Abstract:
A game device displays on a display monitor scenes of a vehicle moving in response to manipulations by the player. The display monitor further displays a plurality of goal determining elements. A goal point and a time limit to reach the goal point are set when one of the goal determining elements is picked up. Time is counted from when the goal point and the time limit are set. The game device determines an amount of time for the vehicle to reach the goal point and a score that the player has achieved.

Description:
BACKGROUND OF THE INVENTION  
       [0001]     1. Field of the Invention  
         [0002]     The present invention generally relates to a game device and image processing device wherein players compete for game scores in accordance with the superiority of the state of arrival upon a moving object reaching a goal. The present invention particularly relates to a game device wherein the player himself/herself selects the goal determining element, which becomes the objective of the moving object moving in a game space, and game scores are determined in accordance with the state of reaching such selected goal.  
         [0003]     2. Description of the Related Art  
         [0004]     Conventionally, this type of game device has been known as a device which provides a game for a player to compete for game scores in accordance with~the superiority of the state of arrival upon a moving object such as a race car reaching a goal.  
         [0005]     By utilizing this game device, a player simulation drives the moving object such as a race car along a predetermined course, and endeavors to pass this moving object through a checkpoint within a predetermined time limit in accordance with such course. The player thereby competes for game scores obtainable in accordance with points received upon the moving object passing through the checkpoint and the superiority of the state of arrival upon such moving object reaching the goal.  
         [0006]     Nevertheless, according to the aforementioned game device, the goal of the moving object is predetermined and the player always proceeds to the same goal. This results in a problem of the game progress becoming monotonous, and the player may not enjoy a variation in the game.  
         [0007]     Further, according to the aforementioned game device, the display position of the screen was determined in advance without consideration to the player&#39;s preference, and the display screen therefore lacked reality and sense of speed.  
         [0008]     Moreover, according to the aforementioned game device, only images seen from a predetermined angle were displayed when driving the moving object in reverse. This results in a problem of the image lacking reality, and hinders the player from driving the moving object in reverse.  
       SUMMARY OF THE INVENTION  
       [0009]     In other words, an object of the present invention is to provide a game device which determines the goal point pursuant to the game progress and not in advance. Another object of the present invention is to provide a game device capable of displaying the game display screen from a viewpoint preferred by the player. Still another object of the present invention is to provide a game device capable of displaying the reverse movement of the moving object from the player&#39;s line of sight pursuant to such reverse movement.  
         [0010]     In order to achieve the aforementioned objects, the present invention is a game device for competing for game scores in accordance with the superiority of the state of arrival upon a moving object reaching a goal, the game device comprising: presentation means for presenting a goal determining element, which becomes the objective of the moving object moving in a game space; and judgment means for determining game scores by judging the superiority of the state of arrival in accordance with the selected goal determining element upon-selecting one among a plurality of goal determining elements provided by the presentation means.  
         [0011]     The presentation means is for presenting a simulation road regarding the game space, a simulation taxi regarding the moving object, and a simulation taxi passenger regarding the goal determining element; and the judgment means is capable of judging whether a moving object reaches the goal within a prescribed time limit of a game determined per passenger with respect to the superiority of the state of arrival, and determining the superiority of the game results by accumulating the tips obtainable upon the competition with other moving objects.  
         [0012]     The judgment means comprises: a time meter capable of judging whether a moving object reaches the goal within a prescribed time limit of a game determined per passenger with respect to the superiority of the state of arrival; and a tip meter capable of determining the superiority of the game results by accumulating the tips obtainable upon the competition with other moving objects.  
         [0013]     The time meter is means for representing the index with respect to the remaining time in the overall game, and the tip meter is means for representing the index with respect to the elapsed time per passenger.  
         [0014]     In order to achieve the aforementioned objects, the present invention is a game device for displaying images from a forward movement virtual camera taken from a prescribed viewpoint upon a moving object moving in the game space, and provided with a reverse movement exclusive virtual camera for exclusively showing a reverse movement, the game device comprising: reverse movement selection means for selecting the reverse movement of the moving body; and switching means for detecting the operation of the reverse movement switching means and switching the virtual camera to the reverse movement exclusive virtual camera.  
