The manual was typed out exactly as it appears in the physical article with color images instead of blue and white ones. I took the time to go through each page and type it out, so hey if you use this for your own benefit (or website give me credit huh?) I skipped page 1 (Loading Instructions: Starting Up), 20 (Map), 22, 23 (Blank "NOTES" pages), 24 (Handling the Mega Cartridge), and 25 (90 limited warranty...) since they are kind of worthless. Page 20 actually spits a link to the Map I created with an emulator (Yes I know but I own the original game and a way of playing it, this was just easier).

NOTE: I left ALL the typos and errors in here deliberately!!!!!!!


2|

The Story Unfolds

You have a complicated and dangerous mission ahead of
you. First of all, you're a member of the White Knights, a
peacekeeping force within the Planetary System. Your ef-
forts are needed to obstruct the takeover planned by the
Norsa Empire.

Within the Norsa's heavily protected labyrinth of rooms lies
the key to your success: five floppy disks which contain their
entire plan for destruction. If you obtain these disks,
you'll have the power to end their designs on domination.

You're armed with the protection of the Zillion Laser in
addition to the added defense of Champ, Apple and Amy.
Apple and Champ are trapped in the maze, an it's your
responsibility to free them too.

Now, this is an exercise in memory and stragedy, so you may
want to keep a pen and pad handy. Because in order to
discover the disks and reach the main computer, you'll need
to travel many confusing paths. And don't be discouraged if
you feel lost and unsure, your trek requires hours of playing
time to succeed. Good Luck.

How To Use Controls

Before you begin playing, orient yourself with the move-
ments and functions of each button.


3|

Individual Functions:

Each button on your Control Pad will promt its own series
of moves.
Control Pad
Your Directional Button (D-Button):

Button 1:
  • Jump
Button 2:
  • Fire laser gun Zillion
Pause Button:
  • Screen Status Report
Button 1 or 2:
  • Symbol Selection
  • Exit status report
Control Pad for Player 2:
  • Screen Status Report

Now that you're familiar with the basics, here's the set-up
for sophisticated playing.


4|

Moving Left to Right and Up and Down

In order to keep J.J. moving, you must manipulate the D-
Button at all times. Naturally, if you cease to use it, J.J. will
stop.

    *When moving from left to right, simply press the D-Button
      in either of these directions for the same response.

    *When moving up or down, pressing up will return J.J. to a
      standing position. Pressing the D-Button directly down
      will cause J.J. to lie flat on the ground where he will cont
      inue to mive in any direction.

Making Selections and Retrieving Symbols

You'll be faced with selection screens and computer cylin-
ders throughout the game which you'll need to confront and
operate.

    *When J.J. has exploded a cylinder and is read to retrieve
      its items, position him in front of the cylinder and press
      the D-Button up. He will turn to face the cylinder and
      automatically be awarded the items.

    *When J.J. reaches the computer, position him in front and
      press the D-Button up. Now you're inside. Make your
      selection by moving the D-Button to the right or the left
      until you stp on a desired symbol. Press Button 1 or 2.

Advance Elevator Up or Down

Once you've entered the elevator, simply move the D-Button
up or down to reach your desired destination


|5

Jump:

Once inside the game, you'll see that jumping is as neccessary
as walking. And it's quite simple to master.

    *When you're ready to jump, press your D-Button in the
      desired direction while pressing Button 1.

    *J.J. can jump and turn in the air. So keep in mind to use
      your D-Button as much as possible when jumping.

    *Your jumping skills will improve as your level increases.
      But there is no cure for the land mines. When you ap-
      proach a mine, get as close as possible without stepping
      on it, and the press Button 1. Otherwise, you're sure to
      land on top of it.

Firing Zillion:

The laser can be fired from any position you're in whether
you're in mid-air or laying flat on the ground. The directions
Zillion cannot be fired in are up and down.

    *When you're ready to shoot, press Button 2 as many times
      as neccessary for rapid fire and singularly for one-shot.

Screen Status Report:

Within the game is a status report which will update you on
various important factors. There will be more about this
later in the manual.

    *When you're ready to review this information, press the
      Pause Button on the Power Base and the screen will be
      presented.


6|

    *When you're ready to exit this screen, press Button 1 or 2.

    *Another way you can review this information is to plug
      Player 2's Control Pad into its port in the Power Base and
      press Button 1 or 2. This screen will be presented and
      when you're ready to exit, press Button 1 or 2 again.

