Toy Story 3 (PlayStation 2) - RetroAchievements/guides GitHub Wiki
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.
- ๐ Achievement Guide
- ๐ Progression
- ๐ Challenges
- ๐ Trophies
- ๐ Minigames
- ๐ Completion
- ๐ Extras
- ๐ฅ Leaderboard Guide
- ๐ Credits
- โ๏ธ Footnotes
Set consists of 58 achievements worth 460 points
Set released on the 19th of September 2025
Toy Story 3 isn't just about running through levels but also about paying attention to hidden details and side objectives. Collectibles like stars, trophies, and bonus items are scattered everywhere, so explore each area fully instead of rushing straight to the goal. Keep an eye on the level-specific trophies' objectives, as completing them rewards coins to unlock extra content.
Important
On the PAL version of Toy Story 3, the default runs at 50Hz, which means 50fps max. By enabling NTSC mode in PCSX2 (Game Properties -> Patches), you can force the game to run at 60Hz/60fps instead. Since PCSX2 includes this option by default, it's a straightforward way to smooth out gameplay. This makes a big difference if you have Vsync enabled, because it locks the frame pacing to your display refresh rate, eliminating the small stutters you would otherwise notice at 50Hz.
Caution
All achievements will be void if you activate any cheat. If you check your Rich Presence, you'll see โ ๏ธ Cheats Detected โ ๏ธ
. Make sure cheats are not active.
The progression is designed to cover every part of the game. Each achievement is triggered once a level is completed. This marks a major step in the adventure, so players feel rewarded for completing each level.
Warning
Make sure to start fresh with a brand new save file, since the achievement system tracks completion data from the beginning of the run. If you've already cleared a level in a previous playthrough, simply replaying it won't trigger the unlock for that stage, because the game registers it as already done. To avoid missing anything, progress through each mission in order on a clean save so every achievement unlocks properly as you go.
Title | Guidance & Insights |
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- Complete "Western Playtime" |
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- Complete "Operation Phone Call" |
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- Complete "Keep Cool!" |
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- Complete "Family-Minded" |
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- Complete "Trouble in the Caterpillar Room" |
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- Complete "Goodbye Woody" |
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- Complete "Strawberry Smells..." |
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- Complete "Find the Computer" |
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- Complete "Eye in the Sky" |
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- Complete "Rodeo Rescue!" |
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- Complete "City Dump" |
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- Complete "The Claw!!!" |
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- Complete "Back Home..." - This achievement counts as the win condition for beating the game. |
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The challenge achievements in Toy Story 3 for PS2 are custom-designed tasks that push players to test their skill, timing, and creativity in unique ways. Each challenge focuses on mastering the game's mechanics. These challenges go beyond the standard trophies, offering a rewarding layer of engagement that enhances the overall Toy Story 3 experience.
Note
You can easily restart any challenge by simply restarting the level.
Title | Guidance & Insights |
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In Level 01 - 'Western Playtime', complete the train level from start to finish without ever falling off. Keep your jumps steady and precise, especially when shimmying around obstacles. - Falling off the train at any point will make the indicator disappear. - A Trigger Indicator is displayed at the beginning of the level. |
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In Level 02 - 'Operation Phone Call', sneak through Andy's room and recover his phone without being spotted by Andy's Mom or hit by any hazards. - Taking any damage or being caught by Andy's mom will make the indicator disappear. - A Trigger Indicator is displayed at the beginning of the level. |
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In Level 03 - 'Keep Cool!', find all your friends in the garage and kitchen without taking a single hit. Stay sharp around blowers, bowling balls, and fire hazards. - Getting hit by any hazard or trap will make the indicator disappear. - A Trigger Indicator is displayed at the beginning of the level. |
