A game player can change the rate at which a game character is rendered in a video game with respect to the rendering rate of its surroundings. This change results in a visual appearance in which the game character seems to be time traveling. This visual appearance can be that the game character and its surroundings are moving in opposing directions in time, in the same direction in time but at different rates, or that the game character is moving in time but its surroundings are not moving in time. A user interface is provided through which a player can change the relative rendering rates of the game character and its surroundings to provide the visual appearances of several display modes including fast forward, slow forward, pause, rewind, or recording/playback display modes.

 
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> System and method for using psychological significance pattern information for matching with target information

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