Take Control

Before you enter the maze, the following will guide you
through some game rules and requirements.

Life Power

J.J. will begin his journey outside of the maze. Here is the
Mother Ship where he'll be safe from Norsa Warriors and
can be replenished.

In the beginning of the game, J.J. will be awarded 700 life
points. These life points will diminish every time he is hit by
enemy fire. When his life force is getting low, he can return
an unlimited number of times to the Mother Ship where he'll
receive 700 life points and another ID Card.


7|

Entering The Maze:

Once you leave the Mother Ship, you're an open target. Run
as quickly as possible to the elevator opening and take any
of the paths offered.

Inside The Maze:

There are hundreds of happenings in this maze, which will
be discussed throughout the manual, in addition to sugges-
tions for figuring out the maze. But for now, you should
learn all the technical elements before studying stragedy.

Computer Cylinders:

The whole purpose of entering each room is to move on to
another. The only way to move from room to room is by dis-
covering the secret door. In order to do this, you'll have to
use Zillion.

    *When you enter a room you want to explode all the cylin-
      ders in order to acquire their hidden elements. Sometimes
      these elements are symbols which you must feed the
      computer so it will open the secret door.


8|

    *You must acquire four symbols and one ID Card. You
      cannot gain access to the computer for any purpose with-
      out an ID Card. You'll find these inside the computer
      cylinders too.

    *Once you've found all four symbols it might be helpful to
      write them down or devise a method that help you re-
      member them.

    *Now, within the computer cylinders are other elements
      which will aid you in your journey. You'll see and learn
      about them in the following section.

    *There are three different cylinders in all and each requires
      a different Zillion power to blast it open.
 
Value of Zillion
Shooting Cylinders
Destroys Cylinder
1. 
Short
2. 
Medium
3. 
Long

    *Your Zillion power will increase with the right key when
      you shoot a cylinder, so even if you have acquired all four
      symbols and an ID Card, shoot remaining cylinders
      for power and extra items.


9|

Definition of Computer Cylinder Item:

Below are illustrations and explanations of what you can
expect from cylinders.
 
 
*Key Symbol
Symbols 1 - 10 which have special
functions besides opening doors.
*ID Card
Use to gain access to computer for
inputting commands. There are two
cards: blue and red. Blue Cards can be
used in any room, while the Red Card is
the only access to the main computer.
*Bread
When you take bread, your life power
will increase by 40 points.
*"Opa-Opa"
Will incread the level of the player with
life power, jumping ability, speed and
endurance. There are eight levels in all.
*Scope
In each room are infrared rays which can
be seen when the scope has been acquired.
*Floppy Disk
Discover all five of them and feed the to
the main computer to win.
*Zillion Power
When you locate one, your level will in-
crease and a new group of cylinders will
be available to you.


10|

Activate Computer:

Now you've been through a room, you've collected an ID
Card, or several, and you think that you've memorized the
four accurate symbols to gain entry to the next room. Well
let's see if you have.

    *Once you've approached the computer as instructed in the
      beginning, you should see the monitor appear with a se-
      lection of symbols and other keys.

    *By using your D-Button, enter the four symbols into the
      computer bank. Do this by pressing Button 1 or 2 once
      you've settled on a symbol. If you make a mistake you can
      choose the key near the 'Enter' to delete your choice. Once
      the four have been entered, move to the 'Enter' key and
      press Button 1 or 2.

    *If you're correct, you'll receive your card back with a
      message indicating which command has been carried out.
      In this case, it will have to do with 'Door Open'. In the
      next section, you'll see that there are other commands to
      prompt also.

    *Now move over to the exit and press Button 1 or 2 to
      return to the maze.

    *If you are incorrect, the screen will display 'Error' in the
      same way. If you make three incorrect selection in a row,
      your card will not be returned and the door wil not open.

    *The symbols do not have to be entered in any order. And
      if you leave a room without inputting the symbols, they
      will change after you've left and are very difficult to re-
      trieve again.


11|

The Other Computer Commands:

The computer will only activate a command when four
symbols have been input. So just as four symbols were
needed to open a door, four symbols are needed for the
remaining commands. They are entered exactly the same as
before and the only difference will occur when you have
activated the command. Your ID Card will not be returned
to you. So it is very important to collect as many cards as
possible. If you run out, you can receive more in the Mother
Ship.