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In Level 04 - 'Family-Minded', shut down both lamps in the living room. They're easy to spot as you distract Andy's mom. By default, the lamps are off. When you go to turn on the TV, you'll encounter two lamps near the window. If you jump and grab the lamps' pull cords, you'll switch them on. Jump again to grab the next cord and switch on the second lamp. Normally, players can just continue forward while the lamps remain on, but instead you should backtrack, jump on the accordion on the ground, then jump again to grab the cords and switch both lamps off. - If you enter the vents before completing the achievement, the indicator will disappear. - A Trigger Indicator is displayed at the beginning of the level. - A Measured Indicator tracks how many lamps are turned off. |
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In Level 05 - 'Trouble in the Caterpillar Room', simply cross the playground unnoticed and rescue your friends without any of the children spotting you. - If any child spots you, the indicator will disappear. - A Trigger Indicator is displayed at the beginning of the level. |
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In the Time Attack of Level 06 - 'Goodbye Woody', scare no more than three pigeons on the daycare rooftop. - If you scare more than three pigeons, the indicator will disappear. - A Trigger Indicator is displayed at the beginning of the level. - A Measured Indicator tracks how many pigeons are scared off. |
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In Level 07 - 'Strawberry Smells...', follow Lotso's trail and reach the end without being hit or caught. Avoid steam vents and falling objects along the way. Additionally, the Big Baby monitors the area โ if he spots you, you'll need to restart the level. Be careful, as he is not easy to sneak past. - If you get hit by any hazards or caught by the Big Baby, the indicator will disappear. - A Trigger Indicator is displayed at the beginning of the level. |
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In Level 08 - 'Find the Computer', escape through the vents in under 1:40 without falling or taking a hit. You have to be very precise and careful, timing around steam pipes and fans is essential. - If you fall off or get hit by any hazard, the indicator will disappear. - A Trigger Indicator is displayed once you enter the vents. |
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In Level 09 - 'Eye in the Sky', complete the objective of shutting down the security cameras without ever being spotted, struck by electricity, or hit by any hazard. Take your time navigating fans and lightning arcs. - You will fail the achievement if you are spotted by a camera, hit by electricity, or touch any hazard. - A Trigger Indicator is displayed at the beginning of the level. |
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In Level 10 - 'Rodeo Rescue!', free your friends with the 'Old Movie' cheat enabled. This is more of a visual filter than a gameplay cheat. This achievement cannot be earned during regular gameplay; you must unlock it through the main menu: go to Bonus -> Cheat Codes, then enter the OLDMOV cheat code.- Once the indicator appears, deactivating it or activating any cheat will cause the indicator to disappear. - A Trigger Indicator is displayed once the cheat is active. Please note that once you activate the cheat, you must restart the level for the achievement to trigger. Misc note โ The 'Old Movie' cheat is the easiest challenge in the entire set, making it more of an easter egg than a real challenge. Dev note โ Although this challenge is cool, it was difficult to implement correctly. There were occasions where the player could easily activate it at the end of the level, which was not ideal. After some consideration, the best solution was to force the player to restart the level once the cheat is activated. |
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In Level 12 - 'The Claw!!!', guide the Aliens to the crane without any of them being hit by any hazard. - If any of the Aliens get hit, the indicator will disappear. - A Trigger Indicator is displayed at the beginning of the level. |
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Trophies are built-in Toy Story 3. They are designed as collectible milestones that highlight exploration, precision, and consistency across each level. Spread throughout the Adventure Book, they often require players to fully engage with their surroundings. Each collectible-based trophy rewards players a unique item that can be seen in the main menu.
Note
In this category, there are two types of trophies: Collectible and Interaction-based.
- Collectible Trophies: You are usually prompted to collect 8 unique objects scattered throughout each level. Collectible trophies can be revisited to unlock if you miss an item.
- Interaction-based Trophies: You often need to engage with the game world to earn these. Each trophy challenge is unique, and you must complete the task in one go or during a single session. For example, in the Operation Phone Call level, if you close a blind and complete the level, then return and replay it, the blind will be restored and you'll need to redo the interaction.
