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Moon Princess

RTP 96.5% Volatility High Max Win 5,000x
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Slot Stats

RTP
96.5%
Volatility
High
Max Win
5,000x
Paylines
3+ in a row
Reels
5x5
Min Bet
0.20
Bonus Round
Yes
Scatters
No
Provider
Play'n GO
Release Date
July 2017

About Game

Slot Basics

Pick Your Princess, Pick Your Spins

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.

The Demo Feature Set

Girl Power on a Losing Spin

On a spin that brings no win, the princess on duty can fire her Girl Power at random, and no two abilities match.

  • Love turns one symbol type into another.
  • Star drops up to 2 wild moons onto the grid.
  • Storm destroys every copy of two symbol types.

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.

Storm Girl Power firing on a green backdrop, lightning marking the heart and bell symbols before both sets are destroyed Storm marks two symbol types and takes every copy of both off the grid.

How the Multiplier Builds

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.

The Princess Trinity Meter

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.

Princess Trinity triggering, the orb carrying all three princess symbols bursting on the grid after a five-symbol princess win A five-symbol princess win fills all three sections at once, and the orb marks Trinity about to start.

The Free Spins, and the Choice You Get

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.

Free spins choice screen showing Love 4, Star 5 and Storm 8 spins with their recharge amounts, multiplier at x8 Love pays for its four spins with the biggest recharge of the three, +4 against Storm’s +2.

How to Play

What Counts as a Win

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.

The Controls

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.

What the Symbols Pay

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.

Ultimate Slots Verdict

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.

4/5 Excellent

What We Like

  • Girl Powers fire on dead spins, so something happens on a losing board
  • Strong anime art and animation, with the backdrop repainting for each princess
  • The multiplier you built carries into the free spins rather than resetting
  • You choose the round length and the power, 4, 5 or 8 spins

What Could Be Better

  • High volatility, base wins landing at 0.20 or 0.50 at a 1.00 stake
  • Multiplier resets to x1 on every new base spin
  • One free spins round is the only bonus on the game

Detailed Review

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.

The Spins Between Triggers

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.

Moon Princess grid clearing in a burst, every symbol gone, multiplier badge lit on x8 17.75 from the clear alone, before a single free spin had played.

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.

Free spins round, spin 10 of 11, multiplier at its x20 maximum with 69.35 showing Spin 10 of 11, and the tally is 69.35 with one still to come, every win now landing at the x20 top.

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.

Frequently Asked Questions

Each princess owns one ability, and it lands on a non-winning spin. Love turns one symbol type into another, Star adds up to 2 moon wilds, and Storm destroys every copy of two symbol types. They come up at random, and the lead passes to the next princess each time.
Only princess-symbol wins do. The more princesses in the win, the more of the meter's 3 sections it charges at once, so a princess-heavy run gets you to the short Princess Trinity round quickest.
Empty the grid completely and the free spins open, the one bonus in Moon Princess and the only way to reach it, as there is no buy. You then take Love at 4 spins, Star at 5 or Storm at 8. The counts differ because each option carries its own recharge, +4 for Love against +2 for Storm, so the spins you give up by taking Love come partly back.
Because the free spins begin on the same spin that clears the grid, so whatever the multiplier had reached comes straight across, x8 on our first bonus. In regular play it steps up by 1 with each winning drop and starts over on the next paid spin, but through the free spins it holds from one spin to the next. The x20 cap applies either way.
96.50% is the headline return, though some operators run a lower 94.51% build, so the figure depends on where you play. The demo runs the same maths as the real game at whichever version the operator has loaded. Moon Princess is high volatility either way.

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