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Zillion II: The Tri Formation (SMS)
This guide provides comprehensive details on how to unlock each achievement within the base set, offering clear steps and strategies to ensure your success. Additionally, it includes useful information on the leaderboards for those interested in tracking their progress and competing at higher levels.
This guide mirrors the one available on the achievement set developer's Github
Set consists of 29 achievements worth 275 points
Set released on 31 July 2026
If the explanation here doesn't suffice feel free to search up some guides, here are a few helpful resources:
Category of achievements for progressing through the game, finishing each Stage in sequential order.
| Title (dev_id) | Guidance & Insights |
|---|---|
|
a_Stage1
|
Complete Stage 1 from start to finish. The achievement should unlock after the player enters the door at the end of the on-rails section, when the pre-stage screen for the next stage appears. |
|
a_Stage2
|
Complete Stage 2 from start to finish. The achievement should unlock after the player defeats the Stage's boss enemy, when the pre-stage screen for the next stage appears. |
|
a_Stage3
|
Complete Stage 3 from start to finish. The achievement should unlock after the player enters the door at the end of the on-rails section, when the pre-stage screen for the next stage appears. |
|
a_Stage4
|
Complete Stage 4 from start to finish. The achievement should unlock after the player defeats the Stage's boss enemy, when the pre-stage screen for the next stage appears. |
|
a_Stage5
|
Complete Stage 5 from start to finish. The achievement should unlock after the player enters the door at the end of the on-rails section, when the pre-stage screen for the next stage appears. |
|
a_Stage6
|
Complete Stage 6 from start to finish. The achievement should unlock after the player defeats the Stage's boss enemy, when the pre-stage screen for the next stage appears. |
|
a_Stage7
|
Complete Stage 7 from start to finish. The achievement should unlock after the player enters the door at the end of the on-rails section, when the pre-stage screen for the next stage appears. |
|
a_Stage8
|
Complete Stage 8 from start to finish. The achievement should pop when the outro sequence progresses to the last part. This is also the Win Condition for beating this game. |
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A selection of custom-made challenge achievements, for the experienced players to showcase their mastery of the game.
Tip
When the player loses all his lives, the game does into a Game Over screen. The player can then choose to use a hidden continue feature by pressing D-Pad Up + Button 1 on the controller. The game will then restart you at the beginning of the current Stage. Alas this will also reset the player's score.
Using a continue, can only be done 3 times throughout a given playthrough. As this is a hard cap implemented by the game's devs.
Some achievements require completing an entire Stage from start to finish with a specific challenge. If you fail, the achievement can quickly be retried simply by respawning (this happens automatically if you have lives remaining), provided you respawn at the beginning of the Stage.
This does not apply if you respawn at a mid-stage checkpoint after losing a life. In that case, the easiest way to restart from the beginning is to use up all your remaining lives and use a continue (refer to above tip).
During on-rails Stages, the player can summon one of two additional characters, Apple or Champ, to fully restore their HP/life bar.
Keep in mind that this can only be done after rescuing the respective character, and each character can only be summoned once per playthrough. Summoning is also only available during on-rails Stages.
- Apple is unlocked by rescuing her in Stage 2.
- Champ is unlocked by rescuing him in Stage 4.
After unlocking a character, press Button 1 or Button 2 on a second controller during an on-rails Stage to bring up the character selection prompt. From there, select the desired companion with the primary controller to summon them and restore your HP/life bar to maximum.
