Pipistrello
Image: Pocket Trap

Ever since our initial glimpse at Gamescom 2024, enthusiasts like us have been eagerly awaiting the release of this hidden gem-a captivating adventure designed for the Game Boy Advance era. The game’s aesthetic, combined with its dynamic gameplay and nostalgic visuals, instantly evoked memories of classic handheld Zelda titles. However, instead of wielding a sword, the main character employs a yoyo to defeat enemies and solve intricate puzzles. The protagonist, a lively blue bat, appears to be straight out of a vintage SNES adventure. What’s not to adore about this concept?

This week, Pocket Trap unveils Pipistrello and the Cursed Yoyo, and to celebrate, we had the privilege of speaking with Henrique Lorenzi, the Game Director and Lead Programmer, to delve into his passion for yoyos, Nintendo’s influence, and the collaboration with composer Yoko Shimomura.


Designing a Yoyo-Centric Experience: Inspiration and Innovation

When we explored the free demo available on the Nintendo Switch eShop, one aspect that stood out was the yoyo’s versatility within Pipistrello. Did the idea of integrating a yoyo as the central gameplay mechanic come early in development, or was it a spontaneous decision?

Henrique Lorenzi: As creators, we’ve learned that the most engaging experiences often stem from reimagining familiar objects from everyday life as core gameplay elements. Our team habitually begins each project by brainstorming a wide array of ideas, encouraging everyone to contribute concepts-ranging from a hammer and slingshot to roller skates and baseball bats. The yoyo, however, was a distinctive choice that immediately sparked our interest.

Initially, the yoyo might have seemed like a nostalgic throwback or a simple toy, but the gameplay possibilities it unlocked were astonishing. We envisioned a game where the yoyo could serve multiple functions-acting as a weapon, a puzzle-solving tool, and a platforming device-without the need for juggling multiple items. This inspired us to develop a broad set of tricks and mechanics around the yoyo, transforming it into a versatile tool that could handle various challenges seamlessly.

Early concept sketches
Preliminary sketches – Image: Pocket Trap

The Evolution of the Yoyo in Development

Was the yoyo always intended as the primary weapon, or did it evolve from a different concept?

Henrique Lorenzi: Our goal was to craft a game that paid homage to the Zelda series but with a fresh twist-steering clear of medieval fantasy themes. We wanted an item that could replace the sword’s role in combat and exploration. When we discovered the humble yoyo, it struck us as an ideal candidate. Unlike traditional weapons or tools, the yoyo could emulate a variety of functions-serving as a projectile, a grappling device, or even a platform for jumping-making it a perfect all-in-one solution.

Progressing through the game, players would unlock new tricks and techniques, mirroring real-world yoyo skills, which added a layer of authenticity and depth. The game’s setting-a modern city filled with contemporary issues-further complemented the yoyo’s playful yet versatile nature. It became a symbol of youthful rebellion and ingenuity, blending nostalgia with modern storytelling.

Retro Inspiration and Modern Enhancements

The demo exudes a nostalgic Nintendo vibe, reminiscent of the Game Boy Advance era. Which classic titles influenced your team’s creative direction?

Henrique Lorenzi: As lifelong Nintendo fans, we drew heavily from titles like The Minish Cap and Castlevania: Aria of Sorrow. The Game Boy Advance was a pivotal platform for us, and we aimed to evoke that same sense of wonder and simplicity. To enhance the experience, we included an optional “GBA Mode,” which simulates playing on the original hardware-complete with responsive button inputs, a rotatable camera, and even screen glare effects when held at the correct angle. It’s our way of honoring the past while offering a modernized experience.

GBA Mode simulation
Image: Pocket Trap

Beyond nostalgia, we’ve integrated quality-of-life improvements such as refined physics-features like coyote time, edge-sliding, and magnetic surfaces-to make gameplay smoother and more responsive. If you fail a challenge, you can restart instantly from the same screen without delay. Our aim was to craft a joyful experience that could be cherished across generations, much like Nintendo’s own legacy.

World Building and Level Design

Can you elaborate on the game’s world structure? Will it feature interconnected zones similar to a Metroidvania, or are there distinct areas like traditional dungeons?

