Patent Publication Number: US-11648465-B1

Title: Gaming device for controllably viewing secret messages

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application is a divisional of U.S. Non-Provisional application Ser. No. 16/144,161 entitled INTERACTIVE GAME THEATER WITH SECRET MESSAGE IMAGING SYSTEM filed on Sep. 27, 2018 and claims the benefit of U.S. Provisional Application No. 62/564,306 filed on Sep. 28, 2017. The present application is a continuation-in-part of the U.S. Non-Provisional application Ser. No. 15/975,236 entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM filed on May 9, 2018. The present application is a continuation-in-part of the U.S. Non-Provisional application Ser. No. 16/027,301 entitled PHYSICAL-VIRTUAL GAME BOARD AND CONTENT DELIVERY SYSTEM filed on Jul. 4, 2018. The present application is a continuation-in-part of the U.S. Non-Provisional application Ser. No. 16/055,078 entitled THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM filed on Aug. 4, 2018. 
    
    
     FIELD OF INVENTION 
     The present invention relates to a physical-virtual gaming system that includes a multiplicity of game access points where a gamer interacts with the gaming system including both receiving secret messages output by a secret message output device and providing responses including captured images, where the secret messages are only viewable using a secret imaging glass and where responses including captured images of the secret messages are used as answers and responses in the gaming system. 
     BACKGROUND OF THE INVENTION 
     Prior to the advent of computing systems, games included physical props and activities and ranged from outdoor sports to indoor card games. Board games have also existed for thousands of years and typically include a portable surface with markings, pieces to move across the board in accordance with the markings and possibly additional cards with questions or directions. Beginning in the early 1970&#39;s new types of games based upon computers were introduced including both video games produced by companies such as Atari and early virtual reality games developed first in laboratories. In today&#39;s environment, physical games are still prevalent along with a significant number of video games and a growing number of virtual reality (VR) and augmented reality (AR) games. Video games are appealing for many reasons, some of which include their “never-ending” nature where gamers move throughout multiple instances to achieve missions on levels of varying difficulty. In a physical board game with only a single layout and set of rules, there is no reasonable equivalent to instances and levels, offering a distinct advantage to video games. However, while video games often connect a single gamer with many other gamers in the virtual world, they are played in physical isolation, for example sitting at a computer or in front of a tv with gaming console. In contrast, physical board games are typically played at a table where the gamers sit in proximity and can enjoy each other&#39;s presence, thus giving board games a distinct social advantage. In the prior related patent entitled PHYSICAL-VIRTUAL GAME BOARD AND CONTENT DELIVERY SYSTEM, the present inventor taught a new type of physical board game with a replaceable surface overlay to provide a physical equivalent to the virtual instance where a single game board can then be continuously extended with new surfaces. The board game also automatically tracks individual game pieces and sends digital information regarding the movements of the pieces to an attached computer, where the computer then displays virtual content at least in part based upon the piece movement, thus adding a strong virtual component that is easily updated by the game manufacturers. The specified system has many advantages over traditional physical board games and virtual video games. 
     There is currently a significant effort in the marketplace to perfect VR gaming systems such as the HTC Vive, Samsung Gear VR, Sony PlayStation VR bundle and Oculus Rift. What all these systems have in common is a headset worn by the gamer completely enclosing their eyesight and immersing them into a virtual 3D world. These VR systems can be used with the gamer either sitting or standing, but even standing the gamer is typically limited to a smaller region defined by a tracking system that follows at least the current location and orientation of the headset for automatically adjusting the view of the 3D world as seen by the gamer. Some companies such as The Void are building what they refer to as a hyper-reality system that “is a whole-body, fully immersive VR experience” in which one or more gamers interact with a combination physical and virtual world. Each gamer wears a headset driven by a portable computer carried by the gamer in a backpack and to this extent the game is a typical VR experience. Rather than being confined to a small space that is typically free of physical props, in the hyper-reality experience a gamer is walking around in a much larger albeit still enclosed space, typically comprising many rooms and physical props and to this extent the game is a typical physical experience. 
     AR games are also on the rise. A recent popular example is Pokémon GO where gamers walk around in any enclosed or open physical environment, and rather than wearing headsets like VR systems, the gamers are holding their smart phone which is running the AR game that streams images to the gamer of the actual view in front of their smart phones augmented with Pokémon characters as if these characters were actually moving around in front of them. Like physical games, AR games have an advantage over VR games in that the gamer moves about freely with their eyes uncovered and having the ability to interreact normally with one or more other gamers. Un-like VR systems, the AR smart phone screen is very small and the gamer is not immersed in the virtual content. Un-like physical games, the gamer must own a smart phone (which typically starts after 13 years of age,) must walk around holding this smart phone up, and then must deal with the distraction of being unable to concentrate and enjoy the natural physical environment. 
     In the prior related patent entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM, the present inventor specified an interactive mirror/display that can be placed in any physical setting and implemented both an object tracking system and a specially adapted mirror/display. The object tracking system allowed the gamer to provide input, for example by making gestures using a wizard&#39;s wand, while the display allowed the gamer to receive virtual images, where these virtual images could be secret messages only visible to the gamer wearing special glasses. The glasses where implemented using either or both of a polarizer and active shutter. It was also taught that the display portion of the mirror/display had many variations and uses without the mirror portion and with or without the object tracking and its many variations. The mirror/display combination, or display alone, as taught in the related co-pending application is herein generally referred to as a secret messaging output device, for which an additional variation based upon projectors rather than a display is taught in detail within the present application. 
     The special glasses as taught in the related co-pending application is herein generally referred to as a secret message imaging device, for which an additional variation in the shape of a magnifying glass along with several alternatives is taught in detail. The article for use by a gamer for inputting gestures to the mirror/display was shown as a wizard&#39;s wand and is herein generally referred to as a game toy, for which two additional game toys are taught as examples, including an interactive sword that vibrates and glows under the control and timing of the system as well as a light gun that includes a variation of the imaging glass as a scope for viewing secret images. 
     In the related co-pending patent entitled THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM, the present inventor specified a platform for: 1) controlling guest self-access into physically bounded locations such as a theme park, where control of self-access was implemented using a smart ticket with electronics and a guest&#39;s smart phone running a special app, 2) tracking guests based in part upon the electronics in the smart ticket as they visited specific locations within the physically bounded location, including identifying individual guests located in individual ride car seats such as found at a theme park, and 3) a gaming system that at least in part used any of the tracking information as well as guest information provided through the special app to cause physical devices to uniquely actuate, thereby providing some customized experience for one or more guests based upon the combination of tracking information, guest information and game state. 
     In addition to the progression of gaming systems and technology, movies and virtual content generation have continued to advance. With traditional movies, studios invest significant money to create roughly 90-120 minutes of video, where the video is then released across a network of movie theaters. In the theater, a movie viewer occupies a seat in a room and remains substantially stationary throughout the time duration of the movie. Viewers identify with movie characters and vicariously enter into the situations and challenges faced by the characters. 
     BRIEF SUMMARY OF THE INVENTION 
     The present invention anticipates the gamification of physical destinations to become gaming theaters for playing physical-virtual games, where the physical destinations include theme and amusement parks, museums, resorts, casinos, airports, universities, etc. Currently, these physical destinations draw a significant number of visitors annually by offering a unique environment typically including some special attraction(s) targeted to a sub-culture of individuals. Access to these destinations is typically restricted by a purchasable ticket and limited by physical boundaries and times of day. The special attraction(s) are typically designed for large-group consumption with minimal individuation per guest. Especially for theme and amusement parks, the cost of building the destination and attractions easily ranges from $100 M to $1 B dollars. While these destinations have beautiful settings and attractions, they can quickly become boring as they lack many of the now better understood principals of what is referred to as “deep engagement.” 
     In “The Gameful World: Approaches, Issues, Applications” (MIT Press), gamification expert Scott Rigby states: “Specifically, we have outlined three basic psychological needs—competence/mastery, autonomy, and relatedness—and the critical role that these needs play in sustaining engagement, achieving wellness, maximizing value, and motivating lasting behavior change among other positive outcomes both in games (Rigby and Ryan 2011) and elsewhere (Deci and Ryan 2000). The motivational literature has repeatedly shown that experiences in life that facilitate the satisfaction of these needs—whether those experiences be analog or digital—are associated with the positive outcomes that concern much of the gamification movement.” 
     Regarding the need for competence/mastery, the present invention anticipates the use of both physical and mental challenges and puzzles that combine the best-of physical experiences and the best-of virtual experiences. Unlike a typical destination such as a theme park, the physical experiences are not simply designed for increased sensations, e.g. a roller coaster or walking about in a beautiful immersive environment such as Diagon Alley at Universal&#39;s “The Wizarding World of Harry Potter,” but rather they include the interaction with physical devices that require dexterity and familiarity to master. One example is a game access point designed around a challenge to disarm a mock bomb before it explodes, where the bomb game preferably is related to a storyline or theme associated with other content, for example a movie such as Die Hard  3  that included a bomb associated with what is referred to as “the water jug riddle.” Furthermore, the present invention creates multiple physical/mental challenges that are strategically spread through one or more game theater destinations, thus providing the business goals of moving traffic past and through strategic destination locations. The present invention anticipates the use of leader boards that are available for viewing by gamers, showing their mastery levels via a secret message, where for example the gamer verbally commands the mirror/display as prior taught in the INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM to provide them with their status, and where the mirror outputs a secret message showing any combination of the gamer&#39;s personal achievement or master level. 
     Regarding the need for autonomy, the present invention calls for multiple game access points spread throughout any one or more destinations, where the gamer chooses which game access points to visit as they attempt to achieve their game missions. Game access points are electronically connected in a collective network, where a gamer&#39;s proximity to any given access point is first detected by the given access point and then communicated to the interactive gaming system managing the entire game being played across the collective network. Especially in the prior related patent entitled THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM, the present inventor teaches multiple means for determining the proximity and location of a gamer, for example as the gamer passes by access chokepoints leading into or out of select destination locations, where the chokepoints are equipped to detect a passive RFID embedded in the gamer&#39;s smart ticket. The prior application further taught multiple apparatus and methods for determining the specific seat in a theme park ride car being occupied by a gamer, thus making a particular seat on a ride car a game access point. In the prior related INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM, the present inventor taught that an individual secret message output device, such as a display/mirror, included communications means such as Wi-Fi or Bluetooth for determining when a personal gaming device such as prior taught eye glasses or the presently taught magnifying glass came within a given distance of the secret message output device, thus allowing the output device connected to the collective network to transmit detected gamer ID&#39;s to the controlling interactive gaming system, where the interactive gaming system at least in part uses the gamer&#39;s detected ID for summoning the gamer to a particular game access point. 
     The preferred gaming system as herein described decides which gamers to summon at which times to any of various system “destination game parts,” where game parts can include virtually any destination location, destination events held at a destination location at certain times or tracked moving game parts such as a service personal, security personal or a themed character. The preferable gaming system includes or receives from other external systems destination game part information usable for managing visitor flow to a game part, for example helping to avoid excessive wait times, where the external systems can be any of those already in place at a destination, such as a theme park, for monitoring visitor/guest flow. Preferable game part information includes the number of visitors/guests scheduled to be present, or known or estimated to be currently present, at a game part. The preferable gaming system also includes game part related information for helping a guest find the game part or to match potential guest interests with game parts, where for example game part related information includes a location of the game part, access times of the game part, the environment type of the game part including indoors or outdoors, the guest profile of the game part such as suggested age ranges, languages spoken or available, or interest types. 
     The present invention anticipates that for at least some destinations such as a theme park, existing (and potentially external) destination systems already track the number of guests present or estimated present at a destination location, for example including the theme park destination locations of a ride, restaurant, sales point, show, viewpoint, etc., where preferably the herein taught system receives any existing external destination location information regarding the number of guests present as well as other location related information such as the operating times of the destination location, the type of the destination location including indoors or outdoors, the guest profile of the destination location such as suggested age ranges or interest types, etc., where then the system is further adapted to at least in part use any of the received destination location information or destination location related information to determine which of any gamers to summon to the destination location and when to summon the any gamers. 
     Example game parts include a specific game access point, a sales point, a destination object, a destination symbol, a moving target such as service personnel or a themed character, a themed party, a concert, a fireworks display, a ride or amusement, or any other destination sub-location pre-known to the interactive gaming system, where the determination to summon a gamer to a destination game part is based at least in part on any one of, or any combination of the gamer ID, a currently known or last known location of the gamer within the destination, the current game state related to the gamer and any zero or more other gamers, or a known number of other gamers already present or summoned to the specific destination game part, thus as mentioned providing means for controlling or influencing line queues at the destination game part. In the preferred invention as herein taught, a specific game access point can also be a moving target whose current location (and queue lengths) are tracked by the system. For example, the game access point could be a movable cart with sufficient battery and Wi-Fi access so as to be moved about within the destination while also remaining in communications with the gaming system. In another preferred case, the game access point is a mobile gaming device being carried by a moving target that is a themed character, where the gamer is challenged to first find the moving target/themed character and then to interact with the character or perform some gesture or action that is detectable by the mobile gaming device, where upon successful completion the gamer accumulates points, increases strength, enters a new gaming level, etc., thus immersing the gamer more deeply into both the game and the destination. Gamers are summoned by sending signals to any of the gamer&#39;s communication capable mobile gaming devices, including the herein taught secret message magnifying glass or prior taught secret message eye glasses or game app running on the gamer&#39;s mobile device such as a smart phone. The present invention also anticipates that the smart phone and game app present a destination map that helps direct the gamer to a specific game access point, where the gamer&#39;s current location is tracked using any of available technologies including GPS or wi-fi LPS. The present invention anticipates other interfaces for directing a gamer to a game access point, such as: a) presenting a digital compass displayed on the herein taught secret message magnifying glass, where the compass includes a flashing beacon representing the direction to proceed, or a written instruction such as “proceed north-by-northwest . . . ”, or b) changing the color of a gaming device such as the herein taught magnifying glass, where the color is representative of the children&#39;s game of “getting warmer” (e.g. red in color) or “getting cooler” (e.g. blue in color) as the gamer wanders around the destination looking for the game access point. 
     Gamer&#39;s may also approach a game access point and request to interact, where use of the game access point optionally requires any one of, or any combination of: 1) the allocation of accumulated game points or credits, where the accumulated game points is any combination of credits for achievements related to the interactive game or credits for visiting, doing, or performing at any locations, tasks or challenges related to the host destination, for example where the destination is a theme park where the present gaming system is tracking which rides and even ride seats a gamer has been on and when, thus allowing the game to motivate gamer&#39;s to interact with the destination achieving the business goals of the destination, and where for example a gamer is given access to a particular game access point based at least in part upon the seat they occupied on a specific ride, 2) answering an immediate challenge, e.g. by solving a problem as presented on any of the gaming devices with UI&#39;s for accepting input, including the herein taught secret message magnifying glass or prior taught display/mirror with object tracking for detecting the gestures made by an article such as a wizard&#39;s wand, or a smart phone with game app, or 3) entering a lottery by either: a) purchasing some destination product, where proof of purchase includes scanning a game-lottery bar code output by for example by a destination store or restaurant, where the bar code is for example printed on the purchase receipt, or b) providing some personal information for example using a smart phone and game app in order to receive a lottery ticket number, where preferably the personal information provided is useful to the destination especially in combination with the other system data including guest/gamer tracking for the destination to use in performing analytics, guest services, flow management or other business related objectives, where examples of personal information might include favorite sports teams or movie characters, home state locations, age, sex, etc., where this personal information is also useable at least in part by the interactive gaming system for altering the game as perceived by the gamer. 
     Regarding the need for relatedness, the present invention addresses three forms of relatedness, including: 1) the game is relevant to the destination hosting the game theater, 2) the game is relevant to a theme such as a movie or a book, and 3) the game is relevant to the chosen persona of the gamer. For example, the present inventor notes that a destination such as Universal Studios has implemented the storyline and theme of Harry Potter, and that a Harry Potter game is therefore relevant to both the gamer&#39;s personal location (i.e. being at Universal Studios) and to a theme of personal interest to the gamer (i.e. Harry Potter.) Currently, Universal Studio&#39;s sells theme related products, such as costumes including scarfs and capes and toys including wands, representing Harry Potter characters. 
     The present inventor anticipates that the object tracking systems described both herein and in the prior related applications are capable of detecting these theme related products such as clothing and toys using well-known imaging analysis including now popular machine learning algorithms implementing for example deep-neural nets, where the detected type of clothing or toy is used at least in part to determine how the interactive gaming system responds to an individual gamer. The present invention additionally provides for the use of passive micro RFID devices embedded within destination products, where at the point-of-purchase the gamer ID information maintained within the gamer tracking system is either written to the embedded micro RFID and/or associated with the unique RFID code, such that destination products useable as game props are also identifiable by detecting the embedded RFID at a game access point. The system&#39;s ability to automatically interface with destination shops for associating themed products for use with the destinations games provides significant advantages to the destinations and significant role-playing relatedness for the gamers. Gamers are encouraged through self-motivation to purchase themed clothing such as scarfs, t-shirts, hats, etc. that are then detectable by either or both the gamer/device detection apparatus (via RFID) or object tracking apparatus (via image analysis) and methods of the system that are included in a given game access point. Once detected, classified and possibly uniquely identified, the class or identification of the purchased merchandise are used at least in part along with other known gamer information by the gaming system to better establish the gamer&#39;s persona. 
     The present invention further anticipates that some destination themed clothing or toys will only be sold to a gamer that has achieved a certain level of mastery with respect to the game, where the present system provides electronic information proving this mastery to the destination shop keepers thus controlling gamer access to the select merchandise, increasing its perceived value. After sufficient game achievement, the gamer must then purchase and wear or use this select merchandise in order to open up new levels of the game at select game access points. As mentioned, select game access points detect the select merchandise, for example using image analysis or RFID detection, where the detected merchandise is then automatically associated with the gamer&#39;s information in the game system, thus adding to the gamer&#39;s persona, in the virtual world often referred to as “gear.” The present and prior inventions also anticipate that the gamer enters profile and persona information using their smart phone and game app or any of the gaming system&#39;s input devices. 
     As those familiar with the business goals of destinations such as theme and amusement parks, museums, resorts, casinos, etc. will well understand, there is a great need to maximize guest engagement, drawing them more deeply into the destinations existing themes, building, assets, shops, restaurants, products, etc., all of which is addressed by the present and co-pending applications from the present inventor. There is also a need for a gaming system that fits into the existing themes of the destination without creating distractions from that destination&#39;s existing look and presentation. The present invention addresses this need using the secret message output devices that present one image to the public that fits into the destination&#39;s look and feel, while then also providing any number of other images to gamers, where these other images are not disruptive to the visual experience of destination guests that are not playing in a game. 
     In the prior related INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM, the present inventor described several variations of secret message glasses including polarizers and or active shutters for viewing and receiving secret messages from any of several variations of a display/mirror, where the display was for example a modified LCD monitor. The present invention describes several variations of a secret message magnifying glass that also employs combinations of polarizers, active shutters, modulators and transflective displays for allowing a gamer to view secret messages as presented by either the prior taught display/mirror or the herein taught projection systems, where the projection systems output a spatially aligned combination of a secret message images and a complimentary images, each at different polarization orientations, and where to the naked eye the secret messages and complimentary images are visually additive combining to be perceived as a public image. 
     Given the state-of-the-art in projection systems, reflective surfaces that maintain the polarization of the incident beam, LCD electronics, non-visible lighting for causing invisible inks to fluoresce in the visible spectrum, image analysis for object identification and classification, micro RFIDs, as well as other technologies specified herein, it is now possible to achieve the many benefits described by the present application in which guests participate in any number of games designed to engage them more deeply with the destination and with the content of the game. 
     The present invention is anticipated to offer significant benefits beyond destinations such as theme and amusement parks, museums, resorts, and casinos including gaming restaurants (such as the popular Dave &amp; Busters,) sporting and music venues, air ports and permanent and semi-permanent living communities such as retirement villas and college campuses. 
    
    
     
       BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWING 
         FIG.  1    is a block diagram of the overall structure of system  100 , comprising a remote gaming platform  10  that services a multiplicity of physical destinations  4 , where each destination comprises one or more game access points  30 , and where each game access point  30  comprises gamer input and output devices including a secret message output device  30  or actuated device  50 . Gaming platform  10  further comprises interactive gaming system  48  that exchanges information with content repository  10 - 2 , ad network  10 - 3  and social platform  10 - 4 . Physical destinations  4  are either ticketed destinations  4 - b  with optional self-access control  5   a , or non-ticketed destinations  4 - a . Ticketed destinations  4 - b  include the destination&#39;s global eco-system  40 , that comprises information known and tracked regarding the destination&#39;s guests as well as information related to the destinations attractions, products, services, etc. 
         FIG.  2    is a variation of the teachings portrayed in prior  FIGS.  3  and  4    of the related co-pending application entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM, where prior  FIG.  3    taught a destination&#39;s local environment eco-system  30  as comprising environment sensing system  32 , environment control system  34  and interactive gaming system  36  and where prior  FIG.  4    taught a destination&#39;s global environment eco-system  40  as theme park (i.e. destination) admin system  42 , hotel (if existing) admin system  44 , guest tracking system  46  and interactive gaming system  48 . The prior local eco system  30  is herein referred to as a game access point  30  and several of the taught apparatus and methods from the prior co-pending applications including a smart ticket  2 , actuated devices  50  and mobile gaming devices  60  are shown to be implementations of the originally taught features of system  30 . Global eco-system  40  including a guest tracking system  46  and admin system  41  is herein redefined to no longer include interactive gaming system  48 , where the interactive gaming system  48  is moved outside of the destination&#39;s system  40  and onto gaming platform  10 . 
         FIG.  3    is a perspective view of a secret message output device  22  comprising a projector  21 - p  for projecting a public image  21 - img  for reflecting off a reflective surface  21 - rsf  to be viewed through a magnifying glass  15 . Magnifying glass  15  comprises a polarizing lens  15 - lp , leds  15 - led , camera  15 - cam , wireless communication  15 - wc  and button(s)  15 - btn . Wireless communication  15 - wc  is capable of communication with wireless communication  21 - wc  included with projector  21 - p.    
