TL;DR: In The Legend of Zelda: Ocarina of Time on Switch 2, Y swings the sword, X jumps, holding A dashes, ZL targets and ZR uses your equipped item. L or R opens Quick Select. D-pad Left takes out the ocarina, and its five notes are L, R, A, Y and X. Before you leave Kokiri Forest, change two settings: Camera-Rotation Speed and Targeting Type.

The biggest change for anyone who played the 1998 Nintendo 64 original of Zelda is that the sword no longer sits on B. It moved to Y, jumping is now a manual button press on X, and the right stick finally gives you a free camera. Nintendo's official store page sums the remake up as "jump and dash through the action with enhanced controls and modern camera movements". Below you'll find the full button map, every Special Action combo, all 12 ocarina songs in both input layouts, and the settings worth changing.

The default layout comes from the in-game Controls screen as published in Vulkk's launch-day controls guide, and the design reasoning comes from Nintendo's Ask the Developer interview. Data as of November 2026, game version 1.1.1. Planning your run? Our breakdown of how long the Zelda: Ocarina of Time remake takes to beat covers story and 100% times.

Zelda: Ocarina of Time remake controls: every default button

You can open this list in-game at any time. Press + and switch to the System tab. The right column shows where each action lived on the Nintendo 64, which explains most of the muscle-memory mistakes in your first hour.

ActionSwitch 2 buttonN64 original
MoveLeft StickControl Stick
Rotate CameraRight StickNone (fixed camera)
Reset CameraPress Right StickZ
AttackYB
JumpXAutomatic at ledges
Actions (talk, open, roll)AA
DashHold ANone
Put AwayBA
TargetZL (hold)Z
Use ItemZR (tap or hold)C-Left / C-Down / C-Right
Quick Select ItemsHold L or Hold RPause menu only
Equip AccessoryD-pad UpPause menu only
Play OcarinaD-pad LeftOcarina assigned to a C-button
Talk to NaviD-pad RightC-Up
Open Map− (Minus)L toggled the mini-map
Open Menu+ (Plus)Start

N64 bindings are from StrategyWiki's control table. The item bar works best with a small inventory. Hold L or R, scroll to the Hookshot, Megaton Hammer or Bombchus, then release. Nintendo Wire notes this feels far less clunky than in Tears of the Kingdom because Ocarina of Time has fewer items.

Outside of two swap options, the in-game layout can't be remapped. If you need a different layout, use the system-level Button Mapping in Switch 2 settings. On-screen prompts won't follow a system remap, so expect the HUD to show the default buttons.

Can you jump in the Zelda: Ocarina of Time remake? Jump, dash and how to sprint

Yes. Press X to jump anywhere. Auto-jump is gone. In the Ask the Developer interview, the team explains that players used to recent Zelda games kept asking why Link could jump in one spot but not another. So they carried over the jump button from newer entries and rebuilt the terrain to suit it. Young Link and Adult Link jump slightly different distances, so a gap you cleared as a child may feel different as an adult.

To sprint, hold A. Dash is mapped to the Roll Attack button on purpose. The developers wanted to keep the old habit of rolling across Hyrule Field by tapping A, and added the dash as a hold on the same button. Breath of the Wild players will grab for B at first. Nintendo Life's preview calls that the main early irritation.

If X feels wrong for jumping, turn on Swap Jump Controls in Options. It puts Jump on B and moves Put Away and the other B actions to X, per Vulkk's options rundown. Some October previews described this as a jump/attack swap. The release build swaps X and B.

Special Actions: every combat combo

The Special Actions page (+ → System → Special Actions) lists every move that needs more than one input. The Jump Attack has two inputs because the team couldn't agree. One developer wanted the original single-press version, another preferred Breath of the Wild's jump-then-swing, so both shipped.

MoveInput
Horizontal SwingY
Vertical SwingLeft Stick forward + Y
Thrust AttackZL + Left Stick forward + Y
Spin AttackHold Y, release
Jump Attack (modern)ZL + X, then Y
Jump Attack (classic)ZL + Left Stick forward + A
Roll AttackLeft Stick + A
Target MoveZL + Left Stick sideways
Side JumpZL + Left Stick sideways + X (or A)
BackflipZL + Left Stick back + X (or A)

Inputs as listed in the in-game Special Actions screen, via Vulkk. For veterans, the classic A-button Jump Attack is the one to learn. It works the same as on N64 and keeps your thumb off the camera stick.

Camera and Z-targeting settings

ZL is Z-targeting, the lock-on system Ocarina of Time introduced to The Legend of Zelda series in 1998. With a shield equipped, ZL also raises it. In Zeltik's hands-on footage, tapping ZL out of habit to snap the camera behind Link makes him pull out his shield each time. Recenter the camera with a right-stick click instead.