Henrique Lorenzi: Pipistrello offers a blend of both approaches. The city is a sprawling, interconnected environment with branching pathways that encourage exploration. There’s a vibrant urban landscape filled with secrets, shortcuts, and hidden areas. Additionally, players can access a subterranean sewer system that expands the map into a more expansive, layered world-akin to the mysterious depths of the “Dark World” in classic Zelda titles.

When entering dungeons or mini-dungeons, the gameplay shifts to more focused, story-driven challenges-each themed around a specific location like a police station, shopping mall, skyscraper, or sports arena. These areas emphasize particular mechanics and narrative elements, providing a rich, thematic experience that invites players to uncover lore and secrets at every turn.

Boss Battles and Difficulty Balancing

The demo’s boss fight against Don Mauretti was notably challenging! Do you plan to include difficulty options or other ways to tailor the experience?

Henrique Lorenzi: The demo’s boss fight was intentionally designed to be tough, especially for players with extensive experience. We didn’t want to nerf the challenge, as it’s meant to showcase the game’s depth. In the full version, players will have access to a variety of badges, upgrades, and special moves-like charged strikes and parries-that will make battles more manageable. The game’s progression isn’t linear, so players can explore different districts and face various bosses before confronting Don Mauretti, ensuring they’re well-prepared.

We also offer adjustable difficulty settings, allowing players to customize their challenge level. The main bosses are designed to test mastery, but there are also numerous mini-bosses and secret encounters for those seeking extra excitement. Overall, we’d rate the difficulty of the final boss around a 7 or 8, depending on how equipped the player is, but with the right skills and upgrades, victory is well within reach.

Performance and Technical Optimizations

During our playthrough, we noticed some frame rate drops during the final boss fight in handheld mode. Are there plans to optimize performance for the full release?

Henrique Lorenzi: Absolutely. Since the demo, we’ve dedicated significant effort to optimizing Pipistrello for the Nintendo Switch. We’ve refined the code to ensure smooth performance across all scenarios, including intense boss battles. The game now runs seamlessly whether docked or handheld, with enhanced support for features like HD Rumble tailored to each gameplay moment. We’re committed to delivering a polished experience and look forward to releasing an updated demo soon on the eShop, so players can enjoy the game without technical hiccups.

Pipistrello
Image: Pocket Trap

Collaborating with Yoko Shimomura: Crafting the Soundtrack

We noticed Yoko Shimomura’s name in the credits-what was the process like of bringing her onboard? How has it been working with such a legendary composer?

Henrique Lorenzi: Growing up immersed in Nintendo classics, we’ve always admired Yoko Shimomura’s work-her compositions have defined many of our favorite games. When conceptualizing Pipistrello, it was clear that her unique style would elevate the game’s nostalgic feel. We reached out early, sending her detailed proposals, concept art, and gameplay footage, along with musical references-including some of her own iconic tracks.

Interestingly, we envisioned a soundtrack that embraced the GBA’s chiptune aesthetic, so we suggested using vintage Roland Sound Canvas synthesizers to evoke that classic sound. To our delight, she agreed, and her contributions have added a layer of authenticity and emotional depth that truly complements the game’s retro-inspired design. Working with her has been an inspiring experience, and we hope players will notice her signature touch throughout the soundtrack.

Yoyo Tricks and Real-World Skills

Finally, do any team members have expertise in real-world yoyo tricks? Bonus points if they can demonstrate some in the game!

Henrique Lorenzi: While we all have fond memories of toy yoyos from childhood-some even used them as promotional items with snacks or drinks-none of us are professional yoyoists. During development, we did extensive research, watching yoyo competitions and tutorials to understand the mechanics and tricks involved. A few team members even purchased professional yoyos to experiment with the techniques, and one of us has experience with diabolo, a related skill toy.

However, becoming a yoyo champion is a lofty goal reserved for the most dedicated, and for now, Pippit remains the ultimate yoyo master in our universe-though we hope players will enjoy mastering the tricks we’ve incorporated into the game!


Pipistrello and the Cursed Yoyo is now available on Nintendo Switch and other platforms. A demo is also accessible on the eShop. We extend our gratitude to Henrique for sharing behind-the-scenes stories about Pocket Trap’s latest creation.

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