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What is it? Why is it so valuable? Should I buy some? How do I buy some? Yes, this is actually happening! And why not? Imagine a gigantic piece of paper that lists every transaction ever completed.

Malcolm pryors spread betting techniques dvd decrypter how to do research for sports betting

Malcolm pryors spread betting techniques dvd decrypter

The game center also preferably provides a distribution center for related products such as computer games, video games, wands and the like e. Purchased video games may be played at home e. Advantageously, in this manner the game is able to transcend seamlessly from one entertainment medium to another using the wand or other similar RFID-capable device as a means to store, transport and communicate character development and game progress between different entertainment mediums and play environments.

For example, FIGS. For example, various wireless receivers or transceivers may be distributed throughout the play center to facilitate such interaction via wireless communications. Depending upon the degree of game complexity desired and the amount of information sharing required, the transceivers may or may not be connected to a master system or central server not shown. Preferably, most, if not all, of the receivers or transceivers are stand-alone devices that do not require communications with an external server or network.

For example, thousands of soft foam balls may be provided as an interactive play medium e. These may be manipulated by play participants using various interactive play elements to create desired effects. Preferably, the objects are not so small as to present a choking hazard for young children. The majority of the objects may be the same size, or a mixture of sizes may be utilized, as desired. Certain play elements within the play center may require the use of certain objects in order to complete a required task.

For example, various play objects may identified using one or more embedded or affixed RFID tags which may be electronically read by the various game consoles within the play center These may be used alone or in combination with one another. Durable plastic or rubber play media are preferable in an outdoor play structure where environmental exposure may prematurely destroy or degrade the quality of certain play mediums such as foam balls. The particular play media used is not particularly important for purposes of carrying out the invention and, optionally, may be omitted altogether, if desired.

These may include interactive elements such as video games, coin-operated rides, and the like. Some play elements may produce local effects while others may produce remote effects. Each play participant , or sometimes a group of play participants working together, preferably must experiment with the various play elements and using their magic wands in order to discover how to create the desired effect s.

Once one play participant figures it out, he or she can use the resulting play effect to surprise and entertain other play participants. Yet other play participants will observe the activity and will attempt to also figure it out in order to turn the tables on the next group.

Repeated play on a particular play element can increase the participants' skills in accurately using the wand to produce desired effects or increasing the size or range of such effects. Optionally, play participants can compete with one another using the various play elements to see which participant or group of participants can create bigger, longer, more accurate or more spectacular effects.

While several particularly preferred play environments have been described, it will be readily apparent to those skilled in the art that a wide variety of other possible play environments and other entertainment mediums may be used to carry out the invention. Alternatively, a suitable play environment may comprise a simple themed play area, or even a multi-purpose area such as a restaurant dining facility, family room, bedroom or the like.

Internet e. Optionally, play participants may collect points or earn additional magic levels or ranks for each play effect or task they successfully achieve. As illustrated in FIG. An optional button may also be provided, if desired, to enable particular desired functions, such as sound or lighting effects or longer-range transmissions. Preferably, certain wand functions may require that these wheels be rotated to produce a predetermined pattern of symbols such as three owls, or an owl, a broom and a moon symbol.

Alternatively, the combination wheels may provide a simple security measure to prevent unauthorized users from actuating the wand. At its most basic level, RFID provides a wireless link to uniquely identify objects or people. It is sometimes called dedicated short range communication DSRC. RFID systems include electronic devices called transponders or tags, and reader electronics to communicate with the tags.

One suitable RFID transponder is the A protective silicon sheathing is preferably inserted around the sealed vial between the vial and the inner wall of the tube to insulate the transponder from shock and vibration. As illustrated, the transceiver basically comprises an RF Module , a Control Module and an antenna This information is initially received by RF Module , which can then transfer the information through standard interfaces to an optional Host Computer , Control Module , printer, or programmable logic controller for storage or action.

If appropriate, Control Module provides certain outputs to activate or control one or more associated play effects, such as lighting, sound, various mechanical or pneumatic actuators or the like. To provide added mystery and fun, certain transceivers may be provided as hidden clue stations within a play environment so that they must be discovered by discovered by play participants If desired, the wand may also be configured for long range communications with one or more of the transceivers or other receivers disposed within a play environment.

For example, one or more transceivers may be located on a roof or ceiling surface, on an inaccessible theming element, or other area out of reach of play participants. Such long-rage wand operation may be readily achieved using an auxiliary battery powered RF transponder, such as available from Axcess, Inc. If line of sight or directional actuation is desired, a battery-operated infrared LED transmitter and receiver of the type employed in television remote control may be used, as those skilled in the art will readily appreciate.

Of course, a wide variety of other wireless communications devices, as well as various sound and lighting effects may also be provided, as desired. Any one or more of these may be actuated via button , as desirable or convenient.

If provided, these operational aspects would need to be learned by play participants as they train in the various play environments. This means that the play participant has learned and mastered every aspect of operating the wand to produce desired effects within each play environment.

Of course, additional effects and operational nuances can and preferably are always added over time in order to keep the interactive experience fresh and continually changing. Optionally, the wand may be configured such that it is able to display 50 or more characters on a LTD or LCD screen.

The wand may also be configured to respond to other signals, such as light, sound, or voice commands as will be readily apparent to those skilled in the art. This could be useful, for example for generating, storing and retrieving secret pass words, informational clues and the like. This may be used instead of or in addition to the wand , described above. The particular badge illustrated is intended to be affixed or adhered to the front of a shirt or blouse worn by a play participant during their visit to suitably equipped play or entertainment facilities.

The badge preferably comprises a paper, cardboard or plastic substrate having a front side and a back side In addition, the front of the badge may include any number of other designs or information pertinent to its application. For example, the guest's name , and group may be indicated for convenient reference.

A unique tag ID Number may also be displayed for convenient reference and is particularly preferred where the badge is to be reused by other play participants. The tag generally comprises a spiral wound antenna , a radio frequency transmitter clip and various electrical leads and terminals connecting the chip to the antenna. Advantageously, the UPIN may be used to identify and track individual play participants within the play facility.

If desired, the tag may be covered with an adhesive paper label not shown or, alternatively, may be molded directly into a plastic sheet substrate comprising the card Various readers distributed throughout a park or entertainment facility are able to read the RFID tags Thus, the UPIN and UGIN information can be conveniently read and provided to an associated master control system, display system or other tracking, recording or display device for purposes of creating a record of each play participant's experience within the play facility.

Preferably, the tag is passive requires no batteries so that it is inexpensive to purchase and maintain. Such tags and various associated readers and other accessories are commercially available in a wide variety of configurations, sizes and read ranges.

RFID tags having a read range of between about 10 cm to about cm are particularly preferred, although shorter or longer read ranges may also be acceptable. The particular tag illustrated is the The tag is initially activated by a radio frequency signal broadcast by an antenna of an adjacent reader or activation device The signal impresses a voltage upon the antenna by inductive coupling which is then used to power the chip see, e.

This signal is then received and processed by the associated reader as described above. As indicated above, communication of data between a tag and a reader is by wireless communication. As a result, transmitting such data is always subject to the vagaries and influences of the media or channels through which the data has to pass, including the air interface. Noise, interference and distortion are the primary sources of data corruption that may arise.

Thus, those skilled in the art will recognize that a certain degree of care should be taken in the placement and orientation of readers so as to minimize the probability of such data transmission errors. Preferably, the readers are placed at least cm away from any metal objects, power lines or other potential interference sources. Typical RFID data communication is asynchronous or unsynchronized in nature and, thus, particular attention should be given in considering the form in which the data is to be communicated.

Structuring the bit stream to accommodate these needs, such as via a channel encoding scheme, is preferred in order to provide reliable system performance. Various suitable channel encoding schemes, such as amplitude shift keying ASK , frequency shift keying FSK , phase shift keying PSK and spread spectrum modulation SSM , are well known to those skilled in the art and will not be further discussed herein.

The choice of carrier wave frequency is also important in determining data transfer rates. Generally speaking the higher the frequency the higher the data transfer or throughput rates that can be achieved. This is intimately linked to bandwidth or range available within the frequency spectrum for the communication process. Preferably, the channel bandwidth is selected to be at least twice the bit rate required for the particular game application.

The chip basically comprises a central processor , Analogue Circuitry , Digital Circuitry and on-board memory On-board memory is divided into read-only memory ROM , random access memory RAM and non-volatile programmable memory , which is available for data storage. The RAM-based memory is used to facilitate temporary data storage during transponder interrogation and response.

The non-volatile programmable memory may take various forms, electrically erasable programmable read only memory EEPROM being typical. Various data buffers or further memory components not shown , may be provided to temporarily hold incoming data following demodulation and outgoing data for modulation and interface with the transponder antenna Analog Circuitry provides the facility to direct and accommodate the interrogation field energy for powering purposes in passive transponders and triggering of the transponder response.

Digital Circuitry provides certain control logic, security logic and internal microprocessor logic required to operate central processor All of this information is preferably stored on the card so that the character attributes may be easily and conveniently transported to other similarly-equipped play facilities, computer games, video games, home game consoles, hand-held game units, and the like. In this manner, a play participant can use the character card and the role play character he or she has developed with specific associated attributes in a favorite video action game, role-play computer game or the like.

Depending upon the degree of game complexity desired and the amount of information sharing required, the transceivers may or may not be connected to a master control system or central server FIG. This communications protocol provides the basic foundation for a complex, interactive entertainment system which creates a seemingly magic interactive play experience for play participants who possess and learn to use the magical wand.

This newly created network of SRRF-compatible play and entertainment environments provides a complex, interactive play and entertainment system that creates a seamless magical interactive play experience that transcends conventional physical and temporal boundaries. SRRF may generally be described as an RF-based communications technology and protocol that allows pertinent information and messages to be sent and received to and from two or more SRRF compatible devices or systems.

The SRRF system can preferably send and receive signals up to 40 feet between tokens and fixed transceivers. The system is preferably able to associate a token with a particular zone as defined by a token activation area approximately feet in diameter. Different transceiver and antenna configurations can be utilized depending on the SRRF requirements for each play station. The SRRF facility tokens and transceivers are networked throughout the facility.

These devices can be hidden in or integrated into the facility's infrastructure, such as walls, floors, ceilings and play station equipment. Therefore, the size and packaging of these transceivers is not particularly critical. A typical entertainment facility provided with SRRF technology may allow or more users to more-or-less simultaneously send and receive electronic transmissions to and from the master control system using a magic wand or other SRRF-compatible tracking device.

In particular, the SRRF system uses a software program and data-base that can track the locations and activities of up to a hundred or more users. The system can then send messages to the user throughout the play experience. The master control system can also send messages to the user from other users. The system is preferably sophisticated enough that it can allow multiple users to interact with each other adjusting the game instantly.

Any user can locate another user either through the video capturing system or by sending a message to another device. At the end of a visit, users are informed of their activities and the system interfaces with printout capabilities. The SRRF system is preferably capable of sending and receiving signals up to feet. Transmitter devices can also be hidden in walls or other structures in order to provide additional interactivity and excitement for play participants.

In another preferred embodiment the system comprises a network of transceivers installed at specific points throughout a facility. The token then responds to this signal by transmitting both its unique token identification number TID along with the ZID, thus identifying and associating the player with a particular zone. The token's transmitted signal is received by a transceiver attached to a data network built into the facility. In this manner, the SRRF technology allows the master control system to uniquely identity and track people as they interact with various games and activities in a semi-controlled play environment.

Optionally, the system may be configured for two-way messaging to enable more complex interactive gaming concepts. In another embodiment, the SRRF technology can be used in the home. For enabling Magic at the home, a small SRRF module is preferably incorporated into one or more portable toys or objects that may be as small as a beeper.

For example, a Magic wand can communicate with another Magic wand The toy wand or other object may also include the ability to produce light, vibration or other sound effects based on signals received through the SRRF module. In a more advanced implementation, the magical object may be configured such that it is able to display preprogrammed messages of up to 50 characters on a LCD screen when triggered by user action e.

This transceiver has an integral antenna and interfaces to the host computer through a dedicated communication port using industry standard RS serial communications. It is also desirable that the SRRF transmission method be flexible such that it can be embedded in television or radio signals, videotapes, DVDs, video games and other programs media, stripped out and re-transmitted using low cost components.

The exact method for transposing these signals, as well as the explicit interface between the home transceiver and common consumer electronics i. The various components needed to assemble such an SRRF system suitable for use with the present invention are commercially available and their assembly to achieve the desired functionality described above can be readily determined by persons of ordinary skill in the art.

If desired, the antenna can be embedded in the module, or integrated into the toy and attached to the module. Different modules and antennas may be required depending on the function, intelligence and interfaces required for different devices. A consumer grade rechargeable or user replaceable battery may also be used to power both the SRRF module and associated toy electronics. The present invention may be carried out using a wide variety of suitable game play environments, storylines and characters, as will be readily apparent to those skilled in the art.

The following specific game play examples are provided for purposes of illustration and for better understanding of the invention and should not be taken as limiting the invention in any way:. The magical objects use the SRRF communications system allowing for messages and information to be received and sent to and from any other object or system. Optionally, these may be programmed and linked to the master SRRF system.

If a Master computer system is used, preferably the software program running on the Master computer is capable of tracking the total experience for hundreds of users substantially in real time. The information is used to adjust the play for each user based on knowing the age of the user, where the user has played or is playing, points accumulated, levels reached and specific objectives accomplished.

Based on real-time information obtained from the network, the system can also send messages to the user as they interact throughout the Magic experience. The system is preferably sophisticated enough to allow multiple users to interact with each other while enjoying the game in real-time. Optionally, the Master system can interface with digital imaging and video capture so that the users' activities can be visually tracked. Users can locate another user either through the video capturing system or by sending a message to another device.

At the end of a visit, users are shown photos of their activities related to the Magic experience via display or printout. For relatively simple interactive games, the Master system may be omitted in order to save costs. For retrofit applications, it is strongly preferred to provide substantially all stand-alone receivers or transceivers that do not communicate to a master system or network. This is to avoid the expense of rewiring existing infrastructure. For these applications, any information required to be shared by the game system is preferably stored on the wand or other RFID device s carried by the play participants.

Alternatively, if a more complex game experience is demanded, any number of commercially available wireless networks may be provided without requiring rewiring or existing infrastructure. Game participants are immersed in a treasure hunt adventure that combines old fashioned storytelling, live entertainment, hands-on play and interactive gaming together in a seamless experience. The game is carried out in multiple venues and using multiple entertainment mediums so that cross-media promotion and traffic is encouraged and provided by the game see, e.

The treasure hunt is brought to life through a live-action story and interactive game using the RFID tag technology. Play participants receive points optionally redeemable for one or more prizes for searching and successfully finding clues and other items and for solving various puzzles and the final mystery of the whereabouts of a lost treasure located at Stone Mountain, Ga.

Guests are awarded points for finding hidden and not-so hidden items such as a framed letter, a painting on the wall, bottle of elixir buried amongst props, etc. These clues and other items are preferably distributed throughout a park facility and in various retail, restaurant and entertainment buildings for which the park desires to generate additional walk-in traffic. Clues may be the location of other hidden items, tools or clues. Preferably the clues are revealed in an appropriately themed manner, such as a local newspaper account, programmed and staff-led storytelling, signage, performances, and various interactive game consoles.

The story is eventually revealed as follows:. He met with several important men at Stone Mountain to put together a peace treaty between the Indians and the government. This treasure of gold coins was passed down several generations and it is reported to be buried at Stone Mountain. Many in the town believe the story is legend, but two unrelenting men believe that it is true. A famous Historian by the name of Andrew Johnson, and an adventurer by the name of Tom Willingham, are convinced that the treasure exists and have spent the last 10 years searching for the gold.

The last living relative to Mcllivray buried the treasure but wanted the search to be difficult and has left important and revealing clues throughout the town of Crossroads. One and all are invited to retrace their steps in their search for the gold and become a part of the grand adventure when the final clue is revealed to where the treasure is buried.

