So after some playing around and seeing what could work, I had noticed that the cycles would be too many if I have scrolling with the pouncers. It seemed to handle bouncers but with everything on the screen that was a bit too much. And it seemed to only go up to 265 typically when a sound was initiated. I think that is usually the problem I have in most of my games and this one I was avoiding doing many sounds from the start. I may have to rework the sound and the enemy collision (in particular the part that repels the enemy or pushes the player a bit).
If I fine tune that it may work. I also use two drawscreen commands to sandwich the pfscroll to kind of isolate it but if I do that I will have to make sure to keep the NUSIZx and REFPx values. I think having a scrolling playfield would add to the chaos.