Games with multi-screen and split-screen modes
Multi-screen/split-screen in arcade slots is a parallel display of several game contexts (base/bonus/progress/soc) on one or more displays. The goal is to increase readability and engagement without overloading attention and without changing theoretical return (RTP invariance).
1) Application scenarios (when justified)
Parallel content: on the left - the basic game, on the right - the progress of missions/pass/collections.
Bonus "on top of the base": the base runs continuously, the second screen/panel shows a mini-game, preparation of freespins, counters.
PvP/tournaments: two/four screens with the same match conditions, common lidboard in a narrow column.
Co-op/social events: the overall progress of the lobby (scale), the player's personal contribution is on his panel.
Second screen (companion device): phone = control/inventory/meta; TV/PC = Visual Slot and Effects.
Stream mode: a dedicated panel for "clean" feed wins so as not to overlap the streamer's HUD.
2) Layout patterns
50/50 split: symmetric dual for PvP or co-op; align the visual weight critically.
65/35 (primary/secondary): main scene (reels/shooter bonus) + progress/missions/jackpot sidebar.
Picture-in-Picture (PiP): small window (10-20% area) for live event: jackpot counter, minigame.
Stacked (top/bottom): mobile portrait: top - game, bottom - mission cards/awards, swipes change tabs.
Adaptive grID: tablets and desktop - 2 × 2 grid with prioritization: game (2 × 1), secondary (1 × 1).
Foldables/spreads: "seam" as panel border; key elements do not cross the "midline."
Priority rule: there is always one "attention beacon" on the screen (win/trigger/leadboard shift); secondary panels are muted (brightness/blur/input unit) for 1-2 seconds.
3) States and synchronization
Single client status queue: event bus + atomic snapshots for each panel.
Server authority: outcome of spins/bonuses/PvP points - server only; panels subscribe to the same idempotent events.
Frame consistency: time priority - main screen; secondary - allow 1-2 frames/60-120 ms delay.
Genie timers: global timers (match/event), local (panel animations). Reset by server timestamps.
4) Input and focus
Single focus manager: only one active panel accepts input; switching - by explicit action or auto when opening the winning scene.
CTA duplication: if the CTA is common (Spin/Fire), it is available from both panels, but is locked on the secondary with the main scene active.
Gestures/keys: swipe/Tab switch panels; long press - a quick "move" of focus to the critical element (jackpot/leadboard).
Anti-ghost-tap: debate 150-250 ms when changing focus.
5) Performance (budgets)
FPS goals: 60 (ideal), fail safe 30.
Draw calls mobile: ≤120 total per frame; maximum 60 per main panel.
Triangles: 80-120k/frame (mid-mobile), 180-300k (desktop).
Post-effects: main panel only; secondary - flat layers without expensive shaders.
Composition: butching within the panel; cross-panel transparencies shall be avoided.
Memory: on stage ≤256 -400 MB mobile; unloading secondary panel assets when minimizing.
6) Audio mix and tactile signals
Hierarchy: Home screen dominates; secondary ducking − 6... − 9 dB.
Sink: audio peaks ± 20 ms to the main panel impacts; secondary ones can lag up to 60-120 ms.
Vibration/haptic: only for the main panel, so as not to overload the tactile channels.
7) Network and multi-display
Second screen (companion): WebSocket locally (LAN) or via relay; target latency ≤120 -180 ms p95.
Peering: QR code → token → encrypted channel; reconnect using the same token.
Degrade-mode: at break - switching to single-screen, saving match/session; the second screen catches up on the snapshot.
8) PvP and split-screen honesty
Rate normalization: points are counted according to Efficiency (win/bet) or fix bank; bet does not give an advantage.
Identical time windows: server start/finish; pauses are prohibited.
Tiebreakers: time to reach points → fewer spins/events → less variance.
Anti-sniping: publishing a leadboard with jitter 0. 5–1. 5 s at the end of the window.
9) Economics and RTP invariance
RTP Split: Meta Awards/Tournaments/Passes on the second screen do not change the $ RTP _ {base} $ slot.
Transparency: on secondary panels explicitly show odds/rarities/structure $ RTP _ {base }/bonus/jp $.
No "EV boosters": boosters are visual/high-speed, but do not affect the expectation of winning.
10) Accessibility and readability
Safe-area/laptop/speaker-island: critical elements outside of hazardous areas.
Low-intensity mode: disabling the secondary animation panel, mono mix, FX reduction.
Color profiles: color-friendly palettes for secondary panels (less accent noise).
11) Telemetry and A/B
Streams: time to 1st award on main, CTR of secondary panel elements,% focus switches, p95 second screen latency, FPS/memory per panel.
