Looking at Double Dragon, it looks like they still have a 2023 entry, Double Dragon Gaiden: Rise of the Dragons. It appears to be out for console, so I assume that it supports local multiplayer, and it sounds like they had a release that added and online cooperative multiplayer.
I wasn’t that impressed with the last Contra game I played, but Contra: Operation Galaga says that it supports local multiplayer.
It looks like the most-recent game in the series containing Secret of Mana is the 2024 Visions of Mana, which doesn’t have multiplayer. However, there is a 2014 Rise of Mana, which does (albeit not on a single shared screen). I’m also pretty sure that some SNES emulators support remote multiplayer, though I’d guess that on anything other than a pretty low-latency connection, you’re going to inevitably feel the latency, as I don’t think that it’s likely technically viable to do reasonable client-side prediction without support from the game.
kagis
It looks like there are SNES emulators that do apparently provide support via some sort of save-state synchronization. I expect that this is probably not the best-performing system, but it does exist.
Looking at Double Dragon, it looks like they still have a 2023 entry, Double Dragon Gaiden: Rise of the Dragons. It appears to be out for console, so I assume that it supports local multiplayer, and it sounds like they had a release that added and online cooperative multiplayer.
Bubble Bobble 4 Friends apparently supports local multiplayer.
I wasn’t that impressed with the last Contra game I played, but Contra: Operation Galaga says that it supports local multiplayer.
It looks like the most-recent game in the series containing Secret of Mana is the 2024 Visions of Mana, which doesn’t have multiplayer. However, there is a 2014 Rise of Mana, which does (albeit not on a single shared screen). I’m also pretty sure that some SNES emulators support remote multiplayer, though I’d guess that on anything other than a pretty low-latency connection, you’re going to inevitably feel the latency, as I don’t think that it’s likely technically viable to do reasonable client-side prediction without support from the game.
kagis
It looks like there are SNES emulators that do apparently provide support via some sort of save-state synchronization. I expect that this is probably not the best-performing system, but it does exist.