): Index of the new position ring
Platform (int): Index of the new position platform
Tile (int): Index of the new position tile
Gem Message: Occurs when a player collects a gem
Gem ID (int): ID of the collected gem
Lunatic Lander
Update Message: Occurs periodically to update player info
Position (float, float): Position of player
Velocity (float, float): Velocity of player
Hit Points (float): Remaining hit points of player
Flags (int): Bit field representing
Boost Left
Boost Right
Explode Message: Occurs when a player explodes
Astronaut Creation Message: Occurs when an astronaut is created
Random Seed (int): Random seed to determine placement
YOverride (float): Height override
Astronaut Collect Message: Occurs when a player collects their astronaut
Astronaut Return Message: Occurs when a player returns their astronaut
Done Message: Occurs when a player finishes the game
Finish Time (float): The final time for the player
Miner Threat
Throw Message: Occurs when the dynamite is thrown to another player
Target Index (int): Index of the player receiving the dynamite
Source Index (int): Index of the player throwing the dynamite
Detonate (bool): Whether the dynamite should blow up
Motocross Mayhem
Update Message: Occurs periodically to update player info
Position (float, float): Position of player
Velocity (float, float): Velocity of player
Rotation (float): Rotation of player
Angular Velocity (float): Rotation speed of player
Multiplier (float): Current speed multiplier of player
Flags (int): Bit field representing
Crashed
Boosting
Show Trail
Performing Trick
Is In Mud
Finish Message: Occurs when a player finishes the race
Finish Time: Final race time for player
Penguin Plop
Update Message: Occurs periodically to update player info
Position (float, float): Position of player
Velocity (float, float): Velocity of player
XSmoothing Value (float): Amount of network smoothing applied
Flags (int): Bit field representing
Jumping
Floating
Hit
Death Message: Occurs when player dies
Score (int): Final score
Spruce Lee
Health Message: Occurs when tree health changes
Tree Health (int): Current health of tree
Attack Time (int): Index of attack used on tree
Finish Message
Finish Time (float): Final time for player
Super Dangerous Science Job
Energy Message: Occurs when a new energy blob is available
Location (float, float): Location of energy blob
Platform ID (int): Index of the new position platform
Flags (int): Bit field representing
Consumed
Has Energy
Has Hand
Update Message: Occurs periodically to update player info
Position (float, float): Position of player
Velocity (float, float): Velocity of player
Energy (byte): Amount of energy collected by player
Flags (int): Bit field representing
Captured
Back Thruster On
Top Thruster On
Direction
Lift
Died
Attacking
Attack Message: Occurs when a player is attacking
Target (int): Target player
Finish Message: Occurs when a player finishes the race
Finish Time: Final race time for player
Tugs Of War
Capture Message: Occurs when a fish is being captured
Owner (byte): Owner of the fish
Reelable ID (byte): ID of the object being reeled
Capture Time (float): Time of the capture
Capture Position (float, float): Position of the capture
Flags (int): Bit field representing
Is Mine
Fish Destroy Message: Occurs when a fish is fully reeled in
Reelable ID (int): ID of the object being reeled
Update Message: Occurs periodically to update player info
Rotation Angle(float): Current angle of the plunger
Flags (int): Bit field representing
Shot
Plunger Enabled
Bubble Message: Occurs when a bubble is popped after the plunger bounces off
Owner (byte): Owner of the bubble
Reelable ID (byte): ID of the bubble source
Bubble ID (byte): ID of the individual bubble
Cooties!
