The setting for this arc takes place in the Cyber World. Once again, sixteen Magical Girls have been assembled for a high-stakes challenge. Every three days, their Magical Phone pull them into an RPG-like simulation where they have to work together to fight enemies, solve puzzles, and earn Magical Candy to advance. A staggering ten billion yen reward awaits them at the end - but only for the players who lands the finishing blow.
Some sections of this article may be under construction at the moment. This volume is a side novel and it's a collection of short stories that tells the lives of the 33 Magical Girls that appear in Magical Girl Raising Project and Magical Girl Raising Project: Restart prior to their respective arcs. But those are not the only stories the heroines have to tell! This collection of fifteen episodes takes a closer look at their exploits before and during their battles to the death, revealing the lighter side of their everyday lives, some unexpected connection, and, of course, a few extra clashes in between! The violence continues in the 4th installment of Magical Girl Raising Project. Numbers dwindle as alliances grow.
For a few moments there I thought this was a typical shoujo anime. Mahou Shoujo Ikusei Keikaku does provide the shoujo recipe: a bunch of cute girls with different personalities and different hair have magical powers and jump around fighting evil. That, however, is not the case. Himekawa Koyuki is a regular high school girl that dreams of becoming a regular Magical Girl instead.
Takarajimasha has published nine volumes since under their Kono Light Novel ga Sugoi! Bunko imprint. The series is licensed in English by Yen Press. An anime television series adaptation by Lerche aired in Japan between October and December A viral, popular social-network game known as the Magical Girl Raising Project has the ability to grant players a 1-in, chance of becoming a real-life magical girl.