Advantageously, clues and other necessary items are preferably hidden within various retail stores and designated entertainment areas giving kids and adults fun and alluring reasons to go inside buildings and seek out new experiences they might have otherwise overlooked. Willy was especially vigilant to thwart the possible feigning efforts of unscrupulous persons who might attempt to gain access to his fortunes by cheating, trickery or other deceptive devices.

Above all, he was determined to prevent any part of his vast estate and fortune from ever falling into the hands of persons who were lazy, ignorant or wicked of heart. While Willy was a prodigiously brilliant and gifted man, he was also surprisingly naive. When Iggy learned of his uncle's plan, he abducted Willy late one night outside his office and forced him at gunpoint to reveal the secret passwords which only Willy knew it was easy for Willy to remember because the passwords were his favorite candies.

While nervously holding the gun to Willy's head, Iggy frantically inscribed the secret account numbers and passwords on the back of a chocolate bar there being no paper hand at the time. He then bound and gagged Willy and threw him into the boiling vat of chocolate whereupon Willy was found dead the next morning. Iggy's plan such as it was was to lay low and wait for Willy's estate to be liquidated and transferred into the various secret Swiss accounts in accordance with Willy's final wishes.

But, before any genuinely worthy recipient would have a chance to successfully complete all of the challenges and rightfully claim the Wonkers fortunes, Iggy would secretly divert all of the funds in each of the secret Swiss accounts to his own secret accounts whereupon he would enjoy the good-life forever thereafter.

Unfortunately, Iggy failed to consider the extreme heat radiated by the boiling vat of chocolate. By the time Iggy had gagged, bound, dragged and threw Willy into the boiling vat of chocolate and watched him as he slowly sank deeper and deeper into the molten chocolate to his demise, Iggy realized he was sweating like a pig. It was at that time that he also noticed the chocolate bar—upon which he had inscribed the secret Swiss account numbers and passwords—had all but melted away in his shirt pocket.

Frantically, Iggy tried to preserve the rapidly melting chocolate bar, but it was too late. He was only able to salvage a few incomplete numbers and passwords before the candy bar was no more. Iggy tried mentally to recreate the missing information, but he was not good at remembering much of anything, let alone numbers and obscure passwords. Thus, he could only recreate a few bits and pieces of the critical information.

On the brighter side, Iggy did manage to salvage some of the information and he figured, given enough time, he would probably be able to break the secret passwords and ultimately get the loot before anyone else does.

His cousin, Malcolm Malcontent, and several other greedy would-be heirs agreed to help him in exchange for a cut of the loot. Game participants are invited to a reading of the will where they are identified as a potential heir to the Wonkers family fortune.

The first participant who successfully completes the challenge gets all the loot. However, the failure to complete any single challenge results in immediate and permanent disinheritance. The challenges are arranged so that only those who are smart, diligent and who are pure of heart and mind etc. Thus, participants must faithfully carry out and complete each challenge in the exact manner specified.

Any changes or deviations will result in failure. The game is also set up to provide many temptations along the way to cut corners, cheat or trick ones way through the various challenges. Players must not succumb to these temptations, lest they be immediately and permanently disinherited. Players must also be careful not to reveal any helpful information to Iggy or his posse of greedy co-conspirators, lest they get to the loot first. This token contains a unique identification number preferably an RFID tag, mag-strip card, barcoded card, or the like which is used to uniquely identify each player throughout the game play.

Optionally, a user-selected password is associated with each token so that it can only be used or activated by its proper owner. Preferably, each token represents a specific character in the treasure hunt game. Thus, play participants would preferably select which character he or she would like to play. For example, possible characters may include Eddy the Electrician, Abe the Accountant. Each character would come with a unique story about who they are, how they were related to Willy and, most importantly, a touching little vignette about Willy that no one else knows.

Hidden within each story is one or more unique clues that are necessary to solve the various challenges the players will soon face. The game is preferably arranged and set up so that clues can only be successfully used by the particular character s who legitimately possesses them.

If any other character illegitimately obtains these secret clues and tries to use them in the game, he or she will fail the challenge. Preferably all of the clues and possibly other, extrinsic clues are required to complete the quest. For example, assume that Policeman Paul knows that Willy detests white chocolate. Nurse Betty knows that Willy can't stand licorice. In the course of game play, Betty and Paul independently determine that one of the secret passwords must be either: 1 Jelly Bean; 2 White Chocolate; or 3 Licorice.

But, together they can solve the challenge. Betty can share her information with Paul and Paul can share his information with Betty. Thus, preferably, players cannot advance in the game simply by getting the relevant clue info from the internet or by asking other players. To be legitimate and, therefore, recognized by the game, both players of the Betty and Paul characters must present their tokens together to an enabled token reader e.

However, if a player guesses the answer even correctly or if the clue information is obtained illegitimately, then the player preferably loses the quest and must purchase a new token. More complex sharing scenarios could also be developed. For example, certain unique clue information could be revealed only during the course of game play and only to certain characters.

Other characters would need this clue information to advance in the game and would have to figure out which other character s have the information they need. They would then need to find and contact another player a friend, acquaintance, classmate, etc. Then they would need to meet in order to make the necessary exchange transaction.

For instance, assume in the above example that Paul had information to help Betty, but Betty did not have the information needed to help Paul. Betty had information to help Martha and Martha had the information to help Paul. Now, the players must somehow negotiate a mutual three-way exchange that works for everyone's interest.

One goal of the game is to encourage playful interaction among the players by requiring them to work with and possibly negotiate against other players to see who can get the information and points they need to advance in the game. Alternatively, players may need to acquire or learn some special skill or knowledge that is necessary to interpret a clue.

For example, one player may get a clue m a strange foreign language and another player happens to be or chooses to become within the context of the game an international language expert who can interpret the foreign-language clue. Both players need to somehow find and cooperate with one another in order to advance in the game. Players can and preferably must also obtain certain information or clues from other extrinsic sources in order to further advance in the game.

These can be simple extrinsic sources like a dictionary, encyclopedia, a local library or museum, or a secret code word printed on a participating retail store purchase receipt. Preferably, the game is self-policing. Once the transaction is completed, each player would then legitimately possess and be able to use the information stored on his or her token to advance further in the game using any other gaming device that can read the token.

Alternatively, the same sequence can be followed as described above, except that the token is used only to verify character and player identities e. Thus, game play can proceed on any device that can communicate via the Internet, such as a home computer, game console, Internet appliance, etc. Alternatively, an authenticating password may be used in conjunction with each RFID identifying token. When two or more players present their tokens to an enabled reader device as in the examples described above, each player is given an authenticating password, which the player s then can enter into any other gaming platform.

The password may be an alpha-numeric code that is mathematically derived from the unique ID numbers of each participating player involved in the sharing transaction. Thus, it is unique to the specific players involved in the authorized exchange transaction and cannot be used by other players even if they copy or seal the password.

When the alpha-numeric number is subsequently re-entered into another device e. This might help move the game along by keeping players on their toes. Authenticating passwords could be easily printed and dispensed on special tickets or stickers, which can be collected. In that event, players would preferably sign up in advance to receive their tokens to play the game or they can purchase one or more tokens at any participating gaming outlet before or during the game. Of course, those skilled in the art will readily appreciate that the underlying concept of an RFID trading card and card game is not limited to cards depicting fantasy characters or objects, but may be implemented in a wide variety of alternative embodiments, including sporting cards, baseball, football and hockey cards, movie character cards, dinosaur cards, educational cards and the like.

Thus, it is intended that the scope of the present invention herein disclosed should not be limited by the particular disclosed embodiments described above, but should be determined only by a fair reading of the claims that follow. For example, this interactive adventure game could be based on the popular board game. The game is preferably live-action interactive with simulated live-news casts, letters, telephone calls, etc.

Major Mayonnaise is found dead in his palatial mansion of an apparent massive coronary. However, clues at the crime scene indicate that this was in fact a carefully planned murder. Based on the indisputable physical evidence, the murder could only have been committed by one of eight possible suspects. It is common knowledge that each player hated Mayonnaise and, thus, each player has been identified as a suspect in the murder.

Game play is essentially as described above in connection with Example 3. Players receive game tokens, cards, bands or the like uniquely identifying each player. Preferably, each token represents one of the eight suspect characters in the Whodunit game. As in Example 3, above, each character would preferably have a unique story about who they are, where they were on the night of the murder, and why they dislike Mayonnaise.

Hidden within the collective stories are the unique clues necessary to solve the murder mystery challenge. Players cooperate by exchanging clues and other information needed to solve the mystery. As in Example 3, the game is preferably set up and organized so that relevant clues can only be successfully used by the particular character s who legitimately possess them.

Any player who tries to cheat will preferably be disqualified or otherwise prevented from advancing in the game. Game participants are immersed in a magical computer adventure game. Rowling and licensed computer games by Electronic Arts. Players are students enrolled at the Hogwart school of witchery where they are learning witchcraft, spell casting, secret messaging and the like. But something terrible and evil has happened and it is up to each player and their fellow classmates to solve the mystery and ferret out the evil-doer and save the school.

Game play is essentially as described above in connection with Examples 3 and 4. Each token provides a unique identifier for the player and preferably can store his or her progress in the game. Each player begins the adventure with essentially the same magic powers, skills and abilities. Each player may also receive a magic wand or other similar device which the players must learn to use to accomplish certain goals set out in the game. As in Examples 3 and 4, the game is preferably organized so that relevant clues can only be successfully used by the particular character s who legitimately possess them.

An authenticating password system is preferably used to verify or authenticate game events and to thereby discourage cheating. These secret codes or pass words may be obtained from any participating game venue e. The secret code preferably may be used to access a secret portion or level of a popular computer adventure game. Most preferably although not required authenticating passwords are unique or semi-unique to the player s who possess them.

For example, each password may be an alpha-numeric code that is mathematically derived from a unique ID number stored on each participating players token or from a password the player selects. Thus, the secret code is more-or-less unique to the specific player s involved in an authenticated game event and preferably cannot be used by other players even if they copy or steal the secret code.

To make the password system more convenient, the token device may optionally include one or more entry buttons and an LCD display. When players insert the token into an enabled reader, the secret code s are downloaded automatically to the token device and can be displayed on the LCD screen. An optional communication port may allow secret codes to be downloaded directly to a computer game, portable game unit or other devices using, for example, a standard USB communication port.

An interactive treasure hunt game is provided. Players advance in the game by finding clues and solving various puzzles presented by the game. Field of the Invention The present invention relates to children's games and, in particular, to a live-action interactive adventure game and play system utilizing radio frequency transponders and transceivers to provide a unique interactive game play experience.

Description of the Related Art Games, play structures and other similar entertainment systems are well known for providing play and interaction among children and adults. Master Control System Depending upon the degree of game complexity desired and the amount of information sharing required, the transceivers may or may not be connected to a master control system or central server FIG.

Interactive Game Play The present invention may be carried out using a wide variety of suitable game play environments, storylines and characters, as will be readily apparent to those skilled in the art. EXAMPLE 2 Game participants are immersed in a treasure hunt adventure that combines old fashioned storytelling, live entertainment, hands-on play and interactive gaming together in a seamless experience.

The story is eventually revealed as follows: Sample Storyline In Alexander Mcllivray, son of a Scottish solider and Muskogee Indian Princess, became an important friend of both the Indians and the United States government. Sample Storyline Major Mayonnaise is found dead in his palatial mansion of an apparent massive coronary.

Game Play Game play is essentially as described above in connection with Example 3. Sample Storyline Players are students enrolled at the Hogwart school of witchery where they are learning witchcraft, spell casting, secret messaging and the like.

Game Play Game play is essentially as described above in connection with Examples 3 and 4. What is claimed is: 1. A wireless game token for enabling a game participant to securely access one or more restricted portions or features of a game played on a compatible gaming device, said wireless game token comprising a passive radio frequency identification RFID tag comprising: an antenna configured to be energized by an RFID reader associated with a computerized gaming device comprising a personal computer, home game console or portable gaming device;.

The wireless game token of claim 1 , wherein said game token depicts or represents a person or character relevant to said game. The wireless game token of claim 1 , further comprising a printed access code configured to enable said game participant to access said one or more portions or features of said game by manually entering said printed access code into said computerized gaming device. The wireless game token of claim 1 , further comprising an LCD display configured to display said at least one access code.

The wireless game token of claim 1 in combination with said RFID reader. The wireless game token of claim 1 in combination with game software comprising program instructions stored in a non-transient medium configured to cause or direct said computerized gaming device to generate a computer-animated play environment comprising: i a first game play experience in accordance with a first portion of said game, ii a second game play experience in accordance with a second portion of said game, and iii wherein said at least one access code is required to access said second game play experience.

The wireless game token of claim 1 in combination with one or more RFID-tagged toys, each RFID-tagged toy comprising: a passive RFID tag configured to provide short-range two-way wireless communications with said RFID reader, a unique identification number uniquely identifying said corresponding RFID-tagged toy, and non-volatile programmable memory configured to store selected game-relevant information comprising progress or development of a corresponding game character played by said game participant in said game.

A wide variety of commercially available play toys and games are also known for providing valuable learning and entertainment opportunities for children, such as role playing, reading, memory stimulation, tactile coordination and the like. However, there is always a demand for more exciting and entertaining games and toys that increase the learning and entertainment opportunities for children and stimulate creativity and imagination.

The play environment may either be real or imaginary i. Various receivers or transceivers are distributed throughout the play structure to facilitate such interaction via wireless communications. In accordance with another embodiment the present invention provides a wand actuator device for actuating various interactive play effects within a radio frequency identification RFID compatible play environment.

In certain embodiments, the wand comprises an elongated hollow pipe or tube having a proximal end or handle portion and a distal end or transmitting portion. The distal end of the wand is fitted with an RFID transponder that is operable to provide relatively short-range radio frequency RF communications for example, less than 60 centimeters with one or more receivers or transceivers distributed throughout a play environment.

In accordance with another embodiment the present invention provides an RFID card or badge intended to be affixed or adhered to the front of a shirt or blouse worn by a play participant while visiting an RF equipped play facility. The badge comprises a paper, cardboard or plastic substrate having a front side and a back side.

The front side may be imprinted with graphics, photos, or any other information desired. The front side may include any number of other designs or information pertinent to its application. The obverse side of the badge contains certain electronics comprising a radio frequency tag pre-programmed with a unique person identifier number UPIN. The UPIN may be used to identify and track individual play participants within the play facility.

Optionally, each tag may also include a unique group identifier number UGIN which may be used to match a defined group of individuals having a predetermined relationship. In accordance with another embodiment the present invention provides an electronic treasure hunt game.

Players advance in the game by finding clues and solving various puzzles presented. Players may also gain or lose certain attributes, such as magic skills, magic strength, fighting ability, various spell-casting abilities, etc. All of this information is preferably stored on the RFID tag or card so that the character attributes may be easily and conveniently transported to other similarly-equipped play facilities, computer games, video games, home game consoles, hand-held game units, and the like.

In this manner, an imaginary role-play character is created and stored on a card that is able to seamlessly transcend from one play medium to the next. For purposes of summarizing the invention and the advantages achieved over the prior art, certain objects and advantages of the invention have been described herein above. Of course, it is to be understood that not necessarily all such objects or advantages may be achieved in accordance with any particular embodiment of the invention.

Thus, for example, those skilled in the art will recognize that the invention may be embodied or carried out in a manner that achieves or optimizes one advantage or group of advantages as taught herein without necessarily achieving other objects or advantages as may be taught or suggested herein. Certain embodiments of the invention include a method of providing a retail product to a consumer.

The method comprises: i providing a first interactive device in a first venue, the first interactive device being capable of producing a first sensory response: ii providing a second interactive device in a second venue, the second interactive device being capable of producing a second sensory response, wherein the second venue differs from the first venue; iii providing to a consumer a retail product capable of interfacing in the first venue with the first interactive device to cause the first sensory response and in the second venue with the second interactive device to cause the second sensory response, the retail product further comprising an intrinsic value that is independent of a use of the retail product by the consumer in the first or second venues; and iv tracking the use of the retail product by the consumer in the first or second venues.

