The Halls of Power

The side-scrolling beat-em-up put a fallen city on the screen and a devil at the top of it. What gave the end boss away was never his crimes. It was his taste.

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Two giant red hands cradle a glowing pixel-art city at night, a suited boss figure standing above it
Streets of Rage, 1991

Old money sneers at new money for its vulgar ostentation. Consigned to a gilded antechamber of gaudy celebrity are the sports star’s rococo crib, the pop star’s mini-theme park, the dictator’s golden mermaid chaise longue, and the end boss’s penthouse suite.

The reign of side-scrolling beat-em-ups was brief, but revealing. It took the common damsel-in-distress quest and urbanized it. The metropolitan setting was crucial. The city was luridly seductive, with temptations rendered in pixelated neon, but it was also a fallen place, riddled with crime and corruption from the subways to the skyscrapers. This was not just a politicized vision; it was also a religious one. Vigilante crusaders would battle upwards through crime networks, killing their way through packs of chain-wielding hoods to the diabolical figure at the pinnacle of power.