| Title (dev_id) | Guidance & Insights |
|---|---|
|
a_Stg1Deathless
|
Complete Stage 1 from start to finish without dying. The achievement should pop when the Trigger Indicator is still active when the pre-stage screen for the next stage appears. - The player dies. - The player falls into a pit. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when the Stage starts from the beginning. It is removed when any fail condition is met. |
|
a_Stg2Deathless
|
Complete Stage 2 from start to finish without dying. The achievement should pop when the Trigger Indicator is still active when the pre-stage screen for the next stage appears. - The player dies. - The player falls into a pit. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when the Stage starts from the beginning. It is removed when any fail condition is met. |
|
a_Stg3Deathless
|
Complete Stage 3 from start to finish as Apple without dying. Switch to Apple near the beginning of the Stage. In order to switch to Apple, please refer to Summoning Apple and Champ. The achievement should pop when the Trigger Indicator is still active when the pre-stage screen for the next stage appears. - The player dies. - The player falls into a pit. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when the player has summoned Apple near the beginning of the Stage. It is removed when any fail condition is met. |
|
a_Stg4Deathless
|
Complete Stage 4 from start to finish without dying. The achievement should pop when the Trigger Indicator is still active when the pre-stage screen for the next stage appears. - The player dies. - The player falls into a pit. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when the Stage starts from the beginning. It is removed when any fail condition is met. |
|
a_Stg5Deathless
|
Complete Stage 5 from start to finish as Champ without dying. Switch to Champ near the beginning of the Stage. In order to switch to Champ, please refer to Summoning Apple and Champ. The achievement should pop when the Trigger Indicator is still active when the pre-stage screen for the next stage appears. - The player dies. - The player falls into a pit. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when the player has summoned Champ near the beginning of the Stage. It is removed when any fail condition is met. |
|
a_Stg6Deathless
|
Complete Stage 6 from start to finish without dying. The achievement should pop when the Trigger Indicator is still active when the pre-stage screen for the next stage appears. - The player dies. - The player falls into a pit. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when the Stage starts from the beginning. It is removed when any fail condition is met. |
|
a_Stg7Deathless
|
Complete Stage 7 from start to finish without dying. The achievement should pop when the Trigger Indicator is still active when the pre-stage screen for the next stage appears. - The player dies. - The player falls into a pit. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when the Stage starts from the beginning. It is removed when any fail condition is met. |
|
a_Stg8Deathless
|
Complete Stage 8 from start to finish without dying. The achievement should pop when the Trigger Indicator is still active when the outro sequence starts. - The player dies. - The player falls into a pit. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when the Stage starts from the beginning. It is removed when any fail condition is met. |
|
a_WinNoSummon
|
Complete the game from start to finish without summoning Apple or Champ (refer to Summoning Apple and Champ). The player is not required to have rescued them. The player can rescue them, but as long as they don't summon them it's fine for this achievement. The achievement pops during the outro sequence. - A Trigger Indicator is displayed when the outro sequence starts and Apple or Champ weren't summoned. |
|
a_WinNoContinue
|
Complete the game from start to finish without using a continue (refer to Using Continues). Losing and using lives is of course allowed. The achievement pops during the outro sequence. - A Trigger Indicator is displayed when the outro sequence starts and no continue was used. |
|
a_WinScore
|
Complete the game with a minimum score of 150.000. The achievement pops during the outro sequence. - A Trigger Indicator is displayed when the outro sequence starts and the player's score is equal to or above 150k. Developer note ⁃ The title of this achievement is a reference to a hostage incident in which the perpetrator held someone at gunpoint with a Zillion toy gun. Read more here. |
|
a_NoHeals
|
Complete any on-rails Stage (Stages 1, 3, 5 or 7) from start to finish without healing. The player may heal by picking up a yellow L Power-up, or by summoning Apple or Champ. The achievement pops when the Trigger Indicator is still active when the pre-stage screen for the next Stage appears. - Any player life is healed. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when any on-rails Stage starts from the beginning. |
|
a_MinHits
|
Complete any on-foot Stage (Stages 2, 4, 6 or 8) from start to finish taking no more than 3 hits. The achievement pops when the Trigger Indicator is still active when the pre-stage screen for the next Stage appears. Or in the case for the last Stage, when the outro starts. - The player dies or has taken 4 or more hits. If a fail condition is met, please refer to Easily Retrying Challenge Achievements - A Trigger Indicator is displayed when any on-foot Stage starts from the beginning. |
🔗 Back to Top of Achievement Category
A varied selection of bonus achievements, some of which may also fall under the Challenge category.