SettingChoicesDefaultPick
Invert Vertical CameraOn / OffOffYour habit
Invert Horizontal CameraOn / OffOffOff
Camera-Rotation SpeedSpeed levels (includes Slow, Normal)NormalSlow if you came from the N64 or 3DS version
Targeting TypeHold / ToggleHoldToggle for long boss fights

Toggle locks on with one ZL tap and releases with the next. It saves your index finger in fights like Dark Link or Phantom Ganon, where you stay locked for a minute or more. Hold is better for crowds. Game Informer found no quick way to switch between targets, so with several enemies you release, aim the camera and lock again. On Toggle that takes two presses instead of one. Vulkk recommends Slow rotation speed for returning players.

Gyro aiming: which items use it and how to turn it off

The remake keeps the gyro aiming from The Legend of Zelda: Ocarina of Time 3D on the Nintendo 3DS. It's on by default under Options → Motion-Control Aiming, and you can always fall back to the right stick. Here's what the coverage so far confirms:

ItemGyro aimSource
Fairy SlingshotYesThe Click, launch build
Fairy BowYesThe Click, launch build
HookshotYesThe AU Review hands-on
LongshotNot confirmedNot confirmed
BoomerangNot confirmedNot confirmed
First-person lookNot confirmedNot confirmed

Leave gyro on. The Bow in the Forest Temple's painting room and the Hookshot targets in the Water Temple are small, far away and often moving, and a wrist tilt corrects faster than a thumbstick. Turn it off if you play handheld on a moving train, or if your crosshair keeps creeping sideways. That creep is gyro drift, not the game. Our gyro drift fix guide walks through the fixes. For what gyro actually does, read gyro aiming explained.

How to play the ocarina: every song and its buttons

Press D-pad Left to take out the ocarina. While you're playing, D-pad Right shows every song you've learned with its notes, so you never need to memorize a melody. There are two button layouts, set under Options → Swap Ocarina-Playing Controls:

  • Normal (two-handed): the default. Notes from lowest to highest are L, R, A, Y, X.
  • Classic (one-handed): notes from lowest to highest are R, B, A, Y, X. The face buttons act like the N64's C-buttons, so this is the layout for anyone who learned the songs in 1998.

The game has 12 fixed songs, the same as the original. Nothing new was added, and the Scarecrow's Song is still the one you compose yourself (games.gg). Normal inputs are from VICE's song list, cross-checked with games.gg. The Classic column converts each note using the note order Vulkk lists for that layout.

SongNormal (two-handed)Classic (one-handed)Where you learn itWhat it does
Zelda's LullabyY X A Y X AY X A Y X AImpa, after meeting Zelda at Hyrule Castle (child)Triforce-marked puzzles, Water Temple water levels
Epona's SongX Y A X Y AX Y A X Y AMalon at Lon Lon Ranch (child)Calls Epona as an adult; cows give milk
Saria's SongR A Y R A YB A Y B A YSaria in the Sacred Forest Meadow (child)Talk to Saria for hints; Mido, Darunia, Skull Kid
Sun's SongA R X A R XA B X A B XRoyal Family's Tomb, Kakariko Graveyard (child)Day/night switch; freezes ReDeads and Gibdos
Song of TimeA L R A L RA R B A R BZelda at the castle moat, after the three Spiritual Stones (child)Opens the Door of Time; moves blue Time Blocks
Song of StormsL R X L R XR B X R B XKakariko windmill musician (adult)Rain, hidden grottos; drains the well as a child
Minuet of ForestL X Y A Y AR X Y A Y ASheik, Sacred Forest Meadow (adult)Warp to Sacred Forest Meadow
Bolero of FireR L R L A R A RB R B R A B A BSheik, Death Mountain Crater (adult)Warp to Death Mountain Crater
Serenade of WaterL R A A YR B A A YSheik, Ice Cavern after the Iron Boots (adult)Warp to Lake Hylia
Nocturne of ShadowY A A L Y A RY A A R Y A BSheik, Kakariko Village after three temples (adult)Warp to Kakariko Graveyard
Requiem of SpiritL R L A R LR B R A B RSheik, Desert Colossus (adult)Warp to Desert Colossus
Prelude of LightX A X A Y XX A X A Y XSheik, Temple of Time after the Forest Temple (adult)Warp to the Temple of Time

Playing songs with your voice or a real ocarina

Set Options → Ocarina Mic Input to Humming or Instrument (it starts at None). Then hum, whistle or play a melody and Link repeats it. The game tracks pitch relative to the previous note, so you don't need perfect pitch. The microphone is in the Switch 2 console, not the controller. Docked on a TV across the room, the console may not hear you, and a Pro Controller doesn't help because it has no mic (Vulkk). Mic input works best in handheld or tabletop mode.

