I thought it was a masterpiece of abusing the C pre-processor to ensure that all variables used for player physics, game state, inputs, and position outputs to the graphics pipeline were guarded with macros to ensure as the (overwhelmingly) single-player titles continued to be developed that the code would remain clean for the two titles that we hoped to ship with split-screen support.
All the state was wrapped in ss_access() macros (“split screen access”) and compiled to plain variables for single-player titles, but with the variable name changed so writing plain access code wouldn’t compile.
I was proud of the technical use/abuse of macros. I was not proud that I’d done a lot of work and imposed a tax on the other teams all for a feature that producers wanted but that in the end we never shipped a single split-screen title. One console title was cancelled (Saturn) and one (mine) shipped single-player only (PlayStation).