
The Nintendo Switch 2 exclusive game, *Drag x Drive*, just received an update that lets players compete locally via wireless connections. It’s a welcome addition, as the game is well-suited for playing with friends in person, making its initial absence a bit odd.
Drag x Drive was revealed as an early Nintendo Switch 2 game, and its innovative use of motion controls with the new Joy-Con 2 controllers was a major highlight. The game features 3-on-3 wheelchair basketball. However, despite the initial buzz, it quietly launched on August 14, 2025, to only moderate success and average reviews.
The latest update for *Drag x Drive* (version 1.1.0) is now available, and the patch notes have been posted on the Nintendo website. The biggest change is the addition of local wireless multiplayer, letting players connect two Nintendo Switch consoles on the same network for offline matches. However, the game still doesn’t have split-screen co-op, and it’s currently unknown if Nintendo plans to add it later.
The new *Drag x Drive* update includes more than just local wireless multiplayer. You can now see your play history and other players’ levels. If a public park is full when you’re trying to play online with friends, you can join a waitlist. This update also includes a lot of smaller improvements that should make *Drag x Drive* even better.
Despite a rocky start and initial lukewarm reviews, there’s optimism that *Drag x Drive* can improve with continued updates. Nintendo is still supporting the game, and its affordable $19.99 price makes it accessible to a wider audience as it gets better. The game has a good base, especially with its well-implemented motion controls, but it clearly needs some polishing in other areas.
Drag x Drive September 25, 2025 1.1.0 Update Patch Notes
General Updates
- It’s now possible to play local wireless games.
- Select Local wireless park from the Mode tab of the X Menu to play.
- The game will now display play history.
- Select Stats from the Help tab of the X Menu to view it.
- The game will now display player levels, which increase by gaining XP.
- It displays in the upper right corner of the screen on the X Menu.
- It is not used in matchmaking for public parks.
- It is now possible to select either Set as Blue or Blue/Red for Your Team Color.
- Select Settings on the Help tab of the X Menu, then select Display Options to make this choice.
- Adjusted certain depictions, including the game-start animations, lighting within parks, and the time the lights are lit up when at top speed.
- The game will now display version information.
- Select the Help tab of the X Menu to view it.
Online
- It is now possible to join the wait list when the public park or friend park your friend is in is full.
- You can join the wait list from the list found under Friend park on the Mode tab of the X Menu.
- If you select your friend when the park that friend is in is full, you will automatically attempt to connect next time a spot opens up in that park.
- When you are in a public park, selecting public park again will now prioritize selection of another public park.
- Made adjustments to increase the chances of 3-on-3 games in public parks.
- Changed the position for the game-start animation for 2-on-2 games in public parks.
- The game will now display the score when using the spectator camera.
- Like offline bots, online bots will now pass to players when they raise their hands or use the “Hey” reaction.
Fixed Issues
- Fixed an issue where sometimes no record is made under Search for Users You’ve Played With.
- Fixed an issue where the game would sometimes crash when starting up the game or heading to a park.
- Fixed an issue where the shot success rate for shots made immediately before landing was based on the position where the shot was made.
How well a player shoots depends on two main things: how far away they are from the basket and how directly they’re facing it.
To prevent players from getting an unfair advantage by bunny-hopping towards the basket, the game was designed to determine shot accuracy based on where the player left the ground. Essentially, shot success was calculated using the distance from that jumping-off point to the hoop.
We’ve corrected an issue where shots taken right before landing were being evaluated based on the incorrect position. Previously, the game was using the shot’s location instead of the intended landing spot to determine if the shot was successful.
However, there are no changes to the success rate for orientation towards the hoop.
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2025-09-27 19:49