Tricks and scoring, explained

Distance keeps your score ticking, but the big numbers come from style: near misses, tricks, stunts and takedowns, all boosted by a combo. Here's every point value in the game and how they add up.

The base: one point per meter

Every meter you drive is a point, so a 3-kilometer run is worth 3,000 before anything else. Each coin you pick up adds 10 points on top of the coin itself.

Points for driving

AwardPointsHow
Near miss100Pass close beside a car or truck in the lane right next to yours. Boulders, logs and barriers don't count.
Hop over50Jump clean over a car.
Smash50Plow through something while boosting or invincible. Cones count too.
Stomp100 (+50 Smash)Slam down onto a car from above. You bounce back up.
Skill box100Grab a box while your skill slot is already full.

Points for tricks

TrickPointsHow
Barrel roll250Change lanes while you're in the air (there must be a lane to move into).
Kickflip400Hop again while you're in the air. It also gives you extra lift.
Spin300 per full turnTap in the air with no skill held (or press R). One spin per jump, with as many turns as your air time allows, up to six: "360 Spin", "720 Spin" and so on.

The landing rule

A jump's tricks only count if every roll, flip and spin has finished by the time you touch down. Land mid-trick and you lose that jump's trick points, but not the run: the car lands safely. A roll or flip takes just under half a second, so don't start one right before you come down.

Mix it up

Repeating a barrel roll or a kickflip in the same jump halves its value each time. You get one spin per jump, but every full turn in it pays the full 300. Mixing different tricks does the opposite of repeating: each extra kind of trick in the same jump adds 25% to the jump's total. A kickflip, a barrel roll and a spin in one jump is worth far more than three kickflips.

Where to get air

Stunt sections

Every few hundred meters, in every district, a stunt section appears: a half-pipe or a grind rail in one of the lanes, or a sky lane raised above an outer lane.

StuntPointsHow it works
Half-pipe150 on entryThrows the car about 6 meters up with a random kickflip or spin. Land it cleanly to keep the trick points too.
Grind rail50 every 10 mA small kicker puts you on a rail. Land on top and grind along it (rails run about 50 to 80 meters); dash off to drop down.
Sky lane100 every 50 mOn the outer lanes only. A ramp lifts you onto a deck 6 meters up and 120 to 200 meters long. Hop the rooftop blocks on the way.
Neon Downtown, the car mid-air with the combo multiplier showing under the score
The combo multiplier shows under your score.

Points for the police

AwardPoints
Takedown (a cop crashes into traffic, gets hit by an EMP, or you stomp it or ram it while boosting or invincible)500 × your stars
Repelled (anything flung away by a Shockwave)150
Vaporized (anything hit by the Lane Laser)100
Lost them! (Smoke while you're spotted)250
Boss down! (the Interceptor's third hit)3,000

Takedowns are the biggest regular award in the game: 2,500 each at five stars. See the police heat guide.

The combo

Every award with a name on it (near misses, smashes, tricks, stunts, takedowns) builds your combo. Coins don't. The combo multiplies each award by 1 + 0.1 for every award already in the chain, up to ×2. The first award in a chain counts once, the second ×1.1, the third ×1.2, and so on.

The chain stays alive for 2.5 seconds after each award. Earn nothing for longer than that and it resets. The trick to big scores is keeping something happening: a near miss, then a hop over, then a stomp, then a barrel roll, each within two and a half seconds of the last.

Your best score

Your best run is saved when a run ends and goes on the all-time and weekly leaderboards. More on that in leaderboards and saves, and for a game plan, read the high score guide.