         [0015]     The reverse movement exclusive virtual camera is positioned to the rear of and higher than the forward movement camera, and shows the rear of the moving object from a viewpoint which moves together with-the moving object.  
         [0016]     In order to achieve the aforementioned objects, the aforementioned virtual cameras comprise viewing angle adjustment means for adjusting the viewing angle showing the game space and objects, and adjusting the viewing angle pursuant to the player&#39;s preference.  
         [0017]     The present invention is also a storage medium which stores a program for making a computer execute the aforementioned game.  
         [0018]     Here, storage medium is a medium storing information (mainly digital data and programs) by some type of physical means, and is capable of making processing devices such as a computer or dedicated processor execute prescribed functions. In other words, any medium capable of downloading a program to a computer with some means and making such computer execute prescribed functions will suffice. For example, such medium includes a flexible disk, hard disk, magnetic tape, magnetic disk, CD, CD-ROM, DVD-RAM, DVD-ROM, DVD-R, PD, MD, DCC, ROM cartridge, RAM memory card with battery backup, flash memory cartridge, non-volatile RAM cartridge, etc. Further, situations where data is received from a computer via wireless or radio communication circuits (public circuits, data dedicated circuits, satellite circuits, etc.) shall also be included herein. The so-called Internet is also included in the storage medium referred to herein. 
     
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       [0019]      FIG. 1  is a perspective view showing the game device according to the present invention;  
         [0020]      FIG. 2  is a plane view showing a structural example of the operation switch of the game device according to the present invention;  
         [0021]      FIG. 3  is a block diagram showing a structural example of the game processing board of the game device according to the present invention;  
         [0022]      FIG. 4  is a plane view showing the tip meter and time meter used in the game device;  
         [0023]      FIG. 5  is a flowchart showing the action of the game device;  
         [0024]      FIG. 6  is a flowchart for explaining the time management of the game device;  
         [0025]      FIG. 7  is an explanatory diagram showing the position relationship between the moving object, forward movement virtual camera and reverse movement exclusive virtual camera;  
         [0026]      FIG. 8  is a conceptual diagram showing a structural example of the game device for switching the forward movement virtual camera and reverse movement exclusive virtual camera;  
         [0027]      FIG. 9  is an explanatory diagram showing an example of the image obtained by the reverse movement exclusive virtual camera;  
         [0028]      FIG. 10  is a conceptual diagram showing the relationship between the viewing angle adjustment means and the moving object, forward movement virtual camera and reverse movement exclusive virtual camera.  
         [0029]      FIG. 11  is a conceptual diagram showing a structural example of the adjustment means; and  
         [0030]      FIG. 12  is an explanatory diagram showing an example of the picture upon adjusting the viewing angle. 
     
    
     DESCRIPTION OF THE PREFERRED EMBODIMENT  
       [0031]     The preferred embodiment of the present invention is now explained with reference to the relevant drawings.  FIG. 1  is a perspective view showing an embodiment of the driving game device according to the present invention. In  FIG. 1 , reference numeral  1  shows the game device main body.  
         [0032]     This game device main body  1  is structured of a housing  2  imitating the shape of the driver&#39;s seat of a car and a display  3  provided to the front of the housing  2 . This housing  2  is structured of a seat  4  to which the player sits and an operation device  5  provided to the front of the seat  4 . Although not shown, a reverse movement vibration generator is provided to the seat  4  of the housing  2  and a forward movement vibration generator is provide to the operation device  5 . This enables the player to experience a realistic vibration upon the vibration detection being conducted.  
         [0033]     Speaker mounting holes are arranged on both sides of the front face to which the operation device  5  of the housing  2  is provided, and a background music speaker  8 a and sound effect speaker  8 b are provided within such holes. Speaker boxes are arranged on both sides of the seat  4  of the housing  2  and sound effect speakers  8 c are provided-inside&#39;such speaker boxes.  
         [0034]     Arranged on the operation device  5  provided to the housing are a steering wheel  5   a , accelerator and brake  5   b , shift bar  5   c , and operation switch  5   d  such as a view change switch and selection switch. A game processing board  10  and other circuits are arranged inside the housing  2 . The player makes free use of the operation devices such as the steering wheel and plays the taxi driving game displayed on the display.  