Update Message: Occurs periodically to update player info
Position (float, float): Position of player
Rotation (float, float): Rotation of player
Flags (int): Bit field representing
Lunged
ToggleZombie
IsRunning
Tag Message: Occurs to indicate a player was tagged
Target Player Index (byte): Index of the player being tagged
Is AI (bool): Whether or not it was an AI zombie that did the tagging
Spawn Zombie Message: Occurs to indicate when to spawn a new zombie
Position (float, float): Position to spawn the zombie
Id (float, float): ID of the new zombie
Time (float): The time to spawn the zombie
Zombie Position Message: Occurs periodically to update zombie info
Zombie Id (byte): ID of the zombie being updated
Target Id (byte): ID of the current zombie target
xPosition (float): X position of zombie
yPosition (float): Y position of zombie
Target Position (byte): Position the zombie is headed to
Flags (int): Bit field representing
LookAhead
Skater Die
Update Message: Occurs periodically to update player info
Position (float, float): Position of player
Jump Type (byte): Type of jump in progress
Grind Type (byte): Type of grind in progress
Tilt Amount (float, float): Current visual tilt
Flags (int): Bit field representing
StartGrind
EndGrind
IsCaught
Bump
Crash
Jump
Robot Message: Occurs when a robot is spawned
ZPosition (float): Position where the robot should be spawned
Camera Message: Occurs periodically to sync camera movment
XPosition (float): New position of camera
The Raft
Update Message: Occurs periodically to update characters
Aim Angle (float): Current angle player is pointed
Equipped Weapon (byte): Currently equipped weapon
Current Bullet Id (byte): ID of last fired bullet
Raft Position (float): Current position of the raft
Raft Help (float): Current health of the raft
Flags (int): Bit field representing
Fired
SentFromMaster
Enemy Damage Message: Occurs when an enemy takes damage
Enemy Id (int): ID of the enemy taking damage
Damage Amount (byte): Amount of damage taken
Raft Damage Message: Occurs when the raft takes damage
Bullet Id (int): ID of the bullet causing damage
Damage Amount (byte): Amount of damage taken
Bullet Collision Message: Occurs when a bullet collides
Bullet Id (int): ID of the bullet
Player Index (byte): Index of the player that owns the colliding bullet
Mouth Message: Occurs to update the state of the final boss
Game Time (int): Current game time
Volley Number (byte): Current volley of attacks the boss is on
Missile Explode Message: Occurs when a missile explodes
Bullet Id (int): ID of the missile
xLocation (int): X position of the explosion
yLocation (int): Y position of the explosion
Player Active Message: Occurs to indicate whether a player is currently active
Is Active (bool): Whether or not the player is active
Space Base Defender
Update Message: Occurs periodically to update visuals
Angle (float): Current angle player turret is pointed
Projectile Creation Message: Occurs to indicate when a projectile is fired
Type (byte): Type of projectile being fired
Pos (float, float, float): Position of starting point for projectile
RotEulers (float, float, float): Euler angles of projectile
Power (float): Power of projectile
EnemyId (byte): ID of enemy that fired the projectile
Defense Cloud Creation Message: Occurs when a defense cloud is started
Pos (float, float, float): Position of defense cloud
Destroy Message: Occurs when player turret is destroyed
Finish Time (float): The time of turret destruction
Destroyer Id (int): ID of the player that destoyed the turret
Custom Destruction Message: Occurs when a projectile is destroyed
Destroyer Id (int): ID of the player that destoyed the projectile
Cattle Royale
Update Message: Occurs periodically to update ufo player info
Position (float, float): Position of player
Rotation (float, float, float): Rotation of player
Flags (int): Bit field representing
IsMoving
IsJumping
IsAbducting
IsOutOfCharge
Capture Message: Occurs when a cow is captured
PlayerIndex (int): Index of captured player
GameTime (float): Time of capture
Flags (int): Bit field representing
GameOver
Captured
Bush Message: Occurs when a bush is being picked up by the ufo
Id (int): ID of the bush
Animating (int): Whether the bush is being picked up right now
Pop (int): Whether the bush has disappeared
Position Rotation Message: Occurs periodically to update cow player info
ID (int): ID of the cow player
Position (float, float, float): Position of player
XQuart (float): X Component of rotation quaternion
YQuart (float): Y Component of rotation quaternion
ZQuart (float): Z Component of rotation quaternion
WQuart (float): W Component of rotation quaternion
Flags (int): Bit field representing
IsActive
Destroyed
EffectActive
Mega Golf
Update Message: Occurs periodically to update ufo player info
Position (float, float): Position of player
RotationEulers (float, float, float): Rotation of player
Velocity (float, float): Velocity of player
Flags (int): Bit field representing
Dying
GrassTrail
IceTrail
SandTrail
Done Message: Occurs when a player finishes the race
Finish Time (float): Final race time for player
Shot Message: Occurs when a player takes a shot
Position (float, float, float): Position of the shot
Force (float, float, float): Force of the shot
Percent (float): Percent of gauge filled for shot
Obstacle Message: Occurs when an obstacle is triggered