         FIG.  4    is a perspective view of secret message output device  22  comprising a projector  21 - p , where projector  21 - p  outputs both a secret message image A oriented at a first polarization and complimentary image B orientated at a second polarization that is orthogonal to the first polarization, where the combination of images A and B are perceived by a viewer  2   o  using the naked eye as a public image  21 - img  that is different from secret message image A, and where magnifying glass  15  uses lens  15 - lp - as  to selectively transmit only images A such that a gamer  2   s  using glass  15  perceives secret message images A and not the combined A and B public image. 
         FIG.  5 A  is a front view diagram of magnifying glass  15 - 1  further adapted from glass  15  to hold lens  15 - lp - as  in a ball bearing  15 - bb  that is attached to handle  15 - hdl , thereby allowing lens  15 - lp - as  to be continually realigned by the force of gravity acting upon weight  15 - wgt  that is attached to lens  15 - lp - as.    
         FIG.  5 B  is a front view diagram of magnifying glass  15 - 2  further adapted from glass  15 - 1  to omit weight  15 - wgt  and include orientation sensing apparatus  15 - ors  that provides orientation information to processor  15 - proc , where processor  15 - proc  sends signals to motor  15 - mtr  for adjustably rotating lens  15 - lp - as.    
         FIG.  5 C  is a front view diagram of magnifying glass  15 - 3  further adapted from glass  15 - 2  to omit motor  15 - mtr  and include additional second modulator layer  15 - md  for forming adapted lens  15 - lp - as - md , where processor  15 - proc  sends signals to modulator  15 - md  to activate the rotation of modulator pixels thus causing the rotation of light rays incoming into lens  15 - lp - as - md.    
         FIG.  6    is a perspective diagram of magnifying glass  15 - 4  further adapted from glass  15 - 3  to include an electronic device  15 - elc  for controlling an LCD projector  15 - lcd  to controllably emit an image C for reflection off internal transflector  15 - tf  and transmission through lens  15 - as  such that image C is viewable by gamer  2   s  augmenting secret message image A. 
         FIG.  7    is a functional block diagram of four of the major components of the presently taught game theater  100  including: 1) game access point  30 , 2) secret message output device  22 , 3) secret message magnifying glass  15 , and 4) interactive gaming system  48 . Each of four major components includes a set of key sub-components. 
         FIG.  8 A  is a perspective diagram showing a use of magnifying glass  15  to image a secret message book  13 , especially where back facing camera  15 - cam - b  is shown to have a field-of-view  15 - img  that is similar to the view of a gamer  2   s  looking through glass  15 . 
         FIG.  8 B  is a perspective diagram showing a use of magnifying glass  15  to further emit non-visible energy  15 - uv  such as ultra-violet using LEDs  15 - led , where the non-visible energy  15 - uv  causes invisible ink  13 - ink  that is on the surface of secret message book  13  to fluoresce into the visible spectrum and to therefore become visible to the gamer  2   s.    
         FIG.  8 C  is a perspective diagram showing a use of magnifying glass  15  to output information such as text using the active shutter in lens  15 - lp - as , where the gamer  2   s  is looking through lens  15 - lp - as  at a scene, where the scene then acts as backlighting for lens  15 - lp - as , where gamer  2   s  can cause an image to be captured of the scene by back facing camera  15 - cam - b , and where the image  15 - img  is captured in response to an indication from gamer  2   s  using any of an user interface devices provided by glass  15  such as button  15 - btn.    
         FIG.  9 A  is a front view depicting a game access point  30 - s  that has been adapted to provide directions to a gamer  2   s , where the access point  30 - s  detects the gamer  2   s &#39;s proximity that is then communicated to gaming system  48 , where gaming system  48  uses the pre-known location of access point  30 - s  to output a “you are hear symbol” augmenting the current view of gamer  2   s  looking through a magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  and  15 - 4 , where images  15 - img  are automatically captured by back facing camera  15 - cam - b  for analysis and registration of the gamer  2   s &#39;s current view of map  18 , and where gaming system  48  directs the output of augmenting symbols by lens  15 - l , and where augmenting symbols include a next game access location  15 - loc  based at least in part upon the registration of the gamer  2   s &#39;s current view of map  18  and at least in part upon the unique identity of the access point  30 - s . Map  18  is also depicted to include invisible ink registration marks  18 - irm  for use in registering captured images  15 - img  of map  18 . 
         FIG.  9 B  is a perspective view depicting a scene  31  in a destination  4 - a ,  4 - b  where a gamer  2   s  holds magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  and  15 - 4  over some portion of the scene such as symbol  30 - sym  that is associated with a game access point  30 - s , and where access point  30 - s  comprises a multiplicity of wireless communications devices  30 - com   1 ,  30 - com   2  and  30 - com   3 . 
         FIG.  9 C  is a perspective view of magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  and  15 - 4  that outputs a compass, text and next game access point location symbol  15 - loc  using lens  15 - l , where the output is determined in part by the registration of the current view of magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  and  15 - 4  with respect to symbol  30 - sym.    
         FIG.  9 D  is a perspective view of magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  and  15 - 4  that outputs gradient color image using lens  15 - l  to indicate the direction of a next game access point  20 , where the output is determined in part by the registration of the current view of magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  and  15 - 4  with respect to symbol  30 - sym.    
         FIG.  9 E  is a perspective view of magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  and  15 - 4  that outputs location symbol  15 - loc  augmenting the current view of destination game access point  30 - sym  as currently being viewed by gamer  2   s , where the output is determined in part by the registration of the current view of magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  and  15 - 4  with respect to symbol  30 - sym.    
         FIG.  10 A  is a front view of a gamer  2   s  wearing any of a multiplicity of electronic devices such as electronic ticket  2   c , RFID wristband  16 - wb  or RFID anklet  16 , where the presence of electronic devices  2   c ,  16 - wb  and  16  are detectable by a reader outputting, receiving and analyzing exciter field  20 - ef . Also depicted is camera  55  for capturing images  55 - img  of gamer  2   s  wearing sticker  4 - stk , where captured images  55 - img  are analyzed to determine the presence of sticker  4 - stk , and where the presence of sticker  4 - stk  on a gamer  2   s  is interpreted as an indication of the gaming persona chosen by gamer  2   s.    
         FIG.  10 B  is a perspective view of a sales point  4 - sp  of a destination  4 - a ,  4 - b , where the sales point  4 - sp  comprises multiple sensors for detecting at least the entrance into the sales point  4 - sp  of individual gamers  2   s , where the multiple sensors include pressure sensing doormat  4 - sp - dm , camera(s)  55  and exciter field  20 - ef . The interior of sales point  4 - sp  additionally includes any of the multiple sensors including pressure sensing floor  4 - spf.    
         FIG.  10 C  is a perspective view of a game access point  30  located within a sales point  4 - sp  and in communication with gaming system  48 , where game access point  30  comprises secret message output display  20 - d  and secret message output mirror/display  20  as well a pressure sensing floor  4 - spf  and readers for outputting exciter fields  20 - ef , and where mirror/display  20  includes camera  55  for providing object tracking to detect the movements of an article  12  by a gamer  2   s.    
         FIG.  10 D  is a front view and block diagram of a gamer  2   s  holding an article  12 , wearing clothing  19  and having a secret message book  13 , where each of article  12 , clothing  19  and book  13  are mobile game devices  60  and comprise an electronic device such as micro-RFID  4 - rfid , and where destination sales point receives game information from interactive gaming system  48  regarding gamer  2   s  and uses this game information at least in part to cause electronic device  4 - rfid  to be updated with encoded information associated with gamer  2   s . Also depicted is any game access point  30  block diagram including a gamer/device detection  30 - det  sub-component capable of detecting the encoded information imparted to the electronic device  4 - rfid , where the detected encoded information is usable at least in part by the any game access point  30  for providing to gaming system  48  to uniquely identify gamer  2   s , and where any access point  30  additionally uses object tracking  30 - det  sub-component to capture images of gamer  2   s  and gamer gear such as  12 ,  19  and  13 , where using object classification and identification gaming system  48  determines additional gaming information regarding gamer  2   s.    
         FIG.  10 E  is a perspective view and block diagram of magnifying glass  15  capturing images  15 - img  of sales receipts  4 - pr   1  and  4 - pr   2  as caused to be printed by sales point  4 - sp , where sales point  4 - sp  receives game information from interactive gaming system  48  regarding gamer  2   s  and uses this game information at least in part to cause the printing of additional visible or non-visible information onto receipts  4 - pr   1  and  4 - pr   2 , where the additional printed information is then captured in an image  15 - img  for transmission to gaming system  48 , and where gaming system  48  analyzes images  15 - img  to determine additional information for use in the on-going game. Sales point  4 - sp  is also shown to provide invisible ink messages for application to secret message book  13 , where the invisible ink message is then viewable by gamer  2   s  using eye glasses  14  or magnifying glass  15 . 
         FIG.  11    is a block diagram of a game access point  30  that has been further adapted to include an actuated device  50  that is a game toy dispenser  30 - gtd , where the dispenser  30 - gtd  controllably dispenses a mobile gaming device  60  such as sword  62 - swd  while also updating an electronic device  4 - rfid  with encoded information associated with gamer  2   s  as received from gaming system  48 , and where game access point  30  includes an object tracking  30 - ot  sub-component for determining the movements of an article  12  being used by a the gamer  2   s , where the determined movements are at least in part used to by dispenser  30 - gtd  to further determine what game toy is dispensed. 
         FIG.  12    is a depiction of a gamer  2   s  standing in front of a secret message output device  22  at a game access point  30 , where game access point  30  includes and object tracking  30 - ot  sub-component for determining the movements of an article  12  such as sword  62 - swd  being used by a the gamer  2   s , where the determined movements are at least in part used to alter the output of secret message images A via device  22 , where gamer  2   s  views the changing secret messages A through eye glasses  14 , and where game access point  30  sends signals to article  12  such as sword  62 - swd  controlling effects such as vibration and the emission of light. 
         FIG.  13    is a depiction of a traditional light gun  62 - gun  that has been further adapted to include a scope glass  15 - 6  including lens  15 - lp - as - md  for controllably transmitting secret message images A as projected by projector  21 - p  and reflected off screen  21 - rsf.    
         FIG.  14    is a depiction of a gaming symbol  48 - sym  that is divided into a key symbol  48 - sym - key  for display by magnifying glass  15  and a lock symbol  48 - sym - lock  that is situated somewhere in a destination  4 - a ,  4 - b , where gamer  2   s  using glass  15  works to locate the appropriate lock symbol  48 - sym - lock  for alignment with the key symbol  48 - sym - key  as viewed through the glass  15 , and where an image of the found lock symbol  48 - sym - lock  is captured by the gamer  2   s  using glass  15  and provided to gaming system  48  for verification. 
         FIG.  15 A  is a depiction of a traditional magnetic levitation device  63  that has been further adapted to be an actuated device  50  for use by a game access point  30 , where access point  30  includes an object tracking  30 - ot  sub-component for determining the movements of an article  12  being used by a gamer  2   s , where the determined movements are used at least in part along with game information provided by gaming system  48  to cause levitation device  63  to emit a magnetic field causing spherical reflective screen  21 - rsf - 2  to move up, down or spin. 
         FIG.  15 B  is a depiction of a spherical reflective screen  21 - rsf - 2  onto which one or more projectors  21 - p - 1  and  21 - p - 2  project mapped public images  21 - img  conforming to the spherical surface, where a gamer  2   s  using a secret message viewing device such as magnifying glass  15  perceives only secret messages A comprised within public images  21 - img , and where secret messages A are perceived as either 2D if projected from a single projector, or optionally 3D if projected from two projectors. 
     
    
    
     In the following description, numerous specific details are set forth, such as examples of specific components, types of usage scenarios, etc. in order to provide a thorough understanding of the present disclosure. It will be apparent, however, to one skilled in the art that the present disclosure may be practiced without these specific details and with alternative implementations, some of which are also described herein. In other instances, well known components or methods have not been described in detail in order to avoid unnecessarily obscuring the present disclosure. Thus, the specific details set forth are merely exemplary. The specific details may be varied from and still be contemplated to be within the spirit and scope of the present disclosure. 
     DETAILED DESCRIPTION OF THE INVENTION 
     Referring  FIG.  1   , there is shown a block diagram depicting the overall structure of game theater system  100 , where remote gaming platform  10  services a multiplicity of physical destinations  4 - a  and  4 - b , where non-ticketed destinations  4 - a  include homes, shopping malls, resorts, casinos, gaming restaurants, and ticketed destinations  4 - b  include theme and amusement parts, museums, sporting and music venues and air-ports. Other anticipated physical destinations for use with the present and related co-pending applications that may or may not comprise restricted access (such as a ticketing or badge system) include colleges, universities and retirement communities. Regardless of the type of physical destination,  4 - a  or  4 - b , each physical destination comprises one or more fixed or movable game access points such as  30 - a ,  30 - b  and  30 - c , where all access points share common features especially including: 1) the ability to detect the proximity of one or more gamers  2   s  (not depicted in  FIG.  1   ) or one or more mobile gaming devices  60  (also not depicted in  FIG.  1   ), and 2) the ability to exchange information with a gamer  2   s  using input/output means such as herein described for receiving gamer  2   s  game actionable responses or providing to the gamer  2   s  game challenges, tasks, questions, clues, etc. or otherwise game content, 3) the ability to exchange information such as gamer  2   s  input/output with the remote gaming platform  10  over any available communications network including the internet, and where access points  30 - a  further comprise a secret message output device  22 , access points  30 - b  further comprise an actuated device  50 , and access points  30 - c  further comprise both a secret message output device  22  and an actuated device  50 . 
     Access to ticketed physical destinations  4 - b  such as theme parks is controllable using a self-access control  5   a  apparatus and methods as taught in the related co-pending U.S. Non-Provisional application Ser. No. 16/055,078 entitled THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM. To be further reviewed in upcoming  FIG.  2   , self-access control  5   a  includes the use of a smart ticket  2 , where the ticket  2  includes a remotely detectable ID for use in automatically tracking a guest of the destination as they move about within and throughout the destination  4 - b.    
     As taught in the co-pending application Ser. No. 16/055,078, self-access control  5   a  can be used to control access to the entire physical destination  4 - b  (referred to as a “venue” in the co-pending application,) or what was referred to as a “sub-venue” that is any area within the venue including for example a fast lane for a theme park ride. The present application further teaches that this same self-access control  5   a  is preferably used in any of its prior taught variations to also control access to any of the multiplicity of individual game access points such as  30 - a ,  30 - b  or  30 - c , in either a ticket destination  4 - b  or a non-ticketed destination  4 - a.    
     As will be appreciated by those skilled in the art of destination management, the ability to limit access provides the option of charging for access, but then typically also requires the verification of proof-of-ticket and valid ticket ownership. For theme parks and museums, this verification typically requires staffing and/or sophisticated technology including a commonly shared fingerprint reader that requires guests to provide sensitive personal information and exposes them to public germs. The prior co-pending application in combination with the present invention teaches an important feature of a gaming theater, where the addition of the gaming theater to a physical destination continues to provide for ticketed/paid access while also not requiring additional staffing by the physical destination and not requiring the destinations guests to share personal information such as their fingerprint or facial image or to be exposed to public germs. Another advantage of these teachings is that individual game access points  30  can be further restricted even within a single physical destination  4 - a  or  4 - b , thus providing for multiple paid levels of gaming activities. 
     Still referring to  FIG.  1    and as prior stated, another advantage of the self-access control  5   a  apparatus and methods as prior taught in the co-pending application Ser. No. 16/055,078, is that destination guests can be tracked to specific locations, e.g. in a theme park a building, a public area, a ride and even a ride seat using any of a combination of technologies prior taught. This same prior taught smart ticket  2  (see  FIG.  2    herein) apparatus and methods are useable for determining the proximity of a destination visitor such as a gamer  2   s  (not depicted in  FIG.  1   ,) or a mobile gaming device  60  (see  FIG.  2    herein) carried by the gamer  2   s  with respect to a specific game access point such as  30 - a ,  30 - b  or  30 - c . As access points such as  30 - a ,  30 - b  or  30 - c  detect the incoming and outgoing presence of a particular gamer  2   s  and/or any of their mobile devices  60 , this information is then automatically aggregated and transmitted from the destination  4 - a  or  4 - b  to the remote gaming platform  10 , where it is received and processed by at least the interactive gaming system  48 . The present application and prior co-pending applications anticipate that this detected gamer  2   s  presence at a specific physical destination location including a game access point  30 , is also usable to automatically trigger the capturing of photos and other related information such as the time and location of the captured photo for either automatic or controlled distribution via the social platform  10 - 4 , where social platforms include for example Facebook, Twitter, Instagram, Snapchat, What&#39;s App, emails, texts and any other commonly shared social network. This feature is herein generally referred to as experience logging. 
     The present application further anticipates that upon detecting a gamer  2   s &#39;s presence at a game access point  30 , ad network  10 - 3  will process algorithms considering for example the gamer  2   s &#39;s persona, game state as well as the particular destination and game access point  30  identities to select and provide an advertisement to the gamer  2   s , using for example an available secret message output device  22 , an actuated device  50  (e.g. by outputting an audible message,) or the herein taught magnifying glass  15  (see  FIG.  3   ) form of a secret message imaging glass that will be herein shown to include multiple user interface means for displaying information. Network  10 - 3  either provides an advertisement directly to a gamer  2   s  through any of the available communication paths, and/or provides the advertisement to interactive gaming system  48  for incorporation with the game being played and presented to the gamer  2   s . Similar to network  10 - 3 , content repository  10 - 2  provides any of available multi-media content either directly to the gamer  2   s  triggered by a detection of the gamer  2   s  at a game access point  30 , or to interactive gaming system  48  for incorporation with the game being played and presented with the gamer  2   s , where the multi-media content includes video, secret video and audio. The content repository  10 - 2  is also anticipated to receive images and video of gamers  2   s  captured by system cameras (not depicted) as the gamers  2   s  interact with a particular game access point  30 , where the received experience logging images and video is optionally provided to either the interactive gaming system  48  for incorporation as game content, the social platform  10 - 3  for distribution as social content, or the ad network  10 - 3  for combination and use with other ad content. 
     In the related co-pending U.S. Non-Provisional application Ser. No. 15/975,236 for an INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM the present inventor anticipated that at least each of the ticketed physical destination  4 - b  included a global eco-system  40  that further comprised a guest tracking system  46  as well as administration systems  41  (see  FIG.  2   ) including both a theme park administration system  42  and a hotel administration system  44  (see co-pending application  FIG.  4   .) The co-pending application also anticipated that the global eco-system  40  included the interactive gaming system  48 , which is herein shown to be alternatively included within remote gaming platform  10  as a preferred means for a single gaming platform  10  to service multiple physical destinations  4 - a  and  4 - b  with possibly un-related ownership as a cloud services, as will be well understood by those familiar with software architecture including software as-a service (SAAS) models. As will be well understood by those familiar with ticketed destinations, it may be desirable to maintain some or all of interactive gaming system  48 , content repository  10 - 2 , ad network  10 - 3 , or social platform  10 - 4  within the exclusive control of the physical destination global eco-system  48 , as opposed to sharing the information on the remote gaming platform  10 . As such, the configuration presented in  FIG.  1    should be considered exemplary, as many variations are possible without departing from the scope of the present invention. 
     Still with respect to  FIG.  1   , gaming platform  10  provides game challenges, tasks, questions, clues, etc. or otherwise game content to a gamer  2   s  and receives gamer  2   s &#39;s “actionable responses” that are for example answers or information interpretable as answers, or otherwise proof of the completion of a challenge, task or mission, etc. Several apparatus and methods are herein described and have been prior described in the related applications for exchanging game input/output between the gaming platform  10  and a gamer  2   s , where a special focus has been and is herein continued with respect to the output of secret message that are substantially only received by one or more controllably selected gamers  2   s  and otherwise not perceivable to any other not selected gamers  2   s  or on-lookers. While the present invention places a significant focus on only certain types of gamer input/output apparatus and methods, this should not be considered as a limitation of the present invention, as other apparatus and methods will be understood as useful for accepting input or providing output to a gamer  2   s  through any of the fixed or movable game access points  30 . However, there is herein a general focus on either secret message output devices  22 , actuated devices  50  or mobile gaming devices  60  (see  FIG.  2   .) 
     Gaming platform  10  also provides any of game content, ads and (actuated) device commands via its communications link with any of the game access points  30  within any of destinations  4 - a  or  4 - b . As will be appreciated by those skilled in the arts of communication networks and local versus remote processing, it is possible that much of the higher bandwidth information such as game content from repository  10 - 2  be stored locally within a given game access point  30 , and where gaming platform  10  sends commands to the given game access point  30  to output any of this locally stored content, i.e. as opposed to for example streaming this content from the cloud to the given game access point  30 . As such, the configuration presented in  FIG.  1    should be considered exemplary, as many variations are possible without departing from the scope of the present invention. 
     Referring next to  FIG.  2   , there is shown a variation of the teachings of the prior co-pending U.S. Non-Provisional application Ser. No. 15/975,236 entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM, especially as these teachings relate to a global environment eco-system  40  and local environment eco-system  30 . The prior co-pending application taught what is herein generally referred to as a secret message output device  22  and what was prior specifically referred to as a mirror/display  20  (see e.g.  FIGS.  1  and  2 A  of the co-pending application.) This secret message output device  22  accepted input from, and provided output to a guest of a destination, where the examples of the co-pending application focused on a theme park. Anticipated physical locations for the device  22  included inside of the theme park or in a hotel room, either as a mirror/display or simply a display without a mirror apparatus. The device  22  optionally included means for detecting the presence and identity of a guest as well as tracking the gestures of an article  12  such as a wizard&#39;s wand being moved by the guest, where the gestures where interpretable as commands. The co-pending application further specified that the secret message output device  22  was capable of working with a local interactive gaming system  36 , other local environment sensors  32  for sensing any of a number of conditions in the local environment as well as an environment control system  34  for actuating or controlling any number of devices for creating local environment effects. The co-pending solutions anticipated that the guest would be connecting with other guests in a destination (theme park) wide game, where also the guest&#39;s local environment would become responsive to the state and changes in the game, e.g. automatically making thunder sounds while flashing lights. 