         [0035]      FIG. 2  is a plane view showing the details of the operation switch  5   d . In  FIG. 2 , the door switch  5   da  within the operation switch  5   d  is for designating the passenger to board the taxi (determination of goal determining element). The view-change switch  5   db  within the operation switch  5   d  inclines frontward and backward, and during the period such switch is pressed toward the inclined frontward or backward position, it is capable of outputting the ON state, for example. Therefore, it is possible to use this view-change switch  5   db  so as to change the viewing angle to become smaller while such button is pressed frontward, and to change the viewing angle to become larger while such button is pressed backward.  
         [0036]      FIG. 3  is a block diagram showing the game processing board  10  of the game device according to the present embodiment. In  FIG. 3 , the game processing board  10  is structured of a CPU block  50 , video block  51 , sound block  52 , encoder  160 , and D/A converter  170 .  
         [0037]     The aforementioned CPU block  50  is structured of an SCU (System Control Unit)  100 , main CPU (Central Processing Unit)  101 , main memory (RAM)  102 , ROM  103 , and input interface  104 .  
         [0038]     The aforementioned SCU  100  is capable of controlling the transmission/reception of data by assigning a bus-exclusive time to the devices mutually connected via the busses. The CPU  101  executes the initial program stored in the ROM  103  upon the power being turned on, and initializes the entire device. Thereafter, the CPU  101  develops on the main memory (RAM)  102  a prescribed operating system or game processing program from the ROM  103 , executes such system or game processing program and processes the game development, and orders the preparation of pictures and sounds. The CPU  101  is capable of providing sound data to the sound block  52  and controlling the operation thereof. The CPU  101  is further capable of processing the game processing program based on the input data from the I/O interface  104  and realizing a prescribed game development.  
         [0039]     The main memory (RAM)  102  mainly works as the work memory for storing the aforementioned operating system and game processing program. The ROM  103  stores the initial program, operating system, and game processing program.  
         [0040]     The I/O interface  104  is connected to the steering wheel  5   a , pedal terminal  5   b , shift lever  5   c , operation switch  5   d , etc. of the operation device  5 . Thereby, the operation signals of the steering wheel  5   a , pedal terminal  5   b , shift lever  5   c , operation switch  5   d , etc. of the operation device  5  are read by the CPU  101  as digital data. Further, a vibration device not shown is connected to the I/O interface  104 . Thus, the I/O interface  104  activates the vibration generator pursuant to the vibration order from the CPU  101  and the seat  4  and/or operation device  5  of the housing  2  is vibrated in accordance with the contents of the game.  
         [0041]     The video block  51  comprises a VDP (Video Display Processor)  120  for drawing characters and the like made from polygon data of a video game, and a VDP  130  for drawing background images and performing synthesizing clipping processing to polygon image data and background images. The VDP  120  is connected to the VRAM  121  and frame buffers  122 ,  123 . The drawing data of polygons representing the character of a video game machine is sent from the main CPU  101  to the SCU  100  via the VDP  120 , and written to the VRAM  121 . The drawing data written to the VRAM  121  is, for example, drawn to frame buffer  122  or  123  in a 16- or 8-bit/pixel format. Data drawn to frame buffer  122  or  123  is sent to the VDP  130 . Information for controlling the drawing is provided to the VDP  120  from the main CPU  101  via the SCU  100 . The VDP  120  thereby executes the drawing processing pursuant to such instructions.  
         [0042]     The VDP  130  is connected to the VRAM  131 , and the image data output from the VDP  130  is output to the encoder  160  via the memory  132 . The encoder  160  generates picture signals by adding synchronization signals etc. to this image data, and outputs this to the display  3 . Thereby, the game screen is displayed on the display  3 .  
         [0043]     The sound block  52  is structured of a DSP  140  which synthesizes sounds pursuant to the PCM format or FM format, and a CPU  141  which controls this DSP  140 . Sound data generated by the DSP  140  is output to speakers  8   a ,  8   b ,  8   c  after being converted to a plurality of channel signals by the D/A converter  170 .  
