Abstract:
This invention relates generally to electronic and electromechanical games having a visual display in which the user can obtain feedback on his or her performance during, or after, play, play a game stored in memory, and/or interact with a virtual pet or other character and, more particularly, to a hand-held game apparatus comprising a rotatable body rotating about an axis of rotation incorporating a display coupled to the apparatus for displaying graphics and textual images, a controller coupled to the apparatus for receiving, processing, and outputting data, graphics, and textual images to the display, memory coupled to, and accessible by, the controller for storing information relating to the electronic game, a sensor coupled to the controller for receiving information related to the use of the electronic game and for transmitting the information to the controller, and one or more user inputs for inputting commands to the electronic game.

Description:
RESERVATION OF COPYRIGHT 
     A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, as it becomes available to the public, but otherwise reserves all copyright rights whatsoever. 
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     This invention relates generally to electronic and electromechanical games and, more particularly, to hand-held games having a visual display in which the user can obtain feedback on his or her performance during, or after, play, play a game, and/or interact with a virtual pet or other character. 
     2. Description of the Related Art 
     Mechanical games (games in which the user performs the entire game via some mechanical function without the assistance of electronics), have decreased in popularity over the years. With the advent of electronics, many of these games have become obsolete, and others merely remain in existence for nostalgic purposes. In order to curb this trend, some people have tried to rekindle consumer interest in such games by adding electronics to them. While such attempts have added electronics, none have achieved the level of inviting user interaction and/or providing user feedback. 
     For example, U.S. Pat. No. 4,327,518, to Knauff, discloses an inertial device for adding sight and/or sound to a rotating device, be it a wheel, a yo-yo, a top, a frisbee, or any other like device. While Knauff discloses adding electronics to a rotating device, it is limited in the type of entertainment it provides because it does not invite user interaction and/or provide the user with feedback on his or her performance during, or after, the game. Ultimately, the addition of such electronics amounts to no more than adding “bells and whistles” to an old mechanical game. Such attempts are doomed to fail in attracting and maintaining the user&#39;s attention. After minutes, if not seconds, of play, any user will realize that this is simply the same old mechanical game with an added “blinking light” or “cute noise.” The addition of such electronics neither allows for user interaction nor provides the user with feedback on his or her performance during, or after, the game. 
     Another attempt to modernize mechanical games is disclosed in U.S. Pat. No. 5,145,444, to VanKuiken. VanKuiken discloses use of a light emitting diode (LED), positioned within a rotatable device, such as a yo-yo, to produce “a stroboscopic effect.” The addition of LEDs to a rotatable device does, perhaps, make the device more interesting to look at, but will quickly lose the observer&#39;s interest because it too does not allow for user interaction and/or provide the user with feedback during, or after, the game. 
     Similarly, U.S. Pat. No. 5,356,328, to Ho, discloses a multi-purpose yo-yo that provides for a plurality of LEDs, which light-up upon rotation of the yo-yo, and a speaker to generate “funny” or “exciting” sounds. Again, the addition of LEDs and/or speakers create initial interest in the operation of the device, but quickly lose their attraction because they fail to create user interaction and/or supply the user with feedback on his or her performance during, or after, the game. 
     Lastly, U.S. Pat. No. 5,791,966, to Capps et al., discloses a rotating body having an electronic display. This patent discloses use of a display to generate a message that can be read by a user once the rotational speed of the body is in synchronization with the clocking speed of the display circuitry. The Capps patent discloses nothing more than an invention capable of displaying a visual message or character. Such a device is limited in that it only provides a preselected output to be displayed to the user and does not provide user interaction and/or feedback on the user&#39;s performance during, or after, the game. 
     Accordingly, it has been determined that the need exists for an improved electronic toy which overcomes the aforementioned limitations and which further provides capabilities, features and functions, not available in current devices (be they simply mechanical, electrical, or electromechanical). 
