Rise Of Olympus 100
Compare Play’n GO’s 5×5 systemsMoon Princess 100 uses princess powers and Trinity. Rise of Olympus 100 develops god powers and Wrath of Olympus.
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A winning row in Moon Princess 100 can pay, raise the multiplier and charge Trinity at the same time. The three princesses change the board in different ways, and your Free Spins choice changes both the starting spins and later extensions. Here is how those connected rules work, with the saved game screens beside the explanations.

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Know this game
Moon Princess 100 builds its features around matching rows and columns, falling symbols and a three-part meter. Learn the base-game loop first: collect a win, let the grid drop, then watch the multiplier and Trinity charge. A full meter leads to a special round with all three princess powers. Clearing that round unlocks Free Spins, where Love, Star and Storm offer different starting counts and meter rewards. The comparison tables below keep those choices and the two different clear-grid rewards separate.
Inside the game
The route through the game is win → cascade → Trinity → princess choice → Free Spins. These sections explain each transition, including the centre Wild, the order of Girl Powers and the exception to the instant Clear the Grid prize.
Moon Princess 100 uses five columns and five rows. Three or more matching symbols must form an unbroken horizontal or vertical row to win. A match can begin anywhere on the board; it does not have to start at the left edge. All rows and columns are active, and a symbol can contribute to more than one winning combination.
The geometry matters. An L-shaped group is not automatically a winning combination just because its symbols touch. Look for the straight matching row or column described by this game’s own rules. There is no fixed payline pattern to select before a spin.
When several combinations win in the same round, their winnings are added. The rules pay the highest win for each winning symbol combination. After a win is collected, the symbols disappear and the grid can continue through further drops.
On the saved base screen, the win multiplier is above the meter on the left, while the active princess appears to the right. Those three elements tell different stories: the grid shows the current match, the multiplier modifies wins, and the meter tracks progress towards Trinity.
A matching row or column is evaluated and its winning symbols are removed. Removing a winning combination of exactly three creates a Wild in the middle position of that combination. The Wild is created by this rule; it is not simply an ordinary symbol dropping into the grid.
The remaining symbols fall and the grid is checked again. A newly created Wild can substitute for any symbol and help a later row or column win. Winning combinations can therefore change the opportunities available on the next drop.
The win multiplier increases with each new drop in the cascade sequence. Follow the multiplier display together with the falling symbols rather than treating every visible win as a new paid spin. When only Wilds remain, they are removed too, allowing the grid to count as completely cleared.
Girl Power can trigger at random on a non-winning base-game spin. The princess currently shown on-screen determines which power acts. The game begins with a random princess; after a Girl Power activation, the active character advances through Love → Star → Storm.
Love changes one set of symbols into another symbol type. This changes the matching pattern already on the board. It can produce another winning opportunity without adding the Wilds used by Star.
Star places one or two Wilds on the grid. Since Wilds substitute for the other symbols, their placement can complete a row or column that previously lacked a match. This is a different route to a new win from converting a symbol type.
Storm removes two sets of symbols from the grid. The resulting gaps change the board as the remaining symbols drop. Follow the new arrangement after the removal; the cleared symbols themselves are not a promise of a particular win.
In the base game, the active character controls the power. Choosing your own princess happens later, before Free Spins. The rules establish what each ability does, but do not give a probability for a random base-game activation.
Only winning combinations containing princess symbols charge Trinity. A Wild may help form those qualifying combinations. An ordinary-symbol win can still pay and continue the cascade without necessarily moving the Trinity meter.
The meter has three sections, and the size of the qualifying combination determines the charge shown in the table. A three-symbol princess match is therefore different from an ordinary three-symbol match: both can win, but the former also advances the feature.
Filling the meter does not interrupt a remaining winning cascade. Once it is fully charged and no further wins are achieved, the game awards one Trinity free round. The win multiplier resets when that round begins.
| Matching princess symbols | Meter sections filled |
|---|---|
| 3 | 1 of 3 |
| 4 | 2 of 3 |
| 5 | All 3 |
A full meter awards one free round after the current winning sequence ends. The multiplier resets at entry. This is the Trinity round, which precedes the main Free Spins feature.
Love acts first on a drop that has not produced a win, transforming one symbol set. A newly created win can continue the cascade before the next eligible non-winning drop.
Star supplies the second intervention, adding one or two Wilds on the next applicable non-winning drop. The power order is fixed; there is no princess-choice menu for this sequence.
