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Culture & Community

Split-Screen

Sharing the view

Split-screen multiplayer divided a single display between multiple players, enabling local competitive and cooperative gaming at the cost of reduced visibility for each player.

N64PlayStationSNESmega-drive multiplayerdisplaylocal 1988–present

Overview

One screen, multiple viewpoints. Split-screen solved local multiplayer’s fundamental problem: players couldn’t share a single viewpoint in competitive games. The solution—divide the screen—had trade-offs. Each player saw less. Frame rates suffered with multiple renders. But for a generation, it was the only way to play together without a second television.

Fast facts

  • Solution for: Independent viewpoint multiplayer.
  • Trade-off: Reduced individual screen space.
  • Peak: N64/PS1/PS2 era.
  • Decline: Online multiplayer dominance.

Layout types

SplitUse case
Horizontal2-player, wide view
Vertical2-player, tall view
Quadrant4-player standard
DynamicSome racing games

Technical challenges

IssueImpact
Multiple rendersPerformance cost
Reduced resolutionPer-player
UI scalingSmaller elements
Draw distanceOften reduced

Genre applications

GenreImplementation
RacingSide-by-side standard
FPSQuadrant competitive
SportsHorizontal common
PartyVarious layouts

Screen watching controversy

PerspectiveArgument
AgainstCheating, unfair
ForPart of the challenge
RealityUnavoidable aspect
SolutionScreen blockers (rare)

Decline and legacy

FactorEffect
Online playNo split needed
Large TVsMore viable
Indie revivalLocal co-op focus
NostalgiaDeliberate inclusion

See also