     SUMMARY OF THE INVENTION 
     A hand-held electronic game apparatus according to the present invention provides added functionality and enjoyment by enabling the user to interact with a plurality of game functions. The plurality of game functions include such things as: allowing the user to obtain feedback on his or her performance during, or after, the game; allowing user interaction with a virtual pet or character of some kind; allowing the user to play additional games stored in memory (e.g., video games); and/or allowing the user to turn on and off, or reset, the game. 
     The feedback function of the game includes the ability to obtain information such as: the distance the device has traveled, the speed at which the device moved, the amount of time the device has, or has not, been used, and the number of times the device has been used or operated. Allowing the user to obtain feedback on the distance the device has traveled can be accomplished in several different manners. The cumulative distance traveled could be displayed to the user (much like an odometer reading). In addition, feedback on distance traveled could be displayed as the distance of each yo (one yo is equal to a release and catch of a yo-yo), or each toss (a toss of any device be it a top, frisbee, or any other rotational body). Furthermore, the distance traveled could be displayed as the distance the device has traveled for that specific period of use. Typically, such measurements are displayed in miles or kilometers, but could be displayed in any unit for measuring distance including fictitious measuring units (i.e., yo-miles, yo-kilometers, etc.). 
     The speed at which the device moves could be displayed to the user in many different manners as well. Such a measurement could be displayed as the maximum speed the device has reached over its lifetime. Another way of displaying the speed is by providing the user with the average speed reached over its lifetime. In addition, the speed of the device could be displayed as the speed reached each yo, or toss. Further, the speed of the device may be displayed as the speed reached each period of use, or average speed reached each period of use. Such measurements are typically displayed in miles-per-hour (mph), kilometers-per-hour (kph), or revolutions-per-minute (rpm). However, any unit for measuring speed or velocity could be used, including fictitious measuring units (i.e., rpyo, rpuse, etc.). 
     Allowing the user to obtain feedback on the amount of time the device has, or has not, been used may also be a valuable piece of information. This amount of time could be displayed as the amount of time the device has been used over its lifetime. Similarly, this could be displayed as the amount of time the device has not been used over its lifetime (its “sleep” time). The amount of time the device has been used could also be displayed as the amount of time of each period of use or the amount of sleep time between each period of use. The average of these periods could be displayed as well. Amounts of time are usually displayed in seconds, minutes, hours, days, or years, but could be displayed in any measuring unit of time, including fictitious units. 
     The user may also desire feedback in the form of a count. Such a measurement may display the number of times the rotational body has been used. Another counting measurement may be displayed as the number of yos, or tosses, over the rotational bodies lifetime. In addition, the user may desire a counting of the number of yos, or tosses, each period of use, or the average number of yos, or tosses, each period of use. 
     Regardless of the information, or manner in which it is displayed, the user will appreciate the ability to obtain feedback from this device. 
     An additional game function might consist of the ability to care for a virtual pet, or other character. During play with a yo-yo or top, for example, the user could interact with a virtual pet such as a dog, cat, monkey, alien, robot, or dinosaur. The user may also interact with other characters such as a person, clown, or fictitious creature. Likewise, the user may interact with multiple virtual pets, characters, or a combination thereof. 
     This interaction, may include the ability to name and care for the characteristics of the pet or character. Such characteristics may include happiness, health, hygiene, life, and feeding or play schedule. For instance, the act of playing the game may be required to feed the pet/character or keep it alive. When a particular pet or character dies, the game may store its name and properties. In addition, numerous play activities may be provided with the game. For example, the user may be able to play catch with a ball, catch a frisbee, or pull on a toy. Similarly, the user may be required to “walk the dog” for a specified amount of time in order to satisfy the pet/character&#39;s craving for play. When the user interacts with the pet or character, he or she can earn points for happiness of the pet/character or points for training the pet or character a particular trick. For instance, the user could earn points or increase the health of a pet/character simply by playing the game (i.e., tossing the yo-yo, or turning the top). 
     Another game function might consist of the ability to play additional games stored in memory. After playing the game in a mechanical way (i.e., yo-yoing, spinning the top, etc.), the user may opt to play a different electronic game offered by the same device (i.e. a video game stored in memory). 
     Further game functions of the hand-held electronic game allow the user to turn on and off the game and/or reset the game. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     Other objects and advantages of the invention will become apparent upon reading the following detailed description, upon examining the exemplary software code provided in Appendix A, and upon reference to the drawings, in which: 
     FIG. 1 is a cutaway view of a hand-held electronic game apparatus according to the invention; 
     FIG. 2 is a front view of the hand-held electronic game apparatus shown in FIG. 1; 
     FIG. 3 is a schematic of the circuitry for a hand-held electronic game apparatus according to the invention; 
     FIG. 4 is a fragmentary view of an alternative embodiment of a hand-held electronic game according to the invention; 
     FIG. 5 is a schematic of alternative circuitry for a hand-held electronic game apparatus according to the invention; 
     FIG. 6 is a front view of an alternative embodiment casing for a hand-held electronic game according to the invention with an exemplary view of a virtual pet/character display; and 
     FIG. 7 is a front view of an alternative embodiment casing for a hand-held electronic game according to the invention with an exemplary view of an additional game stored in memory display. 
    
    
     While the invention will be described in connection with a preferred embodiment, it will be understood that it is not intended to limit the invention to that embodiment. On the contrary, it is intended to cover all alternatives, modifications and equivalents as may be included within the spirit and scope of the invention as defined by the appended claims. 
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     Referring to FIG. 1, a hand-held electronic game according to the invention is shown generally at reference numeral  10 . In the preferred embodiment, the game  10  consists of a body  12  capable of rotating about an axis of rotation  14 . The body  12  is made up of a left portion  20 , a right portion  30 , and a shaft  40  connecting the two portions. The left portion  20  contains a face plate  21  and a shell  22 . The face plate  21  is connected to the shell  22  by a fastener, or fasteners,  23 . The fastener, or fasteners,  23  are preferably screws or bolts capable of releasably attaching the face plate  21  to the shell  22 , but other fasteners may be used including those that fixedly attach the face plate  21  to the shell  22  (i.e., rivets or glue). The face plate  22  incorporates locations for a display or screen  24 , one or more user inputs  25 , a controller  26  (not shown), and memory  27  (not shown). The display  24  is preferably a liquid-crystal display (LCD), but other displays may be used, such as dot matrix. The controller  26  is preferably an integrated circuit chip (IC), but may be discrete logic and ancillary electronic components. The one or more inputs  25  preferably are push buttons protruding from the surface of the face plate  21 , but other types of inputs may be used, such as touch pads or inputs not protruding from the face plate  21 . In the preferred embodiment, the display  24 , one or more inputs  25 , controller  26  (not shown), and memory  27  (not shown) are connected to a circuit board  28  located in the left portion  20  of the body  12 . However, in an alternative embodiment, any or all of these components could be located in a similar manner in the right portion  30  of the body  12 . The shell  22  incorporates a location for a sensor  29 . The sensor  29  is preferably an optical sensor capable of detecting changes in light, but other sensors may be used such as centrifugal sensors. In the preferred embodiment, the sensor  29  detects a change in light every time the string (not shown) attached to the shaft  40  crosses the sensor  29 . In an alternate embodiment, the face plate  21  and shell  22  may be the same piece (i.e., the left portion  20  might have no face plate and shell distinction). 