         [0044]      FIG. 4  shows a tip meter and time meter, which displays the game time, to be displayed on the display, and  FIG. 4A  shows the tip meter and  FIG. 4B  shows the time meter.  
         [0045]     In  FIG. 4A , the tip meter  310  is shaped such that display points  311 ,  311 ,  311  are arranged in a circle, and such display points  311 ,  311 ,  311  successively light up upon the player obtaining tips (additional points) during the game development.  
         [0046]     The game operation of this type of game device is hereinafter explained with reference to  FIG. 5  and  6 , based on  FIGS. 1 through 4 . Here,  FIG. 5  is a flowchart showing the game processed by the game device.  FIG. 6  is a flowchart showing the management of the game time.  
         [0047]     Upon starting the game, the CPU  101  of the CPU block  50  executes the processing for displaying the initial screen (S 101  of  FIG. 5 ). Thereby, the initial screen is displayed from the video block  51  to the display  3 , and the sound signals are provided to the speakers  8   a ,  8   b ,  8   c  from the sound block  52  via the D/A converter  170 . Further, the game time is set to the game meter  320 .  
         [0048]     The CPU  101  executes a game time management flowchart separate from the aforementioned flowchart. That is, the CPU  101  subtracts the provided game time pursuant to the game progress (S 201 , S 202  of  FIG. 6 ; NO) and, when the game time runs out (S 202 ; YES), compulsorily ends the game (S 203  of  FIG. 6 ). The CPU  101  orders the video block  51  to display this subtraction result (S 201 ) on the time meter  320 . Thus, displayed on the time meter  320  displayed on the display  3  is a state where the game time gradually decreases.  
         [0049]     Next, the CPU  101  of the CPU block  50  reads operation signals from the steering wheel  5   a , pedal terminal  5   b , shift lever  5   c  and operation switch  5   d  of the operation device  5  via the I/O interface  104  (S 102 ). Further, the CPU  101  of the CPU block  50  executes the program and develops the game pursuant to such operation signals (S 103 ). Thereby, shown on the display  3  are images of a taxi cruising down a street and sounds corresponding to such screen are output from the speakers  8   a ,  8   b ,  8   c.    
         [0050]     Thereafter, the CPU  101  of the CPU block  50  orders the preparation of images of a taxi cruising down such street (S 102  ˜S 103 ) as well as determines taxi passengers (goal determining element) to be displayed on the screen by random calculation (S 104 ). This is in order to prevent the player from learning the goal conditions etc., as it may be possible if the same person is always displayed upon the start of a game.  
         [0051]     The CPU  101  provides the passenger (goal determining element) information calculated and determined by the CPU  101  to the video block  51  and orders the display of such passenger (S 105 ). The video block  51  thereby performs the processing for displaying such passenger on the display  3  and provides this to the display  3 .  
         [0052]     The player orders whether to board the taxi passenger displayed on the screen with the operation of the steering wheel  5   a  of the operation device  5  and the door switch  5   da  (S 106 ). That is, if the player decides not to board the passenger (S 106 ; NO), he/she operates the steering wheel  5   a  such that the taxi does not approach the passenger side. Contrarily, if the player decides to board the passenger, he/she approaches the passenger by operating the steering wheel  5   a , stops the taxi by operating the pedal terminal  5   b , and presses the door switch  5   da.    
         [0053]     If the player decides not to board the passenger at this time (S 106 ; NO), the CPU  101  reads the operation signals from the steering wheel  5   a , pedal terminal  5   b , shift lever  5   c  and operation switch  5   d  of the operation device  5  via the I/O interface  104  (S 102 ). The CPU  101  of the CPU block  50  executes the program and develops the game based on such operation signals (S 103 ). Thereby, shown on the display  3  are images of a taxi cruising down a street and sounds corresponding to such screen are output from the speakers  8   a ,  8   b ,  8   c.    
         [0054]     Once again, excluding the taxi passenger displayed in the preceding step, the CPU  101  of the CPU block  50  determines the taxi passenger to be displayed on the screen by random calculation (S 104 ), and displays such passenger (S 105 ).  
