ELECTRONIC GAME
Field of the Invention
This invention relates to electronic games. In particular, this invention relates to, but is not necessarily limited to an electronic game supported by a selective call receiver and a method thereof.
Background of the Invention
Electronics games are well understood in the art. Recently, a style of game, commonly referred to as "virtual pet" games (with perhaps Tamagotchi by Bandai being the best known example) have become popular. In this style of game, a small hand-held housing features a display and two or more player interactive buttons. At initiation of a game, a virtual pet is born and must thereafter be cared for in something approximating real time. Unless the virtual pet is cared for (with virtual feedings, care, affection and so forth) the virtual pet will suffer a virtual death and the game will conclude. Such a game often lasts for days or even weeks.
Present day devices for virtual pet games encounter a number of problems, not the least of which is the requirement for close physical proximity between a device and its player. That is, the player must, from time to time, physically interact with the device in order to effect the virtual feedings and other required activities. If a game has been initiated and the player neglects to take along the device for an outing, the game may conclude in an untimely manner. Or the player may be participating in activities and the device cannot be brought along simply because of the nature of such activities. Death of virtual pets as a result of these situations easily frustrate and can even traumatize players who may have invested days or weeks caring for the virtual pets.
One solution to this problem proposes housing a virtual pet game in a cellular telephone style of communication device. This proposed solution allows for one player to completely transmit the parameters and content of the virtual pet game to one other player having a similar communication device. Once a virtual pet created from the virtual pet game is so transmitted, the other player can then attend to the needs of the virtual pet
until the first player is again able to resume play. However, a number of problems are attendant to this solution. For example, providing virtual pets to other players frustrates to some extent the entire point of virtual pet games and may leave players who originally created such virtual pets feeling dissatisfied.
Consequently, a need continues to exist for a way to resolve the problems with the virtual pet games as noted above while simultaneously maintaining player satisfaction.
Summary of the Invention
It is an object of this invention to provide an electronic game and a method for playing thereof.
According to one aspect of the invention, there is provided an electronic game with a first mode and a second mode of operation. The first mode of operation has a selective call mode of operation to provide for reception, decoding, and display of user messages intended for a user. The second mode of operation has a game mode of operation to provide for reception and decoding of game messages intended for a game and for automatically updating status of the game in response to the game messages.
According to another aspect of the invention, there is provided a method for playing an electronic game. One step for this method is in receiving a selective call signal via a selective call receiver of the electronic game. Another step is in decoding the selective call signal to obtain messages. A further step is in automatically updating status of the electronic game in response to the game messages.
Brief Description of the Drawings
In order to describe the invention and to put it into practical effect, reference will now be made to a preferred embodiment as illustrated with reference to the accompanying drawings in which:
FIG. 1 is a block diagram of an electronic game in accordance with a preferred embodiment of the invention; and
FIG. 2 is a flow diagram of a method for playing the electronic game of FIG. 1.
Detailed Description of the Invention
FIG. 1 is a block diagram of an electronic game 10 in accordance with a preferred embodiment of the invention. Electronic game 10 comprises a receiver 12, a microprocessor 14, a codeplug 16, a display 18, a memory 20, an annunciator 22 and buttons 24. Messages are received by receiver 12 on selective call signals via an antenna 26. Microprocessor 14 couples to receiver 12 to process the messages to determine parameters such as baud rate and an address of the electronic game 10. When the baud rate and the address is in accordance with signaling parameters of electronic game 10 stored in memory 20 or codeplug 16, microprocessor 14 decodes the messages to obtain information. Memory 20 includes game memory 28 which stores status and game parameters of a game played with electronic game 10. Annunciator 22 is coupled to microprocessor 14 when annunciations such as audio or visual alerts are needed for the messages.
Electronic game 10 has a first mode of operation and a second mode of operation. The first mode of operation comprises a selective call mode of operation to provide for reception, decoding, and display of user messages. These user messages are intended for a user of electronic game 10. The second mode of operation comprises a game mode of operation to provide for reception and decoding of game messages intended for a game. The game mode of operation also provides for automatically updating status of the game in response to the game messages. Each of the user messages can be processed to provide one or more commands for the game.
FIG. 2 is a flow diagram of a method 30 for playing electronic game 10. Upon starting at step 32, method 30 continues at step 34 with receiving
a selective call signal via receiver 12 and antenna 26 of electronic game 10. Following this, step 36 provides method 30 with detecting an address of electronic game 10 within the selective call signal. This address is a parameter for electronic game 10 and is stored within codeplug 16. When the address is detected, method 30 proceeds to decoding the selective call signal at step 38 to obtain messages. Such messages include user messages and game messages. User messages are messages intended to provide information to a user of electronic game 10. At decision step 40, microprocessor 14 checks whether a message is a game message. For a "Yes" at decision step 40, method 30 proceeds to step 42 in which microprocessor 14 automatically updates status of a game in response to the game message. This is followed by step 44 to actuate at least one command intended for the game provided by the game message. For a "No" at decision step 40, microprocessor 14 continues processing the message as a user message at step 46. Each user message can be processed to provide one or more commands to the game.
One example of an application for electronic game 10 is with virtual pet games. In a situation when a player of electronic game 10 has forgotten or cannot bring along a virtual pet, the invention advantageously enables the player to perform tasks such as feeding or playing with the virtual pet. Performance of these tasks is initiated when the player sends a selective call signal or page to electronic game 10. The selective call signal or page can be encoded with one or more game messages. Upon decoding the selective call signal or page to obtain the game messages, microprocessor 14 then actuates commands corresponding to the game messages.
To simplify transmission of the game messages, each of the tasks can be assigned a numerical code corresponding to a task that needs to be performed. For example, feeding can be assigned as "1" and cleaning as "2". Thus, when sending a selective call signal or page to electronic game 10, one or more numerical codes are selected to perform one or more tasks accordingly.
In addition, electronic game 10 can be configured such that the user messages provide one or more commands to the game. Hence, the virtual pet can also be played even with user messages.
Thus, the invention advantageously enables a player of electronic game 10 to continue taking care of a virtual pet even after forgetting or not being able to bring along the virtual pet. Player satisfaction can therefore be maintained without worrying about the virtual pet or having someone else take care of it. Furthermore, additional player satisfaction is provided when user messages also provide commands to the game.
Although the invention has been described with reference to a preferred embodiment, it is to be understood that the invention is not restricted to the preferred embodiment described herein.