Behavior: share of players who played split-screen; D1/D7 retention for this cohort;% scene skip on multi-screen.
Economics: Impact of secondary panels on mission/pass/tournament completion without increasing award inflation.
A/B: 50/50 vs 65/35, presence of PiP, order of panels (left/right), frequency of lidboard updates (0. 5 vs 2. 0 s).
12) Numerical landmarks (start)
The share of the main panel: 60-70% of the area (portrait), 65-75% (landscape).
PiP size: 12-18% of screen; lurking at a big win.
Focus switching time: ≤150 ms of visual response.
Latency of the second screen: p95 ≤180 ms; snapshot resync ≤500 ms.
Lidboard refresh rate: 1-2 s (stream mode - 0. 5–1. 0 s).
Winning scenes: regular ≤1. 2 s, large ≤2. 5 s; secondary panels are muted for this period.
13) Risks and anti-noise
Cognitive overload: no more than 1 "attention beacon" at a time; secondary - animation dimming/pause.
Illusion of control: if the secondary panel is pre-draw, direct disclaimer that tab selection/opening order does not change EV.
Duplication of signals: audio/vibration only from the main panel; secondary - visual signals are sufficient.
Manipulative near-miss: not allowed on secondary panels.
14) Implementation pipeline (checklist)
1. Define the scenario (parallel content/PvP/companion device) and target metrics (retention, CTR, time to reward).
2. Choose a layout (50/50, 65/35, PiP, stacked) for devices and orientations.
3. Design an event bus, state snapshots and an outcome authority server.
4. Enter Focus Manager and mute rules for secondary panels.
5. Set render/audio budgets, tests on target devices (FPS/memory/heating).
6. Implement the second screen (if necessary): peering, encryption, resink, degrade mode.
7. Register RTP transparency, pre-draw disclaimers, remove near-miss.
8. Enable accessibility (low intensity mode, safe-area, color profiles).
9. Run telemetry and A/B: layouts, update frequencies, PiP share.
10. Pilot 5-10% of the audience → signal density/switching rebalance → scaling.
Conclusion: multi-screen and split-screen enhance perception and control attention when there is a clear priority, consistent state, tight performance budgets and transparent rules. With server authority and RTP invariance, they turn "a lot of events" into a readable, fast and honest experience - exactly in the logic of the "Arcade Slots: More Than Just Spins" section.
1) Application scenarios (when justified)
Parallel content: on the left - the basic game, on the right - the progress of missions/pass/collections.
Bonus "on top of the base": the base runs continuously, the second screen/panel shows a mini-game, preparation of freespins, counters.
PvP/tournaments: two/four screens with the same match conditions, common lidboard in a narrow column.
Co-op/social events: the overall progress of the lobby (scale), the player's personal contribution is on his panel.
Second screen (companion device): phone = control/inventory/meta; TV/PC = Visual Slot and Effects.
Stream mode: a dedicated panel for "clean" feed wins so as not to overlap the streamer's HUD.
2) Layout patterns
50/50 split: symmetric dual for PvP or co-op; align the visual weight critically.
65/35 (primary/secondary): main scene (reels/shooter bonus) + progress/missions/jackpot sidebar.
Picture-in-Picture (PiP): small window (10-20% area) for live event: jackpot counter, minigame.
Stacked (top/bottom): mobile portrait: top - game, bottom - mission cards/awards, swipes change tabs.
Adaptive grID: tablets and desktop - 2 × 2 grid with prioritization: game (2 × 1), secondary (1 × 1).
Foldables/spreads: "seam" as panel border; key elements do not cross the "midline."
Priority rule: there is always one "attention beacon" on the screen (win/trigger/leadboard shift); secondary panels are muted (brightness/blur/input unit) for 1-2 seconds.
3) States and synchronization
Single client status queue: event bus + atomic snapshots for each panel.
Server authority: outcome of spins/bonuses/PvP points - server only; panels subscribe to the same idempotent events.
Frame consistency: time priority - main screen; secondary - allow 1-2 frames/60-120 ms delay.
Genie timers: global timers (match/event), local (panel animations). Reset by server timestamps.
4) Input and focus
Single focus manager: only one active panel accepts input; switching - by explicit action or auto when opening the winning scene.
CTA duplication: if the CTA is common (Spin/Fire), it is available from both panels, but is locked on the secondary with the main scene active.
Gestures/keys: swipe/Tab switch panels; long press - a quick "move" of focus to the critical element (jackpot/leadboard).
Anti-ghost-tap: debate 150-250 ms when changing focus.
