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Ocarina of Time beginner’s guide: controls, targeting, and getting started on N64, 3DS and Nintendo Classics

By Freedom251 Team · · 11 min read

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Start by identifying your edition and controller: the original Nintendo 64 Game Pak, Ocarina of Time 3D on Nintendo 3DS, or a Nintendo Classics version on Switch. The same adventure uses different names and inputs for its most important beginner mechanic. Nintendo’s N64 booklet calls it Z Targeting; the 3DS quick guide calls the equivalent scheme L-targeting. On Switch, the physical button you press depends on the controller mapping shown in the game’s Suspend Menu.

Targeting focuses Link on an enemy or other object so attacks, defensive movement and aiming stay oriented toward it. Learn that first, then use the edition-specific movement and action instructions below.

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Quick control key by edition

Version Target input and name Movement and interaction Interface differences
Nintendo 64 original Press the N64 controller’s Z button for Z Targeting. The booklet offers Switch and Hold modes. Use the original controller’s stick and A, B and C-button layout. C buttons are assigned to items. Settings include sound and brightness. The N64 manual is the authority for the original button symbols and attack behavior.
Nintendo 3DS remake Use the L button for L-targeting. Circle Pad movement walks at a short push and runs with greater movement. Running off an edge causes an automatic jump. Touchscreen inventory and item icons, a contextual action icon, Navi hints and gyro-assisted first-person shooting/camera control.
Nintendo Classics on Switch Do not assume a modern universal label. The assigned button is shown in Suspend Menu control view. Use the controller connected to Switch, or customize the game/controller combination where the library permits it. Open the game’s Suspend Menu and choose View/Change Controls to see original mappings, extra controls and available remapping.

For original-hardware documentation, see Nintendo’s Nintendo 64 instruction booklet. Nintendo’s 3DS Software Quick Guide covers the remake’s controls, while the Nintendo Classics support page explains Switch mappings.

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How do I Z-target in Ocarina of Time?

Nintendo 64: choose Switch or Hold Z Targeting

On the original Nintendo 64 version, place an enemy or object in front of Link and press the controller’s Z button. A focus cursor appears when the game has something suitable to target. In Switch mode, press Z once to make the cursor appear and press Z again to remove it. Switch mode is the default the first time the game is turned on. In Hold mode, the cursor remains only while you keep Z depressed.

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Switch mode is useful when you want to keep both hands available after locking on; Hold mode is useful if you prefer targeting to last only while your finger is on Z. These are settings in the N64 game, not two different kinds of enemy. If no cursor appears, move Link until an enemy or interactive object is within the game’s targeting range and line of sight.

Nintendo 3DS: use L-targeting

The 3DS remake labels the mechanic L-targeting. Press L when a target is available, then move with the Circle Pad while Link remains focused. Nintendo’s quick guide specifically describes sideways movement during targeting: Link can strafe while continuing to face forward. That lets you circle an enemy, keep a doorway or object in view, and adjust position without repeatedly turning Link away from the target.

What does targeting do?

Targeting is a focus tool, not a separate attack. It keeps Link oriented toward a chosen enemy or object so combat and aiming are deliberate rather than dependent on lining up every movement manually. Use it when an enemy is moving, when you need to defend while facing an attacker, or when a ranged or first-person action must stay directed at a particular target. Release the focus when you need unrestricted movement or a different view; targeting and free-looking are separate behaviors.

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How do I talk to someone far away?

First bring Link close enough for the game to recognize the character, then watch the contextual action prompt. In the 3DS remake, the lower-screen action icon changes to the situation-specific command, with Nintendo’s guide giving Open, Talk and Check as examples. When the icon says Talk, press the action control indicated on screen rather than guessing from a fixed button. If it does not appear, adjust Link’s position and facing; distance, angle and the current situation determine which action is offered.

The N64 version also uses context-sensitive actions, but it presents them through the original controller layout rather than the 3DS touchscreen. Use the action label shown by the game and the A-button/action behavior documented in the N64 booklet. Do not use 3DS touch instructions on an N64 controller.

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How do I jump?