     Still referring to  FIG.  2    herein, the prior co-pending application roughly divided the information systems necessary for providing the prior taught functions into a local environment eco-system  30  and a global environment eco-system  40 . The local system  30  is herein renamed to a game access point  30  and continues to include the apparatus and methods generally taught in the co-pending application as environment sensing system  32 , environmental control system  34  and interactive gaming system  36 . The global environment system  40  still preferably includes guest tracking system  46  and administration system  41 , while the global interactive gaming system  48  is herein taught as separate from global eco-system  40 , instead becoming a part of remote gaming platform  10 . For destinations such as a theme park that includes multiple resorts, administration system  41  would preferably comprise a theme park administration system  42  separate from any one or more hotel administration systems  44  (see prior application for depiction of  42  and  44 .) 
     Still referring to  FIG.  2    herein, and specifically to the functions of guest tracking, the present inventor is also co-pending for an U.S. Non-Provisional application Ser. No. 16/055,078 entitled THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM. 
     In this co-pending application, guest tracking was shown to rely upon a smart ticket  2  that preferably included some form of an extended range readable ID, preferably in the form of a passive RFID. The prior application made note that such systems were well known in the art for tracking individuals, especially as they passed through physical “choke-points” leading into or out of a desired tracking location, for example a specific ride at a theme park. The prior application expanded upon the state-of-the-art to use additional technologies including pressure sensing plastics and fabrics, as well as cameras and image analysis, to combine with new methods for organizing and processing information in order to provide guest tracking down to the granularity of a single ride seat on a theme park ride. The smart ticket  2  was also taught to include a “venue app” (i.e. destination app) running on the guest&#39;s smart phone, where this app allowed the guest to provide sensitive personal information such as their fingerprint or image for proving their own identity without requiring touching a commonly shared fingerprint reader, ultimately allowing guests to self-control their own access to restricted areas without requiring the addition of destination staff. 
     The apparatus and methods for sensing the presence and proximity of a guest as they entered what is herein referred to as a game access point  30  (still including a ride at a theme park,) were shown to fit within the earlier generalized teachings within the co-pending U.S. Non-Provisional application Ser. No. 15/975,236 for an INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM with respect to local eco-system  30 &#39;s environment sensing system  32 . As such, the guest tracking apparatus and methods for locally sensing the guest remain a part of sensing system  32  and are so depicted in the present  FIG.  2   , whereas guest tracking system  46  is representative of the global destination-wide software and database necessary for tracking the multiplicity of individual guest&#39;s movements across the multiplicity of game access points  30 . Hence, local apparatus for detecting guest presence remain within game access points  30 , whereas the resulting guest tracking information first determined by all access points  30  is then collectively associated and managed within guest tracking system  46 , and it is preferably guest tracking system  46  as a part of global eco-system  40  that communicates gamer (guest) tracking data to remote gaming platform  10 . 
     The present application continues to teach that the same apparatus for tracking the proximity of guests (and therefore the sub-set of guests who are also gamers) with respect to a game access point  30  are sufficient for detecting the presence of what is herein referred to mobile gaming devices  60 . In the prior co-pending U.S. Non-Provisional application Ser. No. 15/975,236 for and INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM, the present inventor taught apparatus and methods for tracking secret message eye glasses  14  used by a gamer (guest  2   s  in the co-pending application) to reveal secret messages, where the apparatus including Bluetooth, wi-fi local positioning systems as well as image processing of the emission of non-visible light by LEDs embedded within the glasses  14 . The present application generally refers to secret message eye glasses  14  and prior taught article  12  (e.g. a wizard&#39;s wand) as mobile gaming devices  60 , and will herein teach additional devices  60 . As with the tracking information detected by the apparatus and methods of the game access point  30  with respect to guests and gamers, the tracking information detected with respect to all mobile gaming devices  60  is communicated to global guest tracking system  46  for additional communication to interactive gaming system  48 . Especially when tracking game toys such as article  12 , the tracking apparatus and methods were generally taught as local interactive gaming system  36 , where gaming system  36  generally also comprises the secret message output devices  22 , as taught both prior and herein, all as depicted with respect to the present  FIG.  2   . 
     What is most important to understand about the relationship between the prior co-pending applications and the present invention is that the original teachings for a mirror/display  20  in communications with a local environment eco-system  30  and global environment eco-system  40  where further detailed to specify a guest tracking and self-access  5   a  system using a smart ticket  2 , where the guest tracking information is aggregated into the global guest tracking system  46  thus providing valuable information for destination wide-gaming. Specific examples where also provided of actuated devices  50  including theme park ride examples of positioned, time special effects  56   a  and positioned un-timed special effects  56   b , thus providing valuable physical means for effecting a gamer that worked in conjunction with the virtual means of outputting secret messages for viewing through prior taught eye glasses  14 . The present application further delineates and expands upon these teachings by moving the global interactive gaming system  48  away from the exclusive domain of the destination (i.e. global eco-system  40 ) to a remote function capable of simultaneously serving multiple destinations providing a valuable extension to the gaming system. The present application also generalizes the mirror/display  20  into a secret message output device  22  and teaches a second projection-based apparatus and method for achieving a similar effect from the perspective of both the gamer and non-gamer. The prior eye glasses  14  are generalized as secret messaging image devices within a broader category of mobile devices  60 , a category that also includes game toys such as prior example wand  12 . A new alternative imaging glass is herein taught in the form of a magnifying glass  15  and a new interactive game toy is taught in the form of a sword  62 - swd  (see  FIGS.  11  and  12   ) and a gun  62 - gun  (see  FIG.  13   ). 
     Referring now to  FIG.  1    and  FIG.  2   , as will be well understood by those familiar with sophisticated hardware and software architectures such as described in the present and co-pending applications, many variations exist, and therefore the preferred and alternative apparatus and methods as taught should be considered as exemplary, rather than as limitations of the present invention. The scope of the present system includes any gaming system that provides secret messages to gamers  2   s  while simultaneously providing public images to non-gamers  2   o , a very important feature for converting a themed destination  4 - a ,  4 - b  into a gaming theater  100  without adversely affecting the experiences of the non-gamer  2   o . The scope also includes independent game access points  30 , with or without separate gamer self-serve access  5   a , where each access point is capable of minimally: 1) detecting and tracking the presence of the gamer  2   s  and any of the gamer&#39;s mobile gaming devices  60  including secret imaging devices, game clothing and game toys, 2) communicating with an interactive gaming  48  system capable of managing games limited to a single physical destination  4 - a ,  4 - b  or extending across multiple physical destinations  4 - a ,  4 - b , especially where the destinations  4 - a ,  4 - b  have different ownership, themes, ticketing, control systems, etc., 3) controlling any combination of secret message output devices  22  and actuated devices  50  with respect to a gaming system that in part uses the detected and tracked gamer  2   s  and mobile gaming device  60  information to controllably alter the gaming experience of an individual gamer  2   s , including the presentation of ads  10 - 3  and content  10 - 2  along with the exchange of game questions and answers, and 4) automatically capturing images and video of any of the multiplicity of gamers  2   s  for aggregation in a content repository  10 - 2  or distribution across any social media platform  10 - 4 , where the images and video are associable based upon the tracking information associated with individual gamers  2   s , and where the aggregated information further includes any of the other data representative of the gamer  2   s &#39;s individual experiences such as questions and answers, achievement levels, persona, etc. 
     The present invention will expand upon this scope to further include amongst other important features any destination gaming system that: 5) provides gamer identification information for embedding within or associating with one or more products sold by destination shops, where the products are then used by the gamer  2   s  as mobile gaming devices  60  at one or more game access points  30 , where the products as devices  60  are then automatically detected and tracked by the access points  30 , and where the tracking information is used at least in part to effect the gaming experience of the gamer, 6) provides gamer information to a destination store, for example selling food or merchandize to the gamer  2   s , where the gamer information is used at least in part to determine any of sales benefits that effect the gamer  2   s &#39;s final sale, including products available to purchase, price or discounts, 7) provides gamer information to a destination store, for example selling food or merchandize to the gamer  2   s , where the store at least in part uses this information in combination with store information regarding the purchased products or services to output game information on the gamer&#39;s sales receipt, where the game information includes visible markings such as text, pictures or bar codes or non-visible markings such as made using non-visible ink, and where the gamer  2   s  uses a mobile game device  60  to either enter the game information or capture an image of the game information, and where the entered or captured image of the game information are used at least in part as a gamer&#39;s actionable response for effecting the gaming experience of the gamer, 8) provides an automatic vending system comprising any form or structure, where the vending system that is connected to the gaming system preferably as an actuated device  50  in conjunction with a game access point  30 , where the gamer  2   s  interacts with the vending system to cause a product to be dispensed to the gamer including a mobile gaming device  60 , where the dispended products as devices  60  are then automatically detected and tracked by the access points  30 , and where the tracking information is used at least in part to effect the gaming experience of the gamer, 9) provides a mobile gaming device  60  such as the herein taught magnifying glass  15  including apparatus and methods for directing a gamer on a search to find any one or more destination locations including a specific game access point  30  or any other pre-known destination location that is not a game access point  30 , 10) provides a mobile gaming device  60  such as the herein taught magnifying glass  15  including apparatus and methods for providing a visible “key” output on the imaging device that can be visually aligned to a visible “lock” embedded or attached to the destination  4 - a ,  4 - b , where the gamer  2   s  aligns the key with the lock and captures an image of the combined symbol, and where the image of the combined symbol is used at least in part to effect the gaming experience of the gamer, 11) where a gamer  2   s  interacts with a game toy that is tracked at a game access point  30 , and where images are output at least in part in response to the detected presence or movements of the gamer or game toy, 12) where a gamer  2   s  interacts with a game toy that is detected at a game access point  30 , and where the game access point sends signals to the game toy that cause physical changes to the toy including vibration and outputting light, 13) where a gamer  2   s  uses an secret message image device  22  such as prior taught eye glasses  14  or herein taught magnifying glass  15  to capture images that are transmitted to the gaming system for processing in order to classify and identify objects within the captured images, and where the resulting classification or identification information are used at least in part as a gamer&#39;s actionable response to effect the gaming experience of the gamer, 14) where a gamer uses an secret message imaging device such as prior taught eye glasses  14  or herein taught magnifying glass  15  to first emit non-visible energy such as ultraviolet light to expose a secret message formed using invisible ink, where the gamer  2   s  then uses the imaging device to capture an image of the secret message, and where the secret message is used at least in part as a gamer&#39;s actionable response to effect the gaming experience of the gamer, 15) where a gamer  2   s  uses a secret message imaging device such as prior taught eye glasses  14  or herein taught magnifying glass  15 , or the gamer  2   s  uses their smart phone running a game app to capture images of either a themed character or another guest prior to that character or another guest first capturing their image, where the timing of the capturing of images by gamers  2   s  with respect to themed characters or other guests is then used at least in part as a gamer&#39;s actionable response to effect the gaming experience of the gamer  2   s , or 16) where a gamer  2   s  uses a secret message imaging device such as prior taught eye glasses  14  or herein taught magnifying glass  15 , or the gamer uses their smart phone running a game app to capture images of any destination location, object or symbol, or secret messages, where any of the images or the timing or the sequence of their capture is then used at least in part as a gamer&#39;s actionable response to effect the gaming experience of the gamer. 
     Referring next to  FIG.  3   , there is shown a perspective view of a secret message output device  22  for providing a public image  21 - img  output by an image projection source  21 - p  for receiving through an secret message imaging device such as magnifying glass  15  or eye glasses  14 , where the public image  21 - img  further comprises a secret image A polarized in a first orientation as well as an orthogonally polarized complimentary image B (as to be discussed in greater detail with respect to upcoming  FIG.  4   ,) and where substantially only the secret image A is viewable through the magnifying glass  15  (or eye glasses  14 ) and only the public image is viewable with the naked eye. The present application is a continuation-in-part of U.S. Non-Provisional application Ser. No. 15/975,236 entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM. The base patent taught the output of public and secret images using various display technologies especially including an LCD display fitted with a second modulator, where the second modulator encoded the secret image within the output public image. The base patent also anticipated the use of projection systems for outputting a secret image within a public image  21 - img  as will be herein described in greater detail. 
     Referring now to both  FIG.  3    and  FIG.  4   , image projection source  21 - p  may be a single projector  21 - p  capable of outputting the public image  21 - img  comprising the secret A and complimentary B images, where the secret and complementary images have orthogonal polarizations, such as left/right circular or vertical/horizontal linear. The secret message imaging device such as magnifying glass  15  includes an appropriately selected polarizer for substantially blocking the complimentary image B while also transmitting the secret image A (as shown in detail in  FIG.  4   .) As will be well understood by those familiar with polarization systems, if the complimentary image B portion of public image  21 - img  is output by projector  21 - p  with a vertical polarization, and then is reflected off a reflective surface  21 - rsf  comprising a metallic versus non-metallic paint, the complimentary image B portion will substantially retain its vertical polarization. Likewise, if the secret image A portion of the public image  21 - img  is output by projector  21 - p  with a horizontal polarization, and then is reflected off a reflective surface  21 - rsf  comprising a metallic versus non-metallic paint, the secret image A portion will substantially retain its horizontal polarization. As will also be well understood by those familiar with polarization systems, if the magnifying glass  15  includes a polarization film placed such that its direction of polarization is essentially horizontal to the vertical axis of the magnifying glass  15 , then if the magnifying glass  15  is held in a substantially vertical/upright position with respect to the reflective surface  21 - rsf , the orientation of the polarizing film  15 - lp  will be parallel with the horizontally polarized reflection of the secret image A, such that the secret image A will be viewable through the magnifying glass  15 . As will be further understood, in this orientation between the magnifying glass  15 , reflective surface  21 - rsf  and projector  21 - p , the complimentary image B portion of public image  21 - img  will be substantially blocked. 
     Still referring to  FIG.  3    and  FIG.  4   , as the same magnifying glass  15  is rotated by 90 degrees, e.g. such that the magnifying glass  15  handle is held in a substantially horizontal/sideways position with respect to the reflective surface  21 - rsf , the orientation of the polarizing film  15 - lp  will become vertically aligned and therefore now perpendicular with the horizontally polarized reflection of the secret image A, such that the secret image A will be substantially blocked by the linear polarizer  15 - lp  of the magnifying glass  15 , while the complimentary image B will be transmitted. The present inventor anticipates that this variability will be an attractive feature for the user of the magnifying glass  15 , as it adds to the suspense of the secret message. However, as will be discussed later in the present application with respect to upcoming  FIGS.  5 A,  5     b  and  5   c , at least three means are provided for automatically adjusting magnifying glass  15  apparatus such that the secret images A contained within the public images  21 - img  are always substantially viewable through magnifying glasses  15  (or eye glasses  14 ) while the complimentary images B are always substantially blocked. 
     Referring now to  FIG.  3   , also depicted are wireless communication means  21 - wc  within projector  21 - p  and wireless communication means  15 - wc  within magnifying glasses  15 . As will be well understood by those familiar with 3D imaging systems and from a careful reading of the present invention&#39;s parent application U.S. Non-Provisional application Ser. No. 15/975,236 entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM, it is possible to emit secret images A within public images  22  that are timed through communication between means  21 - wc  and  15 - wc  with the opening and closing of an LCD active shutter placed over linear polarizer  15 - lp  on magnifying glass  15 . As described in detail in the base co-pending application, if several users of a secret message imaging device, such as eye glasses  14  (shown in  FIG.  5    of the parent application,) or magnifying glass  15  shown in the present figure, are standing in front of a reflective surface  21 - rsf  at the same time, then each use will see the same secret message A assuming that their secret message imaging device such as magnifying glass  15  is properly oriented to the polarization angle of the secret images A, all as will be well understood by those familiar with polarization systems and from a careful reading of the base and present applications. What is preferable, and as taught in the base co-pending application, by combining an active shutter with the linear polarizer  15 - lp , it is possible to send control signals to all imaging devices (e.g. magnifying glass  15  or eye glasses  14 ) that are in view of the reflective surface  21 - rsf , such that the active shutter layer on all imaging devices that are not intended to see the secret image A is caused to be opaque at the same time that a secret image A is output by projector  21 - p , whereas the active shutter layer on all imaging glasses that are meant to see the secret image A is caused to be transparent at the same time that a secret image A is output by projector  21 - p . Hence, the ability of an secret message imaging device such as magnifying glass  15  taught in the present invention or eye glasses  14  taught in the base application to transmit a secret image A for viewing by a viewer/gamer  2   s  is dependent upon the type (e.g. circular versus linear) and orientation (e.g. left/right or vertical/horizontal respectively) of the polarization layer of the imaging glass, and can be made further dependent upon the opacity of an active shutter layered onto the polarization layer, where without an active shutter layer all users of appropriate imaging devices will see the same secret image A and with an active shutter layer it is possible to restrict the secret images A to a select one or more imaging devices. 
     Still referring to  FIG.  3   , as will be understood by those familiar with 3D projection systems, LCD technology and from a reading of the parent application U.S. Non-Provisional application Ser. No. 15/975,236, there are several well-known apparatuses for implementing projector  21 - p . For example, one approach is to use two projectors  21 - p , where a first projector  21 - p  outputs the secret image A while the second projector outputs the complimentary image B, spatially aligned on surface  21 - rsf  so as to create public-secret image  22 . This technique is well understood for projecting left-eye/right-eye spatially aligned images in a 3D movie theater projection system. As will be well understood by those familiar with human vision, the naked eye viewing the reflective surface  21 - rsf  will combine the secret A and complimentary B images into what the viewer will perceive to be a single public image  21 - img . As will also be understood, if the secret image A is output simultaneously or near simultaneously with the complimentary image B, then light from the two images is perceived as additive, as such the intensity values of red, green and blue in the secret image A will add to the intensity values of red, green and blue in the complimentary image B. Using this understanding, it is possible to create a secret image A that for example contains some text, e.g. using pixels set to a red intensity of 128, a blue intensity of 128, and a green intensity of 0. The remaining non-text pixels in the secret image A are then displayed for example with a red intensity of 0, a blue intensity of 0, and a green intensity of 0. As seen through the magnifying glass  15  held at the proper orientation so as to only transmit the secret image A, the user  2   s  (see  FIG.  4   ) of the magnifying glass  15  will see magenta (red-blue) text with a background color matching the ambient lighting colors reflected off of reflective surface  21 - rsf  (since the light comprising complimentary image B is blocked by magnifying glass  15 .) 
     If simultaneously, or near-simultaneously a complimentary image B is then also output that for example contains pixels that are spatially aligned at the reflective surface  21 - rsf  with the text of secret image A, and these complimentary B text pixels are set to a red intensity of 128, a blue intensity of 128, and a green intensity of 256, then these complimentary B text pixels will cause the naked eye to see the secret image A text as being white (rather than magenta.) In this example, the RGB values of the secret message A text and complimentary image B text add up to be red=256, blue=256 and green=256, which is then perceived by the naked eye as white of intensity 256. The careful reader will note that in the present example, all non-text pixels in both the secret image A and complimentary image B are set to RGB values of 0, thus providing no additional light to the naked eye beyond the reflection of the ambient lighting off reflective surface  21 - rsf . Under circumstances of a well-lit room such as in a museum, this is expected to be ideal as this minimizes the overall output of light. However, the following possibilities are illustrative of the range of uses of the present invention. First, all of the non-text pixels in the complimentary image B could be set to RGB values of 256, and thus all pixels in the public image  21 - img  would have RGB values of 256 yielding an even intensity of white 256 across the entire surface  21 - rsf . Second, all of the non-text pixels in the secret image A could be set to some RGB values giving the non-text portion of secret image A some particular color (ideally not magenta,) including for example white at a lower intensity of 50, where then the non-text pixels of complimentary image B are appropriately set such that the addition of the individual R, B and G intensity values for each non-text A and B pixel arrives at some common value, again for example 50. With all non-text pixels set to a combined red=50, blue=50 and green=50, then the non-text portion of the public image  21 - img  will be perceived as a white light of intensity 50, whereas the text portion of the public image  21 - img  will be perceived as white light of intensity 256. Again, the careful reader will see that many variations are possible for accomplishing different goals for public image  21 - img  while still outputting the same secret message A. 
     This same principal of additive light and human perception applies to both temporal as well as spatial perception. In other words, rather than using two projectors  21 - p  to simultaneously output the secret A and complimentary B images, thus spatially combining the images on reflective surface  21 - rsf  at the same moment in time, it is possible to use a single projector that temporally alternates between the output of a secret image A and the complimentary image B, at a frame rate fast enough so that the naked eye combines any two subsequent images, all as will be well understood by those familiar with human perception and movie display systems. Manufacturers such as ReaID sell a push-pull electro-optical liquid crystal modulator that is placed immediately in front of a single projector  21 - p  (or computer screen) for alternately polarizing the light from each subsequent video frame. Known as the “ZScreen,” the alternating images are left-circularly polarized and then right-circularly polarized. As will also be well understood by those familiar with 3D projection systems, it is possible to use a similar approach but to alternate between vertical-linear polarization and horizontal-linear polarization. Either method is considered sufficient for the workings of the present invention, although the circular polarization approach offers the advantage that as the magnifying glass  15  is rotated, the secret image A will still be transmitted, and the complimentary image B will still be blocked, all as is well known in the art. 
