Smart Pachislot Magia Record: Puella Magi Madoka Magica Side Story
Explore this model alongside other AT pachislot machines in our Japanese pachislot machine library. For the basics, read how pachislot works in Japan.
Explore this model alongside other AT pachislot machines in our Japanese pachislot machine library. For the basics, read how pachislot works in Japan.
Smart Pachislot Magia Record: Puella Magi Madoka Magica Side Story (スマスロ マギアレコード 魔法少女まどか☆マギカ外伝) is a MIZUHO smart pachislot AT machine introduced in Japan on April 7, 2025.
Last verified: October 8, 2026.
Key terms: Smart Pachislot · AT · CZ · Setting · Ceiling · Advantageous section · Mode
Quick specs
Quick specs
| Item | Value |
|---|---|
| Official Japanese name | スマスロ マギアレコード 魔法少女まどか☆マギカ外伝 |
| Model | L/スマスロマギアレコード/RN |
| Manufacturer | MIZUHO |
| Machine type | AT / Smart Pachislot |
| Japan rollout date | April 7, 2025 |
| Main AT | Magia Rush (マギアラッシュ) |
| AT net increase | Approx. 2.6 coins/G |
| Base | Approx. 32.6 games per 50-credit equivalent |
| Normal ceiling | 950pt + α → bonus |
| Reset ceiling | 600–699pt + α → bonus |
| Main point zones | Around 200pt / 400pt / 600pt |
Setting probabilities and payout rate
Setting probabilities and payout rate
Administrator research.
| Setting | Bonus initial hit | AT initial hit | Payout rate | Weak cherry |
|---|---|---|---|---|
| 1 | 1/240.6 | 1/654.6 | 97.6% | 1/60.0 |
| 2 | 1/236.1 | 1/633.4 | 98.9% | 1/57.7 |
| 3 | 1/222.8 | 1/571.8 | 102.0% | 1/55.5 |
| 4 | 1/208.5 | 1/516.6 | 106.0% | 1/53.5 |
| 5 | 1/195.1 | 1/456.5 | 110.4% | 1/51.7 |
| 6 | 1/184.3 | 1/416.7 | 114.9% | 1/50.0 |
CZ probabilities
CZ probabilities
The values below are the probability of entering a CZ when a watermelon is drawn, not a per-game CZ appearance rate. Administrator research.
Outside Sana mode
| Setting | Magia Challenge | Kuroe Challenge | Total CZ hit rate |
|---|---|---|---|
| 1 | 19.9% | 0.4% | 20.3% |
| 2 | 22.3% | 0.4% | 22.7% |
| 3 | 24.6% | 0.4% | 25.0% |
| 4 | 27.3% | 0.8% | 28.1% |
| 5 | 30.1% | 0.8% | 30.9% |
| 6 | 32.8% | 0.8% | 33.6% |
Sana mode
| Setting | Magia Challenge | Kuroe Challenge | Total CZ hit rate |
|---|---|---|---|
| All settings | 48.4% | 1.6% | 50.0% |
How each CZ is cleared
| CZ | Success / upgrade condition | Result |
|---|---|---|
| Magia Challenge | The CZ guarantees three “Aim!” cut-in opportunities. A BAR alignment clears the CZ. Rare roles can add more cut-in opportunities; a strong rare role confirms the bonus route. If CZ play reaches 30G, the bonus is also confirmed. | Bonus |
| Kuroe Challenge | Entry already guarantees at least a bonus. The CZ guarantees three “Aim!” cut-ins; BAR alignment or a rare role upgrades the result to an Episode Bonus. Strong rare roles can further upgrade toward the Doppel Episode route. | Failure/ordinary end: BIG Bonus. Successful upgrade: Episode Bonus or stronger route. |
“CZ success rate” and “CZ entry rate” are separate concepts. For Magia Challenge, the practical clear is the BAR-alignment / strong-role bonus route; for Kuroe Challenge, the important distinction is whether the already-guaranteed bonus is upgraded.
Small-role probabilities
Small-role probabilities
Administrator research.
| Role | Probability |
|---|---|
| Replay | 1/7.3 |
| Common Bell A | 1/8.2 |
| Common Bell B | 1/39.7 |
| Watermelon | 1/79.9 |
| Strong cherry | 1/327.7 |
| Chance pattern | 1/256.0 |
| Weak cherry | Setting dependent: 1/60.0 to 1/50.0 |
| Middle-line cherry | Probability not confirmed |
Game flow
Game flow
Normal play mainly builds Magia Points. Reaching the selected point target, winning a CZ, or hitting specific rare-role routes can produce a bonus. The normal progression is broadly normal play → bonus → AT (Magia Rush).
- Point targets: 200pt, 400pt and 600pt are the main zones to watch.
- Magia Challenge: primarily triggered from watermelon; approximately 40% success expectation.
- Kuroe Challenge: upper CZ; bonus is guaranteed on entry.
- Bonus: BIG Bonus, Mitama Bonus, Episode Bonus and special bonus routes.
- AT: Magia Rush, with initial games decided by Magia Attack.
