Moon Princess is Play’n GO’s 2017 anime grid slot: clear all 25 symbols to win free spins with a carry-over multiplier, helped by three princesses with very different powers.
Moon Princess is Play’n GO’s 2017 anime grid slot: clear all 25 symbols to win free spins with a carry-over multiplier, helped by three princesses with very different powers.
Moon Princess is the game that launched one of Play’n GO’s most copied ideas. On a 5×5 grid, matching symbols vanish and nothing refills the gaps, so the board slowly empties. Wipe out all 25 symbols and you unlock free spins where the multiplier grows from spin to spin up to x20. Three princesses, Love, Star and Storm, lend their powers when a spin goes nowhere.
Behind the bright anime look sits a very volatile game. Play’n GO rates it 10 out of 10 on its own volatility scale, with a top prize of 5,000 times the stake. Expect long stretches of small wins punctuated by the occasional full clear.
| Feature | Details |
|---|---|
| Provider | Play’n GO |
| Release | 26 July 2017 |
| Grid | 5×5, wins of 3, 4 or 5 in a row horizontally or vertically |
| RTP | 96.50% default (94.51%, 91.49%, 87.50% and 84.50% versions exist) |
| Volatility | 10 on Play’n GO’s 1 to 10 scale |
| Bet range | €0.20 to €100 per spin |
| Max win | 5,000x the bet |
| Free spins | 4, 5 or 8 depending on the princess, up to 20 in total |
| Free spins multiplier | Carries over, up to x20 |
When Moon Princess launched in July 2017, most grid slots still worked like conventional cascades: wins disappear, new symbols fall, repeat. Play’n GO took the refill away. That simple change turned a familiar mechanic into a puzzle, because every win now moves you closer to an empty board, and an empty board is the only door to free spins.
The game wraps that idea in a cheerful anime style. Love, Star and Storm stand beside the grid, and the active princess changes after each use of her power. Their portraits are also the premium symbols, while bells, hearts, stars and circles make up the lower pays. The music and animations are light and fast, which is a nice contrast with the harsh maths underneath.
Wins are lines of three, four or five identical symbols, across or down. Every row and column is active, so an L-shape or a cross can pay twice. After each win the symbols above drop into the gaps, and the win multiplier rises by one with every drop. In the base game it resets with the next paid spin.
One rule shapes how a spin develops. When a win of exactly three symbols is removed, a Moon Wild appears where the middle symbol was. That Wild helps the next drop connect, which is good for keeping a chain alive. But it also means a three-symbol win only removes two positions from the board, while fours and fives remove all their symbols. Long chains of threes keep a spin going; fours and fives empty the grid faster. If only Wilds remain at the end, they are cleared as well, which counts towards a full clear.
Once you notice this, you start to watch spins differently. A board with a few Moons and scattered pairs still has life in it. A board full of mismatched low symbols with no Wilds usually ends the spin.
The values are modest, and that is by design. Five Moon Wilds in a line pay 50 times the total bet, five of one princess pay 10 times, and a line of mixed princesses still pays 5 times. Five of a low symbol pay 2 or 3 times, and threes pay a small fraction of the stake. The multiplier from consecutive drops lifts those numbers, but only within one spin.
This is why so many base game spins feel thin. The game is built so that clearing the grid, not the line wins themselves, carries the value. A strong base game chain is pleasant, but it is the free spins that decide a session.
Full clears rarely happen in one clean sweep. More often a spin opens with a princess line that charges the meter, the multiplier climbs through a few drops, and the board thins to a dozen symbols. Then a power fires on a dead drop. Storm deletes two symbol sets and suddenly only six or seven symbols are left, a couple of them Moons. One more connection, and the remaining Wilds are swept away with the rest.
That chain of small steps is why the game feels so involving. You are rarely waiting for a single lucky symbol; you are watching a sequence unfold and counting what is left. It also explains why so many spins come close without finishing the job. A single stranded low symbol in a corner is enough to end the attempt, and the next paid spin starts again with a full grid.
On a spin that produces no win, the active princess may use her power. Love transforms one symbol set into another, which can suddenly connect scattered symbols. Star adds one or two Wilds. Storm destroys two symbol sets, often opening up the board and sometimes leaving it close to empty.
Princess symbols also charge a three-part meter called Princess Trinity. A three-symbol princess win fills one section, a four fills two and a five fills the whole meter. When it is full and the current chain is over, you get one free round with the multiplier reset. In that round Love, Star and Storm act one after another, in that order, every time a drop fails to win, until all three have helped. This is the base game’s strongest shot at clearing the grid, though plenty of Trinity rounds still finish with a handful of symbols left.
Clear all 25 symbols and you choose a princess for free spins:
Your princess uses her power on every free spin that does not win. The multiplier is no longer reset between spins and can grow to x20, and clearing the grid during a free spin pays 100 times your total bet. Free spins can run to 20 in total, and the Trinity round is not active while they last.
Storm is the comfortable pick for most players, with the longest start and a power that thins the board aggressively. Love has the fewest spins but the best refill rate, so a round where the meter keeps filling can run longest with her. Star’s Wilds are the most reliable way to keep chains going. None of the three changes the game’s long-term return; they change the texture of the round.
Play’n GO’s rules document rates the game 10 out of 10 for volatility, its highest rating. In a session that shows up as frequent small payouts that rarely cover the stake, long spells without a full clear, and a bonus whose value depends heavily on how far the multiplier climbs. A free spins round that reaches x10 or more with a few decent wins can pay very well. A round that stalls at x3 or x4 may barely return what the trigger cost.
The default RTP is 96.50%, and casinos can choose versions down to 84.50%, so check the paytable screen in the game. Our guide to slot RTP explains why that matters, and the page on high-volatility slots covers how to budget for games like this. The maximum win is 5,000 times the stake.
The bet runs from €0.20 to €100 per spin.
The engine of Moon Princess became the base for Rise of Olympus a year later, with Zeus, Poseidon and Hades taking the place of the princesses and very similar rules. If you like the mechanic, both are worth trying, and the difference is mostly one of theme and atmosphere.
Play’n GO later released Moon Princess 100, which raises the free spins multiplier ceiling to x100 and allows up to 100 free spins, with a much higher maximum win. It is the better pick for players chasing bigger results; the original remains the cleaner, more contained version. For a different Play’n GO grid built around clusters rather than straight lines, see Reactoonz. More games are on our Play’n GO page.
What works:
What doesn’t:
Moon Princess is a cornerstone of modern grid slots and still one of the most engaging. Its cheerful look hides a demanding game, and players expecting gentle, frequent wins will be disappointed. If you enjoy watching a board shrink, choosing a heroine and hoping the multiplier keeps climbing, it offers something few slots can match. Come with a sensible budget and plenty of patience.
Play only if you are 18+. Keep your play within limits and see our responsible gambling page for support.