Certain embodiments of the invention also include another method for providing interactive entertainment. The method comprises: i providing a first interactive device in a first venue, the first interactive device configured to produce a first sensory response; ii providing a second interactive device in a second venue, the second interactive device configured to produce a second sensory response, wherein the second venue differs from the first venue; iii providing to a consumer a retail product configured to generate a first wireless signal to interface in the first venue with the first interactive device to cause the first sensory response, the retail product being further configured to generate a second wireless signal in the second venue with the second interactive device to cause the second sensory response; and iv tracking the use of the retail product by the consumer in the first or second venues.

In certain embodiments, a method is disclosed for providing an interactive toy to a consumer for use in a variety of different environments. The method comprises: i providing an interactive toy to a consumer, wherein the interactive toy comprises a stand-alone value independent of a use of the interactive toy with other objects; ii providing a first reader device in a first entertainment facility, the first reader device being capable of electrically interfacing with the interactive toy to produce a first sensory response; iii providing a second reader device in a second facility, the second reader device being capable of electrically interfacing with the interactive toy to produce a second sensory response, wherein the second facility is distinct from the first entertainment facility; and iv electronically tracking the use of the interactive toy in at least one of the first entertainment facility and the second facility.

In certain embodiments, another method is disclosed for providing interactive entertainment. The method includes: i providing an interactive toy to a consumer; ii providing a first reader device in a first entertainment facility, the first reader device configured to electrically interface with the interactive toy to produce a first sensory response; iii providing a second reader device in a second facility, the second reader device configured to electrically interface with the interactive toy to produce a second sensory response, wherein the second facility is distinct from the first entertainment facility; and iv electronically tracking the use of the interactive toy in at least one of the first entertainment facility and the second facility.

In certain embodiments, a method is disclosed for marketing a retail product to a consumer. The method includes: i providing at least one interactive device in a venue, the at least one interactive device configured to produce at least one effect; ii providing to a consumer a retail product capable of wirelessly interfacing in the venue with the at least one interactive device to trigger the at least one effect, the retail product comprising an intrinsic value that is independent of a use of the retail product by the consumer in the venue; iii allowing the consumer to use the retail product in the venue for a period of time; and iv offering for sale, after the period of time, the retail product to the consumer.

In yet other embodiments of the invention, a method is disclosed for marketing a retail product to a consumer. The method comprises: i providing at least one interactive device in a venue, the at least one interactive device configured to produce at least one effect; ii providing to a consumer a retail product configured to generate a wireless signal to interface in the venue with the at least one interactive device to trigger the at least one effect, the retail product comprising an intrinsic value that is independent of a use of the retail product by the consumer in the venue; iii allowing the consumer to use the retail product in the venue for a period of time; and iv offering for sale, after the period of time, the retail product to the consumer.

For purposes of summarizing the disclosure, certain aspects, advantages and novel features of the inventions have been described herein. It is to be understood that not necessarily all such advantages may be achieved in accordance with any particular embodiment of the invention. Thus, the invention may be embodied or carried out in a manner that achieves or optimizes one advantage or group of advantages as taught herein without necessarily achieving other advantages as may be taught or suggested herein.

Having thus summarized the general nature of the invention and its essential features and advantages, certain preferred embodiments and modifications thereof will become apparent to those skilled in the art from the detailed description herein having reference to the figures that follow, of which:.

For example, the invention may be carried out as an electronic treasure hunt game. All relevant game information is preferably stored or addressably identified on the RFID tag or card so that the character attributes may be easily and conveniently transported to other similarly-equipped play facilities, computer games, video games, home game consoles, hand-held game units, and the like.

In this manner, the game is able to seamlessly transcend from one play or entertainment medium the next. Once the play participant becomes generally familiar with the wand add the game, he or she can preferably access a web site through the world wide web in order to register the wand and play the first interactive treasure hunt game see, e.

Preferably this is a relatively simple game intended to provide a basic training session. In this on-line game session, the player learns how to use the wand to cast spells, levitate objects, open and close doors, etc. The player also learns how to discover important clues needed to advance in the game and to solve various puzzles or challenges presented by the game.

Once the play participant has mastered the basic game and successfully completed the various training sessions, he or she is ready to join other players in a world-side multi-media gaming adventure. The adventure may begin with a new movie release.

For example, FIG. Preferably, play participants take their wands into one or more movie venues in order to score points, learn clues and advance in the game. While watching the movie see, e. Various clues may also be hidden within otherwise unnoticeable backgrounds, scenery, characters, movie credits, etc.

Thus, play participants may need to view a movie multiple times to glean all of the available clues needed to complete the game. Optionally, at certain points in the movie play participants may be able to use their wands or other similar devices to help direct the story-line progression, change to alternate plots, endings, etc. This may be conveniently achieved using any one or more suitable RFID communications protocols and interactive digital DVD technologies described in more detail later.

Back at home, play participants may use their wand to continue playing the adventure game within one or more available on-line gaming environments see, e. Various books , aids, instructions and other similar materials may be provided to help play participants complete the adventure, while preferably learning valuable knowledge and skills.

For example, part of the game play may require play participants to conduct independent research in a particular area or to become proficient in a chosen skill to advance in the game e. The game continues within various participating retail environments.

Thus, for example, FIG. In a particularly preferred embodiment, cooperation among multiple play participants is required to allow cooperating players to advance in the game. The game center also preferably provides a distribution center for related products such as computer games, video games, wands and the like e. Purchased video games may be played at home e.

Advantageously, in this manner the game is able to transcend seamlessly from one entertainment medium to another using the wand or other similar RFID-capable device as a means to store, transport and communicate character development and game progress between different entertainment mediums and play environments.

For example, FIGS. For example, various wireless receivers or transceivers may be distributed throughout the play center to facilitate such interaction via wireless communications. Depending upon the degree of game complexity desired and the amount of information sharing required, the transceivers may or may not be connected to a master system or central server not shown.

Preferably, most, if not all, of the receivers or transceivers are stand-alone devices that do not require communications with an external server or network. For example, thousands of soft foam balls may be provided as an interactive play medium e.

These may be manipulated by play participants using various interactive play elements to create desired effects. Preferably, the objects are not so small as to present a choking hazard for young children. The majority of the objects may be the same size, or a mixture of sizes may be utilized, as desired.

Certain play elements within the play center may require the use of certain objects in order to complete a required task. For example, various play objects may identified using one or more embedded or affixed RFID tags which may be electronically read by the various game consoles within the play center These may be used alone or in combination with one another.

Durable plastic or rubber play media are preferable in an outdoor play structure where environmental exposure may prematurely destroy or degrade the quality of certain play mediums such as foam balls. The particular play media used is not particularly important for purposes of carrying out the invention and, optionally, may be omitted altogether, if desired.

These may include interactive elements such as video games, coin-operated rides, and the like. Some play elements may produce local effects while others may produce remote effects. Each play participant , or sometimes a group of play participants working together, preferably must experiment with the various play elements and using their magic wands in order to discover how to create the desired effect s. Once one play participant figures it out, he or she can use the resulting play effect to surprise and entertain other play participants.

Yet other play participants will observe the activity and will attempt to also figure it out in order to turn the tables on the next group. Repeated play on a particular play element can increase the participants' skills in accurately using the wand to produce desired effects or increasing the size or range of such effects. Optionally, play participants can compete with one another using the various play elements to see which participant or group of participants can create bigger, longer, more accurate or more spectacular effects.

While several particularly preferred play environments have been described, it will be readily apparent to those skilled in the art that a wide variety of other possible play environments and other entertainment mediums may be used to carry out the invention. Alternatively, a suitable play environment may comprise a simple themed play area, or even a multi-purpose area such as a restaurant dining facility, family room, bedroom or the like. Internet e.

Optionally, play participants may collect points or earn additional magic levels or ranks for each play effect or task they successfully achieve. As illustrated in FIG. An optional button may also be provided, if desired, to enable particular desired functions, such as sound or lighting effects or longer-range transmissions.

Preferably, certain wand functions may require that these wheels be rotated to produce a predetermined pattern of symbols such as three owls, or an owl, a broom and a moon symbol. Alternatively, the combination wheels may provide a simple security measure to prevent unauthorized users from actuating the wand.

At its most basic level, RFID provides a wireless link to uniquely identify objects or people. It is sometimes called dedicated short range communication DSRC. RFID systems include electronic devices called transponders or tags, and reader electronics to communicate with the tags.

One suitable RFID transponder is the A protective silicon sheathing is preferably inserted around the sealed vial between the vial and the inner wall of the tube to insulate the transponder from shock and vibration. As illustrated, the transceiver basically comprises an RF Module , a Control Module and an antenna This information is initially received by RF Module , which can then transfer the information through standard interfaces to an optional Host Computer , Control Module , printer, or programmable logic controller for storage or action.

If appropriate, Control Module provides certain outputs to activate or control one or more associated play effects, such as lighting, sound, various mechanical or pneumatic actuators or the like. To provide added mystery and fun, certain transceivers may be provided as hidden clue stations within a play environment so that they must be discovered by discovered by play participants If desired, the wand may also be configured for long range communications with one or more of the transceivers or other receivers disposed within a play environment.

For example, one or more transceivers may be located on a roof or ceiling surface, on an inaccessible theming element, or other area out of reach of play participants. Such long-rage wand operation may be readily achieved using an auxiliary battery powered RF transponder, such as available from Axcess, Inc. If line of sight or directional actuation is desired, a battery-operated infrared LED transmitter and receiver of the type employed in television remote control may be used, as those skilled in the art will readily appreciate.

Of course, a wide variety of other wireless communications devices, as well as various sound and lighting effects may also be provided, as desired. Any one or more of these may be actuated via button , as desirable or convenient. If provided, these operational aspects would need to be learned by play participants as they train in the various play environments.

This means that the play participant has learned and mastered every aspect of operating the wand to produce desired effects within each play environment. Of course, additional effects and operational nuances can and preferably are always added over time in order to keep the interactive experience fresh and continually changing.

Optionally, the wand may be configured such that it is able to display 50 or more characters on a LTD or LCD screen. The wand may also be configured to respond to other signals, such as light, sound, or voice commands as will be readily apparent to those skilled in the art. This could be useful, for example for generating, storing and retrieving secret pass words, informational clues and the like.

This may be used instead of or in addition to the wand , described above. The particular badge illustrated is intended to be affixed or adhered to the front of a shirt or blouse worn by a play participant during their visit to suitably equipped play or entertainment facilities. The badge preferably comprises a paper, cardboard or plastic substrate having a front side and a back side In the particular embodiment illustrated, the front contains an image of Harry Potter in keeping with the overall theme of the game described above.

In addition, the front of the badge may include any number of other designs or information pertinent to its application. For example, the guest's name , and group may be indicated for convenient reference. A unique tag ID Number may also be displayed for convenient reference and is particularly preferred where the badge is to be reused by other play participants.

The tag generally comprises a spiral wound antenna , a radio frequency transmitter clip and various electrical leads and terminals connecting the chip to the antenna. Advantageously, the UPIN may be used to identify and track individual play participants within the play facility.

If desired, the tag may be covered with an adhesive paper label not shown or, alternatively, may be molded directly into a plastic sheet substrate comprising the card Various readers distributed throughout a park or entertainment facility are able, to read the RFID tags Thus, the UPIN and UGIN information can be conveniently read and provided to an associated master control system, display system or other tracking, recording or display device for purposes of creating a record of each play participant's experience within the play facility.

Preferably, the tag is passive requires no batteries so that it is inexpensive to purchase and maintain. Such tags and various associated readers and other accessories are commercially available in a wide variety of configurations, sizes and read ranges.

RFID tags having a read range of between about 10 cm to about cm are particularly preferred, although shorter or longer read ranges may also be acceptable. The particular tag illustrated is the The tag is initially activated by a radio frequency signal broadcast by an antenna of an adjacent reader or activation device The signal impresses a voltage upon the antenna by inductive coupling which is then used to power the chip see, e.

This signal is then received and processed by the associated reader as described above. As indicated above, communication of data between a tag and a reader is by wireless communication. As a result, transmitting such data is always subject to the vagaries and influences of the media or channels through which the data has to pass, including the air interface. Noise, interference and distortion are the primary sources of data corruption that may arise. Thus, those skilled in the art will recognize that a certain degree of care should be taken in the placement and orientation of readers so as to minimize the probability of such data transmission errors.

Preferably, the readers are placed at least cm away from any metal objects, power lines or other potential interference sources. Typical RFID data communication is asynchronous or unsynchronized in nature and, thus, particular attention should be given in considering the form in which the data is to be communicated. Structuring the bit stream to accommodate these needs, such as via a channel encoding scheme, is preferred in order to provide reliable system performance.

Various suitable channel encoding schemes, such as amplitude shift keying ASK , frequency shift keying FSK , phase shift keying PSK and spread spectrum modulation SSM , are well know to those skilled in the art and will not be further discussed herein. The choice of carrier wave frequency is also important in determining data transfer rates. Generally speaking the higher the frequency the higher the data transfer or throughput rates that can be achieved.

This is intimately linked to bandwidth or range available within the frequency spectrum for the communication process. Preferably, the channel bandwidth is selected to be at least twice the bit rate required for the particular game application. The chip basically comprises a central processor , Analogue Circuitry , Digital Circuitry and on-board memory On-board memory is divided into read-only memory ROM , random access memory RAM and non-volatile programmable memory , which is available for data storage.

The RAM-based memory is used to facilitate temporary data storage during transponder interrogation and response. The non-volatile programmable memory may take various forms, electrically erasable programmable read only memory EEPROM being typical. Various data buffers or further memory components not shown , may be provided to temporarily hold incoming data following demodulation and outgoing data for modulation and interface with the transponder antenna Analog Circuitry provides the facility to direct and accommodate the interrogation field energy for powering purposes in passive transponders and triggering of the transponder response.

Digital Circuitry provides certain control logic, security logic and internal microprocessor logic required to operate central processor For example, card may represent the Harry Potter character. All of this information is preferably stored on the card so that the character attributes may be easily and conveniently transported to other similarly-equipped play facilities, computer games, video games, home game consoles, hand-held game units, and the like. In this manner, a play participant can use the character card and the role play character he or she has developed with specific associated attributes in a favorite video action game, role-play computer game or the like.

Depending upon the degree of game complexity desired and the amount of information sharing required, the transceivers may or may not be connected to a master control system or central server FIG. This communications protocol provides the basic foundation for a complex, interactive entertainment system which creates a seemingly magic interactive play experience for play participants who possess and learn to use the magical wand.

This newly created network of SRRF-compatible play and entertainment environments provides a complex, interactive play and entertainment system that creates a seamless magical interactive play experience that transcends conventional physical and temporal boundaries.

SRRF may generally be described as an RF-based communications technology and protocol that allows pertinent information and messages to be sent and received to and from two or more SRRF compatible devices or systems. The SRRF system can preferably send and receive signals up to 40 feet between tokens and fixed transceivers.

The system is preferably able to associate a token with a particular zone as defined by a token activation area approximately feet in diameter. Different transceiver and antenna configurations can be utilized depending on the SRRF requirements for each play station.

The SRRF facility tokens and transceivers are networked throughout the facility. These devices can be hidden in or integrated into the facility's infrastructure, such as walls, floors, ceilings and play station equipment. Therefore, the size and packaging of these transceivers is not particularly critical. A typical entertainment facility provided with SRRF technology may allow or more users to more-or-less simultaneously send and receive electronic transmissions to and from the master control system using a magic wand or other SRRF-compatible tracking device.

In particular, the SRRF system uses a software program and data-base that can track the locations and activities of up to a hundred more users. The system can then send messages to the user throughout the play experience. The master control system can also send messages to the user from other users. The system is preferably sophisticated enough that it can allow multiple users to interact with each other adjusting the game instantly. Any user can locate another user either through the video capturing system or by sending a message to another device.

At the end of a visit, users are informed of their activities and the system interfaces with printout capabilities. The SRRF system is preferably capable of sending and receiving signals up to feet. Transmitter devices can also be hidden in walls or other structures in order to provide additional interactivity and excitement for play participants.