         [0055]     Here, the player determines once again whether to board the passenger (S 106 ). In the aforementioned explanation, discussed was the situation when a player decided not to board the passenger (S 106 ), so discussed below is the situation when a player decides to board the passenger (S 106 ; YES).  
         [0056]     In other words, when the player decides to board the passenger (S 106 ; YES), he/she operates the steering wheel  5   a  to approach the passenger side, stops the taxi by operating the pedal terminal  5   b , and presses the door switch  5   da . The CPU  101  of the CPU block  50  thereby reads such information via the I/O interface  104 , and detects that such passenger has been selected. Thereupon, the CPU  101  lights up a prescribed number of display points  311  on the tip meter  310 .  
         [0057]     Then, the CPU  101  foremost judges whether the player&#39;s driving technique has been measured (S 107 ). Here, when the CPU  101  judges that the player&#39;s driving technique has not yet been measured (S 107 ; NO), the CPU  101  judges the driving technique based on the information relating to the player&#39;s driving technique obtained from the operation in steps S 102 -S 106  (S 108 ). Assuming, for example, that the player&#39;s driving technique has been previously measured and such information is available, the CPU  101  does not measure the player&#39;s driving technique (S 107 ; YES). Moreover, the player&#39;s driving technique is determined, for example, by measuring in advance the time required to reach a certain point from a different point displayed on the display  3 , and ranking such time.  
         [0058]     The CPU  101  then determines the goal point and time limit in accordance with such goal point (S 109 ) based on the information relating to the driving technique judged at step S 108  or information related to the previously obtained driving technique, and the information of the selected taxi passenger. When the CPU  101  determines the above, the CPU  101  orders the video block  51  to display the time limit of the game on the time meter  320 . The CPU  101  then starts the game and the counter (S 110 ).  
         [0059]     Next, the CPU  101  of the CPU block  50  reads operation signals from the steering wheel  5   a , pedal terminal  5   b , shift lever  5   c  and operation switch  5   d  of the operation device  5  via the I/O interface  104  (S 111 ). The CPU  101  of the CPU block  50  executes the program and develops the game based on such operation signals (S 112 ). Thereby, shown on the display  3  are images of a taxi travelling toward the goal while boarding a passenger and sounds corresponding to such screen are output from the speakers  8   a ,  8   b ,  8   c.    
         [0060]     During the aforementioned game development, the CPU  101  judges whether the taxi passed any other cars at a close range (S 113 ). If the taxi passed by other cars at a close range (S 113 ; YES), the CPU  101  determines that the driving technique is good and orders the tip meter  310  to add and display the tip (S 114 ). The video block  51  thereby prepares a screen wherein the tip meter  310  lights up the display point  311  and provides this to the display  3 . Contrarily, if the taxi did not pass by other cars at a close range (S 113 ; NO), no tip is added and the CPU  101  moves to the next step.  
         [0061]     The CPU  101  then judges whether the taxi has reached the goal (S 115 ). If the CPU  101  judges that the taxi has not yet reached the goal (S 115 ; NO), the CPU once again continues the processing steps from S 111  to S 115 .  
         [0062]     Here, if the CPU judges that the taxi has reached the goal (S 115 ; YES), the CPU  101  judges the superiority of the state of arrival (S 116 ) in accordance with the selected goal determining element based on the counter and number of tips, etc. Thereupon (S 116 ), if the actual driving time is less than the time limit of the game determined in accordance with the passenger or player&#39;s driving technique, the display points  311  of the tip meter  310  are lit up in accordance with such time. The player is thereby able to add points to his/her score.  
         [0063]     If the judgment results of the superiority of the state of arrival in step S 116  exceeds a prescribed value (S 117 ; YES), the game time, if remaining, is accumulated (S 118 ), and it is possible to return to step S 102  and start the taxi game from the beginning. Further, as information of the player&#39;s driving technique can be obtained during steps Sill to S 116 , here, the CPU  101  renews the player&#39;s driving technique (S 116 ). When restarting the game by returning to step S 102  (S 117 ; YES), the accumulated tips are reset, and the display points  311  of the tip meter  310  will all disappear.  
