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Submitter
SUPPORT TOPIC File Information
- Submitted: Jan 29 2022 02:04 PM
- Last Updated: Sep 07 2025 04:04 AM
- File Size: 55.2MB
- Views: 54317
- Downloads: 21,846
-
Author(s):
jpsalas
t-800
arngrim
VP COOKS - Permission to MOD?: Yes, with approval
Previous Versions
Download JP's Wrath of Olympus 6.0.0
117 Votes
Olympus Wrath wooly
Based on the prototype ideas and graphics by T-800 (Scott Gullicks - Riot Pinball). So this is not based on the real pinball, but on the prototype I built for him in 2012.
Authors:
T-800: graphics, layout, music, sounds and rules.
jpsalas: VPX table, layout changes, some graphics, dmd, mechanical sounds.
arngrim: DOF commands.
VP COOKS: remastered sounds and music
Notes:
This is not the Riot pinball machine, it is a rebuild in VPX of the VP9 prototype table I built in 2012, but with some changes in the layout, rules and graphics. Still the main layout, graphics, music and sounds are the ones T-800 (Scott Gullicks) made for the VP9 prototype. I have borrowed some ideas from the final machine, but still has the bumpers, the magnet, the Pandora's box from the prototype.
You can say this is my own vision of the table, 10 years after. Although some parts are inspired on the final Riot machine, like the Ares helmet (scoop).
The manual is mostly what Scott wrote for the prototype. I simply added or changed the parts I have changed for the VPX version.
So read the included manual to get an idea of the game rules and the changes from the VP9 version.
Enjoy!
JP
Authors:
T-800: graphics, layout, music, sounds and rules.
jpsalas: VPX table, layout changes, some graphics, dmd, mechanical sounds.
arngrim: DOF commands.
VP COOKS: remastered sounds and music
Notes:
This is not the Riot pinball machine, it is a rebuild in VPX of the VP9 prototype table I built in 2012, but with some changes in the layout, rules and graphics. Still the main layout, graphics, music and sounds are the ones T-800 (Scott Gullicks) made for the VP9 prototype. I have borrowed some ideas from the final machine, but still has the bumpers, the magnet, the Pandora's box from the prototype.
You can say this is my own vision of the table, 10 years after. Although some parts are inspired on the final Riot machine, like the Ares helmet (scoop).
The manual is mostly what Scott wrote for the prototype. I simply added or changed the parts I have changed for the VPX version.
So read the included manual to get an idea of the game rules and the changes from the VP9 version.
Enjoy!
JP
What's New in Version 6.0.0 (See full changelog)
- 6.0.0 Updated September 2025
- - Moved LUT to User Options (F12)
- - Added some extra options to the User Options (F12)
- - Updated physics to my latest rev 4.3.1. mostly bouncier rubbers and harder flippers.
- 5.5.1 Updated 20.03.2025
- - Fixed the flashers, as they where not linked to the lights, so they didn't worked as expected.
- - Fixed a few bugs in the completion of 2 of the Modes, thanks to Jrvarsity82 for finding the bugs.
- 5.5.0 Updated 13.12.2024
- - New playfield mesh to avoid the ball getting stuck on top of the flippers.
- - Fixed my ball spin control, which were too aggressive, and it killed the ball's acceleration, making the ball too slow, getting stuck on ramps, and also being unable to climb the ramps on many tables.
- 5.0.1 Updated 06.12.2024
- - New playfield mesh to stop the ball stuck on top of the flippers.
- 5.0.0 Updated 23.07.2024
- - Updated for VPX8 release version (adjusted reflections, lights & flashers, equirectangular ball, flipper animations)
- - some graphical changes (playfield mesh with holes, incandescent lights)
- - added a screenshot for scutters file explorer handler
- 4.3 Updated 1.11.2023
- - Updated physics to my Rev3. Including physics materials, flippers and slingshot shapes.