In another preferred embodiment the system comprises a network of transceivers installed at specific points throughout a facility. The token then responds to this signal by transmitting both its unique token identification number TID along with the ZID, thus identifying and associating the player with a particular zone.

The token's transmitted signal is received by a transceiver attached to a data network built into the facility. In this manner, the SRRF technology allows the master control system to uniquely identity and track people as they interact with various games and activities in a semi-controlled play environment.

Optionally, the system may be configured for two-way messaging to enable more complex interactive gaming concepts. In another embodiment, the SRRF technology can be used in the home. For enabling Magic at the home, a small SRRF module is preferably incorporated into one or more portable toys or objects that may be as small as a beeper. For example, a Magic wand can communicate with another Magic wand The toy wand or other object may also include the ability to produce light, vibration or other sound effects based on signals received through the SRRF module.

In a more advanced implementation, the magical object may be configured such that it is able to display preprogrammed messages of up to 50 characters on a LCD screen when triggered by user action e. This transceiver has an integral antenna and interfaces to the host computer through a dedicated communication port using industry standard RS serial communications. It is also desirable that the SRRF transmission method be flexible such that it can be embedded in television or radio signals, videotapes, DVDs, video games and other programs media, stripped out and re-transmitted using low cost components.

The exact method for transposing these signals, as well as the explicit interface between the home transceiver and common consumer electronics i. The various components needed to assemble such an SRRF system suitable for use with the present invention are commercially available and their assembly to achieve the desired functionality described above can be readily determined by persons of ordinary skill in the art. If desired, the antenna can be embedded in the module, or integrated into the toy and attached to the module.

Different modules and antennas may be required depending on the function, intelligence and interfaces required for different devices. A consumer grade rechargeable or user replaceable battery may also be used to power both the SRRF module and associated toy electronics. The present invention may be carried out using a wide variety of suitable game play environments, storylines and characters, as will be readily apparent to those skilled in the art.

The following specific game play examples are provided for purposes of illustration and for better understanding of the invention and should not be taken as limiting the invention in any way:. The magical objects use the SRRF communications system allowing for messages and information to be received and sent to and from any other object or system.

Optionally, these may be programmed and linked to the master SRRF system. If a Master computer system is used, preferably the software program running on the Master computer is capable of tracking the total experience for hundreds of users substantially in real time.

The information is used to adjust the play for each user based on knowing the age of the user, where the user has played or is playing, points accumulated, levels reached and specific objectives accomplished. Based on real-time information obtained from the network, the system can also send messages to the user as they interact throughout the Magic experience.

The system is preferably sophisticated enough to allow multiple users to interact with each other while enjoying the game in real-time. Optionally, the Master system can interface with digital imaging and video capture so that the users' activities can be visually tracked. Users can locate another user either through the video capturing system or by sending a message to another device.

At the end of a visit, users are shown photos of their activities related to the Magic experience via display or printout. For relatively simple interactive games, the Master system may be omitted in order to save costs. For retrofit applications, it is strongly preferred to provide substantially all stand-alone receivers or transceivers that do not communicate to a master system or network. This is to avoid the expense of rewiring existing infrastructure.

For these applications, any information required to be shared by the game system is preferably stored on the wand or other RFID device s carried by the play participants. Alternatively, if a more complex game experience is demanded, any number of commercially available wireless networks may be provided without requiring rewiring or existing infrastructure.

Game participants are immersed in a treasure hunt adventure that combines old fashioned storytelling, live entertainment, hands-on play and interactive gaming together in a seamless experience. The game is carried out in multiple venues and using multiple entertainment mediums so that cross-media promotion and traffic is encouraged and provided by the game see, e. The treasure hunt is brought to life through a live-action story and interactive game using the RFID tag technology.

Play participants receive points optionally redeemable for one or more prizes for searching and successfully finding clues and other items and for solving various puzzles and the final mystery of the whereabouts of a lost treasure located at Stone Mountain, Ga. Guests are awarded points for finding hidden and not-so hidden items such as a framed letter, a painting on the wall, bottle of elixir buried amongst props, etc. These clues and other items are preferably distributed throughout a park facility and in various retail, restaurant and entertainment buildings for which the park desires to generate additional walk-in traffic.

Clues may be the location of other hidden items, tools or clues. Preferably the clues are revealed in an appropriately themed manner, such as a local newspaper account, programmed and staff-led storytelling, signage, performances, and various interactive game consoles.

The story is eventually revealed as follows:. He met with several important men at Stone Mountain to put together a peace treaty between the Indians and the government. This treasure of gold coins was passed down several generations and it is reported to be buried at Stone Mountain.

Many in the town believe the story is legend, but two unrelenting men believe that it is true. A famous Historian by the name of Andrew Johnson, and an adventurer by the name of Tom Willingham, are convinced that the treasure exists and have spent the last 10 years searching for the gold. The last living relative to McIlivray buried the treasure but wanted the search to be difficult and has left important and revealing clues throughout the town of Crossroads. One and all are invited to retrace their steps in their search for the gold and become a part of the grand adventure when the final clue is revealed to where the treasure is buried.

Advantageously, clues and other necessary items are preferably hidden within various retail stores and designated entertainment areas giving kids and adults fun and alluring reasons to go inside buildings and seek out new experiences they might have otherwise overlooked. Willy was especially vigilant to thwart the possible feigning efforts of unscrupulous persons who might attempt to gain access to his fortunes by cheating, trickery or other deceptive devices.

Above all, he was determined to prevent any part of his vast estate and fortune from ever falling into the hands of persons who were lazy, ignorant or wicked of heart. While Willy was a prodigiously brilliant and gifted man, he was also surprisingly naive.

When Iggy learned of his uncle's plan, he abducted Willy late one night outside his office and forced him at gunpoint to reveal the secret passwords which only Willy knew it was easy for Willy to remember because the passwords were his favorite candies. While nervously holding the gun to Willy's head, Iggy frantically inscribed the secret account numbers and passwords on the back of a chocolate bar there being no paper hand at the time.

He then bound and gagged Willy and threw him into the boiling vat of chocolate whereupon Willy was found dead the next morning. Iggy's plan such as it was was to lay low and wait for Willy's estate to be liquidated and transferred into the various secret Swiss accounts in accordance with Willy's final wishes.

But, before any genuinely worthy recipient would have a chance to successfully complete all of the challenges and rightfully claim the Wonkers fortunes, Iggy would secretly divert all of the funds in each of the secret Swiss accounts to his own secret accounts whereupon he would enjoy the good-life forever thereafter.

Unfortunately, Iggy failed to consider the extreme heat radiated by the boiling vat of chocolate. By the time Iggy had gagged, bound, dragged and threw Willy into the boiling vat of chocolate and watched him as he slowly sank deeper and deeper into the molten chocolate to his demise, Iggy realized he was sweating like a pig.

It was at that time that he also noticed the chocolate bar—upon which he had inscribed the secret Swiss account numbers and passwords—had all but melted away in his shirt pocket. Frantically, Iggy tried to preserve the rapidly melting chocolate bar, but it was too late. He was only able to salvage a few incomplete numbers and passwords before the candy bar was no more. Iggy tried mentally to recreate the missing information, but he was not good at remembering much of anything, let alone numbers and obscure passwords.

Thus, he could only recreate a few bits and pieces of the critical information. On the brighter side, Iggy did manage to salvage some of the information and he figured, given enough time, he would probably be able to break the secret passwords and ultimately get the loot before anyone else does.

His cousin, Malcolm Malcontent, and several other greedy would-be heirs agreed to help him in exchange for a cut of the loot. Game participants are invited to a reading of the will where they are identified as a potential heir to the Wonkers family fortune. The first participant who successfully completes the challenge gets all the loot. However, the failure to complete any single challenge results in immediate and permanent disinheritance.

The challenges are arranged so that only those who are smart, diligent and who are pure of heart and mind etc. Thus, participants must faithfully carry out and complete each challenge in the exact manner specified. Any changes or deviations will result in failure. The game is also set up to provide many temptations along the way to cut corners, cheat or trick ones way through the various challenges. Players must not succumb to these temptations, lest they be immediately and permanently disinherited.

Players must also be careful not to reveal any helpful information to Iggy or his posse of greedy co-conspirators, lest they get to the loot first. This token contains a unique identification number preferably an RFID tag, mag-strip card, bar-coded card, or the like which is used to uniquely identify each player throughout the game play. Optionally, a user-selected password is associated with each token so that it can only be used or activated by its proper owner.

Preferably, each token represents a specific character in the treasure hunt game. Thus, play participants would preferably select which character he or she would like to play. Each character would come with a unique story about who they are, how they were related to Willy and, most importantly, a touching little vignette about Willy that no one else knows.

Hidden within each story is one or more unique clues that are necessary to solve the various challenges the players will soon face. The game is preferably arranged and set up so that clues can only be successfully used by the particular character s who legitimately possesses them. If any other character illegitimately obtains these secret clues and tries to use them in the game, he or she will fail the challenge. Preferably all of the clues and possibly other, extrinsic clues are required to complete the quest.

For example, assume that Policeman Paul knows that Willy detests white chocolate. Nurse Betty knows that Willy can't stand licorice. In the course of game play, Betty and Paul independently determine that one of the secret passwords must be either: 1 Jelly Bean; 2 White Chocolate; or 3 Licorice.

But, together they can solve the challenge. Betty can share her information with Paul and Paul can share his information with Betty. Thus, preferably, players cannot advance in the game simply by getting the relevant clue info from the internet or by asking other players. To be legitimate and, therefore, recognized by the game, both players of the Betty and Paul characters must present their tokens together to an enabled token reader e.

However, if a player guesses the answer even correctly or if the clue information is obtained illegitimately, then the player preferably loses the quest and must purchase a new token. More complex sharing scenarios could also be developed.

For example, certain unique clue information could be revealed only during the course of game play and only to certain characters. Other characters would need this clue information to advance in the game and would have to figure out which other character s have the information they need. They would then need to find and contact another player a friend, acquaintance, classmate, etc. Then they would need to meet in order to make the necessary exchange transaction. For instance, assume in the above example that Paul had information to help Betty, but Betty did not have the information needed to help Paul.

Betty had information to help Martha and Martha had the information to help Paul. Now, the players must somehow negotiate a mutual three-way exchange that works for everyone's interest. One goal of the game is to encourage playful interaction among the players by requiring them to work with and possibly negotiate against other players to see who can get the information and points they need to advance in the game. Alternatively, players may need to acquire or learn some special skill or knowledge that is necessary to interpret a clue.

For example, one player may get a clue m a strange foreign language and another player happens to be or chooses to become within the context of the game an international language expert who can interpret the foreign-language clue. Both players need to somehow find and cooperate with one another in order to advance in the game.

Players can and preferably must also obtain certain information or clues from other extrinsic sources in order to further advance in the game. These can be simple extrinsic sources like a dictionary, encyclopedia, a local library or museum, or a secret code word printed on a participating retail store purchase receipt. Preferably, the game is self-policing. Alternatively, the same sequence can be followed as described above, except that the token is used only to verify character and player identities e.

Thus, game play can proceed on any device that can communicate via the internet, such as a home computer, game console, internet appliance, etc. Alternatively, an authenticating password may be used in conjunction with each RFID identifying token. When two or more players present their tokens to an enabled reader device as in the examples described above, each player is given an authenticating password, which the player s then can enter into any other gaming platform.

The password may be an alpha-numeric code that is mathematically derived from the unique ID numbers of each participating player involved in the sharing transaction. Thus, it is unique to the specific players involved in the authorized exchange transaction and cannot be used by other players even if they copy or seal the password.

When the alpha-numeric number is subsequently re-entered into another device e. This might help move the game along by keeping players on their toes. Authenticating passwords could be easily printed and dispensed on special tickets or stickers, which can be collected. In that event, players would preferably sign up in advance to receive their tokens to play the game or they can purchase one or more tokens at any participating gaming outlet before or during the game.

Of course, those skilled in the art will readily appreciate that the underlying concept of an RFID trading card and card game is not limited to cards depicting fantasy characters or objects, but may be implemented in a wide variety of alternative embodiments, including sporting cards, baseball, football and hockey cards, movie character cards, dinosaur cards, educational cards and the like.

The game is preferably live-action interactive with simulated live-news casts, letters, telephone calls, etc. Major Mayonnaise is found dead in his palatial mansion of an apparent massive coronary. However, clues at the crime scene indicate that this was in fact a carefully planned murder. Based on the indisputable physical evidence, the murder could only have been committed by one of eight possible suspects. It is common knowledge that each player hated Mayonnaise and, thus, each player has been identified as a suspect in the murder.

Game play is essentially as described above in connection with Example 3. Players receive game tokens, cards, bands or the like uniquely identifying each player. Preferably, each token represents one of the eight suspect characters in the Whodunit game. As in Example 3, above, each character would preferably have a unique story about who they are, where they were on the night of the murder, and why they dislike Mayonnaise.

Hidden within the collective stories are the unique clues necessary to solve the murder mystery challenge. Players cooperate by exchanging clues and other information needed to solve the mystery. As in Example 3, the game is preferably set up and organized so that relevant clues can only be successfully used by the particular character s who legitimately possess them.

Any player who tries to cheat will preferably be disqualified or otherwise prevented from advancing in the game. Game participants are immersed in a magical computer adventure game. Rowling and licensed computer games by Electronic Arts. Players are students enrolled at the Hogwart school of witchery where they are learning witchcraft, spell casting, secret messaging and the like. But something terrible and evil has happened and it is up to each player and their fellow classmates to solve the mystery and ferret out the evil-doer and save the school.

Game play is essentially as described above in connection with Examples 3 and 4. Each player begins the adventure with essentially the same magic powers, skills and abilities. Each player may also receive a magic wand or other similar device which the players mush learn to use to accomplish certain goals set out in the game.

As in Examples 3 and 4, the game is preferably organized so that relevant clues can only be successfully used by the particular character s who legitimately possess them. An authenticating password system is preferably used to verify or authenticate game events and to thereby discourage cheating.

These secret codes or pass words may be obtained from any participating game venue e. The secret code preferably may be used to access a secret portion or level of a popular computer adventure game. Most preferably although not required authenticating passwords are unique or semi-unique to the player s who possess them.

This application is a continuation of and claims priority benefit under 35 U.

Malcolm pryors spread betting techniques dvd decrypter Having served her 7-year sentence, she is desperate to be free of her abusive master, Lieutenant Hawkins Sam Claflin who refuses to release her from his charge. Typical RFID data communication is asynchronous or unsynchronized in nature and, thus, particular attention should be given in considering the form in which the data is to be communicated. For example, the invention may be carried out as an electronic treasure hunt game. If any other character illegitimately obtains these secret clues and tries to use them in the game, he or she will fail the challenge. Now, the players must somehow negotiate a mutual three-way exchange that works for everyone's interest.
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Once one play participant figures it out, he or she can use the resulting play effect to surprise and entertain other play participants. Yet other play participants will observe the activity and will attempt to also figure it out in order to turn the tables on the next group. Repeated play on a particular play element can increase the participants' skills in accurately using the wand to produce desired effects or increasing the size or range of such effects.

Optionally, play participants can compete with one another using the various play elements to see which participant or group of participants can create bigger, longer, more accurate or more spectacular effects.

While several particularly preferred play environments have been described, it will be readily apparent to those skilled in the art that a wide variety of other possible play environments and other entertainment mediums may be used to carry out the invention. Alternatively, a suitable play environment may comprise a simple themed play area, or even a multi-purpose area such as a restaurant dining facility, family room, bedroom or the like.

Internet e. Optionally, play participants may collect points or earn additional magic levels or ranks for each play effect or task they successfully achieve. As illustrated in FIG. An optional button may also be provided, if desired, to enable particular desired functions, such as sound or lighting effects or longer-range transmissions. Preferably, certain wand functions may require that these wheels be rotated to produce a predetermined pattern of symbols such as three owls, or an owl, a broom and a moon symbol.