HORI's licensed Electric OCARINA OF TIME was made for this feature. It costs $49.99, runs on three AA batteries (not included) and has an Auto-Play mode that performs all 12 songs at the press of a button. It's listed on the My Nintendo Store, where pre-orders sold out in September. Any real ocarina works too.

Best settings to change first

Options holds 13 settings plus amiibo and ZELDA NOTES toggles. Defaults below are from the menu as shown by Vulkk and Nintendo Everything.

SettingDefaultRecommendedWhy
Invert Vertical CameraOffYour preferenceMatch the shooters you play
Invert Horizontal CameraOffOffInverted horizontal is rare outside older third-person games
Camera-Rotation SpeedNormalSlow (veterans), Normal (BotW players)Slow feels closer to the original's camera
Motion-Control AimingOnOnFaster small corrections on the Bow and Hookshot
Targeting TypeHoldToggleLess strain in long locked-on fights
Swap Jump ControlsOffOff, unless X keeps fighting your thumbPuts Jump on B, Put Away on X
Ocarina Mic InputNoneHumming (handheld only)The mic is in the console, not the controller
Swap Ocarina-Playing ControlsNormalClassic if you played on N64Face buttons act like C-buttons
In-Game InterfaceNormalNormal on a first run, Pro on a replayMaster hides the lock-on marker and live hearts
Subtitle DisplayOnOnExpanded cutscenes are fully voiced
Subtitle Speaker-Name DisplayOffOnHelps in crowded scenes
Voice LanguageEnglishAny of 9Japanese, English, two French, German, two Spanish, Italian, Brazilian Portuguese
Controller VibrationNormalMild in handheldNone / Mild / Normal

Keep your manual save current. The remake has 5 auto-saves and 1 manual save, not the three files from the N64 and 3DS versions. Link's name is also fixed now that cutscenes are voiced (Vulkk).

Which controllers work with Zelda: Ocarina of Time on Switch 2

The game supports TV, tabletop and handheld modes (Nintendo). Here's how each controller handles it:

ControllerGyro aimingExtra buttonsVerdict
Joy-Con 2 (handheld or grip)YesNoneDefault; the only setup where mic input sits next to you
Switch 2 Pro ControllerYesGL / GR back buttonsBest for TV play
Switch Pro Controller (original)YesNoneFine, no back buttons
NSO GameCube controllerNoNo − buttonCan't open the map, Key Items or Threads of Time
NSO N64 controllerNoNo second stickNot practical: no free camera

Compatibility notes for the NSO controllers are from Vulkk's testing. The Switch 2 Pro Controller is the pick because of its back buttons. Hold HOME, open the GL/GR assignment and map GL to L (Quick Select) and GR to D-pad Right (Navi). That keeps your thumbs on both sticks during fights. Vulkk suggests the same setup.

If Link creeps forward on his own in Kokiri Forest, or the camera slowly turns while you aren't touching anything, the cause is the stick, not the remake. Run your controller through our online gamepad tester to see raw axis values. If they don't settle at zero, follow the Switch 2 Joy-Con drift guide before your warranty runs out.

Frequently Asked Questions

What button is jump in Zelda: Ocarina of Time on Switch 2?
X is Jump by default. Turning on Swap Jump Controls in Options moves Jump to B and puts Put Away and the other B actions on X. Auto-jump from the N64 original is gone, so ledges and gaps need a button press.
How do you sprint in the Ocarina of Time remake?
Hold A to dash. Dash shares the button with the Roll Attack, so tapping A while moving still rolls Link forward like on the N64.
Can you remap the controls in Ocarina of Time on Switch 2?
Not fully. In-game you can only swap the Jump button (X and B) and switch the ocarina layout between Normal and Classic. For anything else use Button Mapping in the Switch 2 system settings. On-screen prompts keep showing the default buttons.
How do you play the ocarina in the Switch 2 remake?
Press D-pad Left to take out the ocarina. In the default Normal layout the notes from lowest to highest are L, R, A, Y and X. Press D-pad Right while playing to see every song you know. With Ocarina Mic Input set to Humming or Instrument, you can hum or play a real ocarina into the console microphone instead.
Does Ocarina of Time on Switch 2 have gyro aiming?
Yes. Motion-Control Aiming is on by default for the Fairy Slingshot, Fairy Bow and Hookshot, and you can turn it off under Options. With it off, you aim with the right stick.
Can you play The Legend of Zelda: Ocarina of Time on Switch 2 with a GameCube controller?
Technically yes, but the Nintendo Switch Online GameCube controller has no Minus button, so you can't open the map, Key Items or Threads of Time. The N64 controller lacks a second stick for the camera. Joy-Con 2 or a Pro Controller are the practical choices.
J

Written by JahaSoft

Hardware testing engineer and contributor at MyGamepadTester. Specializes in controller input latency diagnostics, potentiometer stick drift calibration, and hall effect joystick upgrades.