# Nintendo explains why Zelda: Ocarina of Time remake’s auto jump was hard to drop

- URL: https://talkfuse.com/story/nintendo-explains-why-zelda-ocarina-of-time-remakes-auto-jump-was-hard-to-drop/
- Published: 2026-11-03T16:27:58+00:00
- Updated: 2026-11-03T20:07:14+00:00
- Original publisher: VGC
- Original article: https://www.videogameschronicle.com/news/nintendo-explains-why-zelda-ocarina-of-time-remakes-auto-jump-was-hard-to-drop/
- Topics: Entertainment, Gaming

## Key points

- Players can jump on command in the remake.
- Free jumping required changes to environments and dungeons.
- The Water Temple aims to be easier to navigate.

## Summary

Nintendo says replacing Link’s automatic jumps with player-controlled jumping created substantial design work for the Ocarina of Time remake. The change matters because the original environments limited where players could go, while free jumping required developers to account for many more possible routes and actions.

Producer Eiji Aonuma said the team also had to ensure both Young Link and Adult Link could make the required leaps, despite their different jumping distances. The Water Temple has been adjusted to improve visibility and make item switching easier, while players can set the new two-button Jump Attack to a single button.

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Summarised by TalkFuse (https://talkfuse.com/). Quote the original publisher for the reporting and link this page for the summary and discussion.