Title | Guidance & Insights |
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In Level 01 - 'Western Playtime', you'll naturally come across most of them if you always hop onto ledges and rails instead of skipping platforms. However, don't miss checking the area before moving on. |
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In Level 01 - 'Western Playtime', you need to consistently smash every barrel and block from start to finish of the level. The barrels are tucked into compartments, sometimes requiring you to drop off ledges with the O button or explore side areas instead of just rushing ahead. Some are hidden behind sliding boxes and rubble โ don't just push forward, stop to check. |
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In Level 02 - 'Operation Phone Call', the bulbs are scattered around Andy's room as you search for the phone. One tricky bulb is near Andy's bedโif you push it and fall, a box will reveal it. |
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In Level 02 - 'Operation Phone Call', there are only two blinds in the room, but they're easy to miss. The first blind is missable because the spring is hidden in the red table compartment. |
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In Level 03 - 'Keep Cool!', you must find 8 Bubble Makers. Some locations are tricky, so be careful. After exiting the vent to find Bullseye, you must jump onto the platform on the left, which is easy to miss if you rush forward. In the kitchen, there are two Bubble Makersโwatch out for hazards like stove flames and the blender. |
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In Level 03 - 'Keep Cool!', this one is obtained while finding Hamm. When you reach Hamm's section, you'll see a key. Interact with it twice: first to drop it down, second, jump down to activate it. |
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In Level 04 - 'Family-Minded', for the Windmills, most are in plain sight, but therer are a couple of tough ones: one is hidden behind the couch early on, so you have to duck around instead of pushing forward, and another is inside a cabinet in the dining room โ meaning you need to climb a stool, open the compartment, and drop inside rather than just sticking to the tabletop route. The final one is tucked away inside a vent after a long linear section at the end, so you can't miss it if you keep interacting with vents, but it's easy to rush past if you're focused on finishing. |
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In Level 04 - 'Family-Minded', the 6 pictures are simpler but still missable โ the challenge is remembering to stop and straighten them in between jumps and climbs. Especially on the ones near the shiny box leap and on top of the library table before the tissue roll hazard, because they're easy to ignore while dodging falling objects |
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In Level 05 - 'Trouble in the Caterpillar Room', the food toys are usually along the main route, but a couple are tricky: one strawberry is hidden inside the microwave in the kitchen area โ you need to climb the green case and interact with it, which isn't obvious unless you explore. Another is tucked behind a red couch later on; you only see it if you hop over, it's easy to miss if you stick to the higher path. The last carrot is revealed by climbing lamps near the purple table. |
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In Level 05 - 'Trouble in the Caterpillar Room', for the jars, the hard part is remembering to smash them as you pass, because they're perched on tables you don't automatically cross. One is at the start by the lamp, another sits on an end table beside a tray (after the microwave section), and the last is hidden on a blue chair that also contains a battery. |
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In Level 06 - 'Goodbye Woody', the paper planes are mostly found by opening cabinets or vents, but a few are tougher: one requires solving a box-pushing puzzle to line up a vent so you can grab the plane inside โ easy to miss if you don't push the box exactly right. Another is hidden at the very end on a hanging plant, meaning you need to swing across and not zipline away too early. |
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In Level 06 - 'Goodbye Woody', the pigeons are straightforward โ just walk near them โ but the tricky ones appear while dodging hazards. One is perched after a series of fans that blow you back; timing is key, or you'll fall before reaching it. Another sits right after two collapsing boxes, where the urge is to keep moving instead of pausing to scare it. |
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In Level 07 - 'Strawberry Smells...', for the jigsaw puzzles, most follow the path, but two stand out as tricky: one is hidden behind the Big Baby during the hide-and-seek section. This is tough because the baby's head turns much faster than earlier stealth characters โ you have to dash quickly between cover, snag the piece, and hide fast. Another is near the end, tucked inside a vent below a pink table; you only find it by interacting with the vent, which is easy to overlook if you're rushing. |
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In Level 07 - 'Strawberry Smells...', the balls are scattered across furniture, and knocking them down means deliberately climbing onto certain tables instead of following the quickest route. The hardest one is perched on a pink table near the dollhouse โ you need to jump precisely from bowling pins to a shiny box to reach it. While the balls are visible, they're easy to skip since they require small detours, and you must get all five in a single run |