     The right portion  30  contains a rear plate  31 , a battery cover  32 , and a shell  33 . The rear plate  31  is connected to the shell  33  by a fastener, or fasteners,  34 . The fastener, or fasteners,  34  are preferably screws or bolts capable of releasably attaching the rear plate  31  to the shell  33 , but other fasteners may be used including those that fixedly attach the rear plate  31  to the shell  33  (i.e., rivets or glue). The rear plate  31  incorporates locations for a battery compartment  35 . The battery compartment is enclosed by the battery cover  32 . The battery cover  32  is connected to the rear plate  31  by a fastener, or fasteners,  36 . The fastener, or fasteners,  36  are preferably screws or bolts capable of releasably attaching the battery cover  32  to the rear plate  31 , but other fasteners may be used including those that fixedly attach the battery cover  32  to the rear plate  31  (i.e., rivets or glue). In an alternative embodiment, the rear plate  31  and battery cover  32  may be the same piece, requiring the removal of that one piece if the batteries were to be changed. In the preferred embodiment, the body  12  rotates up and down a string (not shown) attached to said shaft  40 . In alternate embodiments, said string (not shown) could be any synthetic or fibrous material capable of coiling around said shaft  40 . 
     Referring now to FIG. 2, there is shown a front view of the hand-held electronic game  10  (an elevation view of the left portion  20 ). The body  12  of the hand-held electronic game  10  consists of the face plate  21  and the shell  22 . The face plate  21  is connected to the shell  22  by a fastener, or fasteners  23 . The fastener, or fasteners,  23  are preferably screws or bolts capable of releasably attaching the face plate  21  to the shell  22 , but other fasteners may be used including those that fixedly attach the face plate  21  to the shell  22  (i.e., rivets or glue). The face plate  21  incorporates the display  24  and a plurality of user inputs  25 . In an alternative embodiment, the user input might consist of one or more user inputs. The LCD display  24  shows an exemplary character display  24   a  and exemplary feedback symbols  24   b-d . The user inputs  25  include an on/off button (power button)  25   a , a mode button (or select button)  25   b , a display button  25   c , and a reset button  25   d . When the power button  25   a  is depressed, the game  10  is either turned on or off. Mode button  25   b  is depressed to select what game function the user would like to access (e.g., distance, speed, time, count, game and/or virtual pet characteristics). In the preferred embodiment, the user must depress the mode button  25   b  to select what type of feedback he or she would like to obtain before playing with the game  10 . However, an alternative embodiment could be to allow the user to play the game and then select what type of feedback he or she would like to obtain, or even view various types of feedback after each period of use. A further alternative embodiment would be to require no such selection and merely display all game functions on the display  24  at all times, or automatically have the display  24  scroll through each game function. 
     By depressing the mode button  25   b , the user can obtain feedback on the distance the rotational body traveled, the speed at which the rotational body moved, the amount of time the rotational body has, or has not, been used, and the number of times the device has been used or operated. Allowing the user to obtain feedback on the distance the rotational body has traveled can be accomplished in several different manners. In the preferred embodiment, the distance traveled will be displayed to the user as the distance the rotational body has traveled for that specific period of use. In alternative embodiments, the distance the rotational body has traveled could be displayed as the distance of each yo (one yo is equal to a release and catch of a yo-yo), or each toss (a toss of any rotational body be it a top, disk, etc.). Furthermore, the distance the rotational body has traveled could be displayed as the cumulative distance traveled over the lifetime of the game (much like an odometer reading). Typically, such a measurement is displayed in miles or kilometers, but could be displayed in any unit for measuring distance including fictitious measuring units (i.e., yo-miles, yo-kilometers, etc.). The LCD display  24  shows an exemplary feedback display of “DISTANCE”  24   b.    
     The speed at which the rotational body moves could be displayed to the user in many different manners as well. In the preferred embodiment, the speed will be displayed as the average speed at which the body  12  has spun. In alternative embodiments, speed may be displayed as the maximum speed the rotational body has reached over its lifetime. Another way of displaying the speed at which the rotational body moves is by providing the user with the average speed reached over its lifetime. In addition, the speed of the rotational body could be displayed as the speed reached each yo, or toss. Further, the speed of the rotational body may be displayed as the speed reached during each period of use, or average speed reached each period of use. Such measurements are typically displayed in miles-per-hour (mph), kilometers-per-hour (kph), or revolutions-per-minute (rpm). However, any unit for measuring speed or velocity could be used, including fictitious measuring units (i.e., rpyo, rpuse, etc.). The LCD display  24  shows an exemplary feedback display of “RPM”  24   d.    
