Moon Princess 100 review
Three girls in sailor tops, a crescent moon on the logo and a grid that needs no paylines. In April 2022 Play’n GO put out the 100th version of its best-known anime series, and it led with the number that matters: the free-spin limit and the multiplier cap both rose from twenty to one hundred. Love, Star and Storm are the same trio, but the rules around them got sharper and the prizes bigger.
A pastel sky and three silhouettes on the poster
The official poster is simple. A blonde in a white top and dark skirt stands on the left, a brunette in a pink skirt with a red bow sits in the middle, and a pink-haired girl in green holds a magic wand on the right. The backdrop fades from turquoise to deep blue, and the logo with its crescent and a big 100 sits at the bottom.
Inside the game the studio keeps separate backdrops for each princess, for free spins and for the Trinity round. That makes the active princess easy to spot, and it is worth watching, because she decides which effect fires on an empty spin. Music and animations are calm, with no harsh flashes, so a fast pace does not get tiring.
Reading rows and columns without a single line
The field has five columns and five rows. Three or more matching symbols in a run, horizontally or vertically, make a win. Diagonals do not count, but every row and every column is live, and one symbol can belong to several combinations at once. A row win and a column win are added together.
Winning symbols vanish, the rest drop down, and the chain goes on until nothing pays. The win multiplier grows with each new drop, but the rules sheet does not state the step size.
Here is how a crossing works. Say three hearts sit in a row, and three more hearts stack above one of them to form a column of four, the shared heart belonging to both. The game pays the three across and the four down. Such crosses are worth noticeably more than a single line, so read the field in both directions instead of hunting for familiar left-to-right paylines.
What princesses and bells actually pay
In the rules sheet the paytable comes without a unit label. The values here are read as multiples of the total bet, the way the studio’s other grid games present them.
| Symbol | 5 in a row | 4 in a row | 3 in a row |
|---|---|---|---|
| Wild | 50 | 2 | 1 |
| Love, Star, Storm | 10 | 1 | 0.3 |
| Mixed princesses (HPX) | 5 | 0.5 | 0.2 |
| Bell, heart | 3 | 0.3 | 0.15 |
| Star, circle | 2 | 0.2 | 0.1 |
The figures are modest. Three princesses pay 0.3 of a bet, which does not even return the stake. Five cost ten times more to land in terms of pay, but turn up far less often. The real money comes from the multiplier, the cascades and the bonus, so judging the game by one row of the table is pointless.
The Wild in the middle and the clean-grid prize
This Wild cannot be landed like a normal symbol. It appears only in the centre cell, when a winning combination of three symbols is taken off the grid. It replaces any symbol, so it often feeds the next win in the same chain. Because it is born from a win, a dead spin will never show one. Five Wilds in a row pay 50 bets, but getting them together is close to impossible: each one is created separately and mostly serves as a bridge between symbols.
It has a second job too. When no other symbols remain, the Wild is removed as well, and that completes the clear-out. A clear outside the Trinity round brings the biggest single prize in the game: 50 total bets multiplied by the active multiplier. At x10 that is 500 bets, at x100 already 5,000. A fast clear with no multiplier pays very little, so what counts is the multiplier on screen when the last symbol vanishes.
Girl Power: three ways to rescue a dead spin
If the first drop of a spin makes no combination, Girl Power can fire. The princess shown on screen decides the effect. The order never changes: Love, Star, Storm. The game picks the first heroine at random, and after every activation the turn passes to the next one. So you can always tell who is next in line.
- Love turns one set of symbols into another type.
- Star drops one or two extra Wilds onto the grid.
- Storm removes two sets of symbols and makes room for new ones.
The official page adds that Storm strips out low-value symbols specifically. Each power gives a chance at a chain where an ordinary spin would end empty. None of them guarantees a win, since after a conversion or a removal the combination may still fail to form.
The Trinity meter: how many wins make one charge
The Trinity meter has three sections and fills only from wins that include princess symbols. Five in a row fill three sections, four fill two, three fill one, so one five, a four plus a three, or three threes charge it. A Wild counts toward these wins.