Alternatively, the combination wheels may provide a simple security measure to prevent unauthorized users from actuating the wand. At its most basic level, RFID provides a wireless link to uniquely identify objects or people. It is sometimes called dedicated short range communication DSRC. RFID systems include electronic devices called transponders or tags, and reader electronics to communicate with the tags. One suitable RFID transponder is the A protective silicon sheathing is preferably inserted around the sealed vial between the vial and the inner wall of the tube to insulate the transponder from shock and vibration.

As illustrated, the transceiver basically comprises an RF Module , a Control Module and an antenna This information is initially received by RF Module , which can then transfer the information through standard interfaces to an optional Host Computer , Control Module , printer, or programmable logic controller for storage or action. If appropriate, Control Module provides certain outputs to activate or control one or more associated play effects, such as lighting, sound, various mechanical or pneumatic actuators or the like.

To provide added mystery and fun, certain transceivers may be provided as hidden clue stations within a play environment so that they must be discovered by discovered by play participants If desired, the wand may also be configured for long range communications with one or more of the transceivers or other receivers disposed within a play environment.

For example, one or more transceivers may be located on a roof or ceiling surface, on an inaccessible theming element, or other area out of reach of play participants. Such long-rage wand operation may be readily achieved using an auxiliary battery powered RF transponder, such as available from Axcess, Inc.

If line of sight or directional actuation is desired, a battery-operated infrared LED transmitter and receiver of the type employed in television remote control may be used, as those skilled in the art will readily appreciate. Of course, a wide variety of other wireless communications devices, as well as various sound and lighting effects may also be provided, as desired. Any one or more of these may be actuated via button , as desirable or convenient. If provided, these operational aspects would need to be learned by play participants as they train in the various play environments.

This means that the play participant has learned and mastered every aspect of operating the wand to produce desired effects within each play environment. Of course, additional effects and operational nuances can and preferably are always added over time in order to keep the interactive experience fresh and continually changing. Optionally, the wand may be configured such that it is able to display 50 or more characters on a LTD or LCD screen.

The wand may also be configured to respond to other signals, such as light, sound, or voice commands as will be readily apparent to those skilled in the art. This could be useful, for example for generating, storing and retrieving secret pass words, informational clues and the like. This may be used instead of or in addition to the wand , described above.

The particular badge illustrated is intended to be affixed or adhered to the front of a shirt or blouse worn by a play participant during their visit to suitably equipped play or entertainment facilities. The badge preferably comprises a paper, cardboard or plastic substrate having a front side and a back side In addition, the front of the badge may include any number of other designs or information pertinent to its application.

For example, the guest's name , and group may be indicated for convenient reference. A unique tag ID Number may also be displayed for convenient reference and is particularly preferred where the badge is to be reused by other play participants. The tag generally comprises a spiral wound antenna , a radio frequency transmitter clip and various electrical leads and terminals connecting the chip to the antenna.

Advantageously, the UPIN may be used to identify and track individual play participants within the play facility. If desired, the tag may be covered with an adhesive paper label not shown or, alternatively, may be molded directly into a plastic sheet substrate comprising the card Various readers distributed throughout a park or entertainment facility are able to read the RFID tags Thus, the UPIN and UGIN information can be conveniently read and provided to an associated master control system, display system or other tracking, recording or display device for purposes of creating a record of each play participant's experience within the play facility.

Preferably, the tag is passive requires no batteries so that it is inexpensive to purchase and maintain. Such tags and various associated readers and other accessories are commercially available in a wide variety of configurations, sizes and read ranges. RFID tags having a read range of between about 10 cm to about cm are particularly preferred, although shorter or longer read ranges may also be acceptable. The particular tag illustrated is the The tag is initially activated by a radio frequency signal broadcast by an antenna of an adjacent reader or activation device The signal impresses a voltage upon the antenna by inductive coupling which is then used to power the chip see, e.

This signal is then received and processed by the associated reader as described above. As indicated above, communication of data between a tag and a reader is by wireless communication. As a result, transmitting such data is always subject to the vagaries and influences of the media or channels through which the data has to pass, including the air interface.

Noise, interference and distortion are the primary sources of data corruption that may arise. Thus, those skilled in the art will recognize that a certain degree of care should be taken in the placement and orientation of readers so as to minimize the probability of such data transmission errors. Preferably, the readers are placed at least cm away from any metal objects, power lines or other potential interference sources.

Typical RFID data communication is asynchronous or unsynchronized in nature and, thus, particular attention should be given in considering the form in which the data is to be communicated. Structuring the bit stream to accommodate these needs, such as via a channel encoding scheme, is preferred in order to provide reliable system performance.

Various suitable channel encoding schemes, such as amplitude shift keying ASK , frequency shift keying FSK , phase shift keying PSK and spread spectrum modulation SSM , are well known to those skilled in the art and will not be further discussed herein. The choice of carrier wave frequency is also important in determining data transfer rates.

Generally speaking the higher the frequency the higher the data transfer or throughput rates that can be achieved. This is intimately linked to bandwidth or range available within the frequency spectrum for the communication process. Preferably, the channel bandwidth is selected to be at least twice the bit rate required for the particular game application. The chip basically comprises a central processor , Analogue Circuitry , Digital Circuitry and on-board memory On-board memory is divided into read-only memory ROM , random access memory RAM and non-volatile programmable memory , which is available for data storage.

The RAM-based memory is used to facilitate temporary data storage during transponder interrogation and response. The non-volatile programmable memory may take various forms, electrically erasable programmable read only memory EEPROM being typical. Various data buffers or further memory components not shown , may be provided to temporarily hold incoming data following demodulation and outgoing data for modulation and interface with the transponder antenna Analog Circuitry provides the facility to direct and accommodate the interrogation field energy for powering purposes in passive transponders and triggering of the transponder response.

Digital Circuitry provides certain control logic, security logic and internal microprocessor logic required to operate central processor All of this information is preferably stored on the card so that the character attributes may be easily and conveniently transported to other similarly-equipped play facilities, computer games, video games, home game consoles, hand-held game units, and the like. In this manner, a play participant can use the character card and the role play character he or she has developed with specific associated attributes in a favorite video action game, role-play computer game or the like.

Depending upon the degree of game complexity desired and the amount of information sharing required, the transceivers may or may not be connected to a master control system or central server FIG. This communications protocol provides the basic foundation for a complex, interactive entertainment system which creates a seemingly magic interactive play experience for play participants who possess and learn to use the magical wand.

This newly created network of SRRF-compatible play and entertainment environments provides a complex, interactive play and entertainment system that creates a seamless magical interactive play experience that transcends conventional physical and temporal boundaries. SRRF may generally be described as an RF-based communications technology and protocol that allows pertinent information and messages to be sent and received to and from two or more SRRF compatible devices or systems.

The SRRF system can preferably send and receive signals up to 40 feet between tokens and fixed transceivers. The system is preferably able to associate a token with a particular zone as defined by a token activation area approximately feet in diameter. Different transceiver and antenna configurations can be utilized depending on the SRRF requirements for each play station. The SRRF facility tokens and transceivers are networked throughout the facility. These devices can be hidden in or integrated into the facility's infrastructure, such as walls, floors, ceilings and play station equipment.

Therefore, the size and packaging of these transceivers is not particularly critical. A typical entertainment facility provided with SRRF technology may allow or more users to more-or-less simultaneously send and receive electronic transmissions to and from the master control system using a magic wand or other SRRF-compatible tracking device.

In particular, the SRRF system uses a software program and data-base that can track the locations and activities of up to a hundred or more users. The system can then send messages to the user throughout the play experience. The master control system can also send messages to the user from other users.

The system is preferably sophisticated enough that it can allow multiple users to interact with each other adjusting the game instantly. Any user can locate another user either through the video capturing system or by sending a message to another device. At the end of a visit, users are informed of their activities and the system interfaces with printout capabilities.

The SRRF system is preferably capable of sending and receiving signals up to feet. Transmitter devices can also be hidden in walls or other structures in order to provide additional interactivity and excitement for play participants. In another preferred embodiment the system comprises a network of transceivers installed at specific points throughout a facility.

The token then responds to this signal by transmitting both its unique token identification number TID along with the ZID, thus identifying and associating the player with a particular zone. The token's transmitted signal is received by a transceiver attached to a data network built into the facility. In this manner, the SRRF technology allows the master control system to uniquely identity and track people as they interact with various games and activities in a semi-controlled play environment.

Optionally, the system may be configured for two-way messaging to enable more complex interactive gaming concepts. In another embodiment, the SRRF technology can be used in the home. For enabling Magic at the home, a small SRRF module is preferably incorporated into one or more portable toys or objects that may be as small as a beeper. For example, a Magic wand can communicate with another Magic wand The toy wand or other object may also include the ability to produce light, vibration or other sound effects based on signals received through the SRRF module.

In a more advanced implementation, the magical object may be configured such that it is able to display preprogrammed messages of up to 50 characters on a LCD screen when triggered by user action e. This transceiver has an integral antenna and interfaces to the host computer through a dedicated communication port using industry standard RS serial communications.

It is also desirable that the SRRF transmission method be flexible such that it can be embedded in television or radio signals, videotapes, DVDs, video games and other programs media, stripped out and re-transmitted using low cost components. The exact method for transposing these signals, as well as the explicit interface between the home transceiver and common consumer electronics i. The various components needed to assemble such an SRRF system suitable for use with the present invention are commercially available and their assembly to achieve the desired functionality described above can be readily determined by persons of ordinary skill in the art.

If desired, the antenna can be embedded in the module, or integrated into the toy and attached to the module. Different modules and antennas may be required depending on the function, intelligence and interfaces required for different devices. A consumer grade rechargeable or user replaceable battery may also be used to power both the SRRF module and associated toy electronics. The present invention may be carried out using a wide variety of suitable game play environments, storylines and characters, as will be readily apparent to those skilled in the art.

The following specific game play examples are provided for purposes of illustration and for better understanding of the invention and should not be taken as limiting the invention in any way:. The magical objects use the SRRF communications system allowing for messages and information to be received and sent to and from any other object or system.

Optionally, these may be programmed and linked to the master SRRF system. If a Master computer system is used, preferably the software program running on the Master computer is capable of tracking the total experience for hundreds of users substantially in real time.

The information is used to adjust the play for each user based on knowing the age of the user, where the user has played or is playing, points accumulated, levels reached and specific objectives accomplished. Based on real-time information obtained from the network, the system can also send messages to the user as they interact throughout the Magic experience.

The system is preferably sophisticated enough to allow multiple users to interact with each other while enjoying the game in real-time. Optionally, the Master system can interface with digital imaging and video capture so that the users' activities can be visually tracked. Users can locate another user either through the video capturing system or by sending a message to another device.

At the end of a visit, users are shown photos of their activities related to the Magic experience via display or printout. For relatively simple interactive games, the Master system may be omitted in order to save costs. For retrofit applications, it is strongly preferred to provide substantially all stand-alone receivers or transceivers that do not communicate to a master system or network.

This is to avoid the expense of rewiring existing infrastructure. For these applications, any information required to be shared by the game system is preferably stored on the wand or other RFID device s carried by the play participants. Alternatively, if a more complex game experience is demanded, any number of commercially available wireless networks may be provided without requiring rewiring or existing infrastructure.

Game participants are immersed in a treasure hunt adventure that combines old fashioned storytelling, live entertainment, hands-on play and interactive gaming together in a seamless experience. The game is carried out in multiple venues and using multiple entertainment mediums so that cross-media promotion and traffic is encouraged and provided by the game see, e. The treasure hunt is brought to life through a live-action story and interactive game using the RFID tag technology.

Play participants receive points optionally redeemable for one or more prizes for searching and successfully finding clues and other items and for solving various puzzles and the final mystery of the whereabouts of a lost treasure located at Stone Mountain, Ga. Guests are awarded points for finding hidden and not-so hidden items such as a framed letter, a painting on the wall, bottle of elixir buried amongst props, etc.

These clues and other items are preferably distributed throughout a park facility and in various retail, restaurant and entertainment buildings for which the park desires to generate additional walk-in traffic. Clues may be the location of other hidden items, tools or clues.

Preferably the clues are revealed in an appropriately themed manner, such as a local newspaper account, programmed and staff-led storytelling, signage, performances, and various interactive game consoles. The story is eventually revealed as follows:. He met with several important men at Stone Mountain to put together a peace treaty between the Indians and the government. This treasure of gold coins was passed down several generations and it is reported to be buried at Stone Mountain. Many in the town believe the story is legend, but two unrelenting men believe that it is true.

A famous Historian by the name of Andrew Johnson, and an adventurer by the name of Tom Willingham, are convinced that the treasure exists and have spent the last 10 years searching for the gold. The last living relative to Mcllivray buried the treasure but wanted the search to be difficult and has left important and revealing clues throughout the town of Crossroads.

One and all are invited to retrace their steps in their search for the gold and become a part of the grand adventure when the final clue is revealed to where the treasure is buried. Advantageously, clues and other necessary items are preferably hidden within various retail stores and designated entertainment areas giving kids and adults fun and alluring reasons to go inside buildings and seek out new experiences they might have otherwise overlooked.

Willy was especially vigilant to thwart the possible feigning efforts of unscrupulous persons who might attempt to gain access to his fortunes by cheating, trickery or other deceptive devices. Above all, he was determined to prevent any part of his vast estate and fortune from ever falling into the hands of persons who were lazy, ignorant or wicked of heart.

While Willy was a prodigiously brilliant and gifted man, he was also surprisingly naive. When Iggy learned of his uncle's plan, he abducted Willy late one night outside his office and forced him at gunpoint to reveal the secret passwords which only Willy knew it was easy for Willy to remember because the passwords were his favorite candies. While nervously holding the gun to Willy's head, Iggy frantically inscribed the secret account numbers and passwords on the back of a chocolate bar there being no paper hand at the time.

He then bound and gagged Willy and threw him into the boiling vat of chocolate whereupon Willy was found dead the next morning. Iggy's plan such as it was was to lay low and wait for Willy's estate to be liquidated and transferred into the various secret Swiss accounts in accordance with Willy's final wishes. But, before any genuinely worthy recipient would have a chance to successfully complete all of the challenges and rightfully claim the Wonkers fortunes, Iggy would secretly divert all of the funds in each of the secret Swiss accounts to his own secret accounts whereupon he would enjoy the good-life forever thereafter.

Unfortunately, Iggy failed to consider the extreme heat radiated by the boiling vat of chocolate. By the time Iggy had gagged, bound, dragged and threw Willy into the boiling vat of chocolate and watched him as he slowly sank deeper and deeper into the molten chocolate to his demise, Iggy realized he was sweating like a pig.

It was at that time that he also noticed the chocolate bar—upon which he had inscribed the secret Swiss account numbers and passwords—had all but melted away in his shirt pocket. Frantically, Iggy tried to preserve the rapidly melting chocolate bar, but it was too late.

He was only able to salvage a few incomplete numbers and passwords before the candy bar was no more. Iggy tried mentally to recreate the missing information, but he was not good at remembering much of anything, let alone numbers and obscure passwords. Thus, he could only recreate a few bits and pieces of the critical information. On the brighter side, Iggy did manage to salvage some of the information and he figured, given enough time, he would probably be able to break the secret passwords and ultimately get the loot before anyone else does.

His cousin, Malcolm Malcontent, and several other greedy would-be heirs agreed to help him in exchange for a cut of the loot. Game participants are invited to a reading of the will where they are identified as a potential heir to the Wonkers family fortune. The first participant who successfully completes the challenge gets all the loot. However, the failure to complete any single challenge results in immediate and permanent disinheritance. The challenges are arranged so that only those who are smart, diligent and who are pure of heart and mind etc.

Thus, participants must faithfully carry out and complete each challenge in the exact manner specified. Any changes or deviations will result in failure. The game is also set up to provide many temptations along the way to cut corners, cheat or trick ones way through the various challenges. Players must not succumb to these temptations, lest they be immediately and permanently disinherited.