Map Display
    *This is a simplified map of the underground base or maze.
      The blue flashing point indicates the present position of
      the player. Green color indicates which rooms you have
      passed through. Red color indicates location of the room
      containing the main computer.

Laser Barrier Stop
    *Those yellow lasers in each room which zap your life
      power will be temporarily disabled with this command.


12|

Sensor stop
    *Will eliminate infrared rays.

Moving Walkway Stop
    *Will prevent the floor from moving under you temporar-
      ily.

Auto-Gun Stop
    *Will disable the auto-gun temporarily.

Warp A
    *Returns you to the elevator at the base of the underground
      entrance.

Warp B
    *Returns you to the nearest elevator.

Base Explosion: Main
    *If you enter this command into the main computer bank
      the entire base will explode in X minutes. If you do not
      manage to escape the underground in X minutes, you will
      perish in the explosion.

Explosion Cancel: Main
    *This will cancel the previous command once it is input.
      This command can only be entered into the main com-
      puter bank.

Suicide
   *When you decide to commit suicide, this is the command.
      We will help you determine when it is useful.


13|

Danger Zones:

Once you've entered the maze and you're ready to make
progress, look out for the following:

Land Mines

*  When you approach a land mine, remember to cross it as
    we explained earlier. Should you activate the mine, your
    life power will decrease. When you reach a Zillion power
    of three, you can shoot your way through the field by
    lying face down.

Barrier

*  Barriers are the yellow lines running up and down in the
    room. They will significantly decrease your life power
    when you pass through them. They can be neutralized for
    a short period of time with the right command and an ID
    Card. Remember, sometimes they will zap you repeatedly
    if you get stuck against one. So be careful.

Infrared Ray Sensors

*  These sensors will not be visible unless you have picked
    up 'Scope' power. They are beams that run lengthwise, up
    and down and in anyplace within a room. There can be
    only one beam per room, so if you figure out its location
    by trial and error, you can be confident you won't activate
    others. Now, when you do cross a sensor, eight Norsa
    Warriors will be summoned and they will remain until
    you confront them. Either kill these enemies or be killed
    by them.


14|

Review Status:

Your status report will review this important information.

LEVEL . . . . . . . . Level Ability of player. Eight levels in all.
LIFE . . . . . . . . . Present amount of life power points.
ZILLION
POWER. . . . . . . Present firing power of Zillion.
JUMP. . . . . . . . Jumping ability of player.
SCOPE . . . . . . . Existance or nonexistance of infrared ray
                        sensors in the present room.

Know the Players

There are heroes, heroines and villains in this game, each
with their own special characteristics. Now is the time to be-
come familiar with your teammates.
 
 
J.J. -The Main Trouper

* 168 cm tall, weighs 53 kg, blood type O,
   16 years old. He's got a strong sence of justice
   always ahead of the pack to the scene of evil
   doings. His special skills are combat oriented.

Apple

165 cm tall, weighs 50 kg, blood type O,
    17 years old. Excellent defense in close
    combat situations. His specialty is fight-
    ing with agile moves and endurance.
 


15|
 
 
Champ
* 178 cm tall, weighs 68 kg, blood type B,
   18 years old. A real straight shooter.
   Never loses his cool, and is always coura-
   geous in combat.
Amy

* 155 cm tall, weighs 46 kg, blood type AB,
   16 years of age. The favorite of the White
   Knights. She operates the power center at
   the Mother Ship

Opa-Opa
* 38 cm tall, weighs 16 kg, Sega Mascot and
   prized friend of the White Knights.

In addition to teammates, there are natural enemies.
 
Norsa Warriors

* There are four different classes of soldiers.
   Therefore, they will react differently to your
   defensive moves. The following section will
   help you repare for each class.


16|

This table illustrates Zillion's destruction ability at each
level.
 
