Game scenes are flexibly switched to different points of view selected according to character status and game progress, thereby preventing a loss of interest in the game. A specified hit count HPX and threshold value T1 are compared, and if HPX>T1, control data is generated to display image X1 from a particular perspective. If (HPX>T1) is not true, HPX is compared with threshold value T2 (T1>T2>0). If HPX>T2, control data is generated to display image X2 from a particular perspective. If (HPX>T2) is not true, the maximum decrease D possible in the next attack is subtracted from HPX to calculate inferred value HP', which is then compared with 0. If (HP'<=0) is not true, control data is generated to display image X3 from a particular perspective, but if HP'<=0, control data is generated to display image X4 from a particular perspective.

 
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