         [0064]     On the other hand, if the judgment results of the superiority of the state of arrival in step S 116  is less than a prescribed value (S 117 ; NO), the CPU  101  orders a game over display (S 119 ), and ends the game.  
         [0065]     In this type of game device, the driving time until boarding the passenger is measured and ranked, and the player&#39;s driving technique is ranked as well. Thus, when the goal point is determined upon boarding a passenger, an adequate time limit of the game until the goal point is set in accordance with such driving technique.  
         [0066]     Further, in this game device, when a player drives the taxi to the goal point and-reaches such goal within the time limit, the player&#39;s driving technique is re-ranked in accordance with the remaining time and is reflected in the game development and in the time limit of the game thereafter. Therefore, as the goal point and time limit may be set in accordance with the player&#39;s driving technique, it is possible for both the advanced player and beginner player to enjoy the game as an adequate time limit is set thereby.  
         [0067]     If the game time remains during the play of the aforementioned game, such remaining time may be added to the time limit of the next game.  
         [0068]     In the aforementioned game device, the goal point is not unconditionally determined in advance, and is determined for the first time upon boarding the passenger. Moreover, the time limit of the game is set in consideration of the player&#39;s driving technique and the player drives the taxi toward such goal point. As the game is developed with tips obtained during such driving and the game time obtained pursuant to the goal point, the game development has diversity. Further, there is the advantage that the amusement of the game is enhanced due to the game development being influenced by unexpectedness and the player&#39;s driving technique.  
         [0069]      FIG. 7  is a diagram explaining the positional arrangement of the forward movement camera, reverse movement camera, and taxi. In  FIG. 7 , the game device  1  displays the picture upon reverse movement to the display  3  based on picture information obtained as follows. That is, in  FIG. 7 , the game device  1  arranges the taxi  510 , which is the moving object, to the inside of the game space  511 , and obtains picture information of a state where the taxi  510  moving inside the game space  511  is viewed with the forward movement virtual camera  512  from a prescribed viewpoint. This obtained picture information is displayed on the display  3  of the game device  1  pursuant to the game development.  
         [0070]     This game device  1  is further capable of, upon driving the taxi in reverse, displaying on the display  3  the picture information obtained by viewing with the reverse movement exclusive virtual camera  513 , which is exclusively for viewing the reverse movement, with the arrangement in  FIG. 7 . At such time, the reverse movement exclusive virtual camera  513  is positioned at the back of and higher than the forward movement virtual camera  512 , and the game device  1  displays on the display  3  picture information obtained from a state wherein the rear of the taxi  510  is viewed from a viewpoint which moves together with the taxi  510 .  
         [0071]      FIG. 8  is a conceptual diagram showing an example for obtaining image information on the display by using the reverse movement exclusive virtual camera. In  FIG. 8 , the game device  1  is realized by the shift lever  5   c , which is the rear movement selection means for selecting the reverse movement of the taxi  510 , switching means  514  for reading the operation information of such shift lever  5   c  via the I/O interface  104  and switching from the forward movement virtual camera  513  to the reverse movement exclusive virtual camera  512  upon detecting that it is a reverse movement, image processing means  515  for processing the picture information from the camera  512  or  513 , and display  3  for displaying the picture from such image processing means  515 . Moreover, the forward movement virtual camera  512 , reverse movement exclusive virtual camera  513 , switching means  514 , and image processing means  515  are realized by the CPU  101 .  
         [0072]     According to the above-described operation in the present embodiment, when the taxi stops due to the pedal terminal  5   b  of the operation device  5 , and the pedal terminal  5   b  is operated after the reverse movement is selected by the operation of the shift lever  5   c , the CPU  101  moves to the reverse movement processing. The CPU  101  foremost operates the switching means  514  and switches the forward movement virtual camera  512  to the reverse movement exclusive virtual camera  513 . Thereafter, the CPU  101  provides orders to the video block  51  for displaying reverse-movement images in accordance with the operation of the steering wheel  5   a  and pedal terminal  5   b  of the operation device  5 . The video block  51  thereby forms pictures according to the operation of the steering wheel  5   a  and pedal terminal  5   b  and sends such pictures to the display  3 . Then, shown on the display  3  are, for example, image  600  of  FIG. 9A  and image  601  of  FIG. 9B .  