| Title (dev_id) | Guidance & Insights |
|---|---|
|
a_Stg1PowerUp
|
Complete Stage 1 without dying and picking up at least 9 A or Z power-ups. This Stage has a total of 9 different Z power-up locations and 2 A power-ups, so there's a tiny bit of breathing room for picking up other power-ups. The achievement pops when the Trigger Indicator is still active when the pre-stage screen for the next Stage appears. - player dies If any fail condition is met, please refer to [Easily Retrying Challenge Achievements]. - A Trigger Indicator is displayed when all required power-ups are acquired. - A Measured Indicator tracks the amount of A or Z power-ups the player has acquired up to 9. |
|
a_Stg3PowerUp
|
Complete Stage 3 without dying and picking up at least 7 A or Z power-ups. This Stage has a total of 8 different Z power-up locations and 1 A power-up location, so there's a tiny bit of breathing room for picking up other power-ups. The achievement pops when the Trigger Indicator is still active when the pre-stage screen for the next Stage appears. - player dies If any fail condition is met, please refer to [Easily Retrying Challenge Achievements]. - A Trigger Indicator is displayed when all required power-ups are acquired. - A Measured Indicator tracks the amount of A or Z power-ups the player has acquired up to 7. |
|
a_Stg5PowerUp
|
Complete Stage 5 without dying and picking up at least 6 Z power-ups. This Stage has a total of 9 different Z power-up locations, so there's a tiny bit of breathing room for picking up other power-ups. The achievement pops when the Trigger Indicator is still active when the pre-stage screen for the next Stage appears. - player dies If any fail condition is met, please refer to [Easily Retrying Challenge Achievements]. - A Trigger Indicator is displayed when all required power-ups are acquired. - A Measured Indicator tracks the amount of Z power-ups the player has acquired up to 6. Misc note ⁃ This stage doesn't come with any A power-ups. |
|
a_Stg7PowerUp
|
Complete Stage 7 without dying and picking up at least 7 Z power-ups. This Stage has a total of 10 different Z power-up locations, so there's a tiny bit of breathing room for picking up other power-ups. The achievement pops when the Trigger Indicator is still active when the pre-stage screen for the next Stage appears. - player dies If any fail condition is met, please refer to [Easily Retrying Challenge Achievements]. - A Trigger Indicator is displayed when all required power-ups are acquired. - A Measured Indicator tracks the amount of Z power-ups the player has acquired up to 7. Misc note ⁃ This stage doesn't come with any A power-ups. |
|
a_TriCharged
|
Complete any on-rails Stage (Stages 1, 3, 5, 7) from start to finish using only the Armorator and without dying. Transform into the Armorator near the beginning of the Stage. To transform into the Armorator, the player is first required to have unlocked it. This can be done by simply picking up any A power-up during an on-rails Stage. Then press Dpad-up + Button 1 to transform (back and forth). The achievement pops when the Trigger Indicator is still active when the pre-stage screen for the next Stage appears. - Player dies - Player transforms back into the motorcycle If any fail condition is met, please refer to Easily Retrying Challenge Achievements. - A Trigger Indicator is displayed when the player has transformed into the Armorator at the start of any on-rails Stage. It is removed when a fail condition is met. |
|
a_MaxLives
|
Acquire a total of 5 player lives (PL) at one given time. This can only be achieved by earning a score over 120k and without losing any lives till the player hits the score threshold. - The game starts off with 2 player lives. Using a continue resets this back to 2 as well. - One player life is acquired at 30k score. - Second player life is acquired at 70k score. - Third player life is acquired at 120k score. |
|
a_RescueApple
|
Rescue Apple in Stage 2. She can be found in a seperate room, accessed via a door mid-way through the Stage. |
|
a_RescueChamp
|
Rescue Champ in Stage 4. He can be found in a seperate room, accessed via a door mid-way through the Stage. |
🔗 Back to Top of Achievement Category
This section provides a detailed breakdown of the various leaderboards featured in the game, helping players understand how to compete, measure progress, and achieve high scores. Each leaderboard is thoroughly explained, covering its purpose, requirements, and how scores are calculated.