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In Level 08 - 'Find the Computer', for the plastic butterflies, most appear in vents or along Bonnie's room, but a few are tricky. One drops only after you climb a dresser and make a shiny box fall โ if you don't backtrack, you'll miss it completely. Another is hidden behind a movable box in the vents. And the last two, one is under the table in the kitchen and another requires pushing a box into place to climb up and collect it. |
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In Level 08 - 'Find the Computer', the painting tubes are all in plain sight, but the challenge is staying on them while Bonnie's mom sudden turns force you to rush. |
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In Level 09 - 'Eye in the Sky', the animal blocks are spread across vents and control room areas, but a couple require extra care. One is hidden inside a desk's compartment before meeting up with Slinky Dog โ Another sits under a bench in the security camera hallway, where you have to sneak carefully: the cameras can still catch you if you maneuver badly, so it's easy to miss while rushing past. |
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In Level 09 - 'Eye in the Sky', for the suspended ceilings, the trick is knowing which panels countโonly the gray-colored ones can be dropped. They are easy to spot if you thoroughly scout the area. |
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In Level 10 - 'Rodeo Rescue!', the toy hats are scattered across the shelves and toy furniture, and most appear naturally as you rescue each friend. The harder ones include the hat hidden inside a toy cash register on the story above (you have to climb into it instead of just passing by) and another tucked inside a cabinet in the small room section โ you need to open the cabinet door to reveal it. |
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In Level 10 - 'Rodeo Rescue!', the red magnets are all on a wall near the couch. You have to climb the wall directly, and push each one down as you climb. |
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In Level 11 - 'City Dump', the artificial flowers are tucked between piles of trash, often hidden in corners or between blocks that look like background clutter. They are easy to find and come naturally as you go. However, always check carefully inside tight gaps, especially during the climbs โ one flower is squeezed between stacked trash right after rescuing Bullseye, and another is buried under rubble on the way to Woody. |
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In Level 12 - 'The Claw!!!', the space rockets are scattered across blockages, often slightly off the main route. The tricky ones are those placed at the edges of puzzles: one hides on the left side near a valve (Alien 1's section), another is off to the right in Alien 2's lava jump path, and one is on a rotating blade platform โ requiring you to risk standing on it long enough to grab the rocket without falling. The last one is after a double-valve section, tucked just before the steam shutoff; if you're focused only on solving the puzzle, you'll walk right past it. |
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In Level 12 - 'The Claw!!!', the switch limit trophy is harder than it sounds because the natural instinct is to swap aliens often. Only switch when absolutely necessary (like moving boxes or pushing valves). The toughest parts are the spoon-and-box sequences, since wasting switches there quickly adds up. To stay under 50, you need to memorize which alien goes where, plan ahead, and avoid reflexively swapping every time you see an obstacle |
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In Level 13 - 'Back Home...', the stickers are mostly found while climbing trucks and cars, but a few are tricky. One is hidden low on the side of a truck exhaust, requiring you to drop down instead of staying on top. Another is perched on a post near the top of a van, easy to miss if you're rushing across vehicles. The hardest one comes inside the open trunk: you have to climb moving gray boxes, then carefully use a handle to reach the sticker perched above. |
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The slingshot trophies demand a flawless run: you can't fall onto the road once or the conveyor. You need to complete both trophies in 'City Dump' and 'Back Home...'. - A Measured Indicator tracks how many trophies are earned up to two. |
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The minigames in Toy Story 3 serve as fast-paced diversions from the Adventure Book, each themed around a different character's world.
1. Buzz Adventures put players in classic arcade-style shootouts, testing survival and precision as you blast Zurgbots across side-scrolling levels.
2. Woody's Roundup channels an old western serial, playing like an endless runner where quick reflexes, jumps, and dodges keep Woody ahead of bandits and hazards.
3. Aliens Escapades focus on puzzle-platforming with the Little Green Men, challenging you to swap between them sparingly while solving cooperative obstacles. Each category ties its rewards to performance ranks rather than collectibles, rewarding mastery, efficient play, and consistency across increasingly difficult scenarios.
Note
Each achievement in this trophy has a detailed walkthrough to help you achieve the best possible run and unlock the achievement for each of the minigames.
