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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Split screen (computing)</span></span>
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<p><b>Split screen</b> is a display technique<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> in <a href="Computer_graphics" title="Computer graphics">computer graphics</a> that consists of dividing graphics and/or text into non-overlapping adjacent parts, typically as two or four <a href="Rectangle" title="Rectangle">rectangular</a> areas. This allows for the simultaneous presentation of (usually) related graphical and textual information on a <a href="Computer_display" class="mw-redirect" title="Computer display">computer display</a>. TV sports adopted this presentation methodology in the 1960s for instant replay.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup>
</p><p>Non-dynamic split screens differ from <a href="Tiling_window_manager" title="Tiling window manager">windowing systems</a> in that the latter allowed overlapping and freely movable parts of the screen (the "<a href="Window_(computing)" title="Window (computing)">windows</a>") to present both related and unrelated application data to the user. In contrast, split-screen views are strictly limited to fixed positions.
</p><p>The split screen technique can also be used to run two instances of an application, potentially allowing another user to interact with the second instance.
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<div class="mw-heading mw-heading2"><h2 id="In_video_games">In video games</h2></div>
<p>The split screen feature is commonly used in non-<a href="Computer_network" title="Computer network">networked</a>, also known as couch co-op, video games with <a href="Multiplayer_video_game" title="Multiplayer video game">multiplayer</a> options.
</p><p>In its most easily understood form, a split screen for a multiplayer video game is an audiovisual output device (usually a standard television for <a href="Video_game_console" title="Video game console">video game consoles</a>) where the display has been divided into 2-4 equally sized areas (depending on number of players) so that the players can explore different areas simultaneously without being close to each other. This has historically been remarkably popular on consoles, which until the 2000s did not have access to the Internet or any other network and is less common today with modern support for networked console-to-console multiplayer. In competitive split-screen games, it is <a href="Social_norm" title="Social norm">customarily</a> considered <a href="Cheating" title="Cheating">cheating</a> to look at another player's screen section to gain an advantage.<sup id="cite_ref-MineMineMine_3-0" class="reference"><a href="#cite_note-MineMineMine-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="History">History</h2></div>
<p>Split screen gaming dates back to at least the 1970s, with games such <i>Drag Race</i> (1977) from <a href="Kee_Games" title="Kee Games">Kee Games</a> in the arcades being presented in this format. It has always been a common feature of two or more player home console and computer games too, with notable titles being <i><a href="Kikstart_II" class="mw-redirect" title="Kikstart II">Kikstart II</a></i> for 8-bit systems, a number of 16-bit racing games (such as <i><a href="Lotus_Esprit_Turbo_Challenge" class="mw-redirect" title="Lotus Esprit Turbo Challenge">Lotus Esprit Turbo Challenge</a></i> and <i><a href="Road_Rash_II" title="Road Rash II">Road Rash II</a></i>), and action/strategy games (such as <i><a href="Toejam_%26_Earl" class="mw-redirect" title="Toejam & Earl">Toejam & Earl </a></i> and <a href="Lemmings_(video_game)" title="Lemmings (video game)"><i>Lemmings</i></a> ), all employing a vertical or horizontal screen split for two player games.
</p><p><i><a href="Xenophobe_(video_game)" title="Xenophobe (video game)">Xenophobe</a></i> is notable as a three-way split screen arcade title, although on home platforms it was reduced to one or two screens. The addition of four controller ports on home consoles also ushered in more four-way split screen games, with <i><a href="Mario_Kart_64" title="Mario Kart 64">Mario Kart 64</a></i> and <i><a href="GoldenEye_007_(1997_video_game)" title="GoldenEye 007 (1997 video game)">Goldeneye 007</a></i> on the <a href="Nintendo_64" title="Nintendo 64">Nintendo 64</a> being two well known examples. In arcades, machines tended to move towards having a whole screen for each player, or multiple connected machines, for multiplayer. On home machines, especially in the first and third person shooter genres, multiplayer is now more common over a network or the internet rather than locally with split screen.
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<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="Multiplayer_video_game" title="Multiplayer video game">Multiplayer video game</a></li>
<li><a href="Screen_tearing" title="Screen tearing">Screen tearing</a></li>
<li><a href="Split_screen_(video_production)" title="Split screen (video production)">Split screen (video production)</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">
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</style><cite id="CITEREFDavid_Pogue2005" class="citation news cs1">David Pogue (October 13, 2005). <a rel="nofollow" class="external text" href="https://www.nytimes.com/2005/10/13/technology/poguesposts/split-screen-magic-at-two-in-the-morning.html">"Split Screen Magic at Two in the Morning"</a>. <i><a href="The_New_York_Times" title="The New York Times">The New York Times</a></i>.</cite></span>
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<li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text"><cite id="CITEREFPeter_Morris2006" class="citation book cs1">Peter Morris (2006). <span class="id-lock-registration" title="Free registration required"><a rel="nofollow" class="external text" href="https://archive.org/details/gameofinchesstor0000morr"><i>A Game of Inches: The Stories Behind the Innovations That Shaped Baseball</i></a></span>. Ivan R. Dee. p. 554. <a href="ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a> <bdi>9781566636773</bdi>.</cite></span>
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<li id="cite_note-MineMineMine-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-MineMineMine_3-0">^</a></b></span> <span class="reference-text"><cite id="CITEREFSimon_Eriksson2018" class="citation web cs1">Simon Eriksson (October 19, 2018). <a rel="nofollow" class="external text" href="https://thegamesedge.com/1629/split-screen-gaming-what-happened">"Split-Screen Gaming: What Happened?"</a>. <i>The Games' Edge</i><span class="reference-accessdate">. Retrieved <span class="nowrap">November 10,</span> 2019</span>.</cite></span>
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<li id="cite_note-4"><span class="mw-cite-backlink"><b><a href="#cite_ref-4">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.highsnobiety.com/2015/09/09/split-screen-gaming-dead">"Why Split-Screen Gaming is Dying (And Why We Should Mourn It)"</a>. <i>Highsnobiety</i>. September 9, 2015<span class="reference-accessdate">. Retrieved <span class="nowrap">November 10,</span> 2019</span>.</cite></span>
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