     As the careful reader of the parent U.S. Non-Provisional application Ser. No. 15/975,236 will see, it is also possible to build an LCD display for outputting a public image in its final red, blue and green intensity values, and then to adapt this LCD display with an overlaid second modulator which then further encodes this public image with a secret image A. Since the LCD display outputs the public image in a specific linear polarization orientation, the second modulator will twist this light up to 90 degrees on a pixel-by-pixel basis, encoding it such that the linear polarizer  15 - lp  in the magnifying glass  15  will act as an analyzer revealing the secret image A by essentially cutting off various amounts of the red, blue or green light in the public image. This can be thought of as a subtractive, rather than additive technique. By using projectors that work with linear polarization rather than circular polarization, the magnifying glass  15  of the present invention, as well as the eye glasses  14  taught in the base application, will work with both the secret image A output by a first projector  21 - p  adding to the complimentary image B subsequently output by the first projector  21 - p  (or simultaneously output by a second projector  20 - p ,) as well as the encoded secret image A being subtracted from the public image output by an LCD display that has been further adapted to include a second modulator as taught in the parent patent. However, using linear polarizers for  15 - lp  within magnifying glass  15  brings up the issue where a user must then properly align the magnifying glass  15  to the reflective surface  21 - rsf  and projector  21 - p , all as prior discussed. Also, as prior discussed, this is anticipated to be an acceptable effect contributing to the mystery of the secret message. It is also noted that the preferred addition of an active shutter overlaid onto linear polarizer  15 - lp  in magnifying glass  15  works to perform the prior stated goals (and as taught in the base application,) regardless of the orientation of the magnifying glass  15  with respect to the reflective surface  21 - rsf  and projector  21 - p.    
     Still referring to  FIG.  3   , it is also possible to use an LCD projector that has been further adapted to include a second modulator, following the same teachings as described in the parent U.S. Non-Provisional application Ser. No. 15/975,236. Using this approach, the projector  21 - p  will output a single public image  21 - img  that includes additional encoding representing the secret image A, where the secret image A is then revealed as the linear polarizer  15 - lp  of the magnifying glass  15  subtracts red, blue or green intensity from the public image  21 - img . As will be understood by those familiar with polarization, imaging systems, human perception, projectors and displays, as well as from a careful reading of the base and present applications, the various apparatus described herein as well as in the parent application should be considered as exemplifications for encoding secret messages rather than limitations, as other apparatus are possible for achieving the same or similar additive or subtractive public images without departing from the scope of the present invention. 
     Still referring to  FIG.  3   , magnifying glass  15  preferably comprises: a) camera  15 - cam  for taking pictures representative of the same visual images a user would see as they looked through the lens  15 - lp , where camera  15 - cam  is a adapted to detect the secret messages similar to the adaptations described herein for lens  15 - lp  and all of its variants (such as  15 - lp - as  and  15 - lp - as - md  as to be described in upcoming  FIG.  5   c   ,) b) button(s)  15 - btn  for accepting user input, for example indicating that a picture should be captured using camera  15 - cam , where button(s)  15 - btn  is alternatively adapted to include a finger print detector exactly similar to technology used on smart phone&#39;s such as the iPhone, such that an individual user of the magnifying glass  15  is identifiable by a finger print and this identity information is usable at least in part as information for the gaming system  48  of the present invention  100 , and c) lighting  15 - led , where visible light LED&#39;s project light towards the user  2   s  (see  FIG.  4   ) indicative of the state of the magnifying glass  15  or game situation for which the magnifying glass  15  is being uses as a mobile gaming device  60 , and where non-visible light such as ultra-violet light is projected away from the user  2   s  towards an object being viewed through the lens  15 - lp , such that if the object includes an invisible ink responsive to the non-visible light for then fluorescing visible light then the user  2   s  will be enabled to see the otherwise invisible ink while looking through the magnifying glass  15 . 
     Referring next to  FIG.  4   , there are shown secret message output device  22  with exemplary rays A and B being projected onto reflective surface  21 - rsf  where after rays A and B are then reflected off surface  21 - rsf  towards both the naked eye of a viewer  2   o  and the magnifying glass  15 , through which a viewer  2   s  is looking at the surface  21 - rsf . The lens  15 - lp - as  of glass  15  preferably also includes an active shutter for timing with at least the projector  21 - p  that outputs the rays of secret image A, all as prior discussed in relation to  FIG.  3    and as will be further understood by a careful reading of the base co-pending application. Also, as discussed in relation to  FIG.  3   , the properly oriented linear polarizer  15 - lp  blocks complimentary image rays B while transmitting secret image rays A. It is well known in the art of 3D projection systems that light reflected from a non-metallic (dielectric) surface varies strongly with the direction of polarization and the angle of incidence and that this is not the case for an electric conductor such as a metal and therefore the present inventor prefers that reflective surface  21 - rsf  comprises a metallic paint or similar so as to reflect rays A and B with minimal polarization attenuation. There are many well-known paints in the marketplace that are sufficient for the purposes of the present invention. The present inventor also notes that the screens used in movie theaters for watching 3D movies projected from dual projectors such as Runco&#39;s d-73D are also ideal for use as reflective surface  21 - rsf . There are many well-known manufactures of these 3D movie screens such as Mocomtech, Stewart Silver and Elite Screens. 
     Referring next to  FIG.  5 A , there is shown variation magnifying glass  15 - 1 , comprising magnifying glass  15  that is further adapted to include frictionless ball bearing  15 - bb  for containing linear polarizer and active shutter lens  15 - lp - as . What is most important to see is that lens  15 - lp - as  is now free to rotate inside of the ball bearing  15 - bb , where the bearing  15 - bb  is then attached to the magnifying glass handle  15 - hdl . Affixed to freely rotating lens  15 - lp - as  is sufficient weight  15 - wgt  for causing lens  15 - lp - as  to continuously self-align due to the force of gravity pulling on the weight  15 - wgt , where the goal of the self-alignment is to maintain the proper orientation of the linear polarizer within the lens  15 - lp - as  with respect to the anticipated angle of polarization of the reflected rays comprising secret message A off surface  21 - rsf  (see especially  FIG.  4   .) Ball bearings are well-known in the art and many options are available with varying price and coefficients of friction. The technique of weighting the interior object, in this case the lens  15 - lp - as , is also well-known in the art. Again, what is most important is that as the magnifying lens  15  is held upright, for example so that a viewer  2   s  may look through towards a surface  21 - rsf  as shown in  FIG.  4    such that secret message A is revealed, and then as the lens  15 - 1  is rotated in the X-Y vertical plane (see  FIGS.  5 B and  5     c ) the lens  15 - lp - as  is continuously adjusted by the force of gravity to maintain its “upright” linear alignment, e.g. horizontal, that corresponds to the linear polarization angle of the incoming secret message rays A. The sensitivity of the continuous alignment will at least depend upon the amount of weight  15 - wgt , the coefficient of friction in the ball bearing  15 - bb , as well as the speed and angle of rotation caused by the viewer  2   s , all as will be well understood by those skilled in the art of mechanical engineering. The sensitivity of adjustment is anticipated to degrade as the magnifying glass  15 - 1  is rotated about the Y-Z plane, specifically, as the glass  15 - 1  is for example tilted forward from an ideal vertical alignment to lean towards the surface  21 - rsf  being viewed. 
     Referring next to  FIG.  5 B , there is shown variation magnifying glass  15 - 2 , comprising magnifying glass  15 - 1  that has been further adapted to omit weight  15 - wgt  and include orientation sensors  15 - ors , processor  15 - proc  and motor  15 - mtr . Orientation sensors  15 - ors  are well known in the art with a common use within today&#39;s smart phones. Typical sensors include accelerometers (one for every axis X, Y and Z) a gyro and magnetometer, where the combined data set increases accuracy, the processing of which is sometimes referred to as “sensor fusion.” What is most important is the regardless of the specific sensor(s) chosen, processor  15 - proc  receives sufficient information for determining in real-time at least the approximate rotation in the X-Y plane and ideally also the rotation in the Y-Z and X-Z planes. Using this real-time information, processor  15 - proc  is able to controllable adjust the rotation of lens  15 - lp - as  by electronically communicating signals to motor  15 - mtr , where motor  15 - mtr  can be any of a number of possible motors available in the market and preferably includes an interface for accepting digital commands from processor  15 - proc  and converting these into motor movement signals, all as is well known in the art of motor control systems. What is most important to see is that lens  15 - 2  relies upon sensing the orientation of lens  15 - 2  and then calculating appropriate adjustments to the rotation of lens  15 - lp - as  in order to maintain proper alignment between the liner polarization within lens  15 - lp - as  and the linear polarization angle of the incoming secret message rays A such that the rays A are substantially transmitted through the lens  15 - 2  for receiving by a viewer  2   s.    
     Referring next to  FIG.  5 C , there is shown variation magnifying glass  15 - 3 , comprising magnifying glass  15 - 2  that has been further adapted to omit motor  15 - mtr  and include additional LC Modulator layer  15 - md . With respect to the linear polarizer within lens  15 - lp - as - md , modulator  15 - md  is placed in between the surface  21 - rsf  being viewed and the linear polarizer layer, and with respect to the viewer  2   s , the linear polarizer is in between the viewer  2   s  and the modulator  15 - md . As is well-known in the art of LCD displays, the purpose of the modulator is to twist the rays of incoming light, effectively rotating the linear angle of polarization of the incoming rays by up to 90 degrees. This is often referred to as a light valve, where if incoming rays, for example vertically polarized, are left un-rotated (i.e. value shut off) prior to entering a second horizontal polarizer, they will be substantially blocked. If these same incoming vertically polarized rays are rotated by 90 degrees (i.e. value fully open,) therefore becoming horizontally polarized, they will be substantially transmitted. As is well known, varying degrees of transmission are possible based upon the amount of rotating by the light value/modulator, such as modulator  15 - md . In the alternate embodiment of magnifying glass  15 - 3 , the modulator  15 - md  receives electronic signals from processor  15 - proc  that uniformly direct the modulator  15 - md  to twist all rays (A or B) being reflected by surface  21 - rsf  and entering lens  15 - lp - as - md  according to an amount sufficient to offset the determined amount of X-Y plane rotation of the magnifying glass  15 - 3 . Hence, rather than mechanically rotating the entire lens  15 - lp - as  as shown in  FIG.  5 B  using a motor, the lens  15 - lp - as - md  is allowed to rotate while the modulator  15 - md  instead rotates the incoming light rays, thereby achieving the same goal which is to allow incoming secret message rays A to be analyzed as intended by the linear polarizer in lens  15 - lp - as - md , such that the secret message image A is substantially viewable by gamer  2   s  looking through glass  15 - 3  while the complimentary image B is substantially not viewable, regardless of the orientation of magnifying glass  15 - 3  with respect to the secret message A angle of polarization. 
     Referring next to  FIG.  6   , there is shown variation magnifying glass  15 - 4 , comprising magnifying glass  15 - 3  that has been further adapted to include electronics  15 - elc  for controlling projector  15 - lcd  such as an LCD that emits augmenting image C towards angled transflective surface  15 - tf , where image C is then partially or substantially fully reflected towards viewer  2   s  as it transmits through second lens  15 - as . Those familiar with technology generally referred to as a handheld or “pocket” TV will understand the purposes, functions and arrangements of projector  15 - lcd  with respect to transflective surface  15 - tf  and viewer  2   s , as this arrangement provides a means for allowing projector  15 - lcd  to emit an image C for viewing by gamer  2   s  as if the image C was coming through lens  15 - lp - as - md , while also minimizing the impact on the shape and size of the magnifying glass. As will be well understood by those familiar with this technology as well as augmented reality glasses and heads-up displays, many variations are possible without departing from the scope of the present invention, where any projection method including active matrix LCD is sufficient for the purposes of the present invention. What is most important to see is that an additional image C is provided for use in magnifying glass  15 - 3 , where the image C is generated by digital information either stored within magnifying glass  15 - 3 , or streamed to glass  15 - 3  over its internal wireless communications link  15 - com  (see upcoming  FIG.  7   .) 
     Still referring to  FIG.  6   , transflective surface  15 - tf  can be a range of materials including at least: 1) plastic, 2) glass, or 3) transflective LCD. As those familiar with Snell&#39;s law and the principals of the refraction and reflection of light will understand, there is a critical angle of incidence, typically around 45°, at which the projected image C will be fully reflected off for example glass surface  15 - tf  towards gamer  2   s . As is also well known, this angle can be altered to fit the form and structure of the magnifying glass  15 - 4  with the effect of reducing from full to partial reflection. In the case of partial reflection, it is further desirable that interior was  15 - wal  surrounding surface  15 - tf  be coated or painted for increased light absorption (e.g. using a black color,) thus reducing the unwanted effects of reflections within the interior cavity of magnifying glass  15 - 4 . Alternatively, surface  15 - tf  can be constructed using a transflective LCD, in which case electronics  15 - elc  can emit control signals that cause transflective LCD surface  15 - tf  to reflect substantially all of the image C acting similar to a mirrored surface. Using a glass surface  15 - tf  further allows for the simultaneous transmission of secret image A through surface  15 - tf  directly into the view of gamer  2   s , thus allowing images A and C to simultaneously received by gamer  2   s , and towards this end image C can be considered as augmenting the secret message A. Using transflective LCD surface  15 - tf , electronics  15 - elc  can alternate the transflective LCD between a reflective vs. transmissive at a high frame rate, e.g. 30 to 60 fps, coordinated with the output of image C using projector  15 - lcd . As will be well understood by those familiar with human visual perception, at a sufficient frame rate, gamer  2   s  will perceive image C as being mixed with image A and indistinguishable from the approach of using a glass surface  15 - tf  rather than a transflective surface  15 - tf.    
     Still referring to  FIG.  6   , rather than having projected image C augment secret image A, it is further anticipated that electronics  15 - elc  or similar (see the teachings for  15 - ui  in upcoming  FIG.  7   ) will controllably set the active shutter in lens  15 - lp - as - md  to opaque while simultaneously emitting image(s) C through projector  15 - lcd . In this example use, gamer  2   s  is automatically switched from viewing either only secret image A, or combined image A and C, to viewing only image C. As the careful reader will see, using the disclosed arrangement of parts or their equivalents, many interesting effects are possible, some of which have been described, others of which will be obvious to those skilled in the necessary arts, and therefore these teachings related to the projection of image C for augmenting secret image A should be considered as exemplary, rather than limitations of the present invention. And finally, the present invention anticipates that images captured by back facing camera  15 - cam - b  that are meant to capture the secret image A as currently being viewed by gamer  2   s  are then also transmitted via magnifying glass  15  wireless communications (see  15 - com  in upcoming  FIG.  7   ) to be received by the interactive gaming system  48 . 
     As will be well understood from a careful reading of the present invention, game access point  30  alone or in combination with gaming system  48  is responsible for determining and transmitting control signals to magnifying glass  15  for causing electronics  15 - elc  to direct projector  15 - lcd  to emit image C for visually combining with image A, where the timing of the emission of image C is coordinated to augment the view of gamer  2   s  through magnifying glass  15 - 4 , and where images captured from back facing camera  15 - cam - b  are analyzed by any one of, or any combination of electronics  15 - elc  contained with magnifying glass  15 - 4 , access point  30  or gaming system  48 , in order to determine the current view of gamer  2   s . Access point  30  and or gaming system  48  is further capable of receiving images captured by back facing camera  15 - cam - b  and then applying a digital image C to the captured image representative of the gamer  2 &#39;s view, thus forming an augmented captured image substantially similar to what gamer  2   s  would have viewed at the time the image was captured by camera  15 - cam - b.    
     Referring next to  FIG.  7   , there is shown a functional block diagram of four of the major components of the presently taught game theater  100  including: 1) game access point  30 , 2) secret message output device  22 , 3) secret message magnifying glass  15 , and 4) interactive gaming system  48 . Each of four major components includes a set of key sub-components to be described forthwith. It is important to understand that the present figure describes overall behavior and functionality that is preferably encapsulated in software/hardware sub-components roughly equivalent to those herein taught. However, as those familiar with software and hardware system architectures will understand, multiple alternative configurations are possible where the actual internal sub-components of each of the for major components  30 ,  22 ,  15  and  48  are implemented differently than herein shown while substantially providing the same functional behaviors for the interaction between the major components. As will also be understood, all the components generally require computing and communication apparatus. Unless specifically mentioned, additional necessary hardware apparatus is well-known and understood in the marketplace, for which multiple options are available, and therefor for clarity are not further taught herein. 
     In general, a game access point  30  using gamer/device detection  30 - det  is capable of at least detecting the presence or one or more gamers  2   s  along with zero or more mobile gaming devices  60  being carried by the gamer  2   s , where the gamer  2   s &#39;s detected presence includes some unique identifier (i.e. gamer ID) that may or may not be related to that gamer  2   s &#39;s personal identity (for example the ID could be registered to a fictitious gamer avatar, rather than the actual gamer  2   s &#39;s real name.) A game access point  30  also is in communications via  30 - com  with the interactive gaming system  48 , either directly or working through the guest tracking system  46  (see  FIG.  2   ) under the supervision of the destination  4 - a  or  4 - b , such as included in the destination&#39;s global eco-system  40 . Therefore, the main responsibility of the game access points  30  is to detect gamers  2   s  and their associated devices  60  for continuous updating of the gaming system  48 , where the game algorithms being implemented on the gaming system  48  alter the game activities based at least in part upon the detected gamer  2   s  and device  60  information with respect to an access point  30 . It is further preferred that at least some of the game access points  30  include means for very accurately tracking the movements and gestures of either the gamer  2   s  or a mobile device  60  being used by a gamer  2   s . In the prior co-pending application, the present inventor provided significant specification related to the camera-based object tracking system embedded within mirror/display  20  (see especially  FIG.  2 A  of co-pending U.S. Non-Provisional application Ser. No. 15/975,236 INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM,) where this mirror/display  20  was functioning as a game access point  30  as it detected the presence of the gamer  2   s , tracked the movements of the gamer&#39;s  2   s  game toy, i.e. the wizard&#39;s wand shown as article  12 , and then communicated this information to both a local interactive gaming system  36  and the global interactive gaming system  48 . The tracked movements of article  12  where considered to be interpretable as commands being issued by gamer  2   s . As will be well understood by a careful reading of the present and co-pending applications, while a game access point  30  might comprise additional sub-components, including a secret message output device  22  or an actuated device  50 , it minimally comprises gamer/device detection  30 - det  and system communications  30 - com , and alternately also comprises object tracking  30 - ot.    
     Still referring to  FIG.  7   , in general secret message output device  22  comprises a sub-component for outputting a public image viewable to the naked eye, wherein a secret message A is hidden and can only be perceived by a gamer  2   s  using a secret message imaging device such as eye glasses  14  or magnifying glass  15 . The co-pending application for an INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM taught mirror/display  20  with several alternatives for outputting such public images with secret messages A. The present invention further teaches projection system  22  comprising projector(s)  21 - p  for projecting secret message image A and complimentary image B off of a reflective surface  21 - rsf , where a gamer  2   s  using the same eye glasses  14  or magnifying glass  15  as used to see secret messages A output by mirror/display  20  would then also perceive secret messages A being output by projection system  21 - p . Regardless of the underlying image output technology, e.g. display  20  or projector  21 - p , secret message output device  22  preferably includes sufficient computing system for implementing both image A processing  22 - img A and image B processing  22 - img B. What is important to understand is that preferably a secret message output device  22  is in communications with the interactive gaming system  48  via a game access point  30 , such that the game access point  30  first detects the gamer  2   s  in the proximity of the output device  22 , and then communicates with gaming system  48  in order to receive secret message instructions or content. 
     As will be well understood by those familiar with data transfer over communications systems, especially remote systems such as gaming platform  10  when communicating to physical destinations  4 - a  and  4 - b , there are issues related to data latency that can be noticeable for example to the gamer  2   s  when viewing the output secret message A. One way to minimize latency is to minimize data transfer, this includes either pre-storing secret messages A, complimentary images B, or desired final public images on the secret message output device  22 . However, if the secret messages A are not pre-known and must be calculated, it is desirable that the gaming system  48  transfer a minimum of data to output device  22  for processing into a viewable secret message A by processing sub-component  22 - img A. Ultimately, after secret message A is determined, created or otherwise generated it is also necessary to generate either a complimentary image B (i.e. for projection device  21 - p ) or a public image that encodes the secret message (i.e. for mirror/display  20 ,) where this second generation is the responsibility of processing sub-component  22 - img B. Again, while it is possible to generate both images A, B and the public image on the interactive gaming system  48  for communicating through the game access point  30  to the output device  22 , it is preferred that a majority if not all of this generation is done local to device  22 , wherein it is further possible that sub-components  22 - img A and  22 - img B be a part of game access point  30  rather than device  22 . While many configurations are possible, once images A, B and the public image are determined, created or otherwise generated, they are output by device  22  for viewing. 
     Still referring to  FIG.  7   , in general secret message viewing device  15  comprises a multiplicity of sub-components, most importantly including a lens for analyzing the public image to reveal the secret message A, all as prior taught herein as well as the co-pending U.S. Non-Provisional application Ser. No. 15/975,236 entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM. The analyzer is typically a polarizer film providing either linear or circular polarization, and a such is not an electronic device that needs controlling. All of the sub-components depicted in  FIG.  7    for device  15  are related to functions that are electronically variable. Especially as taught in the co-pending application in relation to eye glasses  14 , it is useful to at least include an LCD active shutter over the polarizer film for constructing magnifying glass  15 . LCD active shutters are well known, and as directed by active shutter control  15 - asc  provide at least two beneficial functions: 1) to make the entire surface of lens  15 - lp - as  or  15 - lp - as - md  (see  FIGS.  5 A,  5 B and  5 C ) either opaque or transmissive in synchronization with the output of secret messages A by output device  22 , thus allowing some secret message A viewing devices  15  and  14  to transmit secret messages to gamer  2   s , while other devices  15  and  14  simultaneously block these same messages A, and 2) to increase the opacity of some select portion (i.e. some pixels of the LCD active shutter) of the surface of lens  15 - lp - as  or  15 - lp - as - md , thereby blocking the backlighting coming through the lens  15 - lp - as  or  15 - lp - as - md  to the gamer  2   s  resulting in for example an image or some text (see upcoming  FIGS.  8 C,  9 A,  9 C,  9 E,  9 E and  14   ) where this can be considered the output portion of a typical screen based user interface (UI.) 