Plain symbols such as the bell and the circle do not charge it at all. That is why princesses matter more than the paytable suggests: a decent princess win brings the bonus closer than any win made of small symbols. There is no other way into the bonus, and no bonus buy either.
The Trinity round: three powers in a row
Once the meter is full and the wins stop, the game hands out one free round. The multiplier resets in it and then grows again. On every drop without a combination Girl Power fires, strictly in turn: Love, Star, Storm. Three effects in total, and the round is over. The active princess then returns to whoever was on screen before it started.
The goal is a single one: clear the entire grid. If that succeeds inside the Trinity round, free spins start, and no instant prize is paid for it. Whatever multiplier was built up inside is carried into the free spins. So the Trinity round acts as a gate: without a cleared grid there is no bonus, and the longer the round runs, the higher the starting multiplier for the free spins.
The pick before free spins: 4, 5 or 8 spins
Before the bonus you choose a princess. The choice fixes the number of starting spins, the spins added per meter charge and the effect that fires on every spin without a win. You are not bound to one pick: every new bonus starts from scratch.
| Princess | Starting spins | Added per meter charge | Charges needed to reach the 100 cap |
|---|---|---|---|
| Love | 4 | +4 | 24 |
| Star | 5 | +3 | 32 |
| Storm | 8 | +2 | 46 |
Even with Love, the most generous on additions, a hundred spins takes 24 meter charges, so the cap stays a nice number rather than a target. The free-spin multiplier starts from the value built in Trinity, cannot go above x100 and resets when the bonus ends; in the 2017 original its cap was x20.
The studio publishes no RTP per choice, so this stays a question of taste and risk. Storm gives eight starting spins, which suits a high multiplier carried out of Trinity, because you get longer to use it. Love starts with only four spins but adds twice as many per charge, and Star sits in the middle and drops Wilds where they matter.
The 15,000x ceiling and how it is built
The studio page prints no maximum win. The rules sheet lists a maximum exposure of 1,500,000 at the top bet of 100, with odds of that outcome below one in a billion. Divide and you get 15,000x. That is three times the ceiling of the first version, and it is reachable in theory only.
A grid clear at the top multiplier of x100 pays 5,000 bets, only a third of the ceiling. One clear-out is not enough to reach 15,000x, which shows how rare the studio itself considers that outcome.
RTP versions and what the rules sheet leaves out
The rules sheet names five RTP configurations: 96.20%, 94.20%, 91.20%, 87.20% and 84.20%. Which one goes live is the operator’s decision, and the value should be stated in the game rules; the top and bottom versions are 12 points apart. The free version runs on Play’n GO’s server and shows the same rules.
The rules sheet says nothing about how often things happen. The average bonus payout and the share of return that comes from free spins are missing from the studio material, and the “hit rate” number on the game page comes with no definition.
From the 2017 original to Extreme
The series grew step by step. The original Moon Princess came out on 26 July 2017 with medium volatility, an RTP of 96.50% and a 5,000x cap. In it the grid-clear prize in free spins was 100 total bets, and a free-spin series could be retriggered up to twenty spins in a row. Here the stake has been raised: the prize is 50 bets but multiplied by up to x100.
Moon Princess Trinity followed on 16 March 2023 and Moon Princess Extreme on 30 July 2026; both keep the same base RTP as the hundredth version. Trinity, like this one, is marked high volatility, while Extreme has no volatility stated on the studio page. Trinity’s page describes a different logic: the multiplier starts at x1, rises by one for each cleared grid across five tiers, and the Trinity round restarts without a multiplier reset when the grid is cleared. The hundredth version is simpler in structure but more generous in ceiling.
Moon Princess 100 itself is labelled HIGH on the studio page, and the rules sheet scores its volatility 8 out of 10. If you like a ladder of rising multipliers on a five-by-five grid, Rise of Olympus 100 uses a similar idea with the same 15,000x ceiling.