Administrator research. Additional play and result interpretation:
Keep point hits, bonuses and AT entries separate
- Normal play advances Magia Points (マギアポイント). The principal 200 / 400 / 600-point zones refer to point targets, rather than assuming every point equals one real game.
- Magia Challenge (マギアチャレンジ) clears into a bonus, while Kuroe Challenge (黒江チャレンジ) already guarantees a bonus and can upgrade its type.
- BIG Bonus and Mitama Bonus (みたまボーナス) use different AT-entry mechanisms. Record whether the initial bonus actually led to Magia Rush (マギアラッシュ).
- Magia Attack (マギアアタック) determines the opening AT games. The active Rush then draws added games, stories, bonus rewards and the special battle route.
Ceiling, reset and quit timing
Ceiling, reset and quit timing
Administrator research.
| Item | Behavior |
|---|---|
| Normal ceiling | 950pt + α; bonus is awarded |
| Setting change / reset ceiling | 600–699pt + α |
| Advantageous section | Reset on setting change |
| Internal points | Reset / point target shortened on setting change |
| Internal state | Redrawn |
| Magical-girl mode | Redrawn |
| Accumulated impurity | Redrawn |
After AT, do not immediately quit without checking the return route. Administrator research has observed delayed AT return announcements around the 70-game area. Point zones around 200/400/600pt, accumulated-impurity hints and AT-return behavior should be checked before leaving.
Bonus details
Bonus details
BIG Bonus
| Length | 30G + α |
|---|---|
| Main AT route | Acquire high-probability games, then succeed on the target prompt |
Mitama Bonus
| Length | Ends after 8 bell-navigation occurrences |
|---|---|
| Main system | Bell and rare roles raise the reward level |
Mitama Bonus → AT probability after Uwasa Battle development
Administrator research.
| Setting | Reward Lv.2 | Reward Lv.3 |
|---|---|---|
| 1 | 0.8% | 5.1% |
| 2 | 1.2% | 6.3% |
| 3 | 2.3% | 7.8% |
| 4 | 4.7% | 9.4% |
| 5 | 6.3% | 10.9% |
| 6 | 7.8% | 12.5% |
Magia Rush (AT)
Magia Rush (AT)
| Type | Game-count-managed AT |
|---|---|
| Initial games | Determined by Magia Attack |
| Net increase | Approx. 2.6 coins/G |
| Main additions | Direct game additions, Story, Decisive Battle of the Kamihama Saint, Magia Bonus |
Magia Attack consists of a 5G card-acquisition phase and a 5G attack/action phase. The five acquired characters and their rarity/attributes affect the size of the initial game addition.
Administrator research. Additional play and result interpretation:
Magia Attack has a card phase and an attack phase
Magia Attack uses the first 5G to collect five cards and the next 5G to resolve their game additions. Initial character attributes / levels are selected at the start, roles in the card phase draw level upgrades, and the later attack references the card attribute, level and drawn role. A card colour is therefore not itself a fixed universal game addition.
| Card | Kamihama character level | Mitakihara character level |
|---|---|---|
| Normal | 1 or 2 | Not listed for this category |
| Silver | 3 | 4 or higher |
| Gold | 4 or higher | 5 or higher |
Administrator research. The same silver / gold colour has a different level floor for the two character groups. Preserve the character group as well as the colour before reading its strength. These card levels describe the current AT-opening reward route, not the machine’s setting.
Magia Rush normally runs at approximately 2.6 coins/G. Its game counter is the managed AT allowance; bonus payouts and special-feature awards can add further rewards. The opening ten-game Attack and the resulting Rush allowance should not be counted as two independent initial AT hits.
High-probability state setting difference
High-probability-state setting difference
Administrator research. Higher settings are more likely to enter the high-probability state after advantageous-section migration / AT end and after BIG Bonus.
| Setting | After section migration / AT end | After BIG Bonus |
|---|---|---|
| 1 | 25.0% | 33.7% |
| 2 | 25.0% | 33.7% |
| 3 | 27.7% | 36.4% |
| 4 | 29.3% | 40.6% |
| 5 | 30.5% | 45.3% |
| 6 | 33.7% | 50.0% |
Magical-girl internal modes
Magical-girl internal modes
Administrator research. Magia Record has six internal modes during normal play. These modes are separate from the temporary high-probability state: a Magical-girl mode changes a particular normal-play lottery, while the high-probability state can independently strengthen specified role-based lotteries.
| Mode | Main effect |
|---|---|
| Iroha | Default mode |
| Yachiyo | Higher chance to enter a point-multiplier zone |
| Tsuruno | Higher bonus-hit rate when strong cherry is drawn |
| Felicia | Higher bonus-hit rate when a chance pattern is drawn |
| Sana | Higher CZ-hit rate when watermelon is drawn |
| Kuroe | Increased accumulated-impurity gain |
The mode is selected at advantageous-section migration and after AT. If a non-Iroha mode is selected, it continues until the next AT ends. If BIG Bonus or Mitama Bonus ends without AT entry while the current mode is Iroha, another mode-selection lottery is performed.