     Still referring to  FIG.  7   , as will be well understood by those familiar with touch screen technology, it is possible to further adapt either lens system  15 - lp - as  or  15 - lp - as - md  to include a touch sensor, whereby the resulting lens not only provides UI output but also serves to receive input from the gamer  2   s  in the form of touch detection signals. As such, it is preferably that device  15  include user interface sub-component  15 - ui  that is dedicated to managing both the input and output of the UI as enabled by lens system  15 - lp - as  or  15 - lp - as - md  preferably further adapted to include touch sensing means. As depicted in  FIG.  3   , device  15  further includes additional mechanical based user input means such as button(s)  15 - btn . As will be appreciated by those skilled in the art of toys and user input, many solutions are possible for accepting input from a gamer  2   s  other than a touch screen lens or a button, any of which are possible for use with device  15 . As such, the UI elements depicted in the present invention related to magnifying glass  15  and in the co-pending invention related to eye glasses  14  should be considered as exemplary rather than as limitations. It is possible that some of the teachings as related to eye glasses  14 , such as haptic feedback, also be incorporated into magnifying glass  15 . Likewise, the buttons envisioned for device  15  could be adapted to device  14 . What is most important is that the gamer  2   s  has ability to exchange information with the gaming system  48  using some UI elements on either device  14 ,  15  or any of their anticipated alternates. 
     The present invention additionally prefers that magnifying glass  15  include at least a back facing camera  15 - cam - b  (see  FIG.  6   ) for capturing images of the view through glass  15  substantially as seen by gamer  2   s . As will be well understood by those familiar with camera technology, it is possible to place the same lens materials as  15 - lp - as  or  15 - lp - as - md  over back facing camera  15 , such that camera  15  capture images that include secret messages A. Several uses for the capturing of these images will be detailed in the remainder of the present application. It is also preferable that magnifying glass  15  include a front facing camera  15 - cam - f  for capturing images of the gamer  2   s . When including back facing camera  15 - cam - b  or front facing camera  15 - cam - f , magnifying glass  15  preferably also includes camera management sub-component  15 - cm  for which many options are well-known in the art and possible. What is minimally necessary is that some computing element is available for directing the image capture timing and data transfer of either of camera  15 - cam - b  and  15 - cam - f . What is further desirable is that sub-component  15 - cm  include some memory and sufficient processing for preforming image processing, for example classifying or identifying objects within the images being captured by cameras  15 - cam - b  and  15 - cam - f . As will be well-known in the art, local processing on the device  15  or  14  is advantageous but then also adds to the cost and power requirement of device  15  or  14 , and as such either some or all of this desirable image analysis processing can be moved instead to either game access point  30  and/or interactive gaming system  48 . What is most desirable is that secret message imaging devices  15  and  14  at least include camera sufficient for capturing images of what the gamer  2   s  is seeing with respect to both their natural ambient view as well as any secret messages A seen while viewing a secret message output device  22 . What is further desirable and to be further discussed herein, is that these same images are then usable at least in part as information by gaming system  48  for altering the ongoing game as experienced by gamer  2   s.    
     Still referring to  FIG.  7   , magnifying glass  15  is preferably further adapted to include led&#39;s  15 - led . Similar to cameras  15 - cam - b  and  15 - cam - f , these can be either front facing or back facing. When front facing, the LED&#39;s  15 - led  are meant primarily as indicators for the gamer  2   s , and as such are considered to be a part of the user interface of magnifying glass  15 , where a similar set of UI LEDs where taught in the co-pending application Ser. No. 15/975,236 in relation to eye glasses  14 . For instance, these LEDs could be caused to blink or stay steady based upon electronic signals output by user interface  15 -UI in response to instructions received by interactive gaming system  48  and/or game access point  30 . However, within the present application the back facing LEDs  15 - led  are anticipated to output a non-visible light such as UV in order to cause invisible ink to fluoresce thus revealing an invisible message to the gamer  2   s  as they look through magnifying glass  15  (see especially upcoming  FIGS.  8   b    and  10 E.) These back facing led&#39;s preferably receive electronic signals from the illumination control  15 - ic  sub-component that works in coordination with camera management  15 - cm . As will be well understood by those familiar with camera systems and electronics, camera management  15 - cm  could also be adapted to output electronic signals for causing the back facing LEDs  15 - led  to turn on and off. Regardless of the implementation, as these and other variations are well-known and possible, it is important to see that at times the back facing LEDs  15 - led  will illuminate invisible ink for the gamer  2   s  to view, even though images may or may not also be captured by back facing camera  15 - cam - b.    
     Still referring to  FIG.  7   , magnifying glass  15  preferably includes any of available wireless technologies including Bluetooth or wi-fi, for example which the co-pending application specified regarding eye glasses  14 . It is also important to note that the choice of wireless technology also effects at least game access points  30  which communicate with mobile gaming devices  60  such as magnifying glass  15  and eye glasses  14 . As such, the choice for communications  15 - com  preferably supports detection of secret messaging devices  15  and  14  by gamer/device detection  30 - det  sub-component of access points  30 , all as prior discussed. Also, as prior taught in the co-pending application Ser. No. 15/975,236 in relation to eye glasses  14 , it is preferred that communications  15 - com  include some information during communication uniquely identifying the magnifying glass  15  from all other mobile gaming devices  60 , where the many uses of such unique ID information are well known to those familiar with information systems and has been prior discussed in the co-pending application. And finally, to support the electronics, magnifying glass  15  is further adapted to include power management  15 - pm  for both providing power to all electronic elements within glass  15  and for preferably supporting recharging of power, for example using any of the wireless power transfer technologies now becoming available with portable devices such as smart phones. What is most important is the device  15  includes a power source, such as a battery that may be exchanged or recharged, and that this power is managed as it is supplied to all electronic components within device  15 , all as will be well understood by those skilled in the art of electronics and especially portable electronics. 
     Still referring to  FIG.  7   , in general interactive gaming system  48  comprises a multiplicity of sub-components for receiving gamer  2   s  input, processing game rules at least in part using the gamer input, and providing output to gamers  2   s  at least using any of secret message output devices  22 , actuated devices  50  or mobile gaming devices  60 , and where preferably the gamer input and gaming system output are communicated from system  48  through communications sub-component  48 - com  to game access points  30  for further transmission to devices  22 ,  50  and  60 . As will be well understood by those familiar with computer system communications, many options and technologies are available for use in communications sub-component  48 - com  and as such are not the focus of the present invention. What is most important to understand is that the communications architecture support data security over a wide area network that communicates between a local area network running at the destination for communications between the multiplicity of game access points  30  and the remote gaming platform  10  that is preferably implemented as a cloud-based system. It is also possible to implement an architecture where each game access point  30  is treated as an IoT (internet of things) networked device comprising sufficient embedded electronics, software and network connectivity to enable the access point  30  to exchange data with interactive gaming system  48  running either locally, e.g. within the physical destination&#39;s global eco-system  40 , or remotely, e.g. on a cloud computing service within the gaming platform  10 . What is most important is that gaming system  48  be able to electronically exchange information with game access points  30 , secret message devices  22 , actuated devices  50  and mobile gaming devices  60 . 
     Still referring to  FIG.  7   , gaming system  48  preferably includes an image/clue processing  48 - icp  sub-component for initially processing inputs received from gamer  2   s , where these inputs vary from selections made through some UI interface or images captured especially of the scene and/or secret message currently being viewed by the gamer  2   s  through magnifying glass  15  or eye glasses  14 . Clue processing  48 - icp  is preferably capable of receiving and appropriately processing all inputs, thus being able to recognize identification information associated with the received input, where the identification information preferable includes unique ids for the gamer  2   s , the game access point  30  as well as at least the mobile gaming device  60  the provided the input. Clue processing  48 - icp  preferably determines the type of input and when this input is an image provides this image to object classification and identification sub-component  48 - oci  for additional processing using any of well-known and emerging image processing techniques, especially including the use of deep neural nets that have proven to be significantly efficient and accurate for at least classifying objects found within an image. The present inventor notes that by identifying the ID of the game access point  30  through which the original input image was received, it is possible to reasonably limit the total number of potential objects of which the gamer  2   s  might have captured an image, where this information regarding the limited number of potential objects is then used at least in part by object classification and identification sub-component  48 - oci  when processing the image. What is most important is that gamer  2   s  is able to capture images with or without secret messages, where these images include one or more objects, and where the objects are generally classifiable (e.g. the object is a fish,) or they are uniquely identifiable (e.g. the object is a QR code on a printed receipt, or the face of another gamer  2   s .) When capturing images that include secret messages, it is anticipated that the exact secret message is pre-known by the gaming system  48  since system  48  was ultimately responsible for directing the output of the secret message to the gamer  2   s  as prior discussed, and therefore object classification and identification  48 - oci  does not need to process the captured image in order that image/clue processing  48 - icp  be notified regarding what secret message is contained within a particular captured image. What is most important to understand is that the responsibility of object classification and identification  48 - oci  is to determine a sufficient amount of object related information from an image captured by a gamer  2   s  so as to provide this object related information back to the image/clue processing sub-component  48 - icp  for further processing. 
     Still referring to  FIG.  7   , image/clue processing  48 - icp  works with object classification and identification  48 - oci  to translate any input from a gamer  2   s  into an actionable response, where an actionable response is any digital information that is interpretable by game processing  48 - gp  as either: 1) a gamer  2   s  answer to a gaming system  48  posed question, 2) a gamer  2   s  question requesting a gaming system  48  answer, and 3) a gamer movement for which any of a secret message devices  22  or actuated device  50  is to have a responsive change or movement. The present application will teach specific examples of this Q&amp;A exchange, where the examples include a gamer  2   s  responding to a gaming system  48  posed riddle, presented e.g. via the active shutter LCD on the magnifying glass  15 , where the gamer  2 &#39;s response includes taking a picture of fish, where the fish are classifiable by object classification and identification sub-component  48 - oci  as an answer to the gaming system  48  question (see  FIG.  8 C .) Another example taught herein is of a gamer  2   s  capturing an image at a specific game access point  30 , or otherwise an image of an object with a location that is pre-known to the interactive gaming system  48  with respect to the locations of the game access point(s)  30 , where the captured image is interpreted to be indicative of the gamer  2   s &#39;s current location within a physical destination  4 - a  or  4 - b , and that the implied gamer question is “how do I get from where I am now to my next game access point?” (See  FIGS.  9 A,  9 B,  9 C,  9 D and  9 E .) 
     As will be discussed, the processing of the image directly, and or the receiving of an ID and related information from the game access point  30  through which the captured image was transmitted, are potential information usable by game processing  48 - gp  to provide an answer to the gamer&#39;s location question. In still yet another example herein taught a gamer  2   s  moves their game toy sword  62 - swd  (see  FIG.  12   ) as they view a secret message that is an animated video of an orc. These sword  62 - swd  movements are preferably captured by an object tracking system  30 - ot  included within the game access point  30  that is controlling the secret message output device  22  outputting the orc video to the gamer  2   s . The captured movement are determined by object tracking  30 - ot  and output in any form of 2D or 3D coordinates such that they are usable at least in part for causing the images of the orc to move accordingly, where the determination of the changes to the output orc images is preferably made locally by image A  22 - img A and image B  22 - img B processing, but may also be made by a component such as image A-B determination operating on the associated access point  30  or the gaming system  48  (as depicted,) all as will be well understood by those familiar with software and hardware systems architecture. 
     Referring next to  FIGS.  8 A and  8 B , there is shown an anticipated use of the magnifying glass  15  as it is being held by a gamer  2   s  to look through at a secret message book  13 . In  FIG.  8 A , gamer  2   s  holds the magnifying glass  15  within some distance of book  13  such that looking through lens  15 - lp  the gamer  2   s  can see a portion of book  13 , whereupon no markings or writing is visually apparent. Also shown is the approximate field-of-view of back facing camera  15 - cam - b  that is directable to capture an image  15 - img  of what the gamer  2   s  is looking at though lens  15 - lp . In  FIG.  8 B , using any of available UI input apparatus such as button(s)  15 - btn  the gamer  2   s  indicates that the leds  15 - led  should be turned on to emit a non-visible energy such as ultra-violet light, where the non-visible energy  15 - uv  then interacts with invisible ink already placed upon book  13  such that the gamer  2   s  now sees markings or writing  13 - ink  on book  13  where prior to the emission of the non-visible energy  15 - uv  the markings or writings  13 - ink  were substantially not visually apparent, and where the available UI input apparatus used by gamer  2   s  to indicate that such non-visible energy should be emitted is any of a multiplicity of possible means as prior described in relation to the user interface  15 - ui  of imaging glass  15 , including a button(s)  15 - btn  depicted. Also as prior taught, the gamer  2   s  may use a UI input on magnifying glass  15  to indicate that an image  15 - img  should be captured by camera  15 - cam - b  of the view of the book  13  as currently being seen by gamer  2   s , thus including the now visible markings or writing, where this image is then transmitted through communication means such as  15 - com  and  30 - com  to image/clue processing  48 - icp  to be analyzed by object classification and identification sub-component  48 - oci  for providing information to game processing  48 - gp  indicative of the gamer  2   s &#39;s actionable response. 
     Referring next to  FIG.  8 C , there is shown an anticipated use of the magnifying glass  15  as it is being held by a gamer  2   s  to look through at either a picture of fish or an actual fish tank. Also shown on lens  15 - lp - as  is game system  48  question, specifically the text: “Alive without breath, As cold as death, Never thirsty, ever drinking, All in mail, never clinking.” that was communicated to glass  15  by game processing  48 - gp  through communications means  48 - com , to game access point  30  communications means  30 - com , and then to magnifying glass communication  15 - com  as a part of an on-going game. As those familiar with communication systems will understand, there are various alternative communication paths include directly from gaming system  48 - com  to magnifying glass  15 - com , where all paths are considered as sufficient for the purposes of the present invention  100 . In response to the received question, gamer  2   s  then uses magnifying glass  15  to view some portion of a scene that includes an object which the gamer  2   s  believes to be an answer to the question. In  FIG.  8 C , the gamer  2   s  is shown to be looking through lens  15 - lp - as  at either a picture of fish or an actual fish tank, where the gamer  2   s  then uses any of available UI input apparatus, such as button(s)  15 - btn , to indicate that camera  15 - cam - b  should capture an image  15 - img  of what the gamer  2   s  is currently viewing as the gamer  2   s  looks through lens  15 - lp - as . This image  15 - img  as depicted includes one or more fish and is transmitted through communication means such as  15 - com ,  30 - com  and  48 - com  to image/clue processing  48 - icp  to be analyzed by object classification and identification  48 - oci  providing information to game processing  48 - gp  indicative of the gamer  2   s &#39;s actionable response. 
     With respect to  FIGS.  8 A,  8 B and  8 C , the uses depicted include: 1) causing invisible ink to be made visible for viewing through magnifying glass  15 , and 2) capturing images  15 - img  representative of the view through magnifying glass  15  for analysis and interpretation by the interactive gaming system  48  as a gamer  2   s  actionable response. As will be appreciated by those skilled in the art of gaming systems, these two features alone present significant possibilities and can be used in a virtually limitless number of variations including with different game access points  30 , different clues, questions, challenges, riddles, assignments, tasks, missions, etc. and different presentations of secret messages A using any of the display  20  or projector  21  based apparatus and methods taught by the present inventor herein or in any of the prior base or related co-pending applications. As will also be well understood, invisible ink that is made visible by exposure to non-visible light is well known and there are many alternatives, all of which are acceptable and anticipated for the uses of the present magnifying glass  15  and interactive gaming system  48 . 
     Referring next to  FIG.  9 A , as those familiar with especially large destinations  4 - a  or  4 - b  will understand, when game theater  100  comprising a large multiplicity of game access points  30  is added to a larger destination  4 - a  or  4 - b , it is a very important function to help gamers  2   s  find either an access point  30  the interactive game system  48  is summoning the gamer  2   s  to, or to find an access point  30  the gamer  2   s  desires to interact with. The present figure shows the use of any one of magnifying glasses  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  as a means for directing a gamer to a next game access point  30  in conjunction with a portable map  18  that is typically found for example at a theme park. It is first noted that any of magnifying glasses  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  are capable of creating an augmented image on magnifying glass lens  15 - l , for example using an active shutter to selectively turn some pixels on lens  15 - l  to be partially or substantially opaque, where the ambient light reflecting off map  18  and coming through lens  15 - l  is then blocked having the effect of creating monochromatic images on lens  15 - l  that augment map  18 , all as will be well understood by those familiar with LCD displays. Magnifying glass  15 - 4  has the additional ability to project a color or monochromatic image C via projector  15 - 1   cd  (see  FIG.  6   ) for augmenting the view of lens  15 - l , where this view can be transparent to the background or opaque, depending then upon the controlled opaque vs. transparent setting of the active shutter in lens  15 - lp - as . What is important to see is that magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  is capable of outputting augmenting graphics on lens  15 - l  for indicating a path of a gamer  2   s  in visual coordination with map  18 . 
     Still referring to  FIG.  9 A , gamer  2   s  carrying magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  that includes communications  15 - com  comes into a near proximity of a game access point  30 - s  that for example is implemented as a street sign “Diagon Alley.” As with all game access points  30 , street sign access point  30 - s  preferably includes means for detecting the near proximity of any one or more gamers  2   s  by detecting any one or more of their associated mobile game devices  60 , such as magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4 . As will be appreciated by those skilled in the arts of wi-fi local positioning systems, RFID local positioning systems, as well as global positioning systems, many technologies are available for embedding in both game access points  30  and mobile game devices  60 , all as prior discussed. There is no requirement that all access points  30  and all mobile devices  60  implement the same technology. What is important, is that there is at least some way of determining that a particular gamer  2   s  has entered into or come within a certain proximity of a game access point  30 , and in regards to the present figure game access point  30 - s.    
     Prior co-pending U.S. Non-Provisional application Ser. No. 16/055,078 entitled THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM taught a smart ticket  2  that preferably included extended range readable tracking number, for example implemented using passive UHF RFID that is detectable at ranges of 3 to over 45 feet based upon the exact technology chosen. Passive RFID is preferred as it supported smaller and less expensive tags that for example could even be implemented as printed RFID embedded within an electronic ticket  2   c  (see the prior co-pending application  FIGS.  1  and  2   .) The co-pending application taught embedding the passive RFID in several wearable configurations including: 1) an electronic ticket  2   c  e.g. held in a lanyard, 2) extendable range data passive RFID configured into a wristband (similar to the Disney Magic band that implements active RFID,) or 3) extendable range data passive RFID configured into an anklet  16  (similar to passive chips worn on sneakers during road races.) The co-pending patent also taught that this RFID included a unique ID for identifying at least a unique “avatar identity” that the gamer  2   s  associates with themselves (and therefore the game system  48  never receives or tracks personal identity information of the gamer  2   s ,) where the gamer  2   s  using their smart phone and a special game/“venue app” could then choose to provide additional personal information. What is most important to understand is that regardless of the mobile gaming device  60  or the type of electronic ticket  2   c  implementation, the present and co-pending applications specify multiple apparatus and methods for at least identifying a unique avatar representing a unique gamer  2   s  as that gamer enters the proximity, remains within, or exits the proximity of a game access point  30  such as  30 - s , where also using a combination of technologies it was taught that the avatar identity could be tracked down to an individual ride seat of a given theme park ride, thus making that individual ride seat the equivalent of a game access point  30 . 
     Still referring to  FIG.  9 A , after street sign  30 - s  (and generally any game access point  30 ) detects the proximity of the gamer  2   s  using any means herein described or prior taught in any of the co-pending applications, or any other means available in the marketplace, sign  30 - s  preferably communicates the gamer  2   s  (or avatar) unique identity to gaming system  48  along with a unique ID representing the specific access point  30 - s . System  48  then logs the identified gamer&#39;s  2   s  (or avatars) identification information in association with the identified game access point  30 - s  and determines the type of access point  30 - s  and in particular what game functions may or may not be initiated for the gamer  2   s  based upon a multiplicity of datum, for example including but not limited to: 1) the gamer&#39;s identity and current game state including any of level, points, gear, time remaining, achievements, number of visits to the particular access point, etc. information, 2) the gamer&#39;s general persona or type, e.g. they are a troll, wizard, detective, warden, etc., 3) any of the one or more mobile gaming devices  60  also detected as present at the same game access point  30  (such as  30 - s ) that was already determined as associated with the given detected gamer  2   s  (see especially upcoming  FIGS.  10 D and  11   ,) 4) the access point  30 &#39;s unique ID or general type (for example street sign, game toy dispenser, virtual booth, physical challenge, etc.), 5) the overall state of the game including all gamer&#39;s  2   s,  6) local environment sensor information as would be collected for example by local environment sensing system  32  (see  FIG.  2    as well as the prior related co-pending application,) or 7) game viewer/audience feedback datum. 
     Still referring to  FIG.  9 A , system  48  might determine that game access point  30  is a mapping game access point  30 - s  where any gamer  2   s  may stop to request directions to another game access point  30  that they have chosen or to which they are being summoned by system  48 . In this map output game access point  30 - s  use case, system  48  preferably communicates with uniquely identified magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  either directly or through access point  30 - s . Regardless, magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  preferably receives a signal ultimately from gaming system  48  to turn on its mapping graphic  15 - map , for example displaying  15 - map  via any of the graphic output means prior described for lens  15 - l  including active shutter LCD overlaid onto lens  15 - lp - as  or projector  15 - 1   cd . As will be clear from a full reading of the present invention as well as the prior co-pending application entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM as it relates to eye glasses  14 , other means are possible for causing magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  to indicate to the gamer  2   s  that a specific function such as “mapping” is now initiated, such as vibration (haptic) feedback or the flashing of LED lights  15 - led , where then it should be understood that eye glasses  14  are also useable by gamer  2   s  for the herein taught mapping functionality in place of magnifying glass  15 . In the implementation taught in the present  FIG.  9 A , once notified, gamer  2   s  preferably provides some positive indication that they would like to use the mapping function, for example by pressing button(s)  15 - btn , or by touching lens  15 - l  that is further adapted to include touch input sensors, for which many well-known solutions are available. Once gamer  2   s  has preferably confirmed that a mapping mode should be turned on, or alternatively immediately initiated each time a magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  is detected in the proximity of a mapping access point like street sign  30   s , glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  begins to automatically capture images  15 - img  for example at some frame rate between 10 to 30 frames per second. 