3DS automatic jumping

There is no separate jump button for ordinary traversal in the 3DS quick guide. A short Circle Pad movement makes Link walk; a greater movement makes him run. If you run off the edge of a height or gap, the game automatically jumps. Nintendo’s guide states: “You will automatically jump if you run off the edge of a height or a gap.” Approach an edge with enough running distance, and avoid treating every drop as a safe route: the automatic jump is a movement response, not a promise that Link can cross any gap.

Jump attacks are different from traversal

The 3DS quick guide lists a jump attack among sword attacks. That combat move is separate from the automatic jump caused by running off an edge. Follow the attack instruction shown for your edition and equipped weapon; do not expect the traversal rule to perform a sword attack automatically.

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Nintendo 64 controls: the original layout

Targeting and item assignment

The N64 booklet describes the original three-pronged controller by its A, B, C and Z labels. Z Targeting is the focus system described above. C buttons are assigned to usable items, so the item you want must first be placed on the appropriate C-button slot. This is why an N64 player may need to pause and assign an item before attempting to use it in the field.

Because later controllers put their shoulder buttons and face buttons in different physical positions, “press Z” means the control labelled Z in the game’s original layout, not automatically a particular modern shoulder button. On original hardware, consult the booklet’s diagrams; on Switch, use the in-game mapping screen instead of relying on the N64 controller’s shape.

Settings before the first session

The N64 game opens with Switch targeting as its default mode on the first startup. If you prefer Hold, change the targeting option before exploring. The same setup area includes sound and brightness settings. Checking those options at the beginning prevents a dark display or unexpected targeting behavior from being mistaken for a gameplay problem.

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Nintendo 3DS controls: what changed from N64?

Analogue movement and strafing

The Circle Pad replaces the N64 stick’s physical feel with analogue movement. A small push produces a walk, while a larger push produces a run. During L-targeting, move sideways to strafe while Link continues facing the target. This is especially useful for staying beside an enemy’s attack path instead of backing away blindly.

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Contextual action icon

The 3DS action icon is not permanently one command. It displays the action that fits the current position, such as Open, Talk or Check. Read the icon before pressing the action button; a door, person and nearby object can therefore present different commands without changing the basic control layout.

Touchscreen inventory and item use

The remake adds a touch-based inventory. Equipped item icons appear on the lower screen, and Nintendo’s quick guide instructs players to tap those icons to use or equip items. The item, ocarina, map and gear subscreens are also presented through the 3DS interface. These touch controls are edition-specific and do not replace the N64 C-button assignment system.

Navi’s hint icon

Navi’s icon appears only in certain situations. Nintendo’s guide says: “The Navi icon will appear in certain situations. Touch it to receive hints about your quest.” When the icon is visible, touching it can provide a contextual clue without opening a separate walkthrough. Its absence does not mean the game is malfunctioning; it means the hint prompt is not currently available.

Gyro-assisted first-person control

The official 3DS product information describes gyro use for first-person shooting and camera control. This is a feature of the 3DS remake’s hardware-aware interface. Do not generalize it to the original N64 edition, which has no 3DS motion sensor.

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Basic combat and defense without mixing editions

3DS combat cues

The 3DS quick guide illustrates sword attacks, a jump attack and a roll attack. It also shows holding R while moving to orient Link’s shield. Combine those actions with L-targeting when you need to stay aligned with an enemy: targeting maintains the facing relationship, while movement and the shield input determine whether Link circles, retreats or protects himself.

N64 combat cues

On N64, use the attack and defensive behavior shown by the original A, B, C and Z symbols in Nintendo’s booklet. The principles are the same—focus an enemy with Z, attack with the sword control and assign items to C buttons—but the physical inputs are not the 3DS touchscreen or L-button scheme. Keep the edition label beside your controller until the layout becomes familiar.

Getting started: a platform-aware first session

  1. Identify the edition. Confirm whether you are using an N64 Game Pak, the 3DS remake or Nintendo Classics on Switch. Write down the target label: Z on N64, L on 3DS, or whatever the Switch mapping screen assigns.
  2. Check the control display. On N64, verify Switch or Hold targeting and set sound and brightness. On 3DS, look at the action icon and lower-screen item area. On Switch, open the Suspend Menu and view the assigned controls before leaving the starting area.
  3. Practice targeting on a safe target. Press Z or L when an enemy or object is available. Move sideways on 3DS to feel the strafe behavior; on N64, test whