Leverless Speed Starts with How You Move Your Fingers: The Design Philosophy Behind GOPPA’s RapidJAM

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About This Article
This interview is based on direct conversations with the people involved. It presents their words alongside the author’s explanations of the background and context. When products are discussed, the article should not be read as a review based on continued use. Any production fees, product samples, or monetized links are disclosed within the article.

Are leverless arcade controllers shifting the competitive focus from specs to ergonomics?

GOPPA’s RapidJAM leverless controller looks beyond the speed needed to win, with a design focused on winning.


A leverless controller for fighting games replaces the lever with buttons for directional input.

Since it uses independent switches for each direction, like a keyboard, this input method will be familiar to Greenkeys readers.

Leverless controllers with magnetic switches have also emerged in recent years, and manufacturers are competing fiercely.

Developed by GOPPA LLC, RapidJAM combines magnetic switches and Rapid Trigger in a leverless controller.

When we spoke with product developer Nobuo Kawamura, we learned that the product concept went beyond speed measured in numbers.

Rapid JAM 19

In this article, we explore what makes RapidJAM appealing through an interview about its development with GOPPA LLC.

The design accounts for the physical experience of using the controls, from button travel and size to hand movement and case height.

Disclosure of Our Position

This article was produced at the request of GOPPA LLC, which paid a production fee and provided a product sample that does not need to be returned. Greenkeys is responsible for the article’s structure, wording, and final editorial decisions. The sample was used for photography and to examine the product’s construction and operation. This is not a review based on extended gameplay and performance testing.

Specifications for RapidJAM are available on its official product page. GOPPA EC is accepting preorders for ¥29,800 (tax included), with shipping scheduled for late October 2026. An Amazon product page is also listed as a purchase option. Check each sales page for the latest availability and shipping information when ordering.

Table of Contents

What Is a Leverless Controller?

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First, let’s take a look at what a leverless controller is.

A leverless controller replaces the lever on an arcade controller with buttons for directional input.

It feels similar to pressing movement keys on a keyboard, with directions controlled by your fingertips.

G28PrTBboAAspLuKawamura

In games like these, the directional inputs ↑←↓→ (up, left, down, right) may be mapped to WASD.
A lever lets you enter these directions by tilting it.
A leverless controller replaces the lever with buttons for directional input.
So, at its core, the difference is simply a variation in input method; the underlying purpose is the same: to indicate a direction.

Fighting Games and Leverless Controllers

For gaming alone, a keyboard is enough.

Even so, there are likely reasons why dedicated controllers are clearly designed for this purpose.

Differences Between Keyboards and Leverless Controllers

CategoryKeyboardLeverless controller
Design starting pointDesigned for typing and a wide range of PC tasksDesigned for directional input and attacks in fighting games
Button layoutChoose which keys to use from among the many availableButton positions and sizes can be designed for fighting games
Playing positionOften used on a deskSome products are designed for use on a desk or on your lap
Compatible devicesDepends on the game and whether the connected device supports keyboardsCompatibility varies by product, and some consoles may require a separately sold device

Both keyboards and leverless controllers use fingers to press buttons for each direction.

The differences lie in things like button placement and size, and where you place the device while using it.

For leverless controllers made for fighting games, these factors also come into play when designing for ease of input.

At the heart of this is the idea of how quickly you can enter a command and execute a move.

In fighting games, acting before your opponent is extremely important.

In that respect, it’s easy to see why a device that lets you control your character more efficiently would be useful.

These days, Hall effect and low-latency technologies have also made software just as important as hardware.