     Still referring to  FIG.  9 A , gamer  2   s  then holds their magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  so as to view their portable destination map  18 . As gamer  2   s  looks through glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4 , images  15 - img  are being captured of some portion of map  18  and transmitted to object classification and identification sub-component  48 - oci , where sub-component  48 - oci  may be executing on any one of, or any combination of: magnifying glass  15  (or eye glasses  14 ,) game access point  30  or interactive gaming system  48 . Regardless of where images  15 - img  are being processed, those familiar with image processing will understand that map  18  comprises pre-known information that may be associated with any of the captured images  15 - img . Once associated, gaming system  48  using the known identity of street sign  30   s  preferably transmits information to magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  to cause a “you are here” symbol  15 - urh  to be displayed on lens  15 - l , essentially augmenting the gamer  2   s &#39;s view of map  18 . Based upon the orientation of the map with respect to magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4 , as will be well understood by those familiar with image processing, gaming system  48  then preferably transmits information to magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  to cause a “game location symbol”  15 - loc  to be displayed on lens  15 - l , where the symbol  15 - loc  is an access point  30  prior indicated by the gamer  2   s  or an access point  30  selected by the gaming system  48 . 
     Still referring to  FIG.  9 A , the present invention anticipates that maps  18  are printed with invisible ink registration marks  18 - irm , where magnifying glasses  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  emit non-visible energy for illuminating the registration marks  18 - irm  in synchronization with capturing images  15 - img . As those familiar with human visual perception will understand, if the emission of non-visible energy occurs over a short duration, for example 1/30 th  of a second while the image  15 - img  is being captured, the gamer  2   s  is unlikely to perceive the illuminated registration marks  18 - irm . As will be understood by those familiar with image processing, including registration marks  18 - irm  is highly useful as datum for the image processing tasks of recognizing the portion of map  18  captured by image  15 - img  as well as determining where on lens  15 - l  to display the various augmenting graphics such as  15 - urh  and  15 - loc . The present invention also anticipates that the captured image  15 - img  of the map remains stored within magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  for a certain amount of time, or at least stored within system  100 , such that the image  15 - img  is available to the gamer  2   s  for future reference, where the stored image  15 - img  is digitally altered to include any of the augmenting map symbols such as  18 - urh  and  18 - loc . And finally, with respect to  FIG.  9 A , the present invention also anticipates that the map  18  is not a portable map, but rather a fixed map  18  on display within the physical destination as is often found, where otherwise the teachings of  FIG.  9 A  remain substantially identical. 
     Referring next to  FIG.  9 B , there is shown a physical destination scene  31  wherein a gamer  2   s  (not shown) is standing and holding their magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  (depicted as larger than life-size) in order to view an access point symbol  30 - sym  for example a street sewer cap as depicted, or even the street sign such as  30 - s . Unlike the anticipated fixed map  18 , symbol  30 - sym  does not appear to be a map to the gamer  2   s  but rather appears decretive and coordinates with the destination&#39;s themes. Also shown are game access point communication devices  30 - com   1 ,  30 - com   2  and  30 - com   3 . What is important to see is that an access point symbol  30 - sym  is a specific type of a destination object, where an image of the symbol  30 - sym  or object is pre-known to the system  100  and where at least in the case of destination objects used as access point symbols  30 - sym  the location of the symbol  30 - sym  is fixed and pre-known to the system  100  at least with respect to the pre-known locations of the game access points  30 , such that by recognizing the object/symbol  30 - sym  the system  100  effectively knows the location of the gamer  2   s  and therefore, among other things, provide “mapping” directions to the gamer  2   s  or in some way engage the gamer  2   s.    
     Referring next to both  FIGS.  9 B and  9 C , lens  15 - l  of magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  is shown as depicting a compass through its UI elements including either an active shutter  15 - lp - as  or projector  15 - lcd . Also depicted on lens  15 - l  for viewing by gamer  2   s  are example text directions (“proceed north-east”) and game access point location symbol  15 - loc . As will be well understood by those familiar with location based tracking systems and user interfaces, presenting the UI depicting in  FIG.  9 C  to a gamer  2   s  requires information indicating: 1) at least a 2D description of the physical destination, 2) information indicating where the gamer  2   s  and their magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  are located within this 2D description, and 3) information related to the orientation of the magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  with respect to the 2D description. Based upon pre-knowledge of the 2D description, it is not necessary to have additional information on the bearings of north, south, east or west (for example from the earth&#39;s magnetic field) as this bearing information is inherent to the 2D description. As will be understood by those familiar smart phone technology, magnifying glasses  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  may be further adapted to include GPS technology as well as orientation sensors (see  FIG.  5   ,) thus providing all of the necessary information for generating the depicted UI. However, GPS does not work as well indoors, where preferably the mapping functions presently described remain available. Furthermore, GPS technology increases the cost and complexity of the glasses  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4 . 
     While this GPS and related technology is anticipated by the present invention and therefore remains within its scope, in terms of positioning systems, the present invention prefers using a wi-fi local positioning system (LPS) for example relying upon the multiplicity of game access point  30  communication devices  30 - com , such as  30 - com   1 ,  30 - com   2  and  30 - com   3  depicted. Wi-fi local positioning systems are well known in the art, and for instance rely upon measuring the received signal strength of a transmitting devices such as glasses  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  in order to determine a distance between a given wi-fi access point such as  30 - com   1 ,  30 - com   2  and  30 - com   3  and the transmitting device. By using three or more access points, triangulation algorithms can be executed for locating at least the 2D coordinates of the transmitting device. Other methods are also well known including: fingerprinting, angle of arrival and time-of-flight. With respect to the depictions of  FIG.  9 C , both GPS or a land based LPS system is acceptable for implementing the present invention. 
     Still referring to  FIGS.  9 B and  9 C , rather than using either a GPS or LPS positioning system, the present inventor prefers using magnifying glasses  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  (or eye glasses  14 ,) to capture and analyze image  15 - img  of pre-known and fixed symbols such as  30 - sym . As will be well understood by those familiar with destination design and layout, it is possible to create any number of unique symbols that can be placed throughout the destination  4 - a ,  4 - b  and calibrated to the known destination 2D description. These symbols can share a common look such that a gamer  2   s  learns quickly to recognize them as part of the gaming system for providing map information. Or, the symbols can be hidden and only revealed to the gamer as a part of the game. Regardless, once an image  15 - img  is captured of a symbol  30 - sym , it is possible to match the symbol and its captured orientation to the set of all known symbols for the destination. Furthermore, if the symbol is pre-associated with a game access point  30 , such as  30 - s , then the ID of the access point  30 - s  is usable for automatically selecting the pre-known image of the symbol for comparison to the captured image  15 - img . As will be well understood by those familiar with image processing systems, once the pre-known image is compared to the captured image  15 - img , it is possible to both locate the gamer  2   s  and to determine the orientation of the magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  with respect to the symbol  30 - sym  which itself is pre-related to the 2D destination description. Using this determined location and orientation, there is sufficient information for presenting the UI as shown in  FIG.  9 C  on lens  15 - l.    
     Referring next to  FIGS.  9 B and  9 D , using the same determined location and orientation of magnifying glass  15 - 1 ,  15 - 2 ,  15 - 3  or  15 - 4  with respect the physical destination, regardless of the technique such as GPS, LPS or image processing, it is possible to present another user interface as depicted on lens  15 - l  in  FIG.  9 D . In this alternative graphic display, some form of coloration is used to indicate to the gamer  2   s  that they are getting “closer” (e.g. using the color red to mean “warmer”) or that they are getting “farther” (e.g. using the color blue to mean “cooler”) with respect to the desired game access point  30  they are seeking or being directed to. (The present invention also anticipates that any of these mapping UIs such as depicted in  FIG.  9 D  may be used to direct the gamer  2   s  to moving targets such as a destination personnel including a themed character associated with the destination  4 - a ,  4 - b , or another gamer  2   s , rather than just to fixed targets such as a game access point  30 , where game access points  30  themselves could also be moving,) where for example at least the current location of a destination personnel can be tracked using either of GPS or LPS. The “warmer”/“cooler” interfaces matches the well-known children&#39;s game and is useful for increasing the difficulty of finding the moving target. 
     Referring next to  9   e , another anticipated mapping UI is shown where the view of symbol  30 - sym  is registered and graphically augmented to indicate the location of a target such as game access point  30 , where the registration of the image  15 - img  as well as subsequent placement of augmenting symbols such as  15 - loc  are exactly similar to the considerations with respect to a fixed or portable map  18  as discussed in relation to  FIG.  9 A . 
     Referring next to  FIG.  10 A , there is shown a gamer  2   s  with various wearables sufficient for identifying either the gamer  2   s &#39;s persona type, avatar ID or even personal ID, were persona type represents a game character role as selected by gamer  2   s  such as a wizard, elf, spy, driver, etc., where the avatar ID is a unique identifier representative of the gamer&#39;s unique avatar such as wizard  945 , or spy  1208 , and where optionally associated with the avatar ID there is also associated personal identification information about gamer  2   s  such as their actual name, destination ticket number, age, sex, etc. As will be well understood by those familiar gaming systems, it is necessary that a gamer has a unique identity in order to accumulate game status such as points, gear, mastery levels, etc., such as an avatar ID, however it is also desirable that a gamer  2   s  be able to compete in a public gaming system without needing to provide personal information such as their actual name, destination ticket number, age, sex, etc. In the prior co-pending application, apparatus and methods were taught for allowing the purchaser of a destination access ticket to provide personal information as required for the purchase, but then to receive a unique tracking number from the destination  4 - b  for use within the destination  4 - b  that was not associated with their personal information, thus the tracking number that was electronically embedded into an RFID worn by the purchaser was trackable throughout the destination  4 - b  while it was not then also possible to know the actual identity of the purchaser by knowing the tracking number. Such an ID is herein referred to as an avatar ID. Various wearables were taught including RFID anklet  16 , RFID wristband  16 - wb , and electronic ticket  2   c , where the RFID in each wearable was preferably passive and created from lower cost printed electronics, although existing apparatus and methods such as Disney World&#39;s Magic Band where also discussed, where the Magic Band uses active RFID and it is considered limited but suitable for the purposes of the present invention and therefore falls within the scope of the present teachings. Also shown is a destination sales point persona type sticker  4 - stk  that is made available to a gamer  2   s  or destination guest preferably as they enter a destination sales point  4 - sp , where the persona type sticker  4 - stk  includes a unique symbol representative of any of the persona types associated with the gaming system  48 , for example wizard, elf, spy, driver, etc. 
     Still referring to  FIG.  10 A , also depicted are two well-known detection data sets including exciter field  20 - ef  and camera image  55 - img , where an exciter field  20 - ef  is emitted and processed by a wireless reader that is well-known in the art for remotely detecting the presence of a passive RFID, and where camera image  55 - img  is captured by camera  55  and then analyzed by any of a number of image processing apparatus and methods. What is most important to see is that the present invention supports identifying at least the avatar ID using any number of exciter fields  20 - ef  for example located at chokepoints where one or more gamer&#39;s  2   s  are expected to pass by, where the gamer  2   s  can wear the RFID in any number of forms at least including in an electronic ticket  2   s , an anklet  16  or a wristband  16 - wb , where the prior co-pending application showed the many benefits of using an anklet  16 . It is further important to see that the present invention additionally supports using image processing including facial recognition of gamer  2   s  or facial-body recognition of gamer  2   s , where in the prior co-pending application the combined use of RFID and image processing was specified, for example where the unique avatar ID of gamer  2   s  is first detected as the gamer  2   s  proceeds through an exciter field  20 - ef  that detects any of RFID wearables including  16 ,  16 - wb  or  2   c  after which the system recalls facial image or facial-body image data associated with the unique ID in order to confirm the gamer  2   s  (or their avatar,) all as prior taught. As prior taught in the co-pending application, the combination of RFID and camera detection offered some unique advantages for tracking the gamer  2   s  (or their avatar.) 
     Referring now to  FIG.  10 B , there is shown the foot of a gamer  2   s  wearing RFID anklet  16  (not to scale) as the gamer  2   s  proceeds into a destination sales point  4 - sp . The first ideal chokepoint for detecting any of RFID wearables such as  16 ,  16 - wb  or  2   c  is the sales point  4 - sp  doorway as depicted that has been further adapted to include any of well-known RFID antenna and reader technologies for first emitting one or more exciter fields  20 - ef  and second receiving and processing the exciter field(s)  20 - ef , all as will be well understood by those skilled in the art of RFID systems. As gamer  2   s  passes through an exciter field(s)  20 - ef  wearing some form of sufficient passive RFID such as in the form of anklet  16 , wristband  16 - wb  or electronic ticket  2   c , the well-known reader technology is sufficient for detecting the presence and unique signal of the RFID to a high degree of accuracy, where the unique signal is translatable into a digital identifier that has been prior related to the gamer  2   s , or the gamer  2   s &#39;s chosen avatar, all as prior taught in the co-pending application. Destination sales point  4 - sp  preferably further includes one or more cameras  55  for capturing images  55 - img  of unknown destination shoppers/gamers  2   s  as unknown shoppers/gamers  2   s  approach and then proceed through the RFID detecting chokepoint, such as store front door. As images  55 - img  are captured of one or more shopper/gamers  2   s  proceeding into a store chokepoint, as will be well understood by those familiar with image processing and especially identification of the human form, it is possible to isolate individuals even when there are multiple shopper/gamers  2   s  that are essentially coming into and out of the storefront simultaneously and therefore also occluding each other. After isolating individuals, it is then also possible to associate with these yet unidentified isolated individual&#39;s various visual features including for example any of facial features or body features including clothing colors. What is important to understand by processing images  55 - img  it is possible to create a list of unknown shoppers/gamers  2   s  detected as proceeding into the sales point  4 - sp  through the front door, where each shopper/gamer  2   s  includes at least one detected visual feature, again for example clothing colors or facial details. 
     Still referring to  FIG.  10 B , also shown is sales point pressure sensing door mat  4 - sp - dm , where pressure sensing materials including fabrics and plastics are a well-known and emerging technology that was discussed in the prior co-pending U.S. Non-Provisional application Ser. No. 16/055,078 for THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM. In the co-pending application, several sources were identified for obtaining sufficient pressure sensing materials. Pressure sensing was shown to be possible using various core technologies, regardless of which it has also been shown in the marketplace that individual footprints  2   s - fs - 1  of shopper/gamer  2   s  are detectable using pressure sensing for representation as digital pressure features, from which it is possible to perform 2D locating of the as of yet unknown shopper/gamer  2   s  with respect to the doormat  4 - sp - dm . As will also be well understood by those familiar with imaging systems, by calibrating the fixed locations of the one or more cameras  55  with respect to the sales point  4 - sp  and therefore also the doormat  4 - sp - dm , it is possible to further associate individual footstep pressure features with visual facial or body features of an unknown individual in the list of unknown shoppers/gamers  2   s  by correlating the calibrated locations of each type of pressure vs. visual feature data. As will also be appreciated, using two or more cameras  55  provides the opportunity to create 3D calculations of the identified facial or body features thus improving the correlation with the 2D pressure data from doormat  4 - sp - dm.    
     Still referring to  FIG.  10 B , it is expected that unknown shopper/gamer  2   s  will eventually proceed through the sales point  4 - sp  front doorway and therefore also the exciter field(s)  20 - ef . It is important to understand that no two-unknown shopper/gamers  2   s  will occupy the same space at the same time as they proceed through the exciter field(s)  20 - ef . It is also important to understand that the exciter field(s)  20 - ef  may comprise multiple individual constricted exciter fields, wherein each of the multiple constricted fields is associable with some exclusive sub-portion of doormat  4 - sp - dm , such that it is possible to detect individual RFIDs passing over narrower portions of doormat  4 - sp - dm . The constricting of an exciter field  20 - ef  is dependent upon the desired expanse of the exciter field  20 - ef , as is well-known in the art of antenna design, which is one of the key reasons why the prior co-pending application preferred the use of anklets  16  for holding the gamer&#39;s  2   s  RFID. Using anklets  16  vs. wristbands  16 - wb  or electronic tickets  2   c  provides an assurance that the RFID to be detected will generally be within 6 inches of the doormat  4 - sp - dm , therefore allowing for the implementation of multiple, more highly constricted emitter fields  20 - ef  that sense perhaps only an area that is roughly half of the typical human body width. As those familiar with object tracking systems will understand, it is preferably that the tracking data has a resolution that is half or less of the size of the object being tracked, where in this case the object is a person. In any case, using the detected RFID information it is possible to begin to associate unknown shopper/gamer&#39;s  2   s  on the unknown shopper gamer list with a unique RFID and therefore at least unique avatar ID. It is also possible that an unknown shopper/gamer  2   s  is not a gamer  2   s  and therefore passes through the exciter field  20 - ef  without an RFID being detected. As those familiar with object tracking systems will further understand the determination and accuracy of the unknown shopper list is dependent upon several factor at least including: 1) the total number, positioning and image  55 - img  field-of-view overlap of the one or more cameras  55  with respect to the doormat  4   s - dm,  2) the total number, positioning and exciter field  20 - ef  overlap of any one or more emitters of exciter fields  20 - ef  with respect to the doormat  4   s - dm , and 3) the granularity of pressure feature data representative of footsteps  2   s - fs - 1 . 
     Still referring to  FIG.  10 B , those familiar with object tracking systems will also recognize that it is possible to further adapt or rearrange the combination of RFID sensor  20 - ef , image sensors  55  and pressure sensor  4   s - dm  to increase the determination and accuracy of the unknown shopper list, as well as the conversion of the unknown shopper list into a known gamer  2   s  list as RFID data is sufficiently detected and associated with an unknown shopper, or as an unknown shopper is conclusively determined not to be wearing an RFID. One example is to set up a second similar configuration just inside the sales point  4 - sp  doorway, thus continuing to video the unknown shoppers/garners  2   s  an detect their footsteps even after they pass through the first exciter field(s)  20 - ef , at least up and through a point where they then pass through a second one or more exciter field(s)  20 - ef . It is also possible that the exciter field(s)  20 - ef  are moved to a location that is at the front of the doormat  4 - sp - dm  where the unknown shopper/garner  2   s  is first expected to make contact with the doormat  4 - sp - dm , as opposed to the back of the doormat  4 - sp - dm  closest to the doorway as depicted in  FIG.  10 B . While moving the exciter field(s)  20 - ef  is possible, this has the added drawback of sensing an additional number of individuals who are simply passing by the sales point  4 - sp , rather than walking into the sales point  4 - sp.    
     Still referring to  FIG.  10 B , it is also possible that a partial list of unknown shoppers/garners  2   s  that are known to be physically located within sales point  4 - sp  is further maintained past the original sales point  4 - sp  entrance/doorway, where these unknown individuals remain on this partial list until at some other location point and at some later time within the shop  4 - sp , using any of the same types of sensor data including camera images  55 - img  from cameras  55  positioned within the sales point  4 - sp , pressure data from floor sensors such as  4 - spf  positioned within the sales point  4 - sp , and/or RFID data from exciter field(s)  20 - ef  positioned within the sales point  4 - sp , any one or more of the unknown individuals on the partial list is either confirmed as a garner  2   s  or a shopper (i.e. not a garner  2   s ,) and therefore removed from the partial list of unknown shoppers detected to be within the sales point  4 - sp.    
     Referring now to both  FIG.  10 A  and  FIG.  10 B , the present invention anticipates that any shopper or garner  2   s  corning within the sales point  2   s  may then also be given, pick up or otherwise obtain a sticker  4 - stk  to be placed ideally somewhere on their upper torso, where the sticker  4 - stk  has a sufficiently unique symbol that is at least relatable to a persona type, for example a wizard, elf, spy, driver, etc. As those familiar with image processing will understand, using any of one or more cameras  55  it is already well known and possible to detect individual shopper/garners  2   s  as the walk about within a sales point  4 - sp . What can be more challenging is to individually identify that shopper/garner  2   s , or at least identify garner  2   s &#39;s persona type or avatar identity, for which the present and prior co-pending teaching has provided useful technology uniquely combining imaging, RFID and pressure sensing. By using one or more cameras  55  alone, and therefore with or without also the use of RFID or pressure sensors, it is still possible to locate individual human shapes, especially for example as they stand in front of a sales point shelf, stand, display, etc., where it is expected that the view of the individual human by at least one camera  55  will not be substantially occluded by other individual humans. As will be further understood, by using stickers  4 - stk  it is straightforward to locate the individual human and associate the persona type of the detected sticker  4 - stk  affixed on that human&#39;s upper torso, such that a computing system within the sales point  4 - sp  has persona type information at the same point in time when the associated individual human is standing in front an interior sales point such as a shelf, stand, display. Using this persona type information as determined by detecting sticker  4 - stk , or the gamer ID as determined by any of the detecting means taught herein or in the related applications, the present invention anticipates creating any of multiple effects at, within, or upon the interior sales point such as a shelf, stand, display, where the any of multiple effects at least includes causing visual output, sound output, tactile output, motion output for example by causing an automated device to move, air pressure output or any form of sensory output noticeable or otherwise effecting the individual human. Regarding sticker  4 - stk , it is also noted that a shopper who is not a gamer  2   s  may use the sticker  4 - stk  to be temporarily associated with a gamer  2   s  persona while within the sales point  4 - sp , thus experiencing any of the prior stated multiple effects without actually playing in a game. 
     Referring next to  FIG.  10 C , the present inventor anticipates that sales points  4 - sp  are further adapted to include one or more game access points  30  within their premises, where the game access point  30  includes any of the herein taught apparatus and methods for a game access point especially including the use of a secret message output device  22 , such as a projector  21 - p  (not depicted,) a mirror/display  20 , or a secret message display  20 - d  that is the mirror/display  20  without a mirror component and without an object tracking component (all as prior taught in the co-pending application entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM.) Sales point  4 - sp  game access points  30  may also include any of actuated devices  50  and be selling or displaying any of mobile gaming devices  60 . What is important to understand is that as the gamer  2   s &#39;s avatar identity is tracked within a given sales point  4 - sp , it is possible to either: 1) create various of the multiple effects (without a game access point  30 ) as prior described simply to draw better attention to any one or more sales points  4 - sp  products or services, especially those relating to the persona type matching either a shopper or a gamer  2   s , and 2) continuing the gamer  2   s &#39;s game experience using any of the game access point  30  teachings as herein provided. 