     Allowing the user to obtain feedback on the amount of time the rotational body has, or has not, been used may be an additional feedback option. This amount of time could be displayed as the amount of time the rotational body has been used over its lifetime. However, in the preferred embodiment, this will be displayed as the amount of time the rotational body has not been used over its lifetime (its “sleep” time). The amount of time the rotational body has been used could also be displayed as the amount of time of each period of use or the amount of sleep time between each period of use. The average of these periods could be displayed as well. Amounts of time are usually displayed in seconds, minutes, hours, days, or years, but could be displayed in any measuring unit of time, including fictitious units. 
     The user may also desire feedback in the form of a count. Such a measurement may display the number of times the rotational body has been used. Another counting measurement may be displayed as the number of yos, or tosses, over the rotational bodies lifetime. In the preferred embodiment, the count is displayed as the number of yos, or tosses, each period of use (i.e., it starts a new count every time the game is turned on and off). In alternative embodiments, the count may be displayed as the average number of yos, or tosses, each period of use. 
     According to the preferred embodiment, the user will be able to view the display  24  by depressing the display button  25   c . If the speed mode was selected by depressing the mode button  25   b  prior to using the game  10 , the average speed at which the body  12  has spun will be displayed once the display button  25   c  has been depressed. In an alternative embodiment, there may be no display button because the feedback selected will continually be visible on the display  24 . In another embodiment, the feedback selected may automatically be displayed once the body  12  has stopped moving. 
     An additional game function elected by depressing the mode button  25   b  might consist of the ability to care for, and receive feedback on the characteristics of, a virtual pet, or other character. During or after play with a yo-yo or top, for example, the user could interact with a virtual pet such as a dog, cat, monkey, alien, robot, dinosaur, or interact with other characters such as a person, clown, or fictitious creature. Moreover, the user may interact with multiple virtual pets, characters, or a combination thereof. 
     Interaction of this type may include the ability to name and care for the characteristics of the pet or character. Such characteristics may include happiness, health, hygiene, life, and feeding or play schedule. For instance, the act of playing the game may require the user to feed the pet/character to keep it alive. When a particular pet or character dies, the game may store its name and properties. In addition, numerous play activities may be provided with the game. For example, the user may be able to play catch with a ball, catch a disk, or pull on a toy. Similarly, the user may be required to perform specified tricks (i.e., walk the dog, around the world, etc.), in order to satisfy the pet/character&#39;s craving for play or to score higher. When the user interacts with the pet or character, he or she can earn points for happiness of the pet or character or points for training the pet or character a particular trick. For instance, the user could earn points or increase the health of a pet/character simply by playing the game (i.e., tossing the yo-yo, or turning the top). 
     A further game function elected by depressing the mode button  25   b  might consist of the ability to play additional games from memory (e.g., video games). After playing the game in a mechanical way (i.e., yo-yoing, spinning the top, etc.), the user may opt to play a different electronic game offered by the same device (i.e. a video game stored in memory). Such a game could be a role-playing game where the user operates the user input  25  to control a character. One input may be used to control direction (e.g., up, down, left, right, etc.), another may be used to control action (e.g., punch, kick, use weapon, etc.). Additional games include action games where the user fights or attacks a specified enemy or target. One input may be used to aim and another may be used to fire, punch, kick, etc. 
     An additional function of the game  10  found in the preferred embodiment is the reset button  25   d . The reset button allows the user to clear/reset the display. In an alternative embodiment, the reset button may reset all data stored in the memory  27  of the game. In an additional embodiment, no reset button may be present because there is no reset feature or the game can be reset in an alternative method. 
