Monster in My Pocket guides

Monster in My Pocket Beginner Tips - Stages, Bosses, and Co-op Survival

Monster in My Pocket beginner tips for NES covering controls, stage routing, boss patterns, co-op play, keys, bolts, and heart bottle management.

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Monster in My Pocket is a brisk NES action platformer built around two tiny heroes moving through oversized rooms, streets, and monster strongholds. The Vampire and the Monster share the same core kit, so the game is less about character builds and more about clean movement, safe hits, and knowing when the stage is asking you to climb, slow down, or carry an object forward for the boss.

Your attack reaches only a short distance in front of you. The double jump is strong, but you still need to land in control. Most of the run is about reading hazards before they turn into damage: stove flames, rolling golf balls, moving hooks, sewer splash tells, barbed wire, cave crushers, and bosses that punish greedy extra swings.

Essential Tips

1. Treat the Double Jump as Your Main Defensive Tool

It is the move that keeps small mistakes from becoming full health losses.

Monster in My Pocket asks for double-jump control constantly. You use it to clear stair gaps, hop stove flames, cross water pits, recover after short landings, and buy extra time when enemies rush from both sides. New players often think of the second jump as a panic button, but it works better when used early and deliberately. If a landing zone looks crowded, jump sooner and aim to touch down where you can attack immediately.

The same rule helps in boss rooms. Spring-Heeled Jack, Medusa, and the TV rematch all become easier when you use the second jump to reposition rather than trying to squeeze in one more unsafe hit.

2. Carry Keys and Bolts Forward When the Stage Offers Them

Thrown objects are the closest thing this game has to a real power spike.

Most runs are built on your standard attack, but keys and bolts matter because they hit harder than your normal arc and can erase common enemies in one throw. Stages 1, 2, and 5 are especially generous about showing you where a pickup can turn the next stretch or boss into a shorter fight. If the route ahead is stable, keep the object instead of throwing it at the first weak target you see.

3. Use the High Road When the Game Gives You a Choice

Safer routes usually come with fewer enemies and enough healing to stay ahead.

Stage 1 teaches this right away with elevated furniture and stair routes. Stage 5 does it again with the fence path above the garden floor. In both cases the upper route is not always trivial, but it usually gives you cleaner spacing and better control over what reaches you at once. That matters more than saving a second or two on the ground path.

The pattern to remember is simple: if a route split lets you fight one enemy at a time and keep the screen moving forward, it is usually the correct beginner option. The lower route often works, but it creates more pressure from rear spawns and awkward jumps into bodies.

4. Fight Projectiles First, Then Bodies

Your attack can cancel many threats before they ever touch you.

A lot of the game’s stress comes from enemies mixing their movement with projectiles or hitboxes that arrive at different heights. Witches, Cockatrices, Medusa, and the Warlock all become easier when you focus on surviving the shot pattern first. Once the projectile lane is gone, the body is usually vulnerable or at least easier to avoid.

5. Respect the Stage Hazards More Than the Regular Monsters

The floors, flames, rails, pits, and crushers do more damage to runs than most common enemies.

Common enemies are dangerous, but they are also readable once you have seen them once or twice. Stage hazards are what disrupt a clean rhythm. The kitchen flames punish late jumps. Rolling golf balls in Stage 3 can arrive while you are already dealing with flying enemies. The crane section in Stage 4 forces you to keep balance while airborne threats crowd the screen. The cave crusher tunnel in Stage 6 can trap you if you move like the room is flat.

6. Learn Where Speed Helps and Where It Hurts

Downhill momentum is strong, but only in the right places.

The game has a useful movement quirk where steep downhill runs can build enough speed to make you glow and become briefly invincible on contact. That is helpful on stair rails and a few quick descents, but it is not a universal answer. If you build speed into a cramped landing or a mixed enemy pack, you can still lose control the moment the slope ends.