CLASSIFICATION
NUMBER OF SHOTS
NEEDED TO DESTROY

ZILLION

LEVEL 1
LEVEL 2
LEVEL 3
Class A Warrior
1
1
1
Class B Warrior
1
1
1
Class C Warrior
2
1
1
Class D Warrior
3
2
1
Auto-Gun
CAN NOT BE DESTROYED
Land Mine
1 DIRECT HIT
1 PASSING
ABOVE 
Barrier
CAN NOT BE DESTROYED
Infrared Sensors
CAN NOT BE DESTROYED


17|

                       Individual Level's Values
                           and Maximum Power
 
LEVEL PLAYER LIFE
MAX.
JUMPING SPEED Warrior DAMAGE
Land Mine
Bullets
Barrier
*1*
J.J.
Apple
Champ
700
600
800
1.0
1.5
0.5
 1.0
 1.5
 0.5
30
40
20
60
80
40
120
160
  80
*2*
J.J.
Apple
Champ
720
620
820
1.0
1.5
0.5
 1.0
 1.5
 0.5
30
40
20
60
80
40
120
160
  80
*3*
J.J.
Apple
Champ
740
640
840
1.0
1.5
0.5
 1.0
 1.5
 0.5
30
40
20
60
80
40
120
160
  80
*4*
J.J.
Apple
Champ
760
660
860
1.0
1.5
0.5
 1.0
 1.5
 0.5
30
40
20
60
80
40
120
160
  80
*5*
J.J.
Apple
Champ
780
680
880
1.5
1.5
1.0
 1.5
 2.0
 1.0
20
20
10
40
40
20
80
80
40
*6*
J.J.
Apple
Champ
800
700
900
1.5
1.5
1.0
 1.5
 2.0
 1.0
20
20
10
40
40
20
80
80
40
*7*
J.J.
Apple
Champ
820
720
920
1.5
1.5
 1.5 
 2.0
 2.0
 1.5
20
20
10
40
40
20
80
80
40
*8*
J.J.
Apple
Champ
840
740
940
1.5
1.5
1.5
 2.0
 2.0
 1.5
10
10
10
20
20
20
40
40
40


18|

Warrior A
* Always moving to the right and left. When they spot you,
   they will beging shooting.

Warrior B
* Always moving to the right and left. When they spot you,
   they will begin shooting and are able to squat and shoot.

Warrior C
* These warriors are the same as the Warrior B type, but
   more dangerous. They can shoot up, giving them a three-
   directional shooting capacity.

Warrior D
* These are the most dangerous. In addition to the above
   abilities, they will attack with their bodies and you'll loose
   points with contact.

Time To Exchange Teammates

Now that you know your teammates so well, you should be
able to decide when exchanging places with any one of them
would be a good idea.

After J.J. has rescued Apple and Champ from the maze, they
can help him during the game.

* To change players push either the Pause Button or Button
   1 and 2 on Player 2's Control Pad. You will see the status
   review screen.

* Individual players will begin to appear on this screen. You
   can choose any one of them by moving them into frame
   with your D-Button. Now push Button 1. Exchange will
   automatically take place.


19|

One More Chance:

Even if you collapse and the "Game Over" message appears,
you will be awarded another chance by Opa-Opa.

He'll appear on the screen with two choices:

* Continue - You can start the game from the position and
   screen you last played. You will be awarded life power
   points according to your level.

* Retry - You are challenged to start from the beginning.

This option is awarded three times throughout the
entire game.

Now Make Your Move

It is very confusing inside the maze, so we have provided
you with a map to help you plot your course. You should fill
in the rooms you need to traverse in order to reach the main
computer, that way you can check your progress, avoid
getting lost and narrow down any unnecessary passages.

This map has a beginning path already blacked in for you to
start from. Also illustrated on the map are several rooms
which have hidden commands. An outline follows:


20|

Map

Click here for new window (Recommended)
Click here to replace this window


21|

Hidden Commands Collection:

Because we.ve numbered the rooms with a grid system, you
can easily identify which room we're refering to with our
numerical titles.

When you input the commands we.ve listed below, a special
message will appear that will not be displayed in any other
room under the same command.
 
 
Room #E - 2
Input: Explode
Room #H - 5
Input: Explode
Room # C - 4
Input: Suicide
Room # I - 8
Input: Suicide
Room #I - 6
Input: Explode
Room #N - 6
Input: Explode

These messages will deliver special information and instruc-
tions to help you reach the main computer more quickly.

The Last Word:

Remember that this is a thinking game and will take hours
of playing time to win, or however you see it. So
prepare yourself for an incredible computer game and don't
get discouraged.

Grab a pad and pen, review the symbols and create your
own method of recall, keep your manual nearby, and go get
those floppy disks. Once you've input all five, it's time to
explode the base and head back to the Mother Ship. Good
Luck


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