摘要 |
<p>PROBLEM TO BE SOLVED: To provide a game machine capable of reducing a player's sense of malaise, especially when a long-term game is executed.SOLUTION: A performance pattern is roughly divided into a character-type performance pattern A, a battle-type performance pattern B, and a live-action-type performance pattern C. Performance selection groups a, b, and c to which the performance patterns A, B, and C having a mutually equal performance time belong, are configured, where respective selection rates of the plurality of performance patterns that belong to one performance selection group are set in a performance pattern selection determination table. The game machine includes a plurality of performance pattern determination tables, in each of which selection rates of the performance patterns belonging to the one performance selection group are different. The game machine selects a performance pattern determination table according to the number of games in a game state advantageous to the player and changes over between the selection rates of the respective performance patterns according to the number of games.</p> |