One view is that "retro" is relative, that whatever was "new" becomes "old" and as time progresses "retro" is really just a matter of what you remember last. Thus, for some people "retro gaming" and "retro computing" is framed in time as a moving sliding window that constantly updates.
However, at Wizardry and Steamworks we have a more absolute echelon for what can be considered "retro". Specifically, we consider that only the pre-3D world is "retro" and that any game that needs a dedicated graphics card is to be considered a "modern game".
We justify this stance though the fact that games existed well-before graphics cards and they looked "3D" enough such that when graphics cards started to appear, most people that witnessed the transition did not really understand what a graphics card could bring to the table. One example we cite all the time is Donkey Kong Country, a game that uses pre-rendered 3D sprites to achieve a flawless three-dimensional appearance even if it runs on a plain Super Nintendo without any graphics card.
What we note is that there are actual absolute milestones in the evolution of technology, perhaps even following the Malthusian model with asymmetric periods of stagnation in terms of duration and intensity after which some asymptotic development takes place that has everyone wondering how they could have lived without the innovation. In other words, it is easy to argue that since the establishment of planet-wide communication, the development in that regard has seen some improvements and some innovation but there is an absolute and abstract pre-post era depending on when the Internet became available. As another example, the classic view as highlighted by the Morris law is that computers would have doubled in terms of complexity every year, and whilst that is an exponential expectation that has now been disproved, even if it would have held true, it is clear that the advancement is in terms of performance or "optimization" but that no real groundbreaking horizon had been met. We also see stuff like ChatGPT as Racter that already existed in 1984 and even back then was extremely impressive because it was coasting on the Eliza tulip fever such that even ChatGPT is not a horizon event in terms of the Malthusian model.
Having said the above, pre-and-post graphics cards is the demarcation that we use to distinguish "retro" from modern. Nevertheless, platforms such as the Playstation 1 represent "transitional platforms" such that even if the PS1 has a GPU, it is one of the platforms that witnessed the transition from retro to modern, such that as an exception these edge-cases are considered part of the retro-movement. Furthermore, given that "retro gaming" and "retro computing" also serves research in various dimensions, it's always very referential to check out the PS1 as the machine that crossed the horizon with both types of games existing on the same platform - we would even wager that this is why you still find people trading the PS1 or the PSP even though by modern standards they are antiquated.
In other words, we do not exclude that there will be another leap in terms of computing, such that "retro" will consist in, say, two long streaks, but in order to consider anything that requires a graphics card and up as "retro" a very large Malthusian leap will be needed.
In retro-gaming, "multiplayer" is, in fact, extremely rare probably due to the times where consoles or computers either were scarce, cost a lot of money and were not really part of any mainstream. Furthermore, buying yet another controller, seemed for most parents excessive. More than often children used various schemes such as hot-seating in order to "enact" some form of playing together. There were various rules, such as 1 life each, where after one death, the controller was passed to the next player, and so on, with the sense of "multiplayer" being more along the lines of solving a puzzle together rather than "real-time action".
That being said, even if you might have a gargantuan collection of retro-games, pirated or not, spanning up to a terrabyte of storage, statistically almost all of them are just single player games. What makes things worse, is that to this date there has been very little movements towards creating a network protocol to support playing these games over a network, with the "Netplay" protocol being the most widely available to this date. There are some drawbacks to the current solution:
All-in-all, you would be amazed, but the number of games that have "true multiplayer" is extremely small relative to a full collection of ret-games. Our retroarch section contains a series of playlists, for the Arcade and Super Nintendo, that are "true multiplayer" in the sense that all players will have their own controllers, that are compatible with retroarch (an emulator wrapper) but the titles could be lifted because they are mentioned on the lists.
These are the only ones for those consoles that would fall within the definition of "true multiplayer" mentioned above.
There are a plethora of devices available on the market to pick from and typically most of them are extremely cheap compared to modern consoles. However, it is important to understand the retro scene a bit in order to pick something worth the money. Here are some notes that can be used as guidelines:
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