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Half-pipe rethink reshaped Drag x Drive’s dunks and pacing
Nintendo has published Part 2 of Ask the Developer Vol. 20, focusing on how Drag x Drive – a Nintendo Switch 2 sports title released on Thursday, August 14, 2025 – found its defining mechanic. The team explains how an under-hoop half-pipe emerged as the answer to multiple design hurdles. The interview also expands on the game’s analog-first control philosophy, constant-flow rules, and the trio of character types that shape team strategy. Developers discuss what made the movement click, why dunking needed a rethink, and how visual and audio cues reinforce readability.
Below are the key takeaways, distilled from the official developer conversation.

Analog feel first: movement that maps to real actions
The team pursued controls that feel “analog” – inputs that mirror plausible real-world motions and produce clear, one-to-one responses in-game. They defined two conditions: moves should look natural in real life, and the input-to-action mapping must be obvious.

Drawing from wheelchair basketball, they implemented tilting – lifting one side to pivot – using Joy-Con 2 gestures. The team experimented with a BMX-style bunny hop concept (front then rear lift) to introduce verticality, testing quick left-right tilts to leave the ground. A short demo attempt helped the designers visualize the input and refine the idea. Video reference mentioned in the interview:
“By quickly tilting left and right, I managed to lift off the ground by about 2 millimeters.” — Konishi

That third dimension became crucial – rebounds and aerial plays gained tactical depth once hopping entered the toolkit.
One ramp, three problems solved

Placing a half-pipe beneath the basket addressed three separate design issues at once, according to the developers.
- Natural dunk inputs – Early dunking felt abrupt: move under hoop, swing up, auto-jump. The half-pipe created organic lift so a Joy-Con 2 swing near the rim could trigger a dunk that felt earned and analog rather than canned.
- Faster return to play – After shooting straight through, players had been overshooting and drifting wide. Riding up and down the half-pipe now naturally rolls the chair back toward center, reducing downtime.
- Clear character direction – Airborne action and wipeout risk pushed the team toward helmets and armor, crystallizing the look and roles of the three character types.

“Introducing the half-pipe meant players could now launch into the air, adding airborne action to matches.” — Hamaue
Play never stops: score, scramble, counter

Read also our article: Hela mixes co-op and solo play with Shades, set for 2026 launch
Drag x Drive’s matches do not reset after a score. Once the ball drops, play continues, encouraging immediate fast breaks and quick defensive rotations. That nonstop tempo raises urgency and helps the half-pipe’s return-to-center effect shine.
“Even if the other team scores, you can grab the ball right away and launch a fast break.” — Ikejiri

Three character types, one top speed
The roster is built around three archetypes – Guard, Forward, Center – a nod to the formation logic popularized by classics like Ice Hockey (Famicom Disk System, 1988). Rather than “light-fast vs heavy-slow,” all types share the same top speed, while differing in acceleration, turning, mass, and role.

Design cues borrow from real sports wheelchairs: the Center includes a rugby-style bumper for bruising play; the Forward draws from wheelchair basketball for balance; the Guard channels wheelchair motocross for agility. Sound design nudges readability too – landing thumps scale with character weight to make jumps feel grounded and distinct.
Table: Character roles and visual cues at a glance
The table below summarizes the intended feel and look of each type to aid quick recognition during 3-5 player scrums.
Style points that actually matter
To reconcile win-first and showmanship-first mindsets, the developers added a trick-shot bonus that scales with difficulty. Flashy plays now have tangible value on the scoreboard, reducing friction between teammates who prioritize safe 2-pointers and those pushing aerial flair.
“Trick shots with bonus points can affect the outcome of a game.” — Konishi
Final takeaway – Why this pivot matters
The half-pipe is more than set dressing – it’s the keystone that unified Drag x Drive’s input feel, pacing, and identity. For players, that means analog gestures translate into satisfying elevation, a rhythm that never stalls after scores, and a roster where roles are readable at a glance. If you thrive on momentum and expressive movement, Part 2 of the dev series makes one thing clear: the ramp made the sport.
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