Features magnetic switches can offer fighting game players

Goal in fighting gamesRelevant featureHow it works and its limitations
Reduce the travel needed at the start of a pressActuation point adjustmentSet how far a button must be pressed before an input registers. A shallower setting responds with less travel, but does not shorten a move’s startup frames.
Make it easier to move on to the next inputRapid Trigger and release point adjustmentThe input can switch off as soon as the button is released slightly. This reduces the finger travel needed to change direction or press again, but an overly sensitive setting can also cause unintended inputs.
Capture closely spaced inputsSwitch sensing and internal processingThe button’s state is checked in fine increments, and presses and releases are processed. Actual input results depend not only on the sensor, but also on the device’s processing and settings.
Shorten the interval between sending inputs to the PCPolling rateAt 1000 Hz, input data is updated every 1 ms; at 8000 Hz, every 0.125 ms. A higher rate may reduce timing variation in when an input reaches the PC, but the difference does not always translate into a one-frame difference in-game. Polling rate is not a feature exclusive to magnetic switches.
Reduce contact wear and chatterContactless magnetic sensingBecause a magnetic sensor detects the switch’s position, it can help avoid contact bounce caused by metal contacts touching. This does not mean that every misinput or failure can be prevented.

In fighting games, it’s important not only to send inputs to the PC quickly, but also to consider how you move your fingers to transition to the next direction or attack.

A high polling rate shortens the interval between sending input data to the PC, but it does not change how far your fingers need to move to press and release a button.

This is where the magnetic switch’s actuation point and the design of the buttons people touch each take on a different significance.

The release-and-press motion matters, not just the moment of pressing

When typing on a keyboard, you probably don’t pay much attention to the exact moment you press a key.

But fighting games involve a steady stream of actions: changing directions, entering move commands in sequence, and repeatedly pressing the same button.

When one input ends and the next begins is part of the control process, too.

Suppose you want to press a button once, then press it again right away.

Unless the button registers as released, the next press won’t be accepted as a new input.

That’s why, in addition to the actuation point when pressing, attention also turns to where the input switches off as the button returns.

This is known as Rapid Trigger.

Of course, setting a shallower actuation point doesn’t guarantee that moves will come out faster in-game.

When the game accepts an input depends partly on its own mechanics, and settings that are too sensitive can lead to unintended inputs.

Here, “speed” doesn’t mean measured reaction times or match outcomes; it means reducing how far your fingers need to move to make the next input.

Magnetic switches let you adjust the actuation point based on how far you press

With conventional contact switches, you can’t freely change the point at which the contacts switch for each button.

Magnetic switches, on the other hand, use magnetic sensors to track a button’s position, allowing you to set the actuation point on the way down and the release point on the way back up.

This is the Rapid Trigger function.

This lets you move on to the next input with only a short release, without needing to press the button all the way down and let it return fully to its original height.

In this way, today’s fighting game controllers are advancing in their own way, in both hardware and software, building on technology from conventional magnetic keyboards.

A high polling rate isn’t always essential

Polling rate indicates how many times per second a controller reports button states to a PC. At 1000 Hz, input information updates every 1 ms; at 8000 Hz, it updates every 0.125 ms.

By contrast, matches in Street Fighter 6 run at 60 fps, meaning each frame on screen lasts about 16.7 ms.

Going from 1000 Hz to 8000 Hz shortens the update interval by at most 0.875 ms, and that difference won’t show up in character movement every time.

The result could change when an input crosses a timing threshold in the game, but 8K polling doesn’t mean moves will always come out 1 frame sooner.

So it may be better to think of 8K support as a specification for further tightening the input path.

On a fighting game controller, the points where you press and release a button, and how you move your fingers to the next one, also affect how it feels to play.

Asking the Developer: The Leverless Arcade Controller GOPPA Aimed to Create with RapidJAM

RapidJAM is a leverless controller for fighting games developed by GOPPA LLC.

Rapid JAM 17

It combines a button-based directional input layout with magnetic switches and Rapid Trigger.

The magnetic buttons have a 1.5 mm travel.

You can adjust the actuation point when pressing a button and the release point when letting it go.

The polling rate is 1000 Hz.

Its features extend beyond the specs to the design of the enclosure.

Long buttons on the little-finger side can be pressed with the side of the hand or the heel of the palm, and the corresponding buttons can be changed from Ø24 to Ø30.