     FIG. 3 is a schematic diagram of the electronic circuitry of a hand-held electronic game according to the invention. In this embodiment, the hand-held electronic game utilizes an integrated circuit chip (IC)  50  to perform many operations, but it should be apparent to those skilled in the art that other ICs could be used, and that none of these operations require use of an IC. The IC  50  controls the operation of various components of the electronic game  10 . The on/off input  52  turns on/off the game. The mode input  54  allows the user to chose what game function he or she would like to access. The display input  56  allows the user to view the selected game function on the display (LCD)  70 . The reset input  58  resets the operation of the game, effectively clearing all data accumulated and displayed. When the game is turned on, the IC  50  registers a count every time the sensor  60  is triggered. The sensor  60  is triggered when the receiver  60   a  registers a disruption in light. The user may view feedback on whatever game function was selected by mode input  54 , simply by depressing the display input  56  and looking at the display  70 . 
     FIG. 4 shows a fragmentary view of an alternate embodiment of a hand-held electronic game  10  according to the invention. In this alternative embodiment, the game  100  consists of a body  102  made up of a left portion  110 , a right portion  120 , and a shaft  130  connecting the two portions  110  and  120 . The left portion  110  contains a face plate  111 , a circuit board  112 , and a shell  113 . The face plate  111  is connected to the circuit board  112  and the shell  113  by fastener, or fasteners,  114 . The fastener, or fasteners,  114  are preferably screws or bolts capable of releasably attaching the face plate  111  to the shell  113 , but other fasteners may be used including those that fixedly attach the face plate  111  to the shell  113  (i.e., rivets or glue). In this embodiment, the fasteners  114  are screw type fasteners. The circuit board contains a display  115 , a piezo speaker  116 , one or more user inputs  117 , and an optical sensor  118 . The display is preferably a liquid-crystal display (LCD), but could be any type of display including a dot matrix display. It is preferred that the user input  117  be a set of push buttons, but other types of inputs may be used, such as touch pads. Under this embodiment, the optical sensor  118  consists of an infra-red light emitting diode (IRLED)  118   a  and a photo diode  118   b , but any sensor alternate will do (e.g., an inertia sensor). The shell  113  incorporates a fastener  119  that will connect the left portion  110 , right portion  120 , and shaft  130  together. The fastener  119  is preferably a screw or nut capable of releasably attaching the left portion  110 , right portion  120 , and shaft  130 , but other fasteners may be used including those that fixedly attach these components (i.e., rivets or glue). 
     The right portion  120  contains a rear plate  121 , a battery cover  122 , and a shell  123 . The rear plate  121  is connected to the shell  123  by a fastener, or fasteners,  124 . The fastener, or fasteners,  124  are preferably screws or bolts capable of releasably attaching the rear plate  121  to the battery cover  122 , but other fasteners may be used including those that fixedly attach the rear plate  121  to the battery cover  122  (i.e., rivets or glue). The rear plate  121  incorporates a battery compartment  125 , batteries  125   a , and battery contacts  125   b . The battery compartment is enclosed by a battery cover  122 . The battery cover  122  is connected to the rear plate  121  by a fastener, or fasteners,  126 . The fastener, or fasteners,  126  are preferably screws or bolts capable of releasably attaching the battery cover  122  to the rear plate  121 , but other fasteners may be used including those that fixedly attach the battery cover  122  to the rear plate  121  (i.e., rivets or glue). The shell  123  incorporates a fastener  127  to be connected to the fastener  119  in order to keep the left portion  110 , right portion  120 , and shaft  130  together, and an opening  128  for the optical sensor  118   b . The fastener  127  is preferably a screw or bolt capable of releasably attaching the left portion  110 , right portion  120 , and shaft  130 , but other fasteners may be used including those that fixedly attach these components (i.e., rivets or glue). 
     In the preferred embodiment, the body  102  rotates up and down a string  140  attached to said shaft  130 . In alternate embodiments, said string  140  could be any synthetic or fibrous material capable of coiling around said shaft  130 . When the body  102  spins, the string  140  interrupts the light from the IRLED  118   a  to the photo diode  118   b  as it passes between them. This triggers the electronic circuitry and the controller (not shown) registers each time the string passes between IRLED  118   a  and photo diode  118   b . The user can view feedback (e.g., distance, time, speed, count, etc.), on his or her performance during or after the game by depressing one or more user input  117 . 