     For example, the upcoming  FIG.  11    will show an automatic game toy dispenser  30 - gtd  for dispensing any one or more game toys such as sword  62 - swd , where this automatic dispenser is for example behind a mirror/display  20  that includes an object tracking system camera  55  for detecting the trajectory of the tip of an article  12 , such as wand being moved by a gamer  2   s . It is anticipated in this example, that a gamer  2   s  has been directed to a particular sales point  4 - sp  by the gaming system  48  and is being given a chance to receive for example a surprise game toy such as sword  62 - swd  (see  FIG.  11   ,) or any mobile gaming device  60  or destination product, where the gamer  2   s  must for example complete any one or more “spell” gestures before the automatic dispenser  30 - gtd  will then select a mobile gaming device  60  or at least some product for providing to the gamer  2   s , where the selection algorithms executed by the automatic dispenser  30 - gtd  rely at least in part upon gaming information provided to the dispenser  30 - gtd  by the gaming system  48 . Also depicted in  FIG.  10 C , any of additional exciter fields  20 - ef , camera(s)  55  and floor sensors  4 - spf  may be placed around the game access point  30  for the purposes of identifying, confirming or tracking the movements the gamer  2   s , where identification at least includes the gamer  2   s &#39;s avatar ID or persona type, where any of the determined information is communicated to the interactive game system  48 , where system  48  then provides directives and feedback to at least the game access point  30  that determined the information, in any form as herein taught or will then also be obvious by a careful reading of the present invention, and where the game access point  30  within sales point  4 - sp  provides any of the gaming function herein described for example using any of secret message output devices  22  or actuated devices  50 . 
     Referring next to  FIG.  10 D , there is shown interactive gaming system  48  providing any of game information to destination sale point  4 - sp , where preferably any of game information includes the gamer  2   s &#39;s avatar ID or gamer ID that is at least indicative of an individual gamer&#39;s persona type, where for example the avatar or gamer ID is, or is equivalent to, an extended range readable tracking number such as taught in the prior co-pending U.S. Non-Provisional application Ser. No. 16/055,078 entitled THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM (see  FIG.  1   , element  2   c - 3  of the co-pending application.) As prior taught, the extended range readable tracking number is implemented using a technology such as passive RFID that can be read by an RFID reader emitting an exciter field such as  20 - ef  (see  FIGS.  10 A,  10 B and  10 C ,) where as is well known in the art, a passive RFID device may optionally include a writeable or re-writable memory that can for example be updated at some point in time after the RFID has been manufactured. This optional writeable or re-writable memory is also available for active RFID solutions like the technology used in the Disney Magic Band. The prior co-pending application further taught that the same tracking number that is associated with a gamer  2   s  as an avatar or gamer ID is embedded in a close-range readable device, such as a near-field communications (NFC) barcode implemented in printed electronics. What is important to understand is that multiple technologies exist for providing a remotely detectable avatar or gamer ID that either matches identification information pre-associated with a gamer  2   s , or is further associable with this pre-associated information in a computer database, for example a database maintained by either gaming system  48 , or by global eco-system  40  and then made available to system  48 . The provided and remotely detectable avatar or gamer ID is preferably in a technology form that is easy for the gamer  2   s  to wear or otherwise carry about on their person while within a destination  4 - a  or  4 - b , and also then interacting with a gaming system  48 . Several implementations have been taught in both the present and co-pending applications includes electronic ticket  2   c , anklet  16  and wristband  16 - wb , where the implementations may be either or both close-range and extended-range readable, where close range is generally less than 6 inches and extended range is preferably up to 45 feet. 
     Still referring to  FIG.  10 D , what is desirable is that either the first tracking number associated with a gamer  2   s &#39;s avatar or gamer ID, or some second tracking number associable in a database with the first tracking number, is embedded into any one or more mobile gaming devices  60  that are purchased by a given gamer  2   s  for use with respect to a game being provided by the presently taught game theater  100  or similar. One preferred solution for embedding either the first or second tracking number is to use a passive RFID, for example what is referred to as a micro-RFID, such as sold by Hitachi as a “ultra small package tag” USPT. While the read range of the micro-RFID is close range, it can be extended for example by the inclusion of an antenna. Other passive extended range RFID devices are also usable and are well-known in the art. Regardless of the technology chosen, the present teachings prefer using some form of a readable-writeable ID memory device such as a passive RFID  4 - rfid , where the ID memory device is included with, attached to or embedded within the mobile gaming device  60 , where mobile gaming devices include any of: a) an article  12  such as a wizard&#39;s wand that is a game toy for inputting gestures, motions, projections, or otherwise movement related data to gaming system  48 , b) persona clothing  19  such as a scarf that is game clothing especially supporting a persona or game theme, c) game activity logging media  13  such as a game log book for indicating game access points  30  visited by the gamer  2   s  or otherwise recording gaming activities in a non-electronic format, d) secret message imaging devices such as eye glasses  14  and magnifying glass  15 , e) a mobile device such as a smart phone running a game app, or e) any object usable in any manner with respect to a game being played by a gamer  2   s  using the interactive gaming system  48  and any one or more game access points  30 . 
     Still referring to  FIG.  10 D , the present system then causes mobile gaming device  60  to be associated with gamer  2   s  preferably at the point-of-sale within sale point  4 - sp . As is well-known in the art, a sales point  4 - sp  may include a read-write device capable of reading or writing the ID memory device such as a passive RFID  4 - rfid  included with, attached to or embedded within the mobile gaming device  60 . This read-write device may either be self-operated by gamer  2   s  or operated by a sale agent of the sales point  4 - sp . Using either the same read-write device, or some other electronic computing means, pre-known information regarding the gamer  2   s  is first determined and then used at least in part for providing information to the read-write device to be written onto the mobile gaming devices  60 &#39;s ID memory device. The preferred pre-known gamer  2   s  information includes any of a unique ticket number or tracking number associated with the gamer  2   s  or the gamer  2   s &#39;s chosen avatar, as prior taught in relation to the smart ticket  2  described in the co-pending application entitled THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM. The pre-known gamer  2   s  information is preferably stored within a database maintained on either or both of gaming system  48  or global eco-system  40 , where this stored pre-known gamer  2   s  information is electronically accessible at sales point  4 - sp , for example accessible by a computing system controlling the read-write device capable of reading or writing to the ID memory device. It is also preferred that information sufficient of uniquely associating the mobile gaming device  60  being purchased by a gamer  2   s  is then written onto the ID memory device by read-write device at the point of sale, after which sale information such as the product type, produce number, manufacturer, sales point ID, salesperson, time of sale, etc. is preferably provided to either or both of systems  48  and  40  that are responsible for maintaining a database of gamer  2   s  related information. If the ID memory device is only capable or being read and not written to, it is preferred that the read-write device read a unique ID embedded within the ID memory device and provides this along with any other sales information for storage in the database including gamer  2   s  related information. 
     Still referring to  FIG.  10 D , at some future time after the sale of a mobile gaming device  60  to a gamer  2   s , the gamer  2   s  is anticipated to use the device  60  at a game access point  30 . Game access point  30  then uses gamer/device detection sub-component  30 - det  to automatically scan and detect gamer information pre-existing or written onto the ID memory device such as RFID  4 - rfid  included with, attached to or embedded within the mobile gaming device  60 . After detecting this ID memory device information, access point  30  provides the information to gaming system  48 , where system  48  at least in part uses this information to affect the gaming experience of gamer  2   s . The detectable gamer information is also provided to object tracking  30 - ot  if the type of detected mobile device  60  is pre-known to be trackable by tracking system  30 - ot , where tracking system  30 - ot  then tracks device  60  and provides this tracking information to gaming system  48 , where system  48  at least in part uses this information to affect the gaming experience of gamer  2   s . Upon receiving detected gamer information from an access point  30 , gaming system  48  may also request any additional gamer information that is for example stored or maintained in a database outside of system  48 , for example in global eco-system  40 , where system  48  at least in part uses this additional gamer information to affect the gaming experience of gamer  2   s.    
     And finally, with respect to  FIG.  10 D , it is possible that some mobile gaming devices  60  do not include an ID memory device such as RFID  4 - rfid . For example, gamer  2   s  may already own products such as clothing  19  or article  12  that were made and purchased prior to or not specifically for use with the present invention  100 . The present invention anticipates that these devices  60  that do not include an ID memory device such as RFID  4 - rfid  are still detectable using well-known image analysis algorithms as earlier discussed for analyzing captured images  15 - img  to classify or identify objects. The game access points  30  may therefore include any one or more object tracking cameras  30 - ot - cam  that are capable of capturing images of the gamer  2   s  and processing these images to classify or identify one or more products being worn or used by the gamer  2   s , for example including persona clothing  19 , articles  12 , secret message imaging devices  14  or  15 , or in general any of mobile gaming devices  60  whose images are pre-known to the object tracking system  30 - ot  specifically, or the gaming system  48  generally. 
     Referring next to  FIG.  10 E , as is well-known in the art of sale processing, it is typical to provide a purchaser with discounts based for example upon some information presented by the purchaser. The present invention anticipates that a gamer  2   s  is identifiable to a sales point  4 - sp  through any of several means taught herein or in the related applications, where after identification the sales point  4 - sp  communicates the identification information to either or both the gaming system  48  or the global eco-system  40  and receives back additional gamer information and/or suggested sales benefits, and where the sales point  4 - sp  provides some additional sales benefit to the gamer  2   s  based at least in part upon any of the additional gamer information or suggested sales benefits. The received additional gamer information for use in determining additional sales benefits includes any of: a) the state of the game with respect to gamer  2   s  including points accumulated, level&#39;s achieved, game access points visited, destination objects or symbols captured as images, current assignments, missions accomplished, etc., or b) the gamer  2   s &#39;s persona, avatar or personal (profile) identifying information, and additional benefits include any of: a) discounts or special pricing, b) special seating at restaurants or shows, c) shorter wait times through preferred access such as a theme park fast lane, d) unique products or services not generally available, e) custom performances or shows of attention at the sales point such as a themed character appearing to give the gamer their product, f) any benefit that is not normally available for some reason or at some price to a non-gamer, g) entrance into a lottery, or h) some special prize product or service that becomes available as a result of competition in an on-going or concluded game. 
     The sales point  4 - sp  preferably provides information regarding all sales such as products and services purchased to the interactive gaming system  40  or the gaming platform  10 , where this sales information can be used as either an actionable game response or as a means of accumulating game rewards or benefits. For example, interactive gaming system  48  decide to enter the gamer into a lottery based upon any of the sales information, where the lottery may be to win a themed game toy or to be given access to a particular destination location or event. As those familiar with destinations will understand, there are virtually limitless number of ways to create incentives for a gamer tied to an on-going game and a destination, such that what is important is that the gaming system  100  maintains both the on-going game state of a gamer and information related to destination purchases and destination locations visited. 
     Still referring to  FIG.  10 E , also as is well-known in the art of sale processing, it is typical to provide a purchaser with a sales receipt recording a sales transaction, where often this sales receipt is printed, but may also be provided as an electronic receipt viewable on the purchaser&#39;s personal computing device such as a smart phone or tablet. The present invention anticipates that the receipt generating system used by a sales point  4 - sp  receives additional gamer information from either or both the gaming system  48  and global eco-system  40  prior to generating the sales receipt, where the receipt generating system then alters the generated receipt to include additional information at least in part based upon any of the additional gamer information, where the received additional gamer information includes any of: a) the state of the game with respect to gamer  2   s  including points accumulated, level&#39;s achieved, game access points visited, destination objects or symbols captured as images, current assignments, missions accomplished, etc., or b) the gamer  2   s &#39;s persona, avatar or personal (profile) identifying information, and where the additional information included on the generated sales receipt is any of: a) non-encoded information readable by the gamer  2   s  such as text, b) encoded information not readable by the gamer  2   s , such as a bar code or QR code, and where the generated sales receipt is a printed receipt, c) non-visible information that is either non-encoded or encoded, where the non-visible information is for example printed onto the generated sales receipt using an invisible ink such as is generally available in the marketplace for use at least with ink-jet printers, and where non-visible information is then made visible when it is exposed to a non-visible energy such as ultra-violet light. 
     The present invention anticipates that the additional information included on the generated sales receipt is a part of the on-going game as being directed by the gaming system  48 , and where: a) the additional information is directly useable by the gamer  2   s  as a clue, question, answer, directive, etc., b) the additional information may be captured as images  15 - img  using a secret message imaging device such as eye glasses  14  or magnifying glass  15  for use a gamer&#39;s actionable response, or c) if the additional information is non-visible it may be turned into visible information by being exposed to an appropriate non-visible energy such as ultra-violet light being output by using a secret message imaging device such as eye glasses  14  or magnifying glass  15 , where the exposed information is then directly usable by the gamer  2   s  or may be captured in an image  15 - img  to be provided to gaming system  48  as the gamer&#39;s actionable response. 
     And finally, still referring to  FIG.  10 E , there is shown a gamer  2   s &#39;s game log book  13 , where preferably a sales point  4 - sp  agent or machine stamps or prints visible or non-visible, encoded or non-encoded information onto the game log book  13 , where this stamped information is then either directly usable by the gamer  2   s  or may be captured in an image  15 - img  to be provided to gaming system  48  as the gamer&#39;s actionable response. As will be well understood by those familiar with destinations such as theme parks, in addition to receiving a stamp for visiting a sales point  4 - sp , it is ideal that gamer  2   s &#39;s may receive stamps or markings at any of the special interaction points associated with the destination  4 - a ,  4 - b , and not necessarily associated with the game being directed by the gaming system  48 , where these special interaction points can include themed characters that are walking about the destination and where for example the special interaction point such as a themed character stamps or signs the gamer  2 &#39;s log book after also first receiving information about the gamer  2   s  by communication with the gaming system  48 , where the information provided by the special interaction point such as a themed character to the log book  13  is based at least in part upon the received gamer information. For example, a themed character of a destination may be carrying a portable electronic device that allows the character to automatically detect the gamer  2   s  avatar ID, after which gamer information is then also automatically transmitted to the themed character&#39;s portable electronic device by either or both the interactive gaming system  48  or global eco system  40 , and where the themed character after receiving the gamer information writes or stamps some message onto the gamer&#39;s log book  13  based at least in part upon the gamer information and useable as a gaming system clue, question, answer, directive, etc. 
     Referring next to  FIG.  11   , there is shown a game access point  30  that includes an actuated device  50  that is a game toy dispenser  30 - gtd  for dispensing any of toys or objects usable or in association with the game being played by a gamer  2   s , especially including any of mobile gaming devices  60 . As previously taught, using any of a number of technologies, as a gamer  2   s  approaches a game access point  30 , access point  30  is able to automatically detect gamer  2   s  or a mobile device  60  being carried by gamer  2   s . The any number of technologies especially include those technologies capable of reading extended range electronic data such as wi-fi, Bluetooth and RFID, where RFID is preferred because the solution has an option to use passive, or powerless means for representing the extended range data. As those familiar with passive UHF RFID will understand, the gamer  2   s  and/or the mobile gaming devices  60  carried by the gamer may include a passive RFID that is detectable by gamer/device detection  30 - det  using an RFID reader and antenna at distances up to and exceeding 45 feet. For mobile gaming devices  60  such as eye glasses  14  or the magnifying glass  15 , it is desirable to embed a communications technology such as wi-fi or Bluetooth, especially as taught for eye glasses  14  in the prior co-pending application entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM. While the embedded communications technologies such as wi-fi or Bluetooth do require power in the form of a battery, they also enable the two-way communication of data including images such as  15 - img  herein described. In the case where the gamer  2   s  is using any mobile gaming device  60  such as glasses  14  or  15  that is adapted to include this powered form of communication, then gamer/device detection  30 - det  may also be equipped to automatically detect the proximity of the so equipped mobile gaming device  60 , as will be well understood by those skilled in the art of those technologies especially as they apply to local positioning systems. Regardless of the detection apparatus and method, once a gamer  2   s  and/or one of the mobile gaming devices  60  that has been pre-associated with the gamer (see for example the teachings related to prior  FIG.  10 D ,) the game access point  30  communicates the detected gamer information to gaming system  48 . 
     Still referring to  FIG.  11   , gaming system  48  then transmits gamer information back to the game access point  30 , where the game toy dispenser  30 - gtd  at least in part uses any of the transmitted game information to affect the selection or dispensing process of a game toy to the gamer  2   s . For example, based upon the game information, gamer  2   s  might be required to input a spell using their wizard wand  12 , where the trajectory of the tip of article  12  is tracked by the game access point object tracking system  30 - ot  that analyzes images captured by camera  30 - ot - cam , and where the analysis of the trajectory of the tip of article  12  is interpretable as a spell or command, all as prior discussed especially in relation to the prior co-pending application entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM. In general, gamer  2   s  may be dispensed any game toy available in the dispenser under any condition that at least in part uses the transmitted gamer information, where conditions include: a) that the gamer  2   s  is identified as a specific persona that has achieved a certain amount of points or achievement level, b) that the gamer  2   s  has accomplished a specific task as assigned by the gaming system  48 , where tasks include any set of actions, either mental or physical, required by the gamer  2   s  for example answering a question, or collecting stamps from destination locations proving that the gamer has attended the location, where the gamer  2   s  proves the attendance by taking a picture of the stamp for example using their eye glasses  14  or magnifying glass  15 , c) that the gamer  2   s  has purchased some other product with a proof-of-purchase being an image of the sales receipt, or d) that the gamer  2   s  has been selected for any other reason to receive a toy, for example by winning a game lottery. 
     Still referring to  FIG.  11   , exactly like the teachings related to  FIG.  10 D , game toy dispenser  30 - gtd  preferably includes read-write apparatus for receiving gamer information for writing onto a memory ID device associated with the dispensed game toy, where for example the gamer information is the gamer  2   s &#39;s avatar ID and the memory device is a micro-RFID  4 - rfid  that is embedded into a game toy such as sword  62 - swd . Read-write apparatus can additionally read information such as a unique product code from the memory ID device such as  4 - rfid  that is then automatically transmitted to either of the gaming system  48  or the global eco-system  40  for storage in a database in association with the gamer  2   s  ID. In any case, what is desirable is that the game toy that has been dispensed is automatically detectable at any game access point  30  and associable with the gamer  2   s  for which it was dispensed. Like the sale point  4 - sp  teachings described in relation to  FIG.  10 D , game toy dispenser system  30 - gtd  and/or game access point  30  including the dispenser  30 - gtd , preferably provide additional transaction information such as date, time, product type, manufacturer&#39;s product number, etc. to be stored in association with the gamer  2   s  ID on either or both the gaming system  48  and the global eco-system  40 . Access point  30  comprising dispenser  30 - gtd  optionally include sales receipt printing device for outputting sales receipts  4 - pr   1  or  4 - pr   2  as prior taught in relation to  FIG.  10 E . And finally, with respect to  FIG.  11   , game access point  30  including dispenser  30 - gtd  optionally includes a secret message output device  22  for outputting secret messages by the gaming system  48  that are relevant to the processes of selecting a toy for dispensing or otherwise directing the gamer  2   s.    
     Referring next to  FIG.  12   , there is shown a game access point  30  including a secret message output device  22  such as projector  21 - p  for projecting a public image including a secret message image or video, for example of an orc that is positioned to interact with a gamer  2   s . Like all game access points  30 , gamer  2   s  is automatically detected when they enter the presence of the game access point  30 . It is noted, that for any game access point  30 , a gamer  2   s  may either have approached game access point  30  on their own initiative, or may have been summoned to game access point  30  by the gaming system. It is also noted that multiple gamers  2   s  might be approaching a game access point  30  at substantially the same time. The present invention has already taught specific means of limiting the display of the secret messages output by a device  22  to a select one or more gamers  2   s  from a multiplicity of gamers  2   s  detected to be present at the game access point  30 , see especially co-pending U.S. Non-Provisional application Ser. No. 15/975,236 entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM. The present invention anticipates using pressure sensitive flooring also as prior taught in relation to co-pending U.S. Non-Provisional application Ser. No. 16/055,078 THEME PARK GAMIFICATION, GUEST TRACKING AND ACCESS CONTROL SYSTEM such that the flooring area in front of a secret message display  22  might be for example marked off with a circle sufficient for a single gamer  2   s  to be present, or marked of with multiple circles. Using the pressure sensing flooring, the game access point  30  can detect the presence of a person, while then using other prior taught techniques such as causing LEDs to blink on eye glasses  14 , the game access point may then use it embedded object tracking system  30 - ot  to decode the flashing LEDs confirming the identity of the gamer  2   s  wearing the glasses  14  (as prior taught in the co-pending application INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM) that is standing within a pre-known and calibrated location such as a circle. 
     Still referring to  FIG.  12   , what is most important is that a gamer  2   s  is selected for live interaction with the game access point  30 , where live interaction minimally includes: 1) the gamer  2   s  using a secret message imaging device such as eye glasses  14  sees a secret message video, 2) the gamer  2   s  articulates a game toy such as sword  62 - swd , where the articulations are trackable using the object tracking system  30 - ot  associated with the game access point  30 , for example the object tracking system  30 - ot  includes a camera for capturing images of the gamer  2   s  and game toy such as sword  62 - swd , and where some portion of the game toy is tracked and interpreted as it is articulated (see especially the co-pending application INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM,) and 3) the gaming system  48  or the access point  30  causes updates to the secret message at least in part based upon the game toy articulations. What is further desirable is that: 4) the updates to the secret messages made by the access point  30  in response to the articulations of the game toy such as  62 - swd  are further based at least in part upon any of the game information, for example including gamer  2   s  persona type, avatar ID, points accumulated, achievement level, age, sex, etc. and 5) that the articulated toy such as sword  62 - swd  is capable of actuating affects such as vibration or the output of light, and where at any point after the gamer  2   s  is detected by gamer/device detection  30 - det , game access point  30  transmits signals using system communications  30 - com  to communications elements embedded with the game toy, where the transmitted signals are processed by a computing element within the game toy in order to start, alter or stop some game toy effect, such as vibration or the output of light. 
