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I keep forgetting to jump in Ocarina of Time remake, and two dungeons in I’m yearning for classic controls
Developed over time first seen 2 hours ago
The writer argues that adding a manual jump button to the Ocarina of Time remake makes some familiar dungeon sections awkward, because the original was designed around Link automatically jumping at ledges. The change matters because it alters a basic control choice in a remake the writer otherwise considers an exceptional overhaul.
Manual jumping makes movement through towns and the overworld feel more responsive, but the writer finds it easy to mistime jumps or roll by mistake in traditional dungeons. The article contrasts this with Breath of the Wild, whose open-world design made manual jumping a natural fit, and notes that automatic jumping remained a feature across many earlier Zelda games.
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In short
- Manual jumping makes familiar dungeon routes harder to navigate.
- The writer likes the remake’s more responsive movement elsewhere.
- They question whether classic Zelda needed a new jump button.
How this story developed
- 7 minutes ago The writer argues that adding a manual jump button to the Ocarina of Time remake makes some familiar dungeon sections awkward, because the original was designed around Link automatically jumping at ledges.
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Manual jumping can make movement feel more responsive and give players finer control, especially in towns and the overworld. A remake can reasonably update a familiar control scheme to meet expectations shaped by newer Zelda games, even if some dungeon passages take adjustment.
The case against
The original dungeons were designed around Link automatically jumping at ledges, so requiring a button press can make familiar routes less fluid and introduce mistimed jumps or accidental rolls. Keeping the classic behaviour would preserve the rhythm those sections were built for and avoid changing a basic control choice in a remake.