A chase starts when you misbehave next to a free officer. The reliable provocations in recorded play are a wheelie beside them, speeding past them, or a V or C trick in front of them. The star meter sits on the right of the screen.
What each star showed
| Stars | Observed response |
|---|---|
| 1 | One officer follows you. |
| 2 | Two police cars chase you. |
| 3 | The recording describes all the police joining. |
| 4 | The highest level shown. Nothing above 4 is documented. |
Stars climb if you keep offending. More pursuers are tied to more Cash.
How police behave
Police cars win a straight race. The walkthrough line is that a straight escape leaves you cooked because the cars are faster. They also ram, drive over the rider, and block the road. On Super Hard they ram constantly. An officer busy with another player can ignore you until you find a free one.
A player comment on a tutorial claims a straight escape works above 95 km/h and mentions a G5. That speed and that model are not confirmed in the recorded sessions or on the experience page. Do not plan a straight-line escape around that comment.
How a chase ends
Escaped. Ride circles and cut diagonal lines. Sidewalks and routes through buildings are used in the recordings. No escape timer or clear-stars message is shown, so it is unknown how long stars stay after you break line of sight.
Busted. You get off the chase and spawn back in. No fine, confiscation, or lost scooter is visible. One translated line hints at paying after a capture, and that hint is unconfirmed.
Difficulty
The menu includes a police difficulty setting. The only tier named in the main walkthrough is Super Hard, which pays much more and makes police ram you. Do not assume an Easy setting that disables police. That description comes from a conflicting control guide and does not match these recordings.
Use chases after the first ride feels stable. Spend the Cash with the upgrade guide.