The enclosure uses an aluminum frame, and the USB Type-C port is modular so it can be replaced if damaged.

It supports PC, Nintendo Switch, and Nintendo Switch 2. With a compatible converter, sold separately, it can also be used with PS4 and PS5.

So what challenges led to this design and its features?

We spoke with Nobuo Kawamura, who led development, at Tokyo Keyboard Expo 2026.

Thinking About a “Winning Device” Through Finger Movement

Rapid JAM 18

A high polling rate is one way to tighten up the input path, but it is not the only factor that determines how easy a fighting game controller is to use.

Where you press and release a button, and how you move your fingers to the next one.

Game controllers are designed to be operated by people.

What was RapidJAM aiming to achieve? Kawamura described the thinking at the heart of its development.

I wanted to make a device that could help players win. That was the main point.

If you’re making a product to win, you make it respond as quickly as possible.

That would seem only natural.

RapidJAM also features magnetic switches and Rapid Trigger, with adjustable actuation and release points.

But Kawamura looked beyond the time it takes for an input to become an electronic signal.

What he focused on was how players move their hands to press the buttons.

Other companies are competing on the communications side, but we’re taking an approach that speeds up the physical movement of the fingers.

Even among magnetic keyboards, Rapid Trigger and high polling rates are becoming more common, particularly in higher-end models.

But no matter how quickly a button responds, it is still up to the player to move a finger to it and press the intended spot.

What stood out in our interview about RapidJAM was its attempt to address the player’s movements through the shape and layout of the buttons.

G28PrTBboAAspLuKawamura

It was striking to hear that product development had moved beyond spec-sheet competition to take an ergonomics-focused approach.

Rapid JAM 31

Being a Latecomer, Developing a Product That “Stays Close to Users”

There are already plenty of leverless controllers to choose from.

I got the impression that Kawamura was mindful of being a late entrant and focused on what they could develop precisely because they came later.

Kawamura explained:

The key for us is how to get people to upgrade. Rather than selling something very cheap, I think it’s important to offer something people can feel good about buying.

RapidJAM is a late entrant, and the opportunity it is targeting is demand from people looking to upgrade.

Kawamura said they needed to find out what users disliked about the arcade sticks they already owned if they were to persuade them to switch from an existing product.

Along with listening to users, we asked what problems they were having. Then we talked with a range of fighting game players, including experienced players, and asked, “What if you could do this?”

The buttons on the little-finger side are hard to press. USB ports are prone to damage. People want a thin product, but not if that makes it difficult to use on their lap.

Kawamura described a development process that took each of these complaints and translated it into the product’s design.

G28PrTBboAAspLuKawamura

RapidJAM may be a device born from listening to these needs and designed to fulfill users’ wishes.

Not Just Short: 1.5 mm of Travel

RapidJAM’s magnetic buttons have 1.5 mm of travel.

Kawamura says he visited the manufacturer and asked them to develop dedicated buttons.

I wanted to make a button that still had some press to it, but could be pressed with as little travel as possible.

Developing RapidJAM by starting with low-profile Hall effect switches was no small undertaking.

This makes it clear just how important the key switch is to a leverless arcade controller.

With shorter travel, you can press a button without moving your fingers as far.

But reducing the travel alone also changes how the press feels.

During development, they prepared prototypes with different travel distances and had players try them.

He says they settled on 1.5 mm after taking players’ reactions into account.

The same thinking is evident in the software settings.

Within the 1.5 mm range, RapidJAM lets you adjust the actuation point when pressing and the release point when letting go.

GOPPA says the settings offer 850-step adjustment, but Kawamura focused on how to make that level of precision practical.

“It’s not simply a matter of entering a number. We’ve made a gauge. When you press the button, the gauge moves, so you can intuitively choose the position on screen where you want it to respond.”

You can watch the button’s movement on screen as you find the response points for pressing and releasing.

I was very impressed that they considered ease of use in the software, rather than focusing only on the numbers.

