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.