Title | Guidance & Insights |
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- Unlocked progressively as you finish certain Adventure Book missions. These are endless runner-style chases, where Woody jumps obstacles, ducks, and knocks down bandits. Ranks: 1 โ Platinum: (x0) hits 2 โ Gold: (x1) hit 3 โ Silver: (x2) to (x3) hits 4 โ Bronze: (x4) to (x6) hits 5 โ Wood: (x7) hits and above - A Measured Indicator tracks how many platinum ranks are acquired up to five and updates once a level starts. |
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- Unlocked progressively as you finish certain Adventure Book missions. Each stage is a side-scrolling shooter where you blast Zurgbots and hazards. The trophies here are performance-based โ your rank depends on how many lives you keep by the end. Ranks: 1 โ Platinum: (x19) lives 2 โ Gold: (x18) lives 3 โ Silver: (x9) to (x17) lives 4 โ Bronze: (x4) to (x8) lives 5 โ Wood: (x1) to (x3) lives - A Measured Indicator tracks how may platinum ranks are aquired up to five and updates once a level starts. |
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- Unlocked through Adventure Book as well (notably after The Claw!!!). You control the Aliens, swapping between them to solve puzzles. The ranking system here is based on how many switches you use: Ranks: 1 โ Platinum: (x30) or fewer switches 2 โ Gold: (x31) to (x40) switches 3 โ Silver: (x41) to (x50) switches 4 โ Bronze: (x51) to (x60) switches 5 โ Wood: (x61) switches and above - A Measured Indicator tracks how may platinum ranks are aquired up to two and updates once a level starts. |
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Beyond simply finishing each Adventure Book stage, every level comes with three repeatable modes that test mastery rather than exploration. These completion modes shift the focus from finding everything to mastering performance. Stars reward thoroughness, Cube Destruction rewards efficiency, and Time Attack rewards speed and precision.
Important
The Measured Indicator was originally meant to track the exact moment you complete a mode, but I changed it to update while you're on the menu for several reasons. First, the Find the Computer level is buggyโif you attempt to finish the last mode there (e.g., reaching 12/13 stars), the completion flag won't register accurately. Second, tracking these modes in-game causes frequent and distracting measurements to pop up, especially during loading screens in levels with multiple transitions.
Title | Guidance & Insights |
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โญ Stars โ Each stage has a set number of stars (usually 50โ110). The tough part is that stars are often tucked into corners, vents, or moving platforms, so you have to deliberately slow down and sweep every area instead of rushing forward. - A Measured Indicator tracks how many levels you've completed with all stars collected, up to a total of 13. |
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๐ง Cube Destruction โ A timed challenge where you must destroy a certain number of blocks within a strict limit (for example, 30 blocks in 80 seconds). Always aim for clustered blocks and use fast attacks instead of wandering. It's about pattern recognition and speed rather than exploration. - A Measured Indicator tracks how many levels you've completed with all cubes destroyed, up to a total of 10. |
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โฑ Time Attack โ A speedrun-style challenge where you have to clear the level under a set time. These usually unlock after completing the stage once. This can be punishing because hazards you once avoided now become time-wasting obstacles; you need to previously memorize the optimal path, skip detours, and nail jumps on the first try. - A Measured Indicator tracks how many levels you've completed with Time Attack modes completed, up to a total of 13. Dev note โ This mode was originally intended to be designed as a leaderboard challenge, but since it's already implemented in the PSP version of the game, I felt the experience would be redundant. Instead, I decided to create something different using the Cubes Destruction mode. |
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Hamm serves as the in-game shop, where you spend Toy Story Points (coins) earned from levels, trophies, and challenges. Unlockables are either cosmetic or bonus content, with fixed prices. The Extra Materials section is the final reward, fully redeemable after completing 100% of the game.