Storm is the third power, removing two symbol sets. Completely clearing the grid during Trinity unlocks Free Spins only: the ordinary instant Clear the Grid prize is not paid as well. After Trinity, the active princess returns to the one shown before it began.
Before Free Spins start, choose Love, Star or Storm. This choice sets both the initial number of spins and the Girl Power used on non-winning spins. It also determines how many extra spins a completed meter will add.
Love has the smallest starting count and the largest meter extension. Storm starts with the most spins but adds the fewest on a refill. Star sits between those two counts and uses Wild placement rather than conversion or removal.
These are structural differences, not an expected-value ranking. Starting spins alone do not establish the strongest choice: the powers and extension counts differ too. The saved rules do not support labelling one princess the best-paying option.
| Princess | Initial spins | Extra spins per full meter | Girl Power |
|---|---|---|---|
| Love | 4 | 4 | Transform one symbol set |
| Star | 5 | 3 | Add 1 or 2 Wilds |
| Storm | 8 | 2 | Remove two symbol sets |
The win multiplier carries over from the Trinity feature into Free Spins. It can keep growing up to 100× and resets when the feature ends. The carry-over matters: Free Spins follow the preceding feature state rather than beginning with an independently assumed multiplier.
The chosen Girl Power triggers on every non-winning spin during Free Spins. This differs from the random chance of a power activating in the base game. Love keeps transforming, Star keeps adding Wilds or Storm keeps removing symbols according to the selected princess.
The Trinity round itself cannot trigger inside Free Spins. The same princess-symbol meter can still fill, but its completed charge awards extra spins instead: four for Love, three for Star or two for Storm.
The maximum feature length is 100 spins. That is separate from the 100× multiplier limit: one number limits the spin count, while the other limits the multiplier. Neither should be confused with Play’n GO’s separate 15,000× maximum-win listing.
Outside Trinity, completely clearing the grid awards 50 times the total bet, multiplied by the active win multiplier at that moment. The multiplier is part of the formula; simply describing this as a flat 50× prize leaves out an important rule.
For illustration, at a €0.20 total bet and a 4× active multiplier, the formula gives 50 × €0.20 × 4 = €40. This is an arithmetic example of the documented prize, not an observed win, a prediction or a statement about the chance of clearing a board.
During Trinity, a clear has a different result: it unlocks Free Spins without also awarding the normal instant prize. Read the game state before applying the formula. The two rewards are alternatives defined by the current feature, not a double award.
| Game state | Result |
|---|---|
| Base game or Free Spins | 50 × total bet × active win multiplier |
| Trinity round | Free Spins entry only; no instant prize |
The retained Play’n GO catalog lists 96.2% RTP, high volatility and a maximum win of 15,000 times bet. These are provider figures. The displayed 96.20% is not a measurement of a short demo session or proof that every casino uses the same RTP setting.
RTP describes a theoretical long-run return. High volatility describes the provider’s classification of the game, not a schedule for when a bonus or large win will arrive. Neither figure lets a player predict the result of the next spin.
The official game page gives 7 April 2022 as the release date and identifies the game as a fantasy Grid Slot. The 5×5 layout is also explicit in its own help. These source-backed details stay separate from an operator’s current stake limits or menu options.
The three large numbers on this page have distinct meanings: 100× is the Free Spins multiplier limit, 100 is the maximum feature length in spins, and 15,000× bet is the provider-listed maximum win. A large multiplier does not itself promise the maximum payout.
The saved rules describe selecting a bet through the buttons beneath the grid or through plus and minus. A started round uses the chosen bet, and the bet cannot change while that round is still running. Free Spins use the triggering round’s bet unless the rules state otherwise.
The retained Settings panel has separate Sound and Voices controls, plus Fast play, Auto adjust bet and Spacebar to spin. These are controls shown in the saved version; their presence is not a guarantee that every operator currently exposes the same menu.
Auto adjust bet has a practical consequence in the saved help: if the balance cannot cover the selected stake for a new spin, it can reduce the bet to the highest affordable available level. The rule says it only decreases the bet and does not automatically restore the initial amount after a later win.
Fast Play changes presentation speed. The help also describes Hyper Spin after holding Space for 1.5 seconds, slowing down when a feature activates. For learning the game, ordinary manual rounds make it easier to see which princess is active and whether the next meter reward is Trinity or additional Free Spins.
Follow matching horizontal and vertical rows. The game-specific rule is more precise than a general description of touching groups, and a grid symbol can belong to more than one winning combination.