Inside, you’ll find:
- Leaderboard Overviews: A description of what each leaderboard represents, such as chapter completion challenges or special gameplay modes.
- Start Requirements: Information on how to activate the leaderboard, including prerequisites like starting conditions and restrictions on cheats.
- Cancel Conditions: Clear explanations of what actions or circumstances will deactivate or invalidate the player's leaderboard attempt.
- Submit Conditions: The steps necessary to successfully submit your score to the leaderboard.
- Score Calculation Details: A breakdown of how the player's score is determined, with formulas and factors like accuracy, damage taken, time spent, and other gameplay metrics.
With this guide, the player will not only understand the mechanics behind each leaderboard but also gain insights into how to optimize performance and climb the ranks. Whether aiming to perfect a story chapter on higher difficulties or striving for the top spot in specific challenges, this section equips you with everything you need to know.
| Title (dev_id) | Guidance & Insights |
|---|---|
|
lb_GameFinTime |
This leaderboards documents the fastest game/mission completion times. Players can opt-out of this leaderboard, to lower RAoverlay clutter, by doing the following: Hold D-Pad Down while pressing Start at the Main Menu, thus starting the game. - Leaderboard starts when the game starts via the Main Menu - Leaderboard cancels when returning to Main Menu - Leaderboard submits when the outro starts - Tracks how much time/frames the player has spent in-game (in 60 fps) |
|
lb_GameFinScoreWeighted |
This leaderboard records the highest weighted scores achieved when completing the game/mission. It expands upon the game's internal scoring system by also factoring in the number of continues used and the number of lives remaining (see details below). The result is a more representative scoring system that rewards not only points earned, but also how efficiently the player manages their lives and continues throughout the run. - Instant Start-Submit when the outro starts - Instant Start-Submit when the outro starts Custom scoring system: - PlayerLivesWeight = (PlayerLivesLeft * 0.15) + 1 - ContinuesWeight = (ContinuesLeft (3 available) * 0.5) + 1 - BaseScore = PlayerLivesWeight * Score - WeightedScore (the submitted value) = BaseScore * 10.0 * ContinuesWeight |
|
lb_HighScore |
This leaderboard documents the highest scores recorded on Game Over and at game/mission completion. - Instant Start-Submit when the outro starts - Instant Start-Submit when Game Over - Instant Start-Submit when the outro starts - Instant Start-Submit when Game Over - The player's high score of the current session |
|
lb_Stg..Score |
This leaderboard records the highest score on completion of the respective Stage. - Instant Start-Submit when Stage completes - Instant Start-Submit when Stage completes - The player's current score |
🔗 Back to Top of Leaderboard Guide
| RA-User | Role |
|---|---|
|
🟉 Achievement Set Developer | RA-Guide Author |
|
🟉 Art Contributor | Achievement Badges | Game Banner | Mastery Badge |
An indicator displayed by the Retro Achievements overlay, often used to track specific progress within an achievement.
Examples:
- Headshots - 7/12
- Enemies left - 11/100
- Accuracy - 47%
- Coins collected - 88%
An indicator displayed by the Retro Achievements overlay, typically used to show when a challenge achievement is available for unlocking or when it is currently active. If this indicator disappears before the achievement unlocks, it often signals a failure, indicating that a retry is necessary.
Examples:
- Enough headshots acquired, finish the mission
- All enemies killed, kill the boss
- Player has not yet taken a hit - for a hitless achievement
- All requirements are met, continue the game to unlock...
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