5) Performance (budgets)
FPS goals: 60 (ideal), fail safe 30.
Draw calls mobile: ≤120 total per frame; maximum 60 per main panel.
Triangles: 80-120k/frame (mid-mobile), 180-300k (desktop).
Post-effects: main panel only; secondary - flat layers without expensive shaders.
Composition: butching within the panel; cross-panel transparencies shall be avoided.
Memory: on stage ≤256 -400 MB mobile; unloading secondary panel assets when minimizing.
6) Audio mix and tactile signals
Hierarchy: Home screen dominates; secondary ducking − 6... − 9 dB.
Sink: audio peaks ± 20 ms to the main panel impacts; secondary ones can lag up to 60-120 ms.
Vibration/haptic: only for the main panel, so as not to overload the tactile channels.
7) Network and multi-display
Second screen (companion): WebSocket locally (LAN) or via relay; target latency ≤120 -180 ms p95.
Peering: QR code → token → encrypted channel; reconnect using the same token.
Degrade-mode: at break - switching to single-screen, saving match/session; the second screen catches up on the snapshot.
8) PvP and split-screen honesty
Rate normalization: points are counted according to Efficiency (win/bet) or fix bank; bet does not give an advantage.
Identical time windows: server start/finish; pauses are prohibited.
Tiebreakers: time to reach points → fewer spins/events → less variance.
Anti-sniping: publishing a leadboard with jitter 0. 5–1. 5 s at the end of the window.
9) Economics and RTP invariance
RTP Split: Meta Awards/Tournaments/Passes on the second screen do not change the $ RTP _ {base} $ slot.
Transparency: on secondary panels explicitly show odds/rarities/structure $ RTP _ {base }/bonus/jp $.
No "EV boosters": boosters are visual/high-speed, but do not affect the expectation of winning.
10) Accessibility and readability
Safe-area/laptop/speaker-island: critical elements outside of hazardous areas.
Low-intensity mode: disabling the secondary animation panel, mono mix, FX reduction.
Color profiles: color-friendly palettes for secondary panels (less accent noise).
11) Telemetry and A/B
Streams: time to 1st award on main, CTR of secondary panel elements,% focus switches, p95 second screen latency, FPS/memory per panel.
Behavior: share of players who played split-screen; D1/D7 retention for this cohort;% scene skip on multi-screen.
Economics: Impact of secondary panels on mission/pass/tournament completion without increasing award inflation.
A/B: 50/50 vs 65/35, presence of PiP, order of panels (left/right), frequency of lidboard updates (0. 5 vs 2. 0 s).
12) Numerical landmarks (start)
The share of the main panel: 60-70% of the area (portrait), 65-75% (landscape).
PiP size: 12-18% of screen; lurking at a big win.
Focus switching time: ≤150 ms of visual response.
Latency of the second screen: p95 ≤180 ms; snapshot resync ≤500 ms.
Lidboard refresh rate: 1-2 s (stream mode - 0. 5–1. 0 s).
Winning scenes: regular ≤1. 2 s, large ≤2. 5 s; secondary panels are muted for this period.
13) Risks and anti-noise
Cognitive overload: no more than 1 "attention beacon" at a time; secondary - animation dimming/pause.
Illusion of control: if the secondary panel is pre-draw, direct disclaimer that tab selection/opening order does not change EV.
Duplication of signals: audio/vibration only from the main panel; secondary - visual signals are sufficient.
Manipulative near-miss: not allowed on secondary panels.
14) Implementation pipeline (checklist)
1. Define the scenario (parallel content/PvP/companion device) and target metrics (retention, CTR, time to reward).
2. Choose a layout (50/50, 65/35, PiP, stacked) for devices and orientations.
3. Design an event bus, state snapshots and an outcome authority server.
4. Enter Focus Manager and mute rules for secondary panels.
5. Set render/audio budgets, tests on target devices (FPS/memory/heating).
6. Implement the second screen (if necessary): peering, encryption, resink, degrade mode.
7. Register RTP transparency, pre-draw disclaimers, remove near-miss.
8. Enable accessibility (low intensity mode, safe-area, color profiles).
9. Run telemetry and A/B: layouts, update frequencies, PiP share.
10. Pilot 5-10% of the audience → signal density/switching rebalance → scaling.
Conclusion: multi-screen and split-screen enhance perception and control attention when there is a clear priority, consistent state, tight performance budgets and transparent rules. With server authority and RTP invariance, they turn "a lot of events" into a readable, fast and honest experience - exactly in the logic of the "Arcade Slots: More Than Just Spins" section.