Never SoberOld Town Friday Night
One button. Six real Old Town venues. Six bosses between you and last call. Run the whole strip in one night — clear it and your score pays out in hats.
A 16-bit Friday night, built in-house.
Never Sober: Old Town Friday Night is a side-scrolling arcade runner set on a Friday night in Old Town Scottsdale. Your runner auto-runs right; one button jumps, dashes and stomps. Six real venues, six bosses, one continuous scored run — drawn frame by frame from photos of the actual rooms, and free in any browser.
One night. One run. Six doors.
Next stop Old Town
Pick your player and hit the street. You auto-run right through each venue on three stacked routes — street level is safe, the bar tops pay better, and the high lane hides the Golden Hat. Promoters, security and tourists patrol all three.
Every venue ends at a boss. Beat all six back to back and the whole night counts as one scored run.
Old Town survived
That's the line the game prints when The Hangover goes down on the W rooftop. Six venues stand between you and it.
Start a runSix venues. Six bosses.
Every venue is built the same way and stocked differently. Three routes run the length of every room; which lane you take, which ride is parked in it, and which two powers are on the floor changes with the door you walked through. Pick a venue below and it tells you exactly what it holds.
- Bottom · the floorThe safe read. Fewest points, most foot traffic — security patrols it with a flashlight out.
- Middle · the venue laneBar tops, LED decks, float decks, marble counters. Better pickups, thinner ground.
- Top · the roof laneHardest to hold, and where the rare pickups sit. One Golden Hat is hidden on the highest platform of every venue.
Level 1
Bottled Blonde
Pizza + Beer Garden
Boot a keg and it kicks you forward — a short hop, 1.45× run speed for the next beat, and +6 Party for the trouble.

- BottomGround floorFull width, nothing to fall off — and every patrol in the room walks it.
- MiddleBar topsLong oak bar tops over the garden floor. Two step platforms lift you to it, 170px over the floor.
- TopBarrel racksThe barrel racks along the back wall. Two more steps above the middle, 350px up. The Golden Hat spawns on the highest platform in the room — this one.
Bottled Blonde
PointsBeer Bottle+100 × combo
RecoveryPizza+25 party
PowerWaterShield 3s · +15 party
PowerVIP Wristband8s · security blind
The teaching level, and the only room that parks both mounts — scooter and golf cart.
VIP line only— Security, Bottled Blonde
Level 2
HiFi
Hip-Hop + LED Walls
The floor pulses on a 1.8-second cycle and stays hot for most of a second. Get caught in one and it's −10 Party — jump the drop or lose the combo.

- BottomGround floorFull width, nothing to fall off — and every patrol in the room walks it.
- MiddleLED decksLit LED decks strung along the club wall. Two step platforms lift you to it, 170px over the floor.
- TopSpeaker stacksStacked speaker cabinets near the ceiling. Two more steps above the middle, 350px up. The Golden Hat spawns on the highest platform in the room — this one.
HiFi
PointsBlue Boy+100 × combo
PowerLittle Pills12s · 3× score floor
PowerLil Bump10s · 250 → 330 px/s
No food in this room. HiFi deletes the pizza outright — the only heal on the floor is the Never Sober Can.
Get off the dance floor— Promoter, HiFi
Level 3
Maya
Pool Party
Pool floats are bounce pads. Land on one from above and it launches you clean past the cabanas onto the high route — the only comfortable way up here.

- BottomGround floorFull width, nothing to fall off — and every patrol in the room walks it.
- MiddlePool floatsFloat decks laid across the pool. Two step platforms lift you to it, 170px over the floor.
- TopCabana roofsThe cabana roofs above the deck. Two more steps above the middle, 350px up. The Golden Hat spawns on the highest platform in the room — this one.
Maya
PointsFrozen Slushie+100 × combo
PowerWaterShield 3s · +15 party
PowerLil Bump10s · 250 → 330 px/s
No food in this room either — the slushie is points, not a heal.
No running poolside— Security, Maya
Level 4
El Hefe
Tequila + Neon
Loaded carts roll the floor on a timed cycle and the parade stops for nobody. Wearing one costs −14 Party — jump it or ride something faster.