Designed Around Players’ Hands: Ways to Press Without Using Your Fingers

The feature Kawamura enthusiastically demonstrated in front of the device was the long button on the pinky side.

Rapid JAM 09
Long button positioned on the pinky side
Rapid JAM 28
Wider than a standard button
Rapid JAM 13

“It’s hard to apply much force with your pinky, isn’t it? When you use your finger, you can end up a beat behind.”

So instead of reaching for a distant button with the pinky, they considered using another part of the hand.

The upper button is intended to be pressed with the side of the hand in a “chop,” while the lower one is for a “palm strike,” using the heel of the palm.

“If using your fingers makes you slow, you can press with your arm movement instead. We worked that idea into the design with input from professional players.”

During the interview, Kawamura placed his hand on the device and showed me how to press the buttons.

The long buttons weren’t simply made to provide a larger pressing area; they were shaped to let you press with a different part of your body.

On compatible buttons, you can also change the pressing surface from φ24 to φ30.

Kawamura gave the examples of people with different-sized hands and those who find the button they want to press with the heel of their palm too small.

The buttons let users choose which finger to press with and how to press, rather than prescribing one way to do it, and also offer a choice of button sizes.

G28PrTBboAAspLuKawamura

The button design also reportedly started from scratch.
The clearance around the button cutouts in the acrylic top is extremely tight, reflecting the care taken in the design.
It was also impressive that, when pressed, the tops of the buttons sit flush with the acrylic surface.

Rapid JAM 21
Buttons positioned for easy operation
Rapid JAM 30
Top acrylic with extremely tight clearance
Rapid JAM 33
Rapid JAM 32
Sits flush with the top plate when pressed

Keeping the bottom-out while avoiding extra contact noise

Kawamura also revisited the internal structure to refine how the buttons feel to press.

“When you press a button, the magnet moves down, right? I wanted to avoid the contact noise that makes at that point. There was quite a sharp ‘click,’ and it was noisy.”

According to materials provided by GOPPA, a 0.2 mm “floating structure” inside the case prevents the moving parts inside the buttons from directly contacting the PCB.

image 7
Quoted from materials provided by GOPPA LLC

The distinction to make here is that the buttons themselves still bottom out.

When pressed all the way down, the button mechanism still bottoms out.

The 0.2 mm structure is not a cushion that eliminates bottom-out.

It is designed to prevent the moving parts from hitting the PCB and adding another contact sound or vibration on top of the bottom-out.

“This is the sound of the button itself.”

Kawamura said this, then pressed a button in front of me so I could hear it.

The feel is refined alongside the reaction point and stroke.

I was struck by how the feel of the buttons—even though it might seem unrelated to speed—is treated as part of the input experience, much like in custom keyboards.

Rapid JAM 05
Kailh Mag Switches, custom-ordered with a 1.5 mm stroke, are used for the buttons
Rapid JAM 25
The switches in the top row use the Kailh Choc V2 form factor

Detailed design to meet user needs

RapidJAM also includes features designed to address problems users encounter.

One notable detail was the design that lets users deal with a damaged connector themselves.

One of the problems players brought up was damage to the USB Type-C port.

Apparently, players said that moving the controller while it was still plugged in could damage the port or cause a loose connection.

“So, when we were thinking about how to improve that, this part was made modular. Replacing it means you can keep using the controller for longer. I also wanted to be thoughtful about how that benefits users.”

RapidJAM has a separate module for the connector, so that part can be replaced if it is damaged.

Rapid JAM 27
Modular USB Type-C port

Products that include a replacement module and let users swap it out themselves on the spot must be quite rare.

Rapid JAM 36
A spare USB Type-C port is included

The reason for making the case 302 mm wide was also based on how the controller would be used.

“If it were any smaller, it wouldn’t fit on your lap. I measured the width I needed to rest it on my knees, and for me it was 30 cm.”

Rapid JAM 20
Approximately 30 cm in actual width

Kawamura says he based the width on his own relatively broad thighs, making it wide enough to stay on the laps of many users.