7. Take Bosses as Pattern Exams, Not Damage Races

Every major fight has a readable pause or telegraph.

Spring-Heeled Jack lands after leap strings. Bigfoot exposes his back after movement changes. Kraken announces itself with splashes. Gremlin stops in the center before attacking. Medusa shows the real target through timing and projectile behavior. Warlock only becomes dangerous when you lose track of your own movement lane.

8. In Co-op, Separate Lanes Instead of Stacking Together

Two players survive longer when they stop fighting for the same patch of ground.

Monster in My Pocket supports two players, and the biggest beginner mistake in co-op is both players trying to occupy the same line. That leads to body blocking, accidental crowding near hazards, and both players eating the same projectile spread. A better rule is to assign near and far space for a few seconds at a time. One player handles what is arriving first while the other covers rear threats or the next landing.

Stage Route Priorities

The seven-stage structure is compact, so each area has a clear lesson. Stage 1 teaches route splits and object carrying. Stage 2 adds kitchen hazards that punish rushed timing. Stage 3 layers golf-ball traffic and moving-platform pressure. Stage 4 is the crane-and-tower set piece where patience matters more than speed. Stage 5 rewards safe upper routing and good bolt management. Stage 6 is the endurance exam, since you have cave hazards followed by the boss gauntlet. Stage 7 is short, but the TV rematch punishes sloppy floor control because missed eye shots create extra trouble.

The practical rule is to think one hazard ahead. If a platform is moving, if a slope is about to launch you, or if a splash telegraph is already on screen, solve that first and let the enemies come second. Monster in My Pocket is at its easiest when you move like each room has one main problem to clear before you advance.

Boss and Co-op Habits

The safest boss rule in this game is to attack after the pattern, not during it. Spring-Heeled Jack is best punished after a landing or pause. Bigfoot is easier if you strike, cross over, and reset the spacing. Kraken becomes simple once you wait for the splash cue instead of guessing. Gremlin and Medusa are positioning checks: keep your feet safe first, then swing. Warlock and the final TV fight both reward constant motion, because their attacks chase where you were.

In co-op, keep the same logic. One player should create the opening while the other cashes it in. If both players dive at once, the screen gets crowded and nobody has room to dodge the next pattern.

Common Mistakes to Avoid

  1. Do not spend every key or bolt on the first enemy you see - Save thrown objects for a dense stretch or a boss opening when they actually change the fight.

  2. Do not treat the double jump like a last-second panic move - Early, deliberate second jumps lead to safer landings.

  3. Do not rush through kitchen flames, water pits, or crusher tunnels - Stage hazards are often the real threat in the room.

  4. Do not stand directly in front of Bigfoot after hitting him - His follow-up pattern is built to punish that habit.

  5. Do not ignore upper routes just because they look slower - High paths usually reduce enemy traffic and improve spacing.

  6. Do not attack Medusa decoys blindly - Wait for the real pattern and then commit.

  7. Do not let Warlock shots dictate your movement - Move early so the attacks chase empty space.

  8. Do not stack both co-op players on the same lane - Split responsibilities so one player can always dodge cleanly.

Summary

CategoryTop Tip
ControlsBuild your play around the double jump and short attack arc
PickupsCarry keys and bolts forward for bosses or dense enemy stretches
RoutingPrefer upper paths when they reduce crowding
HazardsSlow down for flames, pits, rails, and crushers
BossesWait for the recovery window and take two clean hits
Stage 6Arrive healthy because the boss gauntlet does not give much room back
Co-opSplit lanes instead of overlapping constantly

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Sources

3 checked for this guide

Every factual claim in this guide was checked against at least two independent sources before publication. These are the references used for Monster in My Pocket.

  1. monsterinmypocket.fandom.comWikimonsterinmypocket.fandom.com
  2. digitpress.comCommunitydigitpress.com
  3. gamefaqs.gamespot.comCommunitygamefaqs.gamespot.com