     An additional game function elected by depressing user input  117  might consist of the ability to care for, and receive feedback on the characteristics of, a virtual pet, or other character. During or after play with a yo-yo or top, for example, the user could interact with a virtual pet such as a dog, cat, monkey, alien, robot, dinosaur, or interact with other characters such as a person, clown, or fictitious creature. Moreover, the user may interact with multiple virtual pets, characters, or a combination thereof. 
     Interaction of this type may include the ability to name and care for the characteristics of the pet or character. Such characteristics may include happiness, health, hygiene, life, and feeding or play schedule. For instance, the act of playing the game may be required to feed the pet/character or keep it alive. When a particular pet or character dies, the game may store its name and properties. In addition, numerous play activities may be provided with the game. For example, the user may be able to play catch with a ball, catch a frisbee, or pull on a toy. Similarly, the user may be required to perform specified tricks (i.e., walk the dog, around the world, etc.), in order to satisfy the pet/character&#39;s craving for play or to score higher. When the user interacts with the pet or character, he or she can earn points for happiness of the pet or character or points for training the pet or character a particular trick. For instance, the user could earn points or increase the health of a pet/character simply by playing the game (i.e., tossing the yo-yo, or turning the top). 
     A further game function elected by depressing user input  117  might consist of the ability to play additional games from memory (not shown) (e.g., video games). After playing the game in a mechanical way (i.e., yo-yoing, spinning the top, etc.), the user may opt to play a different electronic game offered by the same device (i.e. a video game stored in memory). Such a game could be a role-playing game where the user operates the user input  25  to control a character. One input may be used to control direction (e.g., up, down, left, right, etc.), another may be used to control action (e.g., punch, kick, use weapon, etc.). Other game functions available to the user by depressing user input  117  might be the ability to turn on/off the hand-held electronic game or reset it. 
     FIG. 5 is a schematic diagram of alternate circuitry for a hand-held electronic game apparatus according to the invention. In this embodiment, the hand-held electronic game utilizes integrated circuit chips (ICs)  150  and  152  to perform many operations, but it should be apparent to those skilled in the art that other ICs could be used, and that none of these operations require use of an IC. When the game is turned on, ICs  150  and  152  register counts every time the sensor  160  is triggered. The sensor  160  is triggered when the photo diode  160 a registers a disruption in light sent by the IRLED  160   b . IC  152  registers the triggering of the sensor  160  and outputs a signal to the speaker  172 . In this embodiment, the speaker is a piezo buzzer, but other speakers may be used. IC  152  also outputs a signal to IC  152  which registers the triggering of the sensor  160 . IC  152  calculates and displays the desired feedback or game function on the display  170 . 
     FIG. 6 is a front view of an alternative embodiment casing for a hand-held electronic game according to the invention with an exemplary view of a virtual pet/character display. The body  202  of the hand-held electronic game  200  incorporates a character or feature  204 , a display  206 , and one or more user input  208 . The character  204  may cover the entire portion of the body  202 , or may cover only a portion of the body  202  (e.g., only the face plate or only the shell if such an embodiment exists). In this embodiment, the character  204  selected is related to the game function provided by the hand-held electronic game  200  (i.e., a robot character was selected because of the relationship to the robot virtual pet/character game function available on the hand-held electronic game  200 ). Other examples of this type of relationship include a bear character selected for a hand-held electronic game offering a bear virtual pet/character game function, or a pirate character selected for a hand-held electronic game offering a pirate virtual pet/character game function. In alternative embodiments the character  204  selected may have little or nothing to do with the functions available on the hand-held electronic game  200  (e.g., the character or feature may be a flower even though no function available on the hand-held electronic game relates to a flower). 