Even if a controller is thin and compact, it is not necessarily easy to use if it is unstable on your lap.

Rapid JAM 35
The case uses an aluminum frame. Kawamura says, “I think this is about as thin as it can get.”

Kawamura kept the width for lap use and placed EVA foam on both sides of the underside.

Rapid JAM 26

It also features the rigidity of an aluminum frame, holes for a shoulder strap, and an acrylic top panel that lets users change its appearance.

Rapid JAM 22
A “favorite character” sticker can be placed beneath the removable acrylic top panel.
Rapid JAM 38
Included items. It’s nice that a carrying case comes in the box, too.
G28PrTBboAAspLuKawamura

I felt that a major difference from other products was how each dimension and material had been considered from the user’s perspective, including how to carry it, where to place it, and how to keep using it.

From first-time users to those upgrading|Aiming to serve a broad range of players

“I think this is a product that can accompany players from their first steps as they work toward becoming advanced users.”

Kawamura spoke about the product’s intended audience as follows.

He says he wants people new to leverless controllers to enjoy entering commands, and hopes they can keep using the product as they improve.

At the same time, the same way of pressing buttons does not suit everyone. Kawamura also spoke frankly about whether a product should be made for everyone.

“People are all different; no two are alike. Still, I think we have to make something that 20 people will buy, even if that means missing out on 80.”

Rather than dilute its character to make it a little suitable for everyone, the goal is to make something that people whose play style fits it can choose with confidence.

Hearing Kawamura speak, I felt that this thinking was reflected in the dedicated buttons, the long buttons, and the thin case.

The aim is not to make a controller for everyone, but one that is easy to use for people who identify with the design philosophy.

This was also the moment in the developer interview that came closest to the heart of the matter.

Conclusion|Thinking About “Speed” All the Way Down to Hand Movement

Rapid JAM 15

That concludes our interview with Kawamura of GOPPA LLC, the developer of RapidJAM.

RapidJAM uses technologies familiar to keyboard enthusiasts, including magnetic switches and Rapid Trigger.

But what emerged from our interview with Kawamura was a development approach that went beyond simply adding those technologies.

He listens to players’ frustrations, chooses a stroke that preserves a satisfying feel, uses the side of the hand when the pinky is hard to use, avoids contact noise beyond the sound of bottoming out, makes worn ports replaceable, and keeps enough width for lap use.

Kawamura’s “device that helps you win” seems to mean more than just a response-time figure.

Designing inputs means accounting for where and how people actually press.

This leverless arcade controller treats command input not merely as a matter of specs, but also gives careful thought to the “input experience.”

That may be the real appeal of RapidJAM.

RapidJAM Purchase Information

You can preorder RapidJAM from GOPPA’s official online store and Amazon.

GOPPA’s official online store lists the price at ¥29,800 including tax, with shipping scheduled for late October 2026.

For detailed product specifications and compatible devices, see the RapidJAM official product page.

Check the retailer’s latest information for prices, stock, and shipping dates.

  • First published:
  • Last updated:
  • Reporting method: On-site reporting at TKX2026 and reference to the manufacturer’s official page
  • Sources and references: GOPPA official online store
  • Conflicts of interest: Product provided: Yes; monetized links in this article: Yes (Amazon links only)
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Avatar of Ryosuke Kawamura Ryosuke Kawamura Greenkeys Editor-in-Chief

Ryosuke Kawamura is the Editor-in-Chief of Greenkeys and the founder of GreenEchoes Studio.

He covers mechanical keyboards, custom keyboards, and input devices through reviews, interviews, hands-on testing, photography, and editorial work. He has reviewed more than 100 products and regularly reports on JIS-layout compatibility and trends in the Japanese keyboard market.

He also founded the Japan Layout Alliance (JLA), an industry collaboration initiative aimed at improving compatibility for Japanese-layout keyboards.

Greenkeys values editorial independence and transparency. Product samples, advertising relationships, and affiliate links are disclosed within each article.

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