Mode selection at advantageous-section migration / AT end
| Setting | Iroha | Yachiyo | Tsuruno | Sana | Felicia | Kuroe |
|---|---|---|---|---|---|---|
| 1 | 75.0% | 5.5% | 5.5% | 5.5% | 5.5% | 3.1% |
| 2 | 73.4% | 6.3% | 5.5% | 6.3% | 5.5% | 3.1% |
| 3 | 68.4% | 6.3% | 7.8% | 6.3% | 7.8% | 3.5% |
| 4 | 61.7% | 9.4% | 7.8% | 9.4% | 7.8% | 3.9% |
| 5 | 54.7% | 9.4% | 10.9% | 9.4% | 10.9% | 4.7% |
| 6 | 50.0% | 10.9% | 10.9% | 10.9% | 10.9% | 6.3% |
Reselection after BIG / Mitama Bonus ends without AT entry while in Iroha mode
| Setting | Iroha remains | Yachiyo | Tsuruno | Sana | Felicia | Kuroe |
|---|---|---|---|---|---|---|
| 1 | 77.7% | 4.7% | 3.9% | 4.7% | 3.9% | 5.1% |
| 2 | 77.7% | 4.7% | 3.9% | 4.7% | 3.9% | 5.1% |
| 3 | 74.2% | 4.7% | 5.5% | 4.7% | 5.5% | 5.5% |
| 4 | 70.3% | 6.3% | 5.5% | 6.3% | 5.5% | 6.3% |
| 5 | 66.4% | 6.3% | 7.0% | 6.3% | 7.0% | 7.0% |
| 6 | 64.1% | 7.0% | 7.0% | 7.0% | 7.0% | 7.8% |
Higher settings are more likely to select a non-Iroha mode, so mode observations can contribute to setting analysis. They do not identify the setting by themselves. Stage-change eye-catches and some character responses can suggest the current mode; treat those as hints unless a machine-specific rule explicitly confirms a mode.
Administrator research. Additional play and result interpretation:
The six magical-girl modes change particular normal-play draws. Yachiyo improves point-multiplier entry, Sana improves the watermelon CZ route, and Tsuruno / Felicia strengthen their indicated bonus roles. These effects differ; a non-Iroha hint does not mean every rare role now has the same success rate.
A non-Iroha mode persists through the applicable route until the next AT ends. The extra mode-reselection draw after an unsuccessful BIG / Mitama AT entry applies while in Iroha. Keep the selected girl mode separate from the temporary high-probability state used by the role table.
Upper AT and advantageous-section behavior
Upper AT and advantageous-section behavior
Embryo Eve Awakening (エンブリオ・イブ覚醒) can be reached after an ending or after completing all eight story counts. In this upper AT, Story awards always include a Connect Chance. Initial games are determined by Embryo Eve Attack.
Reaching the ending is the main advantageous-section breakthrough route. After the normal ending, the machine moves into Embryo Eve Awakening; if the difference-coin limit is reached again during the upper AT, a TRUE ending can lead back into Embryo Eve Awakening.
Middle-line cherry and long freeze
Middle-line cherry and long freeze
The exact middle-line cherry probability remains unconfirmed in the currently checked data. During normal play, roughly half of middle-line cherry occurrences trigger a long freeze. The long-freeze reward is Episode Bonus + Doppel Mode. Other middle-line cherry benefits vary by state.
Setting hints and confirmed-setting elements
Setting hints and confirmed-setting elements
Settings can be inferred from weak-cherry frequency, CZ hit rate from watermelon, AT initial-hit frequency, high-probability-state migration, Magical-girl mode selection and mode hints, bonus/AT result screens, story order and ending card patterns. Some patterns can deny specific settings or indicate Settings 4+, 5+ or 6. Because the number of patterns is large, this section will be expanded into a dedicated table as verification proceeds.
Administrator research. Additional play and result interpretation:
| Specific BIG ending image | Published setting floor |
|---|---|
| Mikazuki Villa vacation (みかづき荘バケーション) | 2+ |
| 2nd Season key visual | 4+ |
| 1st Season key visual | 5+ |
| Small Kyubey (小さいキュゥべえ) | 6 |
The two season key visuals have different floors; first versus second season should not be collapsed into a generic group picture. The separate AT-ending Madoka / Iroha (まどか&いろは) picture is also a Setting 6 class. Ordinary appearances of the same characters in story scenes do not inherit those specific ending meanings.
How to play
How to play
No navigation: stop the left reel first. If numbered stop instructions appear, press the stop buttons in the displayed order (1, then 2, then 3). A symbol-target instruction tells you which symbol to aim for; follow it together with any displayed stop order.
During normal play without a push-order instruction, use the left reel as the first stop. Aim around the BAR on the left reel; if watermelon slides in, aim for watermelon on the middle reel. The right reel can generally be stopped freely for the watermelon pattern.
Data policy and official references
Data policy and official references
Official manufacturer information has the highest priority. Detailed numerical values are internally checked in the order defined by the site’s editorial policy. Values not explicitly published by the manufacturer are displayed as Administrator research. If a later official value conflicts with administrator research, the official value replaces it.