The base game cycles through the active princesses. Your explicit choice comes before Free Spins and remains relevant to both the power and meter extension throughout that feature.
A full meter outside Free Spins starts Trinity when the current cascade ends. Inside Free Spins, completing the meter adds the selected princess’s extra spins; it does not launch Trinity again.
A clear during Trinity opens Free Spins. A clear outside Trinity pays the documented instant-prize formula. Keeping that exception beside the formula avoids adding together awards that do not occur together.
03 / The details
Catalog figures and in-game observations.
Settings may differ by version and casino.
Provider data and saved official rules describe specific game configurations. They do not certify the active RTP, controls or availability at every casino.
04 / The SlotsCollector take
Follow Love, Star and Storm through a cascading 5×5 grid, then compare the three ways to play the Free Spins feature.
Moon Princess 100 looks like a simple sequel because its headline numbers are a 100× multiplier and up to 100 Free Spins. Its defining relationship is more interesting: the board produces wins, cascades increase the multiplier, and qualifying princess combinations progress Trinity. Following those three elements explains more of the game than the two large limits on their own.
An ordinary win can pay and extend the cascade. A qualifying princess win can do both of those things while also charging the meter. That gives the same visible match three consequences: immediate payout, multiplier progression and feature progression. The value of a princess symbol is therefore not fully described by its individual paytable award.
Created Wilds add another connection between one board state and the next. Removing exactly three matching symbols leaves a Wild in the middle position, and that Wild can help make a later combination. The useful detail is where the next match becomes possible after the grid changes, rather than simply counting how many symbols disappeared.
Girl Power is the recovery mechanism around that loop. A non-winning board can be transformed, supplied with Wilds or partly cleared by the active character. The powers have different effects on the arrangement already present. Their description supports understanding those changes, not predicting that a particular intervention must produce a win.
Trinity turns the three powers into a structured sequence. Love goes first, Star second and Storm third on the applicable non-winning drops, with winning cascades able to occur between interventions. Clearing the grid within that special round is the route to Free Spins. A full meter and Free Spins entry are connected, but they are not the same event.
The princess selection is a meaningful structural choice. Love starts with four spins and adds four on a meter refill; Storm starts with eight and adds two; Star starts with five and adds three. Their power effects differ as well. Reducing those differences to a simple safe, balanced or risky ranking would suggest a probability comparison the saved rules do not provide.
The clear-grid exception is just as important as the choice. Outside Trinity the award scales with the active multiplier, using 50 times total bet as the starting factor. Inside Trinity a clear unlocks Free Spins and excludes that instant award. Keeping those states separate avoids inflating what one event pays.
The interface gives you several things to watch, so the game suits players who enjoy following a developing feature. A player looking for fixed paylines and one simple Scatter trigger has more rules to learn here. The best first reading order is the winning pattern, the three powers, the meter, and finally the princess-choice table.
Moon Princess 100 and Rise of Olympus 100 both build their progression around a 5×5 Play’n GO grid. The useful comparison is between the individual character powers and entry rules: princess powers and Trinity here, god powers and Wrath of Olympus there. That explains the family resemblance while keeping each game’s own mechanics in view.
05 / Inside the game
Tutorial, reels and game rules.
Select any image to enlarge.
06 / Find your next game
Compare the feature, not just the theme.
Moon Princess 100 uses princess powers and Trinity. Rise of Olympus 100 develops god powers and Wrath of Olympus.
Explore gameThree or more matching symbols must form a horizontal or vertical row on the 5×5 grid.
When a winning combination of three symbols is removed, a Wild appears in the middle position of that combination.
The active princess can modify a non-winning grid: Love transforms symbols, Star adds one or two Wilds, and Storm removes two symbol types.
Winning combinations containing princess symbols charge the three-section meter. Three matching princess symbols fill one section, four fill two and five fill all three.
Completely clear the grid during the Trinity round.
Love starts with 4, Star with 5 and Storm with 8.
Yes. Filling the meter during Free Spins awards 4 more spins for Love, 3 for Star or 2 for Storm, with a maximum feature length of 100 spins.
Up to 100× during the feature.
Outside Trinity, clearing the grid pays 50× total bet multiplied by the active win multiplier.
Play’n GO lists 96.2% as the provider RTP; it is not proof of the active configuration at every operator.
Play’n GO lists 15,000× bet.
Sources & data verification
We reviewed first-party game documents and provider material. The facts below retain their source and configuration; this review does not certify a current playable demo.
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Saved official rules for this game; no new live session is claimed.
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