- BottomGround floorFull width, nothing to fall off — and every patrol in the room walks it.
- MiddleMarble decksMarble bar decks down the taqueria. Two step platforms lift you to it, 170px over the floor.
- TopBottle trainThe rolling bottle-service train up top. Two more steps above the middle, 350px up. The Golden Hat spawns on the highest platform in the room — this one.
El Hefe
PointsTaco+100 × combo
RecoveryTaco+25 party
PowerVIP Wristband8s · security blind
PowerLittle Pills12s · 3× score floor
The taco does double duty: El Hefe swaps it in for both the score pickup and the pizza.
Parade coming through— Security, El Hefe
Level 5
The Beverly
Speakeasy
Some bookcases are doors. The right one warps you 260 pixels up the room with +300 on the way through. The wrong one just sits there while security closes in.

- BottomGround floorFull width, nothing to fall off — and every patrol in the room walks it.
- MiddleLounge decksLeather lounge decks off the back bar. Two step platforms lift you to it, 170px over the floor.
- TopHidden passagesBookcase passages — the speakeasy's secret route. Two more steps above the middle, 350px up. The Golden Hat spawns on the highest platform in the room — this one.
The Beverly
PointsEspresso Martini+100 × combo
PowerWaterShield 3s · +15 party
PowerVIP Wristband8s · security blind
No food in this room. Speakeasy rules — drinks only.
Wrong secret door— Promoter, The Beverly
Level 6
W Rooftop
Old Town Finale
Updraft columns throw you higher than any jump in the game. They are the only way onto the top lane, and the top lane is where the last Golden Hat lives.

- BottomGround floorFull width, nothing to fall off — and every patrol in the room walks it.
- MiddleGlass terraceThe glass terrace ringing the pool. Two step platforms lift you to it, 170px over the floor.
- TopRooftop loungersRooftop loungers on the top edge of the building. Two more steps above the middle, 350px up. The Golden Hat spawns on the highest platform in the room — this one.
W Rooftop
PointsChampagne Bottle+100 × combo
RecoveryW Keycard+25 party
PowerLil Bump10s · 250 → 330 px/s
PowerLittle Pills12s · 3× score floor
The keycard replaces the pizza on the roof, and it is the only recovery item in the finale.
Penthouse guests only— Security, W Rooftop
Four of the six venue rewards are permanent perks — 2× Score, Air Burst, Party Meter +25 and Recovery Boost all keep working for the rest of the night. The VIP Wristband reward is points and bragging rights only; the 8-second wristband you pick up mid-level is the one that makes security look through you. Old Town Cleared is the finish line.
The Friday night crew
Every frame below is a real movement-sheet pose — run, jump, air dash, stomp, mounted





Nobody here is on your side.

Walks a patrol handing out flyers — and throws one at you from up to 360px away. Reads as harmless. Isn't: the flyer costs 14 Party, walking into him costs 34.

The fastest patrol in the game and the only one that throws nothing — he just walks into you for 34 Party. The 8-second VIP Wristband is the one thing that makes him look through you.

