10Seven Games presents Pocket P

High Scores
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High Scores

Claim your place on the board. Completed-game cash scores. Your best run for each character is the one that stays on the board.

RankPlayerCharacterCash
#1MAC MF KIEZMAC KIEZ$33,740
#2MAC MF KIEZD MAC$33,285
#3PLAYER 1D MAC$31,985
#4PLAYER 1MAC KIEZ$29,230
#5ZMAC KIEZ$29,225
#6AKMISS MONEY$28,965
#7PLAYER 1MISS MONEY$28,955
#8ZMISS MONEY$27,650
#9RUNMISS MONEY$26,870
Player Guide

The playable crew, every enemy, every boss.

D MAC

THE LADIES MAN

Signature power orb

The magnetic all-rounder. D Mac moves clean, fights clean and owns the biggest orb presence in the crew — built to control a lane, switch gears fast and make the whole run look effortless.

MAC KIEZ

SMOOTH OPERATOR

25% stronger hits

The heavy-hands tactician. Mac Kiez turns one opening into a problem, with stronger hits and enough control to make close-range pressure feel completely on his terms.

MISS MONEY

GET MONEY

15% higher jump · 6% faster

The high-speed route breaker. Miss Money has the quickest feet and extra lift, turning hard jumps, escapes and vertical setups into shortcuts while bringing the same full attack kit.

Enemy + Boss Roster
LEVEL 14 CHARACTERS

Desert Snakes

Enemy

Low, quick and happiest under your landing spot. They punish lazy footwork, but a clean stomp or attack shuts the lane down.

Desert Vultures

Enemy

Airspace thieves that drift straight through your jump routes. Clear them early or let them turn a simple platform into a traffic jam.

Pickup Truck

Heavy

A full-course nuisance with five hits of attitude. It patrols hard, hits harder and refuses to stay in one part of the map.

Big Boss

Boss · +$1K

A gold-hoarding bruiser with a rolling charge and zero interest in fighting fair. Read the roll, survive the flex, take the money.

LEVEL 25 CHARACTERS

Roaches

Enemy

Fast floor-level clutter with terrible timing. Easy alone, annoying when the rest of the rooftop is already asking for your attention.

Spitter Roaches

Enemy

The rooftop's little artillery crew. They hold position and spit goo into the route you thought was safe.

Flying Rats

Enemy

Dirty air patrols that bob through the skyline and force you to watch above and below at the same time.

Obsessed Jogger

Mini Enemy · 7 hits

Once she clocks you, cardio becomes a personal problem. Fast, relentless and built to make the last stretch before the boss feel earned.

Simp Boss

Boss · +$2K

Roses, tears and way too much commitment. His guard windows and lunges turn heartbreak into a full-contact event.

LEVEL 35 CHARACTERS

Yorkies

Enemy

Tiny bodies, enormous confidence. They charge low and fast enough to make ankle-level awareness a real skill.

Distraught Drunk Girls

Enemy

They sprint the Scottsdale strip in full panic mode and do not care about your orb. If you want them out of the way, get physical or go over the top.

Scottsdale Bros

Enemy · 3 hits

Nightlife nuisances with a little more durability and a lot more nerve. They wander, telegraph and swing when you give them room.

Moths

Enemy

Neon-seeking dive bombers that make the upper half of the screen their business. Small target, bad timing, constant distraction.

Karen Boss

Boss · +$3K

Phone out, patience gone and reach for days. She controls space with summons and long-range pressure until you break through the attitude.

LEVEL 44 CHARACTERS

Rude Dancers

Enemy

Club-floor pressure with elbows out. They rush the lane and make standing still the worst possible strategy.

Clingy Dancers

Enemy

They do exactly what the name promises: close the gap, grab the moment and make you fight your way back into space.

Haters

Enemy

They would rather throw something than mind their business. Keep moving, close the distance or send the problem back where it came from.

Unkle Domino

Boss · +$4K

Veteran swagger, champagne pressure and a charge that owns the room when it starts. He has jokes, guard windows and a whole lot of boss-floor confidence.

LEVEL 55 CHARACTERS

Annoying Customer

Store Fight · 20 hits

He starts outside jealous and finishes inside throwing half the convenience store. Break his rhythm, manage the flying junk and make him regret the scene.

Scorpions

Enemy

Low desert pressure that turns the dawn route into a footwork check. Quick, mean and easy to underestimate.

Zombie Men

Enemy

Slow-looking until the lane gets crowded. They soak up space, keep walking and make bad positioning feel permanent.

Drones

Enemy

Mobile aerial pressure with ranged attacks. They hover where your attention is not and punish straight-line movement.

Cart Woman

Heavy · 4 hits

A rolling disruption event with enough durability to stop the whole commute. She charges through the route like the sidewalk belongs to her.

LEVEL 61 CHARACTER

Rival Driver

Race Boss · 5 hits

Black muscle car, big ego, no lane manners. HOP his throws, BRAKE his checks, then RAM BURST when he pulls alongside. Five clean hits wins the chase, while surviving the finite run is still a backup clear.

LEVEL 74 CHARACTERS

Chihuahua

House Hazard · 7 hits

Tiny house security with maximum commitment. Fast lunges, relentless tracking and absolutely no respect for your personal space.

Black Widows

Enemy · 4 total

The basement descent's eight-legged patrol. They own narrow platforms, charge when you get close and make every drop need a landing plan.

Creepy Cat

Heavy · 10 hits

Basement royalty with jump pressure, swipes and a stare that says you are definitely in its house now.

Mukbang Goddess

Final Boss · +$5K

The social-media menace at the end of the run. Dinner Bell pulls you in, Whip Snatch steals your space, Drop Slam owns the floor and Chomp Rush makes distance temporary.

Move Rules

Four moves. A few exceptions worth knowing.

PUNCH / KICK
ATTACK BUTTON

One melee button cycles your close-range punch and kick attacks. Get in, connect, get paid.

ORB SHOT
RANGED

Fire your energy orb across the screen. Great for airborne threats, spacing and opening a lane before you move in.

DUCK
BLOCK

Hold down while grounded to duck and block. It is your universal defensive stance against most contact and projectile hits.

HEAD STOMP
JUMP ATTACK

If it is a combat target, you can jump on its head. Enemies and bosses both take a hit when their damage window is open, and you bounce back up.

Exceptions that matter
Boss guard and invulnerable states ignore damage until the opening is real — punch/kick, orb and head stomp all obey that rule.
Level 3's Distraught Drunk Chicks ignore orb shots. Use punch/kick or a head stomp instead.
In the Level 5 store fight, orb shots destroy thrown items and punch/kick can knock suitable throws back out of the air. Duck still blocks.
Level 6 is different: HOP clears obstacles and throws, BRAKE answers brake-checks, and RAM BURST is your attack. Hit El Rival during readable alongside/recovery openings or force him into traffic.
Story-only characters are not combat targets: the outside Level 5 customer before the fight, the outside girl, the store clerk and Grandma cannot be farmed for hits.