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Zelda: Ocarina of Time’s Auto-Jump System Worked Fine — Here’s Why the Remake’s New Jump Button Is a Step Back

Nintendo's Ocarina of Time remake adds a dedicated jump button, but Polygon argues the N64 classic never needed one. Here's why the change may not improve much.

By mitch·3 min read
Link leaps across a grassy field in Hyrule with a castle visible in the distance.

Nintendo revealed footage for its upcoming The Legend of Zelda: Ocarina of Time remake during Tuesday’s 40th anniversary stream for the Zelda franchise. The game launches on Switch 2 in November.

The remake is a 1:1 recreation of the Nintendo 64 classic, with a visual overhaul and several smart additions. One addition has drawn criticism: a dedicated jump button. Polygon argues the original game never needed one.

The Nintendo 64 Auto-Jump

In the original game, Link jumped automatically when he ran toward the edge of a platform. Players steered him toward ledges, and he took the leap on his own. That system worked fine once players got used to it.

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The game is an adventure title, not a platformer like Mario. Its appeal comes from scale and exploration, not obstacle courses. Leaving out the jump command gave Nintendo more options for item management.

Aonuma on the New Button

Series producer Eiji Aonuma demonstrated the remake’s early moments during the presentation. He explained the shift through a translator.

“Even in places with gaps, you can jump, and jump again to cross them,” Aonuma said. “Just like with the camera, jumping might seem obvious for those of you who have played recent games in the series. But, in the Nintendo 64 game, you’d automatically jump when you got close to an edge. So, jumping by pressing a button is a major change.”

Problems the Button Solves

The original game had moments where Link jumped when the player didn’t intend it. He sometimes took a flying leap in tight dungeon spaces. Other times he dropped from a ledge and had to climb back up.

Those moments were irritating. But Polygon argues they were not common enough to justify a fix that adds new complications.

Switch 2 Additions

The Nintendo Direct presentation showed a number of minor differences that might enrich the experience, from voiced cutscenes to a more elegant camera. The remake also changes the user interface. Items are no longer assigned to three face buttons, leaving room for other functions.

The dedicated jump button is less impressive than earlier additions. Grezzo added a touchscreen inventory system and a dedicated ocarina button to Ocarina of Time 3D in 2011.

No New Areas Need It

Footage shown so far reveals no new areas that require manual jumping. The dungeon segments played out the same as ever, just prettier. The button adds one more thing to manage while exploring.

The version of Hyrule in this remake was designed without a jump button in mind. It is hard to picture the addition improving much.

The Verdict

“If it ain’t broke, don’t fix it,” people say. Nintendo is fixing it anyway.

Hard Numbers

  • The Legend of Zelda: Ocarina of Time remake launches November on Switch 2
  • Revealed during Tuesday’s 40th anniversary Zelda stream
  • Remake is 1:1 with visual overhaul and UI changes
  • Original game released on Nintendo 64
  • Grezzo added touchscreen inventory to Ocarina of Time 3D in 2011

Key Dates

Event Date
Zelda 40th anniversary stream Tuesday
Ocarina of Time remake launch November
Ocarina of Time 3D release 2011

The jump button solves a real problem. It just may not be worth the baggage it brings.

Source: polygon.com

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