Scoring occurs after most levels are cleared and exited in Hotline Miami and Hotline Miami 2: Wrong Number. A report of the player's performance on the completed level is displayed against a colorful background featuring the sun and ocean. Points are calculated based on level actions.
Hotline Miami[]
Points Screen[]
Points for the Kills, Boldness and Combos categories are counted by the in-level point counter. Time Bonus, Flexibility and Mobility scores are given in the results screen.
- Kills - Obtained for killing enemies, some ways give more points for this than others. For example, executions give more bonus than firearm kills.
- Boldness - Actions counting toward this are door slams, dangerous pickups, and other actions (such as kills) performed while being exposed (the more alerted enemies, the better). Don Juan wall kills and Hammer/Brick throw kills also massively contribute to the score. It is with Combos the category with the most potent points obtainable.
- Killing an unarmed enemy in a way classified as potential exposure (see exposure below) will have a negative impact on the final score, potentially bringing down the Boldness score to its minimum of 100 if repeated enough times. This should therefore be avoided if one is trying for a high score.
- Combos - Gained from performing combos, the bigger the combo, the more points. Calculated in a way that obtaining a 10x combo gives more points than two 5x combos.
- Time Bonus - Starts at 9000 and gradually goes down until reaching 0 at 300s on the timer. Time passing while going back to the vehicle at the end of a chapter also counts. This factor is less relevant in longer levels, and more in shorter ones.
- Flexibility - Obtained by varying the killing methods against enemies, such as different types of firearms and melee weapons, door slams, executions and projectile kills. Score for this category is in increments of 500.
- Due to being locked to a single weapon, Biker will normally always obtain 0 points.
- Mobility - Contributed to by the distance traveled by the player.
- Grade
Skyline Screen[]
Information[]
- Level: "Name"
- Time (In seconds)
- High Score
- Score
Actions[]
- Exposure: Killed an enemy while being alerted by 1 enemy.**
- Double Exposure: Killed an enemy while being alerted by 2 enemies.**
- Triple Exposure: Killed an enemy while being alerted by 3 enemies.**
- Severe Exposure: Killed an enemy while being alerted by 4 or more enemies.**
- Door Slam: Enemy knocked down with door. This accolade can be grant multiple times for hitting the same enemy, but score bonus will be grant only once.
- Execution: Kill on a down enemy in the "slump" or "starfish" positions. Head-bash kills do not trigger this.
- Mercy Kill: Neck snap a crawling, mortally wounded enemy.
- Nx Combo: Kill N enemies quickly. Combo timer reset by knockdowns and lengthened by kills and Zack. Don Juan door kills, shuriken throw kills, knife throw kills and throwing knife kills still reset combo timer, but do not count towards combo amount.
- Sharp Shooter: Kill offscreen enemy with gun.
- Sneaky Shot: Kill enemy through yellow walls with gun.
- Dangerous Pick Up: Weapon pick up during a Triple/Severe Exposure
- Projectile Kill: Kill with a lethally throwable weapon. (Jake throw kills and knife throw kills do not trigger this)
- Double Hit: Kill two enemies with one weapon (either brick or hammer) throw.
- Triple Hit: Kill three enemies with one weapon (either brick or hammer) throw.
- Multi-Hit: Kill 4+ enemies with one weapon (either brick or hammer) throw.
- Big Balls: Successfully utilized a dart to throw at weapon wielding enemy and obtained 500 (+500 per each enemy alerted) points.
** - executions (including headbash kills) and killing throws do not trigger this, altough Boldness points for exposure kills are still grant
Playstyles (based on Actions)[]
If conditions to obtain multiple Playstyles are met, the one received is determined by its level of priority which are ranked as follows:
- 0 Generic: None of conditions described below were met
- 1 Exhibitionist: 6+ Exposures
- 2 Improvisor: 3+ 'pressure pick up' events (not possible in final game)
- 3 Combo Breaker: 5+ Combos
- 4 Coward: Sneaky Shots
- 5 Pitcher: 3+ Projectile kills
- 6 Door Man: 4+ Door Slams
- 7 Chiropractor: 3+ Mercy Kills
- 8 Combo Trainee: 3x to 7x
- 9 Combo Specialist: 8x to 11x
- 10 Combo Master: 12x+
- 11 Executioner: 5+ Executions
- 12 Sadist: 10+ Executions
- 13 Coward (2): 8+ Sharp Shooter
- 14 Invisible Man: 0 Exposures of any kind. Obtaining no actions will also grant this title.
- ?? Marksman - 3-7 Sharp Shooter
Grades[]
Grade | Fraction of level's max score required |
---|---|
A+ | 14/15 and up |
A | 13/15 |
A- | 12/15 |
B+ | 11/15 |
B | 10/15 |
B- | 9/15 |
C+ | 8/15 |
C | 7/15 |
C- | 6/15 |
D+ | 5/15 |
D | 4/15 |
D- | 3/15 |
F+ | 2/15 |
F | 1/15 |
F- | Under 1/15 |
Hotline Miami 2: Wrong Number[]
Sunset Screen[]
- Kills 1000 points for executions, 800 points for melee, 600 points for ranged (500 for Jake's nail gun, 400 for flamethrower and Jake's lethal throws)
- Combo Points are determined by combos made in the level. Bigger combos made in the level will add more to this category. It is the main factor that determines what letter grade one may obtain due to how many points can be gained from this.
- Flexibility Constantly changing weapons helps with score
- Mobility Keep moving at all times for a high score
- Boldness Being seen by enemies, punching enemies, (Ranged weapons have a negative impact)
- Time Bonus Amount of time used to complete the level. Quicker times will increase this score.(Does not factor in total time for this category)
- Special (character-specific)
- Level Score / Grade C Score The color of the text can change from red (F,D) to blue (C,B-), yellow (B,A), green changing to white (A+,S), and flashing red (Guarantee S).
- Grade (same as Hotline Miami's, with a new "S grade" above A+ that's roughly 2.6x the Grade C Score)
- Total Time (from hours to milliseconds)
Grades[]
- S
- A-, A, A+
- B-, B, B+
- C-, C, C+
- D-, D, D+
- F, F+