- - Updated LUT images, 10 shades and 10 warmer shades.
- - Updated to my latest set of mechanical sounds.
- - Fixed a little the flashers.
- 4.0.0 Updated 2.9.2022
- - New remastered sounds and music by VP COOKS
- - Updated to my VPX7 physics
- - cleaned up and deleted unused graphics & reduced the size of the table
- - Added my VPX7 LUT changer to darker the table (hold down LEFT CTRL while change with RIGHT CTRL). Including GI brightness adjustment. Use the LUT changer together with the day/night slider to give the table the level of darkness you prefer.
- - Updated my mechanical set of sounds to a more "under the glass" sound, as people seem to like those kind of sounds better.
- - Changed the Environment image to enhance a little the object shadows.
- - Separated the insert texts from the lights
- 1.0.1 Updated 30.01.2022
- - Fixed DOF command by arngrim (the bumper activated the knocker)
- - adjusted the Pandoras and kickback target lights so they are lit when they have been hit the required number of times (thanks mrjcrane for the tips)
- 1.0.0 Released 29.01.2022
Screenshots
Another amazing table. DOES ANYONE have a JP category wheel? I definitely would like to have a JP only category on my wheel and a VPW category. Google hasnt been much help.
LOVE IT - quick question. Is there any way in the script or vpx settings to speed up the plunger motion? I feel it is a bit slow going back to launch. Thanks
Nevermind found a jp wheel elsewhere
Excellent Work Jp
A Challenge to play but great fun with those ramps, also particularly like colour changes to payfield lights when modes change.
Physics feel good.
Nice graphics and colours.
A really great table , thanks for all your hard work jp
For Arngrim regarding DOF commands in the WOOLY table. Arn, my Knocker device is assigned to code E107 but something in the table script is still triggering my knocker in the play field on one of the Pop Bumper hits. I believe the table DOF calls for DOF 105 & 106 are correct for left and right pop bumper but my knocker still is triggering.
1) What did you do to fix the Knocker issue from V1.0.0?
2) Is there a universal DOF Command that tells a DOF channel to turn OFF.
3) What is "DOF 147, DOFPulse " expected to do in the table script.
Thanks for your help, very much appreciate you folding in the DOF commmands to WOOLY.
Sub Bumper1_Hit
If Tilted Then Exit Sub
Dim tmp
PlaySoundAt SoundFXDOF("fx_bumper", 105, DOFPulse, DOFContactors), Bumper1
DOF 147, DOFPulse
BumperHits = BumperHits + 1
AddScore BumperAward
' remember last trigger hit by the ball
LastSwitchHit = "Bumper1"
'checkmodes this switch is part of
CheckSkillshot
CheckBumperHits
End Sub
NM think I was using v1.0.0 and see 1.0.1 corrected it think the DOF call was was probably bumper 2 hit you changed from 108 to 106 to fix the issue. Think I see it in the table script.
Was also able to figure out DOF code 119 will trigger my shaker motor so ... for the benefit of newer developers experimenting with DOF commans:
DOF 119, DOFOn will turn on the shaker motor but should be accompanied by a corresponding DOFOff somewhere in the script
DOF 119, DOFOff means what it says. Turn the DOF channel/device OFF
DOF 119, DOFPulse seems to be just a short burst of being on then turns itself off after the burst.
This is a great table, thanks JP!
So much fun! I am brand new to virtual pinball and getting ready to build a cabinet. In the meantime I have been downloading tables and testing some on my gaming pc in desktop mode. I have been holding off on rating tables until I can experience them in a 3 screen cabinet, but holy moly this table is beautiful and so much fun! its fast and difficult but not unfair, the music and callouts work perfectly, I cannot wait to play this in a true 3 screen cab. Thank you sir for your work!
This is an enjoyable pin, and a very nice piece of work.
I really like to play it !!
Thank you very much.
This is not a broken pin,
Works perfectly !!
Awesome as always. Thanks ;-)
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