Players must also be careful not to reveal any helpful information to Iggy or his posse of greedy co-conspirators, lest they get to the loot first. This token contains a unique identification number preferably an RFID tag, mag-strip card, barcoded card, or the like which is used to uniquely identify each player throughout the game play. Optionally, a user-selected password is associated with each token so that it can only be used or activated by its proper owner.

Preferably, each token represents a specific character in the treasure hunt game. Thus, play participants would preferably select which character he or she would like to play. For example, possible characters may include Eddy the Electrician, Abe the Accountant. Each character would come with a unique story about who they are, how they were related to Willy and, most importantly, a touching little vignette about Willy that no one else knows.

Hidden within each story is one or more unique clues that are necessary to solve the various challenges the players will soon face. The game is preferably arranged and set up so that clues can only be successfully used by the particular character s who legitimately possesses them. If any other character illegitimately obtains these secret clues and tries to use them in the game, he or she will fail the challenge.

Preferably all of the clues and possibly other, extrinsic clues are required to complete the quest. For example, assume that Policeman Paul knows that Willy detests white chocolate. Nurse Betty knows that Willy can't stand licorice. In the course of game play, Betty and Paul independently determine that one of the secret passwords must be either: 1 Jelly Bean; 2 White Chocolate; or 3 Licorice. But, together they can solve the challenge. Betty can share her information with Paul and Paul can share his information with Betty.

Thus, preferably, players cannot advance in the game simply by getting the relevant clue info from the internet or by asking other players. To be legitimate and, therefore, recognized by the game, both players of the Betty and Paul characters must present their tokens together to an enabled token reader e. However, if a player guesses the answer even correctly or if the clue information is obtained illegitimately, then the player preferably loses the quest and must purchase a new token.

More complex sharing scenarios could also be developed. For example, certain unique clue information could be revealed only during the course of game play and only to certain characters. Other characters would need this clue information to advance in the game and would have to figure out which other character s have the information they need.

They would then need to find and contact another player a friend, acquaintance, classmate, etc. Then they would need to meet in order to make the necessary exchange transaction. For instance, assume in the above example that Paul had information to help Betty, but Betty did not have the information needed to help Paul.

Betty had information to help Martha and Martha had the information to help Paul. Now, the players must somehow negotiate a mutual three-way exchange that works for everyone's interest. One goal of the game is to encourage playful interaction among the players by requiring them to work with and possibly negotiate against other players to see who can get the information and points they need to advance in the game.

Alternatively, players may need to acquire or learn some special skill or knowledge that is necessary to interpret a clue. For example, one player may get a clue m a strange foreign language and another player happens to be or chooses to become within the context of the game an international language expert who can interpret the foreign-language clue. Both players need to somehow find and cooperate with one another in order to advance in the game.

Players can and preferably must also obtain certain information or clues from other extrinsic sources in order to further advance in the game. These can be simple extrinsic sources like a dictionary, encyclopedia, a local library or museum, or a secret code word printed on a participating retail store purchase receipt.

Preferably, the game is self-policing. Once the transaction is completed, each player would then legitimately possess and be able to use the information stored on his or her token to advance further in the game using any other gaming device that can read the token. Alternatively, the same sequence can be followed as described above, except that the token is used only to verify character and player identities e. Thus, game play can proceed on any device that can communicate via the Internet, such as a home computer, game console, Internet appliance, etc.

Alternatively, an authenticating password may be used in conjunction with each RFID identifying token. When two or more players present their tokens to an enabled reader device as in the examples described above, each player is given an authenticating password, which the player s then can enter into any other gaming platform.

The password may be an alpha-numeric code that is mathematically derived from the unique ID numbers of each participating player involved in the sharing transaction. Thus, it is unique to the specific players involved in the authorized exchange transaction and cannot be used by other players even if they copy or seal the password.

When the alpha-numeric number is subsequently re-entered into another device e. This might help move the game along by keeping players on their toes. Authenticating passwords could be easily printed and dispensed on special tickets or stickers, which can be collected. In that event, players would preferably sign up in advance to receive their tokens to play the game or they can purchase one or more tokens at any participating gaming outlet before or during the game.

Of course, those skilled in the art will readily appreciate that the underlying concept of an RFID trading card and card game is not limited to cards depicting fantasy characters or objects, but may be implemented in a wide variety of alternative embodiments, including sporting cards, baseball, football and hockey cards, movie character cards, dinosaur cards, educational cards and the like.

Thus, it is intended that the scope of the present invention herein disclosed should not be limited by the particular disclosed embodiments described above, but should be determined only by a fair reading of the claims that follow. For example, this interactive adventure game could be based on the popular board game. The game is preferably live-action interactive with simulated live-news casts, letters, telephone calls, etc.

Major Mayonnaise is found dead in his palatial mansion of an apparent massive coronary. However, clues at the crime scene indicate that this was in fact a carefully planned murder. Based on the indisputable physical evidence, the murder could only have been committed by one of eight possible suspects. It is common knowledge that each player hated Mayonnaise and, thus, each player has been identified as a suspect in the murder. Game play is essentially as described above in connection with Example 3.

Players receive game tokens, cards, bands or the like uniquely identifying each player. Preferably, each token represents one of the eight suspect characters in the Whodunit game. As in Example 3, above, each character would preferably have a unique story about who they are, where they were on the night of the murder, and why they dislike Mayonnaise.

Hidden within the collective stories are the unique clues necessary to solve the murder mystery challenge. Players cooperate by exchanging clues and other information needed to solve the mystery. As in Example 3, the game is preferably set up and organized so that relevant clues can only be successfully used by the particular character s who legitimately possess them. Any player who tries to cheat will preferably be disqualified or otherwise prevented from advancing in the game.

Game participants are immersed in a magical computer adventure game. Rowling and licensed computer games by Electronic Arts. Players are students enrolled at the Hogwart school of witchery where they are learning witchcraft, spell casting, secret messaging and the like. But something terrible and evil has happened and it is up to each player and their fellow classmates to solve the mystery and ferret out the evil-doer and save the school.

Game play is essentially as described above in connection with Examples 3 and 4. Each token provides a unique identifier for the player and preferably can store his or her progress in the game. Each player begins the adventure with essentially the same magic powers, skills and abilities. Each player may also receive a magic wand or other similar device which the players must learn to use to accomplish certain goals set out in the game. As in Examples 3 and 4, the game is preferably organized so that relevant clues can only be successfully used by the particular character s who legitimately possess them.

An authenticating password system is preferably used to verify or authenticate game events and to thereby discourage cheating. These secret codes or pass words may be obtained from any participating game venue e. The secret code preferably may be used to access a secret portion or level of a popular computer adventure game. Most preferably although not required authenticating passwords are unique or semi-unique to the player s who possess them.

For example, each password may be an alpha-numeric code that is mathematically derived from a unique ID number stored on each participating players token or from a password the player selects. Thus, the secret code is more-or-less unique to the specific player s involved in an authenticated game event and preferably cannot be used by other players even if they copy or steal the secret code. To make the password system more convenient, the token device may optionally include one or more entry buttons and an LCD display.

When players insert the token into an enabled reader, the secret code s are downloaded automatically to the token device and can be displayed on the LCD screen. An optional communication port may allow secret codes to be downloaded directly to a computer game, portable game unit or other devices using, for example, a standard USB communication port.

An interactive treasure hunt game is provided. Players advance in the game by finding clues and solving various puzzles presented by the game. Field of the Invention The present invention relates to children's games and, in particular, to a live-action interactive adventure game and play system utilizing radio frequency transponders and transceivers to provide a unique interactive game play experience. Description of the Related Art Games, play structures and other similar entertainment systems are well known for providing play and interaction among children and adults.

Master Control System Depending upon the degree of game complexity desired and the amount of information sharing required, the transceivers may or may not be connected to a master control system or central server FIG. Interactive Game Play The present invention may be carried out using a wide variety of suitable game play environments, storylines and characters, as will be readily apparent to those skilled in the art.

EXAMPLE 2 Game participants are immersed in a treasure hunt adventure that combines old fashioned storytelling, live entertainment, hands-on play and interactive gaming together in a seamless experience. The story is eventually revealed as follows: Sample Storyline In Alexander Mcllivray, son of a Scottish solider and Muskogee Indian Princess, became an important friend of both the Indians and the United States government.

Sample Storyline Major Mayonnaise is found dead in his palatial mansion of an apparent massive coronary. Game Play Game play is essentially as described above in connection with Example 3. Sample Storyline Players are students enrolled at the Hogwart school of witchery where they are learning witchcraft, spell casting, secret messaging and the like. Game Play Game play is essentially as described above in connection with Examples 3 and 4.

What is claimed is: 1. A wireless game token for enabling a game participant to securely access one or more restricted portions or features of a game played on a compatible gaming device, said wireless game token comprising a passive radio frequency identification RFID tag comprising: an antenna configured to be energized by an RFID reader associated with a computerized gaming device comprising a personal computer, home game console or portable gaming device;.

The wireless game token of claim 1 , wherein said game token depicts or represents a person or character relevant to said game. The wireless game token of claim 1 , further comprising a printed access code configured to enable said game participant to access said one or more portions or features of said game by manually entering said printed access code into said computerized gaming device.

The wireless game token of claim 1 , further comprising an LCD display configured to display said at least one access code. The wireless game token of claim 1 in combination with said RFID reader. The wireless game token of claim 1 in combination with game software comprising program instructions stored in a non-transient medium configured to cause or direct said computerized gaming device to generate a computer-animated play environment comprising: i a first game play experience in accordance with a first portion of said game, ii a second game play experience in accordance with a second portion of said game, and iii wherein said at least one access code is required to access said second game play experience.

The wireless game token of claim 1 in combination with one or more RFID-tagged toys, each RFID-tagged toy comprising: a passive RFID tag configured to provide short-range two-way wireless communications with said RFID reader, a unique identification number uniquely identifying said corresponding RFID-tagged toy, and non-volatile programmable memory configured to store selected game-relevant information comprising progress or development of a corresponding game character played by said game participant in said game.

A wireless toy for playing an interactive game on a compatible gaming platform, said wireless toy comprising: a portable body configured to be held by a game participant and selectively moved or positioned within a physical play environment; and. The wireless toy of claim 8 , further comprising a printed access code configured to enable said game participant to access said one or more portions or features of said computer-animated game by manually entering said printed access code into said compatible gaming platform.

The wireless toy of claim 8 , wherein said portable body is configured in the shape of a toy magic wand. The wireless toy of claim 8 in combination with game software comprising program instructions stored in a non-transient medium configured to cause or direct said compatible gaming platform to generate a virtual play environment comprising: i a first game play experience in accordance with a first portion of said computer-animated game, ii a second game play experience in accordance with a second portion of said computer-animated game, and iii wherein said at least one access code is required to access at least said second game play experience.

The wireless toy of claim 8 , further comprising non-volatile programmable memory configured to store additional game-relevant information comprising progress or development of said corresponding game character in said computer-animated game.

An RFID-tagged gaming item for playing a game on a compatible gaming device, said RFID-tagged gaming item comprising: a portable body configured to be held by a game participant and selectively moved or positioned within a physical play environment; and. The RFID-tagged gaming item of claim 13 , wherein said first encryption key comprises said unique identification number. The RFID-tagged gaming item of claim 13 , wherein said second encryption key comprises a private encryption key.

The RFID-tagged gaming item of claim 13 , further comprising a printed access code configured to enable said game participant to access said one or more portions or features of said computer-animated game by manually entering said printed access code into said compatible gaming device. The RFID-tagged gaming item of claim 13 , wherein said portable body is configured in the shape of a toy magic wand.

The RFID-tagged gaming item of claim 13 in combination with game software comprising program instructions stored in a non-transient medium configured to cause or direct said compatible gaming device to generate a virtual play environment comprising: i a first game play experience in accordance with a first portion of said computer-animated game, ii a second game play experience in accordance with a second portion of said computer-animated game, and iii wherein said at least one access code is required to access at least said second game play experience.

The RFID-tagged gaming item of claim 13 , further comprising non-volatile programmable memory configured to store additional game-relevant information comprising progress or development of said corresponding game character in said computer-animated game. USP true USB2 en. USB1 en. Adaptive pattern recognition based controller apparatus and method and human-factored interface therefore.

USA en. JPB2 en. Physical object with memory tags and apparatus for writing and using such objects. The game is preferably live-action interactive with simulated live-news casts, letters, telephone calls, etc. Major Mayonnaise is found dead in his palatial mansion of an apparent massive coronary.

However, clues at the crime scene indicate that this was in fact a carefully planned murder. Based on the indisputable physical evidence, the murder could only have been committed by one of eight possible suspects. It is common knowledge that each player hated Mayonnaise and, thus, each player has been identified as a suspect in the murder.

Game play is essentially as described above in connection with Example 3. Players receive game tokens, cards, bands or the like uniquely identifying each player. Preferably, each token represents one of the eight suspect characters in the Whodunit game. As in Example 3, above, each character would preferably have a unique story about who they are, where they were on the night of the murder, and why they dislike Mayonnaise.

Hidden within the collective stories are the unique clues necessary to solve the murder mystery challenge. Players cooperate by exchanging clues and other information needed to solve the mystery. As in Example 3, the game is preferably set up and organized so that relevant clues can only be successfully used by the particular character s who legitimately possess them.

Any player who tries to cheat will preferably be disqualified or otherwise prevented from advancing in the game. Game participants are immersed in a magical computer adventure game. Rowling and licensed computer games by Electronic Arts.

Players are students enrolled at the Hogwart school of witchery where they are learning witchcraft, spell casting, secret messaging and the like. But something terrible and evil has happened and it is up to each player and their fellow classmates to solve the mystery and ferret out the evil-doer and save the school.

Game play is essentially as described above in connection with Examples 3 and 4. Each player begins the adventure with essentially the same magic powers, skills and abilities. Each player may also receive a magic wand or other similar device which the players mush learn to use to accomplish certain goals set out in the game.

As in Examples 3 and 4, the game is preferably organized so that relevant clues can only be successfully used by the particular character s who legitimately possess them. An authenticating password system is preferably used to verify or authenticate game events and to thereby discourage cheating.

These secret codes or pass words may be obtained from any participating game venue e. The secret code preferably may be used to access a secret portion or level of a popular computer adventure game. Most preferably although not required authenticating passwords are unique or semi-unique to the player s who possess them.

For example, each password may be an alpha-numeric code that is mathematically derived from a unique ID number stored on each participating players token or from a password the player selects. Thus, the secret code is more-or-less unique to the specific player s involved in an authenticated game event and preferably cannot be used by other players even if they copy or steal the secret code.

To make the password system more convenient, the token device may optionally include one or more entry buttons and an LCD display. When players insert the token into an enabled reader, the secret code s are downloaded automatically to the token device and can be displayed on the LCD screen.

An optional communication port may allow secret codes to be downloaded directly to a computer game, portable game unit or other devices using, for example, a standard USB communication port. The above-described games additionally allow for unique methods for providing a retail product to a consumer. In particular, such methods include selling a retail product, advertising the retail product, combinations of the same and the like.

That is, embodiments of the retail product allow a consumer to use the product in a variety of interactive venues, while the retail product also has a separate utility or value outside the venues. As disclosed previously herein, certain embodiments of the invention include a retail product, such as a toy device, that is provided to a consumer for interactive use in one or more venues. For exemplary purposes, the retail product will be generally referred to hereafter as a toy wand. As shown, the retail process begins with Block , wherein a first interactive device is provided in a first venue.

For instance, the first interactive device may be capable of controlling one or more play effects as described above. At Block , a second interactive device is provided in a second venue. For example, the second interactive device may be similar to the first interactive device.

In yet other embodiments, the second interactive device may differ from the first interactive device. For example, one or more of the venues may comprise an interactive entertainment facility, embodiments of which are described above. In certain other embodiments, the venue s may comprise an amusement park, an arcade, a family entertainment center, a dentist's office, a doctor's office, an automobile, a bus, a taxi, a sports arena or field, a post office, an airplane, a store, a restaurant, a conference center, a hotel, a television set, a personal computer, a billboard, the Internet, combinations of the same, or the like.

