D MAC
THE LADIES MAN
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.
10Seven Games presents Pocket P
Claim your place on the board. Completed-game cash scores. Your best run for each character is the one that stays on the board.
The playable crew, every enemy, every boss.
THE LADIES MAN
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.
SMOOTH OPERATOR
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.
GET MONEY
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.
Low, quick and happiest under your landing spot. They punish lazy footwork, but a clean stomp or attack shuts the lane down.
Airspace thieves that drift straight through your jump routes. Clear them early or let them turn a simple platform into a traffic jam.
A full-course nuisance with five hits of attitude. It patrols hard, hits harder and refuses to stay in one part of the map.
A gold-hoarding bruiser with a rolling charge and zero interest in fighting fair. Read the roll, survive the flex, take the money.
Fast floor-level clutter with terrible timing. Easy alone, annoying when the rest of the rooftop is already asking for your attention.
The rooftop's little artillery crew. They hold position and spit goo into the route you thought was safe.
Dirty air patrols that bob through the skyline and force you to watch above and below at the same time.
Once she clocks you, cardio becomes a personal problem. Fast, relentless and built to make the last stretch before the boss feel earned.
Roses, tears and way too much commitment. His guard windows and lunges turn heartbreak into a full-contact event.
Tiny bodies, enormous confidence. They charge low and fast enough to make ankle-level awareness a real skill.
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.
Nightlife nuisances with a little more durability and a lot more nerve. They wander, telegraph and swing when you give them room.
Neon-seeking dive bombers that make the upper half of the screen their business. Small target, bad timing, constant distraction.
Phone out, patience gone and reach for days. She controls space with summons and long-range pressure until you break through the attitude.
Club-floor pressure with elbows out. They rush the lane and make standing still the worst possible strategy.
They do exactly what the name promises: close the gap, grab the moment and make you fight your way back into space.
They would rather throw something than mind their business. Keep moving, close the distance or send the problem back where it came from.
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.
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.
Low desert pressure that turns the dawn route into a footwork check. Quick, mean and easy to underestimate.
Slow-looking until the lane gets crowded. They soak up space, keep walking and make bad positioning feel permanent.
Mobile aerial pressure with ranged attacks. They hover where your attention is not and punish straight-line movement.
A rolling disruption event with enough durability to stop the whole commute. She charges through the route like the sidewalk belongs to her.
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.
Tiny house security with maximum commitment. Fast lunges, relentless tracking and absolutely no respect for your personal space.
The basement descent's eight-legged patrol. They own narrow platforms, charge when you get close and make every drop need a landing plan.
Basement royalty with jump pressure, swipes and a stare that says you are definitely in its house now.
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.
Four moves. A few exceptions worth knowing.
One melee button cycles your close-range punch and kick attacks. Get in, connect, get paid.
Fire your energy orb across the screen. Great for airborne threats, spacing and opening a lane before you move in.
Hold down while grounded to duck and block. It is your universal defensive stance against most contact and projectile hits.
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.