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.