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: September 3, 2026. First-party manufacturer information is treated as official. Detailed numerical data not explicitly published by the manufacturer is shown as Administrator research, internally checked using the site’s source-priority policy.

Key terms: Smart Pachislot · AT · CZ · Setting · Ceiling · Advantageous section

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%

Magia Challenge has an approximate 40% success expectation. Kuroe Challenge guarantees at least a bonus on entry, while BAR alignment or a rare role can upgrade the result to an Episode Bonus.

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.
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.

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%
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, 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.

How to play

How to play

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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