Barely moves. Stops to take a photo, then flings a flip-flop at you (pictured) from 390px out. Terrible aim, 18 Party if it lands, and he still stomps for 200 like the rest.
Every room ends the same way: a locked boss gate, then one named boss with 3 to 6 hits on him and three attack patterns he cycles — the Head Bouncer opens with an ID check, a guest-list volley and a flashlight sweep; The Hangover closes the night throwing your own morning back at you. Land the last stomp and the boss is worth 5,000 plus the venue reward.
Four powers. Two rides. Two constants.
The four powers
Every power in the game is one of these four, and each venue authors its own pair — never all four. None of them travel either: walking into a venue clears every timed power you were holding, and mounting a scooter or a cart cancels the one you're on.
PowerWaterShield 3s · +15 partyBottled Blonde · Maya · The Beverly
PowerVIP Wristband8s · security blindBottled Blonde · El Hefe · The Beverly
PowerLil Bump10s · 250 → 330 px/sHiFi · Maya · W Rooftop
PowerLittle Pills12s · 3× score floorHiFi · El Hefe · W Rooftop
Read down the venue tabs above and the pairs come out even: Water + VIP at Bottled Blonde and The Beverly, Pills + Lil Bump at HiFi, Water + Lil Bump at Maya, VIP + Pills at El Hefe, Lil Bump + Pills on the W roof.
The two rides
Both mounts are parked on the floor as pickups — touch one and you're on it. Bottled Blonde is the only room that parks both; every other venue authors exactly one.
Touch it and you're on it. Runs the door staff clean over for full points and keeps the combo alive.
Slower, tougher, funnier. A boss will take it off you and launch you forward with a second of mercy.
Two items are identical in every venue: one Never Sober Can on the floor, and one Golden Hat hidden on the highest platform in the room. Nobody finds all six by accident.
Every venueNever Sober Can+30 party · +500
Every venueGolden HatHidden · +1,000
Real gameplay. No mockups.

Bottled Blonde's real entrance opens level one, and it opens moving. The HUD has already named the boss waiting at the end and the reward he's holding — the first promoter is on you inside four seconds.

Past the checkpoint on the scooter, combo at four, a Water shield still burning down. Empty the Party Meter from here and the night resumes at that checkpoint — a bad stretch costs you seconds, never the whole run.

The checkout counter opens into the arena. Medallion up, name up, and the first of three attack patterns already announcing itself.






One button. That's the whole tutorial.
Jump
Quick tap for a short hop, hold for a high jump. Pick your route — street, bar tops, or the high lane — in the air.
Dash
A forward air burst mid-jump. Clears gaps, dodges flip-flops, closes the distance on a boss.
Stomp
Drop on promoters, security and tourists for points. Chain stomps and pickups inside 2.5 seconds to build the combo up to 4x.
Mount up
Touch a scooter or golf cart and you're riding — faster, tougher, and it runs the door staff clean over.
The Party Meter
Your health is a party, 0 to 100. Bouncers, bass drops and bottle carts drain it; pizza, tacos and a Never Sober can bring it back. Hit zero and the night restarts at the last checkpoint — the party never fully dies.
The run is scored. Then it's posted.
What a run is worth
Pickups pay 100, a stomp pays 200, both multiplied by a combo that climbs to 4× if you keep moving. A boss is 5,000. The Golden Hat is 1,000 and it is never on the easy route.
| Rank | One venue | Full campaign |
|---|---|---|
| B | 6,000 | 30,000 |
| A | 8,500 | 45,000 |
| S | 11,000 | 60,000 |
The boards
Daily, Weekly and All-Time leaderboards, live inside the game at Never Sober HQ — the Afterparty Arcade room that doubles as the shop.
The weekly board only keeps five names. Most nights it is still wide open.
How a code reaches you
- Clear all six venues in one campaign.
- Results screen → nickname, email, optional marketing consent.
- Save Score & Claim — the server verifies the run.
- A unique, single-use code lands in your inbox.
The claim ID the game shows you is a local receipt. The real code is the emailed one.
Your score buys hats.
One campaign, six clears, The Hangover down. Score alone earns nothing — you have to finish the night.
Clear all six venues with 50,000+ points. A solid night — hit the pickups, keep the combo alive.
Clear all six venues with 90,000+ points. Golden Hats, S-ranks and zero wasted seconds. Legends only.
Codes are unique and single-use · issued per verified email after score verification · delivered by email · expire 48 hours after issue · good on hats at neversober.com
Old Town is open
Free to play, right in your browser. No download, no signup to start — the leaderboard and the hat money come after last call.