In certain embodiments, the first venue identified in Block is geographically separate from the second venue identified in Block At Block , the consumer is provided with the toy wand, which is capable of interfacing with the first and second interactive devices. As will be appreciated, in other embodiments, the consumer may be provided with an interactive toy or product other than a wand, such as, for example, a stuffed animal, a toy vehicle, a lunchbox, or the like.

In yet other embodiments, the retail product comprises apparel such as clothing, a hat, a backpack, shoes, or the like , jewelry such as a necklace, a bracelet, a watch, or glasses, or the like , a collector's item such as a card or badge , combinations of the same or the like. Advantageously, the toy wand is of a size that may be easily transported by the consumer.

Furthermore, in certain preferred embodiments, the toy wand is capable of wireless communication with the first and second interactive devices. For instance, in certain embodiments, the toy wand may comprise an RF tag, such as a passive batteryless or an active RF tag, configured to interface with the interactive devices through RF communications, as described in more detail above. For example, the retail object may be a stuffed animal that the consumer may play and interact with outside the first and second venues.

In certain embodiments, the consumer may be loaned or rented the toy wand for a period of time prior to receiving an offer to sell the toy wand, which is described in more detail below with respect to FIG. After the toy wand is provided to the consumer, the retail process moves to Block Such tracking may be performed in a variety of ways.

In such embodiments, the main computer may be networked to a plurality of computerized devices that are associated with each interactive device. In such embodiments, the toy wand is advantageously capable of storing identification information, such as information that uniquely identifies the particular consumer or group of consumers. Such types of identification information are disclosed in more detail above and may be stored, for example, on a memory of the toy wand. In other embodiments, the toy wand stores information regarding the use of the wand by the consumer.

In such embodiments, the toy wand preferably comprises a memory and may communicate or upload such information to a main computer or like device. Information gathered from such an analysis may be subsequently used to customize the consumer's play experience and he or she interacts with particular interactive devices.

For example, tracking may be used to monitor in which environments for example, locations such as particular restaurants or stores the consumer uses the wand. As disclosed, the retail process provides for use of the toy wand in a wide variety of venues.

The retail process described herein is not limited to any particular sequence, and the blocks or states relating thereto can be performed in other sequences that are appropriate. Furthermore, described blocks or states may be performed in an order other than that specifically disclosed, or multiple blocks or states may be combined in a single block or state.

In yet other embodiments, additional blocks may be performed by the retail process The illustrated retail process begins at Block wherein an interactive device is provided in a venue. At Block , the consumer is provided with the retail product, such as a toy wand. In other embodiments, the retail product may include any other of the retail products described above. In certain embodiments, the consumer is loaned or rented the toy wand for use by the consumer in the venue. As shown in Block , the consumer is allowed to use the toy wand in the venue for a certain period of time.

For example, the consumer may be allowed to use the toy wand to interface with one or more interactive devices for a predetermined period of time, for a particular game or session, or the like. Once the consumer has used the toy wand in the venue, the consumer is then given the option of purchasing the toy wand Block In embodiments wherein the consumer has paid money to rent the toy wand, the consumer may optionally be given an offer to purchase the toy wand at a reduced price in view of the payment s already made.

In certain embodiments, the toy wand is offered for sale to the consumer when the consumer exits the particular venue, such as an interactive play facility. When the consumer exits the facility, he or she is given the option to either purchase or return the toy wand. The retail process advantageously provides the consumer with an opportunity to use and interact with the toy wand prior to purchase.

Furthermore, it is contemplated that, once the consumer discovers the usefulness and entertainment value of the toy wand, the consumer will have an increased desire to purchase the toy wand. Although the retail process has been described with reference to particular embodiments, the blocks or states relating thereto can be performed in other sequences that are appropriate. Details of such embodiments are discussed in U.

As discussed above, systems and methods described herein may be utilized in an interactive game environment, wherein an experience of a game participant may dynamically change based on a variety of factors. For exemplary purposes, the interactive game will be described with reference to a magic-themed game wherein game participants use a magic wand to accomplish a variety of tasks, such as one of the wands described previously. It is recognized that the interactive game may be used in a variety of environments.

As shown in FIG. During the retail phase, the game participant acquires for example, purchases an item that allows the participant to enter and participate in a gaming area or entertainment space. For instance, the participant may purchase a magic wand that allows the participant to pass through an entrance gate into a game area. The magic wand may then activate one or more sensors around a play space that allow a computer to track the participant's movement and progress within the game In certain embodiments, the retail phase may be performed near a gaming area, such as in an adjacent room.

For instance, the retail phase may take place in a gift shop or the like. In yet other embodiments, the retail phase may be performed online by the game participant. For example, the participant may purchase an item over the Internet or other network or virtual environment. After the retail phase, the game participant moves to the training phase Block During the training phase, the participant is provided with information relating to his or her participation in the game.

In some embodiments, the game participant may bypass the training phase Block , such as, for example, if the game participant is already familiar with the game or if the game does not include training. Following the training phase, the participant moves to the interactive entertainment phase Block For instance, the participant may advance through a series of clues to obtain a variety of virtual objects. A computer system may track, such as through a database, information regarding the actions of the participants during the interactive entertainment phase.

For example, during the interactive entertainment phase, the participant may acquire virtual objects that give the participant new abilities or spells. The computer system may then update this new information in the database and modify the interactive entertainment accordingly.

From the interactive entertainment phase, the participant may move to the redemption phase Block For instance, a participant who has acquired a certain level of points may redeem the points for a rune, such as an artifact or a jewel. The participant may also have the option of directly purchasing an item from the retail location Block In such circumstances, the participant need not redeem or have acquired any points or objects to purchase the desired item.

For example, the participant may pass through a gift shop when leaving the game area and may purchase even more items for use inside the game or as a souvenir. For instance, a rune that is purchased through a retail store may give a participant more powers in the interactive entertainment phase than the same rune that has been acquired by another participant through an interactive quest or may allow the participant access to certain features of the game to which participants without the rune are not allowed access.

In certain embodiments, the participant is able to end the interactive game at his or her convenience. Such a game advantageously provides for virtually endless possibilities in managing the game and allows for additional layers to be added to the interactive entertainment phase as previous phases are completed. Although the interactive game has been described with reference to particular embodiments, a wide variety of alternative sequences may be used.

For example, the blocks described herein are not limited to any particular sequence, and the acts relating thereto can be performed in other sequences that are appropriate. For example, described acts or blocks may be performed in an order other than that specifically disclosed, or multiple acts or blocks may be combined in a single act or block or be performed substantially currently.

For instance, in certain embodiments, the participant may not be required to initially purchase an item Block to enter the interactive entertainment phase. The participant may then be given the option to purchase the wand at the end or during the game play. Furthermore, FIG. In particular, the interactive entertainment phase comprises a plurality of layers that are interrelated such that progress in one or more layers may affect the participant's experience in one or more other layers.

In certain embodiments, the layers are hierarchal and include upper layers that encompass one or more lower layers. As a participant completes a task or activity in one of the lower layers, he or she may be given access to, or his or her interactive experience may change, with respect to one or more of the higher layers.

For instance, a participant may enter the game place with his or her magic wand in an effort to find one or more objects. During the basic phase, the participant may be awarded points for the each time he or she activates an effect. For instance, the more experience points a participant has, the further the participant progresses in the game. The participant may even be awarded a certain level or title as he or she gathers points for example, points is an Apprentice Magi; points is a Beginning Magi; points is an Advanced Magi; and over points is a Master Magi.

The basic layer is advantageously adapted to the beginner-level participant. Such a layer is also adapted to those who are not interested in performing a more involved quest but enjoy observing the different effects possible through the use of the magic wand. For many participants, however, the basic layer serves as a platform to a subsequent layer, such as the quests layer illustrated by Block in FIG.

An exemplary embodiment of such challenges is detailed below. In certain embodiments, the quest sequence begins with the participant activating a main quest screen by waving his or her magic wand. A sensor near the screen detects and identifies the wand, which has a unique identification stored in the computer system. In certain embodiments, when a game participant selects a particular rune for example, through pointing his magic wand , the QuestMaster appears on the screen for example, as a full motion live action or an animated character and tells the game participant a story about the rune, its powers and what the game participant must accomplish to earn the rune.

Once the QuestMaster has finished talking, another screen appears that shows the game participant the physical items that he must find in the interactive game area. Each time the game participant finds a particular item, the item is highlighted on the screen with a surrounding glow. This allows the game participant to monitor which items have been found and those items that he still has yet to obtain.

For instance, FIG. As shown five of the runes, which are highlighted, have already been obtained by the participant i. This notifies the computer system that the wand associated with this particular game participant is now active with respect to the selected quest.

Thus, when the game participant finds the right item, the computer system recognizes the item and rewards the game participant accordingly. In certain embodiments, if a game participant obtains the wrong item, the computer system may notify him as well. Quests may take on many different forms. For instance, a quest may comprise of one or more scavenger hunts wherein the participant is required to find one or more objects identified by a list.

For example, the participant may be required to contact a Duel Master, which may be an animated or live action character depicted on a screen. In certain embodiments, a quest may contain one or more characters that respond to signals from the magic wand or like device depending on the progress of the participant in the interactive game For example, a Dragon may be asleep in his lair, snoring and exhaling smoke when no players are in the lair to challenge him.

For instance, the Duel Master may be activated by a participant who has completed all the elements of the particular quest for example, finding all the items and that directs his or her wand at the entrance to the Duel Master's house. The computer system then accesses its database to determine if the participant associated with the wand has completed all the tasks. If the participant has completed all the tasks, the computer system activates a new video sequence in which the Duel Master turns and looks at the camera, thanking the player for finding all of the items and rewarding them with the rune.

An animated graphic of the Rune then appears on the screen with the Duel Master. In other embodiments, a quest may comprise a timed event during which a participant is required to find one or more items. In yet other embodiments, a quest may comprise finding a particular object and delivering the object to another character. With reference to FIG. As shown, the quests layer may serve as a platform to an adventures layer Block For instance, once the participant has completed a plurality of quests, he or she may move on to an adventure.

In certain embodiments, an adventure is a story within the interactive game in which a participant may interact. For example, an adventure may comprise: battling a Goblin King; taming a Unicorn; assisting Pixies; meeting with the Duel Master, dueling the Dragon; and combinations of the same or the like.

An example screen shot for providing the participant with adventure selections is illustrated in FIG. An adventure may begin in a manner similar to a quest, wherein the participant selects from a screen a particular adventure. The QuestMaster may then deliver to the participant a story about a problem in the kingdom and the first task that must be accomplished by the participant to solve the problem.

As one example, the problem may be that Dungeon Goblins have stolen a Princess's jewels. The participant may then need to battle the Goblin King to obtain the jewels and return them to the Princess. In certain embodiments, the participant is required to complete a plurality of tasks or steps prior to completing the adventure. For instance, the participant may be required to complete one task before being informed as to the subsequent task.

As one example, the participant may need to light torches, open a gate, distract a guard, battle the Goblin King, find the jewels scattered around the dungeon, and then return the jewels to the Princess. In certain embodiments, in order to successfully complete each step of an Adventure, the participant must have acquired one or more particular runes during the quest layer. For example, to open the gate, a participant may need a Portal Rune. To distract the guard, the participant may need a Distraction Rune.

To battle the Goblin King, the participant may need the Lightning Rune. As can be seen, a participant may complete an adventure only after he or she has completed particular quests. In certain embodiments, each adventure advantageously includes an ending in which, once the adventure has been completed, a game character gives the participant a virtual magic item. Furthermore, the virtual magic item may also be purchased in the retail store, such as during either of the retail phases illustrated by Blocks and In yet other embodiments, if the participant has both purchased and earned the virtual magic item, the participant may be awarded with certain enhanced power that may be used during the interactive game , such as at a dueling station.

As shown, the adventures layer may serve as a platform to a competition layer Block For instance, once the participant has completed one or more adventures, he or she may advance to the competition layer to compete with one or more other game participants. The competition layer will be described hereinafter with respect to a dueling competition, wherein at least two players face off against each other by casting certain spells and using powers that they have acquired during their quests and adventures.

Of course, other types of competitive games may be used during the competition layer, as will be readily apparent from the disclosure herein. In certain embodiments, the dueling competition utilizes dueling stations that are set up as an interactive arcade-type game. For instance, the dueling stations may be located at a fast food restaurant or another recreational facility or online.

In particular, a first dueling station is used by a first participant and is set up opposite a second dueling station for example, at a distance approximately twelve feet apart usable by a second participant The first dueling station further includes a first rear display and a first console , which further includes a first front display and a first sensor The second dueling station includes a second rear display and a second console , which further includes a second front display and a second sensor For example, in certain embodiments, each of the rear displays and comprises a projection screen, and each of the front displays and comprises a video monitor for example, a inch to 3D-inch monitor.

The first participant is advantageously positioned to view both the second rear display and the second front display The second front display shows the spells cast by the first participant during the duel. In situations where multiple spells are cast at the same time by a single participant, the attack graphic may appear first, followed by the shield or heal graphic.

For instance, the first mana pole may include a plurality of lights for example, eight lights that are initially lit up at the beginning of the duel and that successively turn off as the first participant loses powers.

When all the lights of the mana pole turn off, the first participant is out of power and is defeated. The second participant is advantageously positioned to view both the first rear display and the first front display The first rear display shows the spells cast by the first participant during the duel.

The first front display shows the spells cast by the second participant during the duel. In certain embodiments, the dueling stations , may also include a plurality of special effect devices to enhance the dueling experience. For instance, the sensors , may detect at least two different qualities of spells for example, low quality and high quality , each of which results in a different effect. In certain embodiments, the duel between the first participant and the second participant begins when each of the participants hovers his or her wand about the sensors , , respectively.

Each of the front displays and then shows symbols representing the plurality a spells for use in dueling. Furthermore, the front displays , may highlight the spells that have been earned by the particular play participant for use in the current duel. In certain embodiments, each participant is given fire basic attack and shield basic defend spells. Each attack spell is capable of damaging the opposing participant's mana.

Once one participant's mana is depleted, the other participant wins. Also, as will be recognized from the disclosure herein, additional layers may be added to the interactive game as appropriate. Moreover, retail layers may be integrated into the training and interactive entertainment layers. Furthermore, although the interactive game has been described with reference to particular embodiments, devices other than a wand may be used.

The interactive game may also be performed in a plurality of locations. For instance, the adventure layer represented by Block of FIG. In addition, although the interactive game is explained herein with reference to a magical-themed environment, the interactive game may adapted to, but not restricted to the following themes: space, pirates, dinosaurs, time travel, Tom Sawyer, Nickelodeon, Looney Tunes, Haunted Houses, and the like.

In certain embodiments, the systems and methods disclosed herein may provide interlinked games such that as a participant earns points, levels, strengths, and the like by playing one game, those earnings affect how the participant advances to or progresses in a second game.

Thus, when the game participant starts to play the second car racing game, he starts at the equivalent of Level 5 and is able to use his turbo boost strength and ten extra spare tires. Thus, if the game participant crashes during the game, his character may survive the crash, whereas the game may end for another participant who did not get the fire retardant driving jacket. While a car racing example has been used, it is recognized that the interlinked game system may be used in a variety of environments and may include participation in several different areas, including gaming, food service, clothing, toys, libraries, doctors, dentists, restaurants, and the like.

In addition, a variety of different games could be interlinked including virtual and physical games and challenges. While certain embodiments of the inventions have been described, these embodiments have been presented by way of example only, and are not intended to limit the scope of the disclosure.

Indeed, the novel methods and systems described herein may be embodied in a variety of other forms; furthermore, various omissions, substitutions and changes in the form of the methods and systems described herein may be made without departing from the spirit of the disclosure.

The accompanying claims and their equivalents are intended to cover such forms or modifications as would fall within the scope and spirit of the disclosure. Methods are described for selling, loaning, renting, or otherwise providing a retail product, such as an interactive product, that allows a consumer to participate in one or more venues.