         [0073]     As such images are displayed on the display  3 , it is possible for the player to easily drive the taxi in reverse whenever necessary. Moreover, in this embodiment, it is extremely easy to grasp the reverse-movement screen.  
         [0074]      FIG. 10  is a conceptual diagram showing the viewing angle relationship of the forward movement virtual camera and the reverse movement exclusive virtual camera. In  FIG. 10 , the game device  1  arranges the taxi  510 , which is the moving object, to the inside of the game space  511 , and obtains picture information of a state where the taxi  510  moving inside the game space  511  is viewed with the forward movement virtual camera  512  from a prescribed viewpoint. Moreover, provided to the forward movement virtual camera  512  and reverse movement exclusive virtual camera  513  are first means  516  and second means  517  for moving the camera angle and camera position. This obtained picture information is displayed on the display  3  of the game device  1  pursuant to the game development.  
         [0075]      FIG. 11  is a conceptual diagram of the operation system. In  FIG. 11 , the game device  1  is structured of a view-change switch  5   db  for adjusting the viewing angle, control means  518  for reading via the I/O interface  104  operation information from the view-change switch  5   db  and changing (adjusting) the viewing angle of the forward movement virtual camera  512  or reverse movement exclusive camera  513  pursuant to signals for changing the viewing angle, and first means  516  and second means  517  for changing the position and angle of the forward movement virtual camera  512  or reverse movement exclusive virtual camera  513  pursuant to the operation signals from the control means  518 .  
         [0076]     The first means  516  is structured of means  516   a  for changing the position of the forward movement virtual camera  512 , and means  516   b  for changing the angle of the forward movement virtual camera  512 .  
         [0077]     The second means  517  is structured of means  517   a  for changing the position of the reverse movement exclusive virtual camera  513 , and means  517   b  for changing the angle of the reverse movement exclusive virtual camera  513 .  
         [0078]     The aforementioned means  516 ,  517  and control means  518  realized in the game device  1  are realized by the CPU  101 .  
         [0079]     According to the present embodiment, as the forward movement virtual camera  512  and the reverse movement exclusive virtual camera  513  are capable of adjusting the viewing angle of the game space and objects to be displayed, the player may adjust such viewing angle pursuant to his/her preference. Thus, when seeking to obtain reality, the player may press the view-change switch  5   db  such that the viewing angle will become small. This enables the obtainment of realistic images.  
         [0080]     On the other hand, when seeking to obtain a large background view with increased sense of speed, the player may press the view-change switch  5   db  such that the viewing angle will become large. This enables the obtainment of images with increased sense of speed.  
         [0081]     The image  700  obtained by the forward movement virtual camera  512  arranged as shown in  FIG. 10  is displayed, for example, as shown in  FIG. 12A . This image  700  is displayed with little front view.  
         [0082]     Contrarily, the image  701  obtained by the reverse movement exclusive virtual camera  513  set as per the aforementioned situation is displayed, for example, as shown in  FIG. 12B . This image  701  is displayed with a better front view than the previous situation.  
         [0083]     According to the present embodiment, the game may be progressed by increasing the viewing angle for enjoying the sense of speed and decreasing the viewing angle for enjoying the sense of reality pursuant to the player&#39;s preference. Thus, the player may enjoy the game with his/her preferred picture.  
         [0084]     In the aforementioned embodiment, the moving object was a taxi but may of course be other moving objects. For example, it may be a truck driving game. In such case, the goal point may be changed in accordance with the cargo to be conveyed.  
         [0085]     According to the aforementioned invention, as the goal point is not determined until the goal determining element is introduced to the moving object, and as the game is developed in consideration of the player&#39;s driving technique, the game development becomes complex, and enhances the amusement of the game.  
         [0086]     Furthermore, according to the present invention, upon reverse movement, the player may easily and surely drive in reverse as a picture obtained from an exclusive camera position for forming the reverse movement image is displayed.  
         [0087]     Moreover, according to the present invention, as the player may preferably set the viewing angle of the game screen, he/she may enjoy game images with a sense of speed and reality.