Can a single bonus carry a game? Moon Princess slot puts wins on a 5×5 grid, 3 or more matching symbols across or down, each win clearing its symbols so the rest drop in behind. Keep clearing until the grid is empty and you reach the only bonus there is, a free spins round with no buy to shortcut it. It came up three times in our first 20-minute sitting, always off a full clear, and each time the multiplier we had built was still on the counter at the pick.
On a spin that brings no win, the princess on duty can fire her Girl Power at random, and no two abilities match.
Whichever fires, a new princess comes forward for the next spin, and the backdrop follows her. Love brings a pink-and-purple wash, Star a blue one, Storm a green, so you always know who is holding the reels. When symbols clear, whether from a win or a Storm, the ones above settle into the space while new symbols fall from the top to restock the grid, and the cascade rolls on.
A win multiplier sits top-left and steps up by 1 with every winning drop, up to a cap of x20, so a run that keeps paying keeps raising the value of your next win.
Beside the reels sits a meter split into 3 parts, and only wins made with princess symbols move it. A 3-symbol princess win claims 1 of them, a 4-symbol win 2, and a 5-symbol win all 3. Fill the meter and the Princess Trinity round begins, the princesses taking turns firing their powers one after another. It can’t re-trigger, and the princesses rotate for the next spin. This short round is a separate thing from the free spins bonus you choose at a grid clear, which is the game’s one complete bonus.
Clear all the symbols off the grid and the free spins trigger, the game’s only bonus and the reason those clears matter. The game then offers Love for 4 spins, Star for 5, or Storm for 8. The shorter the round, the bigger the meter recharge that claws spins back, +4 for Love, +3 for Star, +2 for Storm.
The rules put it as fewer spins for higher risk and higher winning potential. Fewer spins means fewer chances to land anything before the round runs out, but the multiplier does not reset between spins and runs to x20, so a short round that keeps paying stacks its wins on the higher steps. Whichever you take, that princess’s power now fires whenever a spin pays nothing, and the multiplier you take in is the one the clearing cascade finished on. Ours read x8 at the pick and carried into the round rather than starting over.
During the round the meter’s job switches. Topping it up here adds more spins instead of starting a Trinity round, and the round can reach 20 spins in all, with the Trinity feature dormant throughout. Clear the whole grid inside the bonus and it pays a flat 100x your bet. If wilds are the only symbols left standing they disappear too, so they never stop the grid emptying. No single game can return more than 5,000x the bet.
A win takes 3 or more matching symbols lined up in a row. They can run sideways or straight down, and one symbol can count toward more than one win at once. A 0.30 win came back as 5.40 once the multiplier reached x18, so the same three symbols are worth many times more late in a cascade run than at the start.
Stakes run from 0.20 to 100.00 a spin, shown as credits with no currency symbol. Hold SPACE for Hyper Spin to hurry the reels along. Autoplay offers 10, 20, 50, 75 or 100 spins, and it can stop on any win, when the free spins trigger, or at limits you set for a single win, a balance rise or a balance drop.
| Symbol | 3 | 4 | 5 |
|---|---|---|---|
| Moon (Wild) | 1.00 | 3.00 | 50.00 |
| Love / Star / Storm Princess | 0.30 | 1.00 | 10.00 |
| Mixed Princesses | 0.20 | 0.50 | 5.00 |
| Bell | 0.15 | 0.30 | 3.00 |
| Heart Amulet | 0.15 | 0.30 | 3.00 |
| Star Amulet | 0.10 | 0.20 | 2.00 |
| Green Disc | 0.10 | 0.20 | 2.00 |
Table figures are credits at a 1.00 spin. The moon wild substitutes for every symbol.
Moon Princess barely pauses. The Girl Powers keep landing on the spins that would otherwise die, and the art and animation sit a clear cut above the norm. What holds the score back is the volatility and the fact that one free spins round is all there is. It triggered three times in our first 20 minutes, so reaching it was not the problem.
On the plus side, the reels keep something happening where many grid slots go flat, and the backdrop repaints for the active princess, her animation playing out beside the grid at each turn. Against that, the volatility. Everyday base wins land at 0.20 or 0.50 at our 1.00 stake, and the multiplier resets to x1 on every new base spin, so the pay arrives when a long cascade run comes in, and thinly in between. Our best base spin ran to x3 for 4.85, and to x8 for 17.75 on the clear that opened the bonus.
There is plenty to watch even on the spins that bring nothing. That is usually when a princess steps in. We had Storm throw a bolt over a board going nowhere and take two symbol types off it, with fresh symbols dropping into the gaps. The anime art sells it. The whole scene washes green the moment Storm takes over, and the colour shifts with whichever princess is up.
The clear that opens the bonus pays on its own. The first of our session returned 17.75 at x8, the multiplier already well up from the drops that had taken every symbol off.
Which princess you pick changes how the round runs. Star opens on 5 spins, and the meter can extend that: one of ours went 5 to 8 to 11, the multiplier reaching x20 by the tenth spin and the round closing at 77.35. A second Star round drew no recharge at all, finished on its original 5 spins with the multiplier at x18, and paid 55.40. Love opens on 4, the shortest of the three, and pays for it with the biggest recharge, +4 against Storm’s +2.
The Trinity meter only answers to princess wins, so a session that never quite clears the grid still adds up to something. Charge all 3 sections and the round runs itself, the way ours returned 6.75 at x4. It won’t rescue a bad run, but the princess wins you scrape together do not go to waste.
So, can one bonus carry a game? Here it can. The Girl Powers keep the spins moving until the clear arrives, and when it does, you choose the length and the power rather than taking what you are given, 4, 5 or 8 spins with the multiplier you built still on the counter.