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

ItemValue
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
ModelL/スマスロマギアレコード/RN
ManufacturerMIZUHO
Machine typeAT / Smart Pachislot
Japan rollout dateApril 7, 2025
Main ATMagia Rush (マギアラッシュ)
AT net increaseApprox. 2.6 coins/G
BaseApprox. 32.6 games per 50-credit equivalent
Normal ceiling950pt + α → bonus
Reset ceiling600–699pt + α → bonus
Main point zonesAround 200pt / 400pt / 600pt
Setting probabilities and payout rate

Setting probabilities and payout rate

Administrator research.

SettingBonus initial hitAT initial hitPayout rateWeak cherry
11/240.61/654.697.6%1/60.0
21/236.11/633.498.9%1/57.7
31/222.81/571.8102.0%1/55.5
41/208.51/516.6106.0%1/53.5
51/195.11/456.5110.4%1/51.7
61/184.31/416.7114.9%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

SettingMagia ChallengeKuroe ChallengeTotal CZ hit rate
119.9%0.4%20.3%
222.3%0.4%22.7%
324.6%0.4%25.0%
427.3%0.8%28.1%
530.1%0.8%30.9%
632.8%0.8%33.6%

Sana mode

SettingMagia ChallengeKuroe ChallengeTotal CZ hit rate
All settings48.4%1.6%50.0%

How each CZ is cleared

CZSuccess / upgrade conditionResult
Magia ChallengeThe 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 ChallengeEntry 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.

RoleProbability
Replay1/7.3
Common Bell A1/8.2
Common Bell B1/39.7
Watermelon1/79.9
Strong cherry1/327.7
Chance pattern1/256.0
Weak cherrySetting dependent: 1/60.0 to 1/50.0
Middle-line cherryProbability 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

  1. 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.
  2. 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.
  3. 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).
  4. 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.

ItemBehavior
Normal ceiling950pt + α; bonus is awarded
Setting change / reset ceiling600–699pt + α
Advantageous sectionReset on setting change
Internal pointsReset / point target shortened on setting change
Internal stateRedrawn
Magical-girl modeRedrawn
Accumulated impurityRedrawn

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

Length30G + α
Main AT routeAcquire high-probability games, then succeed on the target prompt

Mitama Bonus

LengthEnds after 8 bell-navigation occurrences
Main systemBell and rare roles raise the reward level

Mitama Bonus → AT probability after Uwasa Battle development

Administrator research.

SettingReward Lv.2Reward Lv.3
10.8%5.1%
21.2%6.3%
32.3%7.8%
44.7%9.4%
56.3%10.9%
67.8%12.5%
Magia Rush (AT)

Magia Rush (AT)

TypeGame-count-managed AT
Initial gamesDetermined by Magia Attack
Net increaseApprox. 2.6 coins/G
Main additionsDirect 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.

CardKamihama character levelMitakihara character level
Normal1 or 2Not listed for this category
Silver34 or higher
Gold4 or higher5 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.

SettingAfter section migration / AT endAfter BIG Bonus
125.0%33.7%
225.0%33.7%
327.7%36.4%
429.3%40.6%
530.5%45.3%
633.7%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.

ModeMain effect
IrohaDefault mode
YachiyoHigher chance to enter a point-multiplier zone
TsurunoHigher bonus-hit rate when strong cherry is drawn
FeliciaHigher bonus-hit rate when a chance pattern is drawn
SanaHigher CZ-hit rate when watermelon is drawn
KuroeIncreased 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

SettingIrohaYachiyoTsurunoSanaFeliciaKuroe
175.0%5.5%5.5%5.5%5.5%3.1%
273.4%6.3%5.5%6.3%5.5%3.1%
368.4%6.3%7.8%6.3%7.8%3.5%
461.7%9.4%7.8%9.4%7.8%3.9%
554.7%9.4%10.9%9.4%10.9%4.7%
650.0%10.9%10.9%10.9%10.9%6.3%

Reselection after BIG / Mitama Bonus ends without AT entry while in Iroha mode

SettingIroha remainsYachiyoTsurunoSanaFeliciaKuroe
177.7%4.7%3.9%4.7%3.9%5.1%
277.7%4.7%3.9%4.7%3.9%5.1%
374.2%4.7%5.5%4.7%5.5%5.5%
470.3%6.3%5.5%6.3%5.5%6.3%
566.4%6.3%7.0%6.3%7.0%7.0%
664.1%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 imagePublished setting floor
Mikazuki Villa vacation (みかづき荘バケーション)2+
2nd Season key visual4+
1st Season key visual5+
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.


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