Snow White
The princess from Snow White and the Seven Dwarfs, appearing in her own story stages.
How it plays
The game uses a side-scrolling perspective. Players select a princess and complete stages based on her film, moving through hazards, enemies, and collectible-filled areas.
Each heroine has attacks or abilities suited to her episode. Progress comes from reaching the end of stages, overcoming obstacles, collecting useful items, and completing short objective-based sequences. The structure is primarily single-player and level-based, with no documented multiplayer mode.
Plan your run
Learn the hazards in each princess’s stages before rushing forward. Keep a safe distance from enemies when possible, and search side paths for collectibles and useful items.
Use each character’s available attack or special ability deliberately. In platforming sections, prioritize safe landings and wait for moving hazards to align rather than relying on speed.
Meet the cast
The princess from Snow White and the Seven Dwarfs, appearing in her own story stages.
The heroine of Cinderella, featured in a separate adventure episode.
The Little Mermaid’s protagonist, playable in underwater and seaside-themed stages.
The heroine of Beauty and the Beast, represented in her own film-inspired levels.
The princess from Aladdin, appearing in an Agrabah-themed episode.
The heroine of Mulan, featured in action-oriented stages inspired by the film.
Before you begin
Explore branching paths because collectibles may be placed away from the main route.
Avoid unnecessary contact with enemies and environmental hazards.
Treat each princess’s episode as a separate control and pacing challenge.
Disney Princess is a 2003 action-adventure platform game for the Game Boy Advance, developed by Art Co., Ltd. and published by Ubisoft. It brings together six Disney heroines—Snow White, Cinderella, Ariel, Belle, Jasmine, and Mulan—in separate story episodes inspired by their films. Players guide each princess through side-scrolling stages, defeat enemies, collect items, and complete character-specific objectives. The game was designed as an accessible licensed adventure for younger players, with straightforward controls and familiar settings rather than complex systems. Reception was mixed: its recognizable characters and approachable presentation were appreciated, while critics often found the gameplay repetitive and technically modest.
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