     Referring next to  FIG.  13   , there is shown a light gun  62 - gun  that is well known in the art for use as a video game controller for aiming and shooting in a video game. The functionality of the light gun includes a gamer  2   s  peering down the scope of the gun at a video screen with moving objects that are targets, where the targets and the surrounding scene as displayed on the video screen are viewable to the naked eye. The present invention further adapts the video screen to be a secret message output device  22  of any taught or anticipated configuration including a display  20  or projector  21 - p . The present invention also further adapts the traditional light gun to include a secret video scope  15 - 6 , thus becoming light gun  62 - gun , where the video scope  15 - 6  is like other variations of magnifying glass  15  herein taught. What is most important is the scope  15 - 6  includes at least a polarizing lens such as  15 - lp  for transmitting only the secret message image(s) such that the gamer  2   s  is using gun  62 - gun  to shoot at images that cannot otherwise be seen by the naked eye. Optionally, scope  15 - 6  comprises  15 - lp - as , where the polarizing lens is further adapted to include an active shutter, the benefits of which have been prior taught within, or where scope  15 - 6  comprises  15 - lp - as - md , where the polarizing lens is further adapted to include both an active shutter and a modulator, the benefits of which have also been prior taught within. Using the teaching described in  FIG.  13   , a gamer  2   s  uses an adapted light gun  62 - gun  to see targets that are secret message images not otherwise perceivable to the naked eye, and then uses the light gun to shoot at these secret targets. 
     Referring next to  FIG.  14   , there is shown a game clue symbol  48 - sym  that has been visually divided into a minimum of 2 parts, specifically a symbol key  48 - sym - key  that is displayed on a secret message imaging device such as eye glasses  14  or magnifying glass  15  in response to directives from the gaming system  48 , where the display is caused by any means taught herein or within the related co-pending applications, at least including the use of an active shutter layer over the polarization layer of a lens either in eye glasses  14  or magnifying glass  15 , or the projection of an image C using an lcd projector such as  15 - lcd  taught in relation to  FIG.  6    for use in magnifying glass  15 , or the projection of an image in any form of a augmented reality device further adapted to eye glasses  14  as is well-known in the art. Alternatively, rather than gaming system  48  providing the image directly, or directives to provide the image of key  48 - sym - key  to the gamer  2   s  via their mobile gaming device, it is also anticipated that gamer  2   s  capture an image of markings found either specifically within a game access point  30  or otherwise upon or within any surface or object found within a destination  4 - a  or  4 - b , where an object, or destination symbol, might include a painting, a page in a book, or markings on a wall or floor of the destination. What is important is that gamer  2   s  using their mobile gaming device such as  14  or  15  sees an image of key  48 - sym - key . If captured by the gamer  2   s , it is further anticipated that the captured image is transmitted to the gaming system  48 , where the gaming system  48  uses the prior taught sub-components including image clue processing  48 - icp  and object classification and identification  48 - oci  to first analyze the captured image to confirm for the gamer  2   s  that they have found a key to a secret symbol  48 - sym , where the confirmation is provided to the gamer  2   s  preferably by using of any of the UI elements and teachings herein described for magnifying glass  15 , or prior described for eye glasses  14  in the co-pending application. 
     Still referring to  FIG.  14   , gamer  2   s  then searches throughout the multiplicity of game access points  30  or through destinations  4 - a  or  4 - b  to find a matching lock symbol  48 - sym - lock , which when properly aligned with key symbol(s)  48 - sym - key , combine to form  48 - key - lock  that is substantially similar to secret symbol  48 - sym . In order to determine if a gamer  2   s  has found the required lock  48 - sym - lock , gamer  2   s  views the lock through their mobile gaming device such as  14  or  15 , attempting to align the key  48 - sym - key  and the lock  48 - key - lock , where once aligned the gamer  2   s  takes a picture of the lock  48 - sym - lock  that is transmitted to gaming system  48  along with the key  48 - sym - key  or related information currently displayed on the gamer  2   s &#39;s device  14  or  15 . Gaming system  48  then uses image clue processing  48 - icp  and object classification and identification  48 - oci  to first analyze the captured lock image  48 - sym - lock  in combination with the currently display key image  48 - sym - key  to confirm for the gamer  2   s  that they have found a valid key and lock  48 - key - lock  representative of a secret symbol  48 - sym . Once confirmed, gaming system  48  uses the confirmation as an actionable response from gamer  2   s , where the confirmed key and lock  48 - key - lock  is used at least in part to effect any change in the gamer  2   s &#39;s gaming experience. The lock symbol  48 - sym - lock  may be visually apparent to the naked eye, or may be presented by a game access point  30  as a secret message. Where the lock symbol  48 - sym - lock  is visually apparent, a gamer  2   s  using their smart phone with an appropriate gaming app, may perform all the necessary steps herein described in relation to  FIG.  14    for finding, viewing and using key(s)  48 - sym - key  to align with visible locks  48 - sym - lock  for creating valid key-lock combinations  48 - key - lock . Anticipated responses by the gaming system  48  to the successful finding of a key-lock combination  48 - key - lock  by a gamer include unlocking an object such as a secret door into a room or a door on a safe, while any directive issued by the gaming system  48  at least in part based upon the finding of a key-lock combination  48 - key - lock  by a gamer is otherwise considered to be within the scope of the present invention. 
     Referring next to  FIG.  15 A , there is shown levitating device  63  that is an actuated device  50  capable of receiving controlling signals from a game access point  30 , where the received controlling signals actuate device  63  causing the apparent effect of levitating an object such as reflective screen  21 - rsf - 2 . Levitating devices  63  are well known in the art and typically comprise a base  63 - bse  with sufficient electronics for converting electrical power into a variable strength magnetic field  63 - mf , where the magnetic field  63 - mf  causes the magnetic repulsion of a metal plate  63 - pit , and where plate  63 - pit  is in some way connected to an object such as reflective screen  21 - rsf - 2  such that as plate  63 - pit  is repulsed and therefore levitates the connected object also levitates. It is also well known that the magnetic field is variable in such a way as to cause the metal plate  63 - pit  to spin about a vertical axis perpendicular to the horizontal floating plane of the plate  63 - pit , with the visual effect of causing the connected object such as screen  21 - rsf - 2  to spin. Preferably, controlling signals for levitating device  63  are based at least in part upon any combination of: a) game information related to a gamer  2   s  detected to be within the proximity of base  63 - bse , or  b ) mobile gaming device  60  movements, for example the movements of an article  12  as determined by object tracking system  30 - ot  using camera  30 - ot - cam  as preferably caused by a gamer  2   s  detected to be within the proximity of base  63 - bse.    
     Referring now to  FIGS.  15 A and  15 B , game access point  30  uses any of sensing technologies such as herein described or as described in any of the co-pending applications to detect the proximity of either or both a gamer  2   s  or any of mobile gaming devices  60  such as article  12 , eye glasses  14  or sword  62 - swd . Also, as prior taught, once a gamer  2   s  or a mobile gaming device  60  is detected by game access point  30 , detected gamer  2   s  and device  60  information is preferably communicated to gaming system  48 , whereupon gaming system  48  provides to game access point  30  game information for directing an interaction with gamer  2   s  in accordance with the current game datum as maintained by system  48 . Game access point  30  at least in part uses the game information communicated by system  48  for directing an interaction with gamer  2   s  to actuate any of a secret message output device  22  or an actuated device  50 . Regarding the configuration of the game access point  30  as depicted in the present  FIGS.  15 A and  15 B , preferably game access point  30  controls actuated device  50  that is a levitating device  63  for levitating a spherically shaped reflective screen  21 - rsf - 2  and further comprises both a secret message output device  22  and an object tracking system  30 - ot . Secret message output device  22  preferably comprises one or more projectors such as  21 - p - 1  and  21 - p - 2  for projecting secret message images A and complimentary image B as herein taught in especially in relation to  FIGS.  3  and  4   , where images A and B are projected onto and reflect off of spherically shaped reflecting screen  21 - rsf - 2 , where the composition of reflecting screen of  21 - rsf - 2  is metallic versus non-metallic paint for reflecting images A and B while minimally effecting the polarization of either image, all as is well known in the art especially as it relates to movie theater screens for displaying 3D movies. As prior discussed herein, the reflected A and B images will be perceived by the naked eye as a public image, whereas a gamer  2   s  viewing the spherically shaped reflective screen  21 - rsf - 2  will substantially perceive only secret message image(s) A. 
     Still referring to  FIGS.  15 A and  15 B , game access point  30  as depicted further comprises object tracking system  30 - ot  for tracking the movements of any mobile gaming device  60 , such as article  12  a wizard&#39;s wand being moved about my gamer  2   s . Especially as prior taught in the co-pending application entitled INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM for inclusion with mirror/display  20 , object tracking system  30 - ot  for tracking article  12  preferably includes camera  30 - ot - cam  for capturing images of article  12  as it is moved and determining from these images at least the trajectory of the tip of article  12 , where the determined trajectories are interpretable as controlling signals. As those familiar with entertainment and gaming systems will understand, while it is preferred that game access point  30  further includes object tracking system  30 - ot  for determining controlling signals based upon article  12  movements, where article  12  movement based controlling signals are used at least in part in combination with game information to determine the actuation of levitating device  63 , where the actuation includes the levitating movement up and down, and/or spinning of reflective sphere  21 - rsf - 2 , the determination and inclusion of device  60  such as article  12  movement based control signals is optional and should therefore be considered as exemplary, rather than a limitation of the present invention. As will also be clear to the careful reader, its is possible to apply the present teachings to any number of physical objects and not just for example reflective sphere  21 - rsf - 2 , where for example another object could be a mock feather including magnetic material that appears to be levitated based upon the gamer&#39;s tracked article  12  movements. 
     Still referring to  FIGS.  15 A and  15 B , there is shown the preferred use of two or more secret message projectors  21 - p - 1  and  21 - p - 2 . As will be well understood by those familiar with the operation of 3D projection systems especially as used in a movie theater, by using two projectors  21 - p - 1  and  21 - p - 2  it is possible to create a 3D secret messages A, where the complementary image B can be chosen such that the resulting public image  21 - img  is either in 2D or 3D. What is important to see is that a 3D effect is creating by causing the gamer  2   s &#39;s left eye to receive a “left” scene image while at substantially the same time the gamer  2   s &#39;s right eye is receiving a “right” scene image. For this effect, it is necessary for gamer  2   s  to be viewing a reflective screen  21 - rsf  or  21 - rsf - 2  using eye glasses  14  rather than magnifying glass  15 , since eye glasses  14  provide separate control over the transmission of images into the gamer  2   s &#39;s left eye vs. right eye. As will also be well understood by those familiar with 3D imaging systems and as taught in the prior co-pending application INTERACTIVE OBJECT TRACKING MIRROR-DISPLAY AND ENTERTAINMENT SYSTEM with respect to glasses  14 , glasses  14  are further adapted to include an active shutter layer such that it is possible to control the actuation of the active shutters in each left and right lens of glasses  14  so as to block or transmit temporally alternating projected left and right scene images, all of which is well-known in the art as a means for creating the perception of 3D for a viewer such as gamer  2   s.    
     Still referring to  FIG.  15 B , the present invention teaches a new means for interacting with left and right projected scene secret images A for the perception of a gamer  2   s  that the scene is three dimensional. Specifically, glasses  14  and all of the variants as taught in the co-pending prior application may be further adapted to include a second modulator  15 - md  as taught herein in relation to  FIG.  5 C . In  FIGS.  5 A and  5 B , lens  15 - lp - as  comprising a combination of a polarizer layer, such as either a linear or circular polarizer, and an active shutter layer, was shown to always transmit through the polarizer layer only selected polarized rays from a secret message image A, and by controllably actuating the active shutter layer, the secret message image A was blocked or transmitted in coordination with the projection of the image A by projectors  21 - p . This same combination of functionality was taught in the prior co-pending application with respect to eye glasses  14 . What was additionally taught in  FIG.  5 C  was that lens  15 - lp - as  was further adapted to include an electronically controllable second modulator  15 - md  thus forming new lens  15 - ls - as - md , where each of left and right lens of prior taught eye glasses  14  are herein taught to be further adapted as well. 
     The purpose and use of the second modulator layer  15 - md  is to controllably alter the polarization orientation of the light rays incoming into the lens  15 - lp - as - md , such that by altering the polarization orientation of the incoming rays, it is possible to cause the rays to be either transmitted or blocked by polarizer  15 - lp . As will be well understood by those familiar with linear polarizers and light modulators, by adapting eye glasses  14  to include a second modulator, it is possible to modulate either the rays coming into the left or right lens of glasses  14  such that the linear polarization angle of the rays are effectively rotated by 90 degrees, where the so rotated rays will then be orthogonal to the underlying linear polarizer layer and as such will be substantially block from transmission to the wearer of glasses  14  such as gamer  2   s . The net effect is that glasses  14  are electronically adjustable for switching between left and right lenses with identical transmission of incoming light rays based upon the polarization angle of the incident rays, to left and right lenses with orthogonal transmission of incoming light rays based upon the polarization angle of the incident rays, where identical transmission supports simultaneous viewing of a 2D projected image scene and orthogonal transmission supports simultaneous viewing of a 3D projected left and right eye scenes. Simultaneous viewing of 3D left and right images is an alternative to the alternating viewing of left and right image as afforded by the alternating actuating of left and right active shutters, all as is well known in the art and as prior described. 
     Still referring to  FIG.  15 B , when projecting images onto a non-flat surface it is preferred that the secret message output device  22  comprising one or more projectors such as  21 - p - 1  and  21 - p - 2  implement a well-known method referred to as either projection mapping, spatial augmented reality or video mapping, where instead of projecting on a flat screen, light is mapped onto any shape surface, turning common objects of any 3D shape into interactive displays. More formally, projection mapping is the display of an image on a non-flat or non-white surface and is herein preferred so that the gamer  2   s  has the perception that the secret image being viewed is being spherically emitted from the reflecting surface  21 - rsf - 2 . The use of projection mapping is considered to be herein incorporated into any of the anticipated or possible uses of projectors  21 - p , whether projecting onto a spherical ball or the façade of a building. The present invention offers the unique ability to use projection mapping on a non-flat or non-white surface to create for example a static public image while at the same time create a dynamically moving secret image A, whereas the projected secret image A changes, the complimentary image B is sufficiently altered such that the combination of images A and B provides a static public image, all was will be well understood by those skilled in the art of projection systems and by a careful reading of the present invention. 
     CONCLUSION AND RAMIFICATIONS 
     Thus, the reader will see that the present game theater provides for a physical-virtual gaming system with many benefits to destinations such as theme and amusement parks, museums, resorts, casinos, airports, universities, etc. The overall benefits include a physical-virtual gaming system that draws the gamer throughout the destination while integrating tightly with the destination&#39;s existing themes, encouraging the gamer to visit specific destination locations, to purchase destination products and services, and to otherwise more deeply engage with the destination. The physical-virtual games are meant to be short interactions intermittently mixed with the gamer&#39;s total experience, where the interactions are physically spread throughout the destination. Unlike a traditional gaming system such as a computer or gaming console, gamers are required to move about to multiple game access points, sometimes choosing the next access point and other times being summoned. Unlike AR games played using for example a smart phone, the gamer is more deeply immersed as the game content includes real-world objects as opposed to real-world objects with overlaid “augmented” digital information. The real-world objects, as game access points, can output game content, where the game content can be seen by the naked eye, or can only be seen as a secret message through a secret message imaging device. In the present physical-virtual gaming system gamers are automatically identified and tracked, including determining which destination products and services they have purchased and/or are wearing, where this information leads to more fun as gamers engage the destinations themes to advance in the physical-virtual game. 
     The herein described game access points can provide differing gamer experiences at any time to any gamer playing in any of multiple possible games, where even a single gamer may receive a different experience during a subsequent interaction with a same game access point, where indeed the game can be “never ending” and the gamer&#39;s current game state is tracked indefinitely, even beyond the normal destination physical and time of access boundaries. Therefore, the physical-virtual gaming system can extend across multiple destination visits and even multiple destinations, where for example the destinations are a group of museums and the game continues as a gamer visits a different museum. 
     The present invention teaches significant apparatus and methods and presents only some of the many possible example uses of the present game theater. Many more uses are possible as will be apparent from a careful reading of the present and related co-pending applications. In general, unlike a movie theater with a single larger screen that involves the viewer with a single storyline, a game theater distributes the single screen as a multiplicity of screens strategically located throughout the destination. The game theater screens comprise the secret message output displays as prior taught by the present inventor, and as further taught herein especially in relation to projector systems. Also, unlike a movie theater, in the presently taught game theater, viewers move about to the various screens in either a self-directed or game directed sequence, and in this regard, they are autonomously traversing the character storyline. As they physically traverse the storyline throughout the destination, viewers also become doers as they stop at game access points comprising any type and kind of physical props and devices and engage in physical and mental challenges. For example, the gamer might be presented with an actuated device that is a look-a-like bomb that must be defused with 60 seconds or the gamer is “blown up,” where successes increase game points and peer recognition and failures do the opposite. In another example, one or more gamers who may or may not know each other are inside of a room that is crafted to look like the bridge of the USS Enterprise from Star Trek, and they must together negotiate with a Klingon war lord or be destroyed. The Klingon war load could be an animation being displayed on a screen and responding using and AI system, or it could be an actor being videoed in another studio who is listening to the gamer(s) and responding accordingly. 
     The results of each gamer&#39;s interaction with these various game access points is used to provide scoring, indications of mastery of levels, player health, etc., all similar to today&#39;s video games. By using displays and projectors capable of providing secret messages to the gamers, each gamer partakes upon an individualized quest while at the same time public images are presented that continue to be appropriate for the existing destination that has been gamified using the concepts herein and prior taught. 
     Another significant benefit of the present teachings is the integration of the physical-virtual gaming system with the destinations guest services, where for example gamers use a mobile gaming device comprising a camera to image objects or symbols located throughout the destination that serve to give the gamer a “you are here” registration with respect to the destination. Using the same mobile gaming device, the system can provide information to the gamer directly related to the game, such as finding another game access point, or generally related to the destination but not specifically the game, for example finding a destination service or facility or even determining walking time between the present gamer location and some other desired game or non-game related destination location. Game destination locations are not just interactive game access points but can also be any of destination game parts including objects or symbols located throughout the destination, where an object is any physical structure of any size or form and a symbol is any marking on any object. 
     This functionality allows a destination to pre-establish a significant list of themed objects and symbols for creating a seek-and-find element to a physical-virtual game, where in one example gamers solve riddles to help locate an object or symbol and in other cases they use a mobile gaming device such as the herein described magnifying glass or their smart phone and game app to receive “warmer”/“colder” general direction hints for locating the object or symbol. This in turn provides a significant opportunity for the system to assist the destination in the leveling of crowd flow throughout the destination as gamers are summoned to specific destination locations or otherwise encouraged to explore different areas of the destination based upon current crowd sizes. Especially for theme parks, it is typical that themed characters are walking about the destination and that gamers would like to find these characters. Using the present system, it is possible to track the location of the themed characters as a moving target and then direct a gamer to the themed character, where for example once the gamer finds the character they take a selfie image using a mobile game device comprising a camera and the selfie image is usable as a gamer&#39;s actionable game response. Like objects and symbols, a moving target such as a themed character then also becomes a game part, or part of the game. 
     In another advantage of the present system, especially when used at a theme park including additional locations such as resorts and resort rooms, the system can learn various gamer information including for example their competency with respect to an aspect of a game, such as making gestures with wand or answering theme-based questions. Using this learned gamer information, the system can suggest training options to a gamer for practicing when the theme park is either closed or whenever the gamer prefers. Training options can include practicing spells using a wand and an interactive mirror-display or watching themed content on a display that will be useful for the gamer to answer questions or solve challenges with respect to the game. It is also possible for the system to arrange social gatherings for example at a destination restaurant at a certain time, where the invited gamers share important qualities such as a game persona, level of achievement or current state in the game. 
     In yet another example of the uses and benefits of the present game theater, it is possible to incentivize gamers to achieve a certain level of mastery or accomplishments in the physical-virtual destination game, where the gamers are competing with other gamers and the results are provided through for example the gaming system&#39;s social media platform or public displays located throughout the destination. In this contest, one or more winners may be announced that are invited to a public location such as a shop where they are given a physical challenge to perform, such as casting a certain difficult spell using their wand or interacting with a physical interface such as a mock nuclear control panel where the gamer must press the right button sequence to stop the nuclear explosion in a limited amount of time. If they succeed in the physical challenge they are immediately rewarded, where for example a box opens and inside is a highly sought-after toy relevant to the game. Other physical challenges can simply be available all the time for any gamer to take on, where in one example there is a sword being magnetically held with a certain amount of force in a mock rock, and the gamer attempts to raise the sword a certain distance out of the rock, the distance of which is tracked by the system on a leader board, where a threshold distance wins a prize or some advantage in the physical-virtual game. Another physical challenge would be a spell caster display located in a ride line at a theme park, where as gamers are waiting in line they can cast a spell as prompted by the system. Over time, as the gamer goes through more ride lines they can build up spell points and value in the physical-virtual game, also providing a distraction for the longer ride lines. 
     As a careful reader will see, the present invention and the related applications provide many apparatus and methods, some of which are novel and useful by themselves or in various combinations, as will be obvious to those skilled in the various arts. Those skilled in the various arts herein described will also understand that newer implementation of technology will become available for providing the same functions as herein described for any given apparatus. As such, the present invention and all its preferred and alternative embodiments should be considered both as apparatus and as functions that are exemplary and not limitations of the present invention. Furthermore, the present invention has uses well beyond theme and amusement parks, museums, resorts, casinos, airports, universities, etc. including: sporting and music venues, convention centers, retirement communities, air ports and even secure office buildings. 
     While only certain features of the invention have been illustrated and described herein, many modifications and changes will occur to those skilled in the art. It is, therefore, to be understood that the appended claims are intended to cover all such modifications and changes as fall within the true spirit of the invention.