Context of use:
The user decides what he wants to do with the Pac Man game: Play Game, Play
Saved Game, View High Score, Set Levels, or Change Controls
Scope:
J2ME Pac-man Game Application
Level:
User Goal
Primary Actor:
Mobile Phone or PDA User
Precondition:
Player wants to play PacMan
Minimal Guaruntees:
The game will successfully load and the user will be given the introduction
screen with options to choose from.
Success Guaruntees:
Player finishes the game and is moved on to the end game use case.
Trigger:
Player chooses to load PacMan from cell phone or PDA
Main Scenarion:
Extensions:
Technology and Data Variations:
None
Related Information:
PacMan
Use Case 2 Sequence Diagram
PacMan Use
Case 2 Class Diagram
PacMan Package Diagram
Pac Man Use Case Model