     The body  202  incorporates a display  206  and one or more user input  208 . In this embodiment, the display  206  is preferably an LCD display. The LCD display  206  shows an exemplary view of a virtual pet/character game function. An exemplary display of the virtual pet/character&#39;s strength  210  is shown. A user is able to determine how strong the virtual pet/character is by looking at the display  206 . The user can alter the level of the virtual pet/character&#39;s strength by doing or not doing a required activity (e.g., by playing with the hand-held electronic game  200 , the virtual pet/character&#39;s strength may go up; likewise, by not feeding the virtual pet/character when required, the virtual pet/character&#39;s strength may go down). In alternate embodiments, a user may access the virtual pet/character&#39;s life level, skill level, etc. 
     An exemplary display of the virtual pet/character&#39;s fuel level  212  is shown. A user is able to determine how much fuel the virtual pet/character has or needs by looking at the display  210  and/or depressing one or more user inputs  208 . The user can alter the level of the virtual pet/character&#39;s fuel by doing or not doing a required activity (e.g., by tossing the hand-held electronic game  200  fast, the virtual pet/character&#39;s fuel level may go up; likewise, by not selecting the option to fuel-up the virtual pet/character when required, the virtual pet/character&#39;s fuel level may go down). In alternate embodiments, a user may access the virtual pet/character&#39;s health level, hunger level, etc. 
     An exemplary display of the virtual pet/character&#39;s happiness level  214  is shown. A user is able to determine how much happiness the virtual pet/character has or needs by looking at the display  210  and/or depressing one or more user inputs  208 . The user can alter the level of the virtual pet/character&#39;s happiness by doing or not doing a required activity (e.g., by playing the hand-held electronic game  200 , the virtual pet/character&#39;s happiness level may go up; likewise, by not complying with the needs of the virtual pet/character at a particular time, the happiness level may go down). In alternate embodiments, a user may access the virtual pet/character&#39;s IQ level, obedience level, etc. 
     FIG. 7 is a front view of an alternative embodiment casing for a hand-held electronic game according to the invention with an exemplary view of an additional game stored in memory display. The body  252  of the hand-held electronic game  250  incorporates a character or feature  254 , a display  256 , and one or more user input  258 . The character or feature  254  may cover the entire portion of the body  252 , or may cover only a portion of the body (e.g., only the face plate or only the shell if such an embodiment exists). In this embodiment, the character or feature  254  selected is related to the game stored in memory (or video game), game function provided by the hand-held electronic game  250  (i.e., a “yo attack” design because of the relationship to the action/fighting video game function available on the hand-held electronic game  250 ). Other examples of this type of relationship include a tank design selected for a hand-held electronic game offering an action video game function involving a tank, or a car design selected for a hand-held electronic game offering an action video game function involving a car. In alternative embodiments the character or feature  254  selected may have little or nothing to do with the functions available on the hand-held electronic game  250  (e.g., the character or feature may be a flower even though no function available on the hand-held electronic game relates to a flower). 
     The body  252  incorporates a display  256  and one or more user input  258 . In this embodiment, the display  256  is preferably an LCD display. The LCD display  256  shows an exemplary view of an action video game function display. In this embodiment, cross hairs  260  and other marks  262  define a line of sight in which the user is to position a target before attacking it. The user can attack by depressing one or more user inputs  258 . In alternate embodiments, the display  256  may show a pair of fists, hands holding weapons, or merely display the video game graphics. In this embodiment, the user inputs  258  allow the user to maneuver up, down, side-to-side, attack, and select. However, in alternate embodiments only one user input may be required and/or the display may perform the function of the user input (i.e., a touch screen display). 
     Thus it is apparent that there has been provided, in accordance with the invention, a hand-held electronic game  10  that fully satisfies the objects, aims, and advantages set forth above. While the invention has been described in conjunction with specific embodiments thereof, it is evident that many alternatives, modifications, and variations will be apparent to those skilled in the art in light of the foregoing description. Accordingly, it is intended to embrace all such alternatives, modifications, and variations as fall within the spirit and broad scope of the appended claims.