Id (int): ID of the obstacle
Effect Message: Occurs when a visual effect is applied to a character
EffectType (int): The type of effect to apply
Wizards Quest
Update Message: Occurs periodically to update character visuals
ID (int): ID of the character being updated
X (byte): Grid based x position
Y (byte): Grid based y position
NextX (byte): Next grid based x position
NextY (byte): Next grid based y position
MoveProgress (float): Progress of moving toward next position
LastTeleportTime (float): Timestamp of last teleport
RawFacingDirection (byte): Current facing direciton of the character
RawMovingDirection (byte): Current moving direciton of the character
DirectionControl (byte): Current direction of input for the character
PerformingAction (byte): The current action being performed by character
RawCurrentPowerUp (byte): The current powerup held by the character
Bomb Creation Message: Occurs when a character has dropped a bomb
X (byte): Grid based x position
Y (byte): Grid based y position
CharacterID (int): ID of the character that dropped the bomb
Pickup Creation Message: Occurs when a character drops their powerup
X (byte): Grid based x position
Y (byte): Grid based y position
RawPickupType (int): Type of powerup dropped
Kill Message: Occurs when a character is killed
ID (int): ID of the character being killed
RawKillType (byte): Method of character kill
KillerID (int): ID of the killer
Ink Jets
Update Message: Occurs periodically to update player visuals
Position (float, float, float): Position of player
RotationEulers (float, float, float): Rotation of player
Reservoir (float): Amount of paint remaining
Flags (int): Bit field representing
Walking
Flying
Splat Message: Occurs to indicate paint splat
Position (float, float, float): Position of splat
Angle (float): Rotation of splat
Variant (byte): visual splat variant
Common Messages
Destruction Message: Occurs when an object should be removed for all players
Object Id (int): ID of the object being destroyed
Early End Message: Send to indicate the minigame is ending early
Early End Timestamp (int): Time stamp of exact end time
World Exploration
World Controller Update Message: Occurs periodically to update visuals
Position (float, float, float): Position of character
Rotation (float): Rotation of character
DirectionalControls (float, float): Directional input to help predict next movement
Velocity (float, float):
VsTargetPlayerId (int):
PartyTargetId (int):
RawAnimationState (byte): Enumeration representing animation state
Idle
Turn
Run
Jump
Dance
Celebrate
Grab
Hello
VS
TeleportIndex (byte): Increments when character teleports
RawRunningState (byte): Enumeration representing current running state
None
Forward
Backward
RawDeathState (byte): Enumeration representing current death state
Alive
Dead
Vaporized
World Challenge Message: Occurs when a 1v1 challenge is accepted
Room Id (int): The virtual room where the challenge will take place
Player Id 1 (int): The player number for your character
Player Id 2 (int): The player number for the challenger
World Party Message: Occurs to indicate when a party is joined, started or left
Room Id (int): The virtual room where the challenge will take place
Raw Type (int): Enumeration representing the type of message
RequestSlot
SlotDenied
Slot1Granted
Slot2Granted
Slot3Granted
GameStarting
World Controller Emote Message: occurs to indicate an emote is being sent
Raw Type (byte): Enumeration representing the type of emote
Vs
Dance
Sad
Angry
Happy
Wave
InGame
Third Parties
The App does not share data with any third party service provider that can be used for that third party’s own purposes. The App does share certain game data (as outlined above) with a service provider (Exit Games) who is contracted to only use this data to deliver multiplayer gameplay, and this data is used only for the purposes of matching players together and for tracking a players progress within a play session.
Data Retention
User Data: Stored in the user’s iCloud and retained at the user’s discretion.
Player Data and Real Time Game Inputs: These are stored for the duration of a match or a party the user is in and not retained past their lifespan.
Device Data: Is saved locally on the user’s device.
Declining or withdrawing permission for data
A player may decline to provide data, have data collected, etc, upon first launch of the game, or at any time from the settings screen. Declining data collection will disable all online multiplayer game modes and no data will be transmitted to other users. However, User Data will still be synced to that user’s iCloud account and Device Data will remain on the device.
Players under the age of 16
This game collects, uses, and discloses data from kids in the same way as for other users, as described in this policy. The game’s use of kids’ data is limited to support internal operations of the game. Parents can request deletion of data by contacting us at the email listed below.
Contact Info
For more information on Red Games Co’s SUPER MEGA MINI PARTY privacy policy or data processing practices please email John Park at privacypolicy@redgames.co
Data Subject Rights
The game does not collect any personal data. Players can delete their User Data stored in iCloud via the settings menu.
All player data used for multiplayer games is deleted automatically at the end of the game session.