Title | Guidance & Insights |
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Concept Art โ 25 total, each costs 300 points (7,500 points for the full set). These include locations like Andy's bedroom, Bonnie's house, the Caterpillar Room, and characters like Rex, Lotso, and Mr. Pricklepants. |
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Hi-Res Images โ 15 total, each costs 300 points (4,500 points total). These are high-quality stills of characters and scenes from Toy Story 3 movie, like Woody, Buzz, Lotso, and group shots. |
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There are 6 cheats, each purchased with coins as well, but they're more expensive than art or images: 1. Snakes โ 600 points (Woody lands with snakes popping from his boots). 2. Comedy โ 600 points (Buzz wears a disguise mask). 3. Zurg Mask โ 800 points (Woody wears Zurg's mask except on Bullseye). 4. High Speed โ 800 points (all characters run twice as fast). 5. Maiden Buzz โ 1,000 points (Buzz wears a maid outfit). 6. Invincible โ 1,800 points (Buzz cannot lose health in his adventures). On top of this, to unlock the achievement you'll also need to input codes for cheats that are not purchasable in the Extra Materials. From the Bonus section in the main menu, go to Cheat Codes and enter the following codes: 1. BLASER -> Buzz Laser โ Allows Buzz to use his laser in all Story levels. 2. OLDMOV ->Old Movie โ Play the entire game with a classic black-and-white film filter. 3. 3DGLAS -> Alien 3D Glasses โ Toy Aliens wear 3D glasses. 4. BANDIT -> Bandit Woody โ Woody wears his bandit outfit. |
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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 mission completion challenges.
- Start Requirements: Information on how to activate the leaderboard.
- 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 damage taken 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 mission or striving for the top spot in specific challenges, this section equips you with everything you need to know.
Title | Guidance & Insights |
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- This challenge requires starting a new game and completing it in one run. Players can choose to approach it casually or go for speed, depending on their style, with the goal of achieving the best run possible for the leaderboard. Misc note โ This leaderboard is an instant submit and will only record your run once you complete 'Back Homeโฆ'. No measurements will appear during gameplayโit submits instantly when you finish the game. |
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- This leaderboard is specifically designed to complement the I'll Beat This Challenge E-vent-ually achievement, where the player must escape through the vents as fast as possible. It helps players keep track of their time throughout the run. - The leaderboard starts once Woody enters the vents in Find the Computer level. - The leaderboard will fail if the player restarts/quits the level. - The time will submit as soon the player switch the toggle that turns off the fan, so Woody can escape the vents. - A time-based indicator appears on the bottom right corner once the leaderboard starts. |
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- This score-based leaderboard is tailored for Cubes Destruction mode. The goal is to race against time while earning points as quickly as possible to secure a top spot on the leaderboard. - WARNING: This leaderboard only submits once. If you want to try again, DO NOT exit or close the Level Complete screen. If prompted, choose to replay the levelโotherwise, you won't be able to submit another entry. - The leaderboard starts once you enter a level with Cubes Destruction mode selected in the main menu. - The leaderboard will fail if the player restarts/quits the level. - The score will submit once the player successfully destroy all the cubes in the level. - A score-based indicator appears in the bottom-right corner once the leaderboard starts. - The formula for this custom score system is simple: - Score = (Cubes Destroyed x 500) + (Minutes x 150) + (Seconds x 150) |
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RA-User | Role |
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๐ Achievement Set Developer | Badge Design | RA-Guide Author |
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๐ Contributor | Writer - Assisted in writing the full set's titles and corrected the full set's description. |
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๐ Contributor | Tester - Tested the game's full story mode and all challenge-based achievements. |
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๐ Contributor | Tester - Performed an extensive testing of the set. - Assisted in discovering and resolving several bugs to ensure stability of the set. |
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๐ Contributor | RA-Guide Design - Author's Note: ASolidSnack is the designer of this beautifully structured guide. If you're inspired to create a guide like this, be sure to check the RAGuide wiki page, where you'll find everything you need. You don't have to be a developerโanyone can write a guide for their favorite game. |
An indicator displayed by the RetroAchievements overlay, often used to track specific progress within an achievement.
Examples:
- Items Collected - 8/13
- Objects Destroyed - 5/10
An indicator displayed by the RetroAchievements 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:
- A challenge is active, escape through the vents untouched.
- The 'Old Movie' cheat is active, finish the level.