In certain examples, the retail methods include tracking the consumer's use of the retail product in the venue s. Such tracking information may be used to customize the experience of the user during a subsequent visit to the same venue or another venue. Field of the Invention Embodiments of the present invention relate to providing a retail product to a consumer and, in particular, to methods for providing a retail product for interfacing with interactive devices in one or more venues.

Description of the Related Art Games, play structures and other similar entertainment systems are well known for providing play and interaction among children and adults. Master Control System Depending upon the degree of game complexity desired and the amount of information sharing required, the transceivers may or may not be connected to a master control system or central server FIG.

Interactive Game Play The present invention may be carried out using a wide variety of suitable game play environments, storylines and characters, as will be readily apparent to those skilled in the art. Example 2 Game participants are immersed in a treasure hunt adventure that combines old fashioned storytelling, live entertainment, hands-on play and interactive gaming together in a seamless experience. Sample Storyline Major Mayonnaise is found dead in his palatial mansion of an apparent massive coronary.

Game Play Game play is essentially as described above in connection with Example 3. Example 5 Game participants are immersed in a magical computer adventure game. Sample Storyline Players are students enrolled at the Hogwart school of witchery where they are learning witchcraft, spell casting, secret messaging and the like. Game Play Game play is essentially as described above in connection with Examples 3 and 4. Retail Methods The above-described games additionally allow for unique methods for providing a retail product to a consumer.

Interlinked Games In certain embodiments, the systems and methods disclosed herein may provide interlinked games such that as a participant earns points, levels, strengths, and the like by playing one game, those earnings affect how the participant advances to or progresses in a second game. What is claimed is: 1. A method of providing interactive entertainment based at least in part on use of one or more interactive toys having particular application to a multi-player interactive game played by one or more game participants, the method comprising: providing a first multi-player interactive game played using a first interactive device comprising one or more video game consoles, home game consoles, hand-held game units, computer gaming devices, or internet gaming devices located in a first venue, the first interactive device further comprising program instructions to produce a first sensory response comprising visually and aurally displaying one or more computer-animated game characters as part of said first game wherein one or more game participants participate and advance in said first game at least in part by finding clues, solving puzzles or completing challenges;.

The method of claim 1 , wherein each of said one or more interactive toys comprises an associated printed code configured to grant access to one or more web-based games carried out using the same game character or object depicted or represented by said associated interactive toy, wherein said access is granted through an identification or authentication process of a web-based gaming platform, wherein said web-based gaming platform comprises a processor programmed to execute said identification or authentication process of the printed code.

The method of claim 1 , wherein the program instructions of at least one of said one or more interactive toys causes an associated memory device to selectively store, retrieve or update game-relevant information describing certain skills, abilities or attributes of an associated game character or object. The method of claim 1 , wherein at least one of said one or more interactive toys has an RFID tag having a corresponding unique tag identification number, integrated circuitry, and non-volatile memory, wherein the interactive toy program instructions cause the integrated circuitry to wirelessly transmit and receive information to and from an associated RFID tag reader, and the non-volatile memory to selectively store and retrieve game-relevant information describing certain skills, abilities or attributes associated with said corresponding game character or object depicted or represented by said at least one interactive toy.

The method of claim 1 , wherein said first interactive device program instructions cause the first interactive device to execute an encryption algorithm to generate an authenticating code based at least in part on the occurrence of one or more game-relevant events and to display said authenticating code, and wherein the second interactive device program instructions cause the second interactive device to subsequently receive said authenticating code and execute a decryption algorithm to authenticate said received authentication code to reveal or validate the occurrence of said one or more game-relevant events.

The method of claim 1 , further comprising providing at least one of said interactive toys comprising an RFID-tagged toy having both a physical manifestation in a physical play environment and a virtual manifestation in a virtual play environment, said at least one of said interactive toys comprising: a toy body physically depicting or representing a particular game character or object from said first or second game played out using said first or second interactive devices, said toy body comprising a physical play object or collectible item;.

The method of claim 7 , wherein each of said plurality of RFID-enabled toys has an associated printed code to grant access to one or more web-based games carried out using the game character or object depicted or represented by said corresponding toy, wherein said access is granted through an identification or authentication process of a web-based gaming platform, wherein said web-based gaming platform comprises a processor which comprises program instructions to execute said identification or authentication process of the printed code.

The method of claim 7 , wherein said at least one of said plurality of RFID-enabled toys comprises program instructions and programmable memory, wherein said program instructions for said at least one of said plurality of RFID-enabled toys comprises instructions to cause said programmable memory to selectively store, retrieve or update information uniquely identifying said game participant and to communicate said stored identifying information to said gaming platforms, and further comprising using said stored identifying information to score or create an experience record for said identified game participant.

The method of claim 9 , wherein said communication of said stored identifying information from said RFID tag to said gaming platform comprises wireless communication. The method of claim 7 , further comprising allowing or denying access to certain areas or features of said game based at least in part on the unique tag identification number or said stored character or object information stored on said at least one toy.

The method of claim 9 , wherein said gaming platform comprises a first gaming platform and a second gaming platform and wherein the first gaming platforms comprises a processor which comprises program instructions to cause the first gaming platform to execute an encryption algorithm to generate an authenticating code based at least in part on the occurrence of one or more game-relevant events and to display said authenticating code, and wherein the second gaming platform comprises a processor which comprises program instructions to cause the second gaming platform to execute a decryption algorithm on said authenticating code to reveal or validate the occurrence of said one or more game-relevant events.

The method of claim 7 , further comprising providing a printed code, authenticating said printed code, and upon successful authentication providing access to at least some portion or feature of said game selected to be accessed and played by said game participant. A method for providing a multi-player interactive game configured to be played on a gaming platform by one or more game participants, said method comprising: providing a multi-player interactive game played using a gaming platform comprising one or more video game consoles, home game consoles, hand-held game units, computer gaming devices, internet gaming devices or live-action gaming facilities, wherein one or more game characters are represented by computer animation and wherein one or more game participants participate and advance in the game at least in part by finding clues, solving puzzles or completing challenges;.

The method of claim 14 , wherein at least one of said plurality of themed toys has an associated printed code configured to grant access to one or more web-based games carried out using the game character or object depicted or represented by said at least one toy, wherein said access is granted through an identification or authentication process of a web-based gaming platform wherein said web-based gaming platform comprises a processor which comprises program instructions to execute said identification or authentication process of the printed code.

The method of claim 14 , wherein at least one of said plurality of interactive toys comprises instructions and programmable memory, wherein said instructions cause said programmable memory to for selectively store, retrieve, or update game-relevant information describing certain skills, abilities or attributes of an associated game character or object depicted or represented by said at least one interactive toy and wherein said instructions cause gameplay progression by a game participant to develop certain skills, abilities or attributes of said associated game character or object and storage in said programmable memory of certain information representing or describing said developed skills, abilities or attributes in said memory.

The method of claim 16 , further comprising using a key-based encryption algorithm to encrypt at least a portion of said stored information representing or describing said developed skills, abilities or attributes. The method of claim 14 , wherein said memory further selectively stores, retrieves or updates information uniquely identifying a game participant as an owner of said at least one interactive toy, whereby said program instructions cause said stored identifying information to be communicated to one or more gaming platforms and used for purposes of scoring or creating an experience record for said identified game participant.

The method of claim 14 , wherein said memory further selectively stores, retrieves or updates information identifying one or more games, gaming platforms, play environments or locations where said at least one interactive toy has been used. The method of claim 14 , wherein at least one of said plurality of interactive toys has an RFID tag having a corresponding unique tag identification number, integrated circuitry, and non-volatile memory, wherein the interactive toy program instructions cause the integrated circuitry to wirelessly transmit and receive information to and from an associated RFID tag reader and cause the non-volatile memory to selectively store and retrieve game-relevant information describing certain skills, abilities or attributes associated with said corresponding particular game character or object.

The method of claim 20 , wherein said at least one interactive toy comprises a passive RFID tag transponder having an integral RF transmitter or receiver circuit and a flat spiral wound antenna and wherein said RFID tag transponder is hermetically sealed within said at least one interactive toy.

The method of claim 14 , wherein at least one of said plurality of interactive toys embodies a token, trinket, wand, ball, stuffed animal, toy vehicle, or figurine. The method of claim 14 , wherein said at least one reader device wirelessly communicates selected game-relevant information to at least one of said plurality of interactive toys when said at least one of said plurality of interactive toys is presented within a readable range of said reader device, wherein said at least one of said plurality of interactive toys displays said selected game-relevant information on a display screen.

The method of claim 14 , wherein said at least one reader device comprises a portable reader device comprising an RF transceiver providing two-way wireless communications with a corresponding RF transceiver of said gaming platform. The method of claim 24 , further comprising providing an RF transceiver module having an integral antenna and a communication interface provided together as a single packaged module and interfacing said RF transceiver module with a corresponding mating communication interface of said gaming platform to thereby provide two-way wireless communications between said portable reader device and said gaming platform.

The method of claim 14 , wherein said gaming platform comprises a first gaming platform and a second gaming platform, and wherein said first gaming platform comprises a processor which executes program instructions to cause the first gaming platform to execute an encryption algorithm to generate an authenticating code based at least in part on the occurrence of one or more game-relevant events, and wherein said second gaming platform comprises a processor which executes program instructions to cause the second gaming platform to execute a decryption algorithm upon said authenticating code to reveal or validate the occurrence of said one or more game-relevant events.

The method of claim 14 , further comprising providing a printed code, authenticating said printed code, and upon successful authentication unlocking access to at least some portion or feature of said game. The method of claim 14 , further comprising providing a web-based game accessible through a personal computer, said web-based game providing a user interface that causes the web-based game to register at least one of said plurality of interactive toys when a game participant enters a corresponding printed code, wherein said web-based game authenticates said corresponding printed code, and providing one or more web-based games carried out using a computer-animated game character or object that is the same game character or object depicted or represented by said at least one interactive toy.

A method for providing an entertainment experience using RFID-enabled toys in a multi-player interactive game, said method comprising: providing a multi-player interactive game, wherein said game is used with a gaming platform comprising one or more video game consoles, home game consoles, hand-held game units, computer gaming devices, internet gaming devices or live-action gaming facilities, wherein one or more game characters are represented by computer animation and wherein said game is controlled or directed by one or more game participants at least in part using a wireless hand-held controller;.

The method of claim 29 , wherein each of said plurality of toys has an associated printed code configured to grant access to one or more web-based games carried out using the particular game character or object depicted or represented by said corresponding toy, wherein said access is granted through an authentication process of a web-based gaming platform, wherein said web-based gaming platform comprises a processor which executes program instructions to authenticate the printed code.

The method of claim 29 , wherein said at least one of said plurality of toys comprises instructions and programmable memory, wherein said instructions cause said programmable memory to selectively store, retrieve or update game-relevant information describing certain skills, abilities or attributes of an associated game character or object depicted or represented by said at least one toy and wherein said instructions causes gameplay progression by a play participant to develop certain skills, abilities or attributes of said associated game character or object, and storage of certain information representing or describing said developed skills, abilities or attributes in said programmable memory.

The method of claim 31 , further comprising using a key-based encryption algorithm to encrypt at least a portion of said information representing or describing said developed skills, abilities or attributes prior to storage. The method of claim 29 , wherein said memory further selectively stores, retrieves or updates information uniquely identifying a game participant as an owner of said at least one toy, whereby said program instructions cause said stored identifying information to be communicated to one or more gaming platforms and used for purposes of scoring or creating an experience record for said identified game participant.

The method of claim 29 , wherein said memory further selectively stores, retrieves or updates information identifying one or more games, gaming platforms, play environments or locations where said at least one toy has been used in a game. The method of claim 29 , wherein said at least one of said plurality of toys embodies a token, trinket, wand, ball, stuffed animal, toy vehicle, or figurine and wherein said RFID tag is sealed within said at least one toy. The method of claim 29 , wherein said reader device is configured to wirelessly communicate selected game-relevant information to said at least one of said plurality of interactive toys when said at least one toy is presented within a readable range of said reader device, and wherein said at least one toy is further configured to display said selected game-relevant information on a display screen.

The method of claim 29 , wherein said at least one RFID reader device comprises a portable RFID reader device comprising an RF transceiver providing two-way wireless communications with a corresponding RF transceiver associated with said gaming platform. The method of claim 37 , further comprising providing an RF transceiver module having an integral antenna and a communication interface provided together as a single packaged module and interfacing said RF transceiver module with a corresponding communication interface of said gaming platform for providing said two-way wireless communications between said portable RFID reader device and said gaming platform.

The method of claim 33 , wherein said gaming platform comprises a first gaming platform and a second gaming platform, and wherein said first gaming platform comprises a processor which executes program instructions to cause the first gaming platform to execute an encryption algorithm to generate an authenticating code based at least in part on the occurrence of one or more game-relevant events, and wherein said second gaming platform comprises a processor which executes program instructions to cause the second gaming platform to execute a decryption algorithm upon said authenticating code to reveal or validate the occurrence of said one or more game-relevant events.

The method of claim 29 , further comprising providing a printed code configured to authenticate said particular game character or object within said game, authenticating said printed code, and upon successful authentication unlocking at least some portion or feature of said game selected to be accessed and played by a game participant.

The method of claim 29 , further comprising providing a web-based game accessible through a personal computer, said web-based game providing a user interface that causes the web-based game to register one or more of said plurality of toys when a game participant enters a corresponding printed code, wherein said web-based game authenticates said printed code, and providing one or more web-based games carried out using a computer-animated game character or object that is the same game character or object depicted or represented by said corresponding registered toy.

USP true USA1 en. USB2 en. USB1 en. WOA2 en. JPB2 en. Methods and systems for thermal control systems for self-contained floating marine parks. Method and system for the implementation of identification data devices in theme parks. Method and system to automatically select data network videos as television shows based on a persona.

Mapping real world actions to a virtual world associated with a location-based game. Using side channels in remote procedure calls to return information in an interactive environment. Systems and methods for verifying player proximity within a location-based game. Placement of virtual elements in a virtual world associated with a location-based parallel reality game.

GBB en. Information processing apparatus, information processing system, information processing method, and computer program. Regulating and scoring player interactions within a virtual world associated with a location-based parallel reality game. EPB1 en. System and method for modulating a peripheral device based on an unscripted feed using computer vision.

System and method for processing an audio and video input in a point of view program for haptic delivery. Filtering and parental control methods for restricting visual activity on a head mounted display. Automatic mobile robot for facilitating activities to improve child development. Improved visually, optically and electronically readable frangible device for affixation to the skin. Validating a player's real-world location using activity within a parallel reality game.

USA en. Aerial projectile game comprising a target having means responsive to not being hit. Rotatable platform having rider supports enclosed in an optical chamber for simulating a space ride. Apparatus for detecting changes in the electrical characteristics of sensor devices.

Acceleration error compensated attitude sensing and control apparatus and method. FRA1 en. System for bilateral communication of a command station with remotely located sensors and actuators. Simulated shooting game with continuous transmission of target identification signals. EPA2 en. Integrated redundant reference system for the flight control and for generating heading and attitude informations. DEA1 en. Work station for process control personnel - has display fields with windows accessed by mouse selection.

USREE en. USDS en. GBA en. System for automatic collection and distribution of player statistics for electronic dart games. Gaming chip with implanted programmable identifier means and process for fabricating same. NLA en. JPHB2 ja. Pointing device having improved automatic gain control and information reporting. Remote control device for controlling apparatuses carried on the body, in particular hearing aids. Yawing-momentum detecting apparatus for a vehicle, a detecting method thereof, and motion controlling apparatus for a vehicle, utilizing the detecting apparatus.

WOA1 en. Apparatus and method for providing different input device orientations of a computer system. EPA1 en. Image sensing apparatus which can detect optical characteristics of an image to control title insertion. CNC en. Motion sensitive light and battery assembly switched on and off by the oscillation of a helical spring. Gun game machine having a sliding gun barrel cover for simulating the impact of a fired gun.

Optical system for determining the roll orientation of a remote unit relative to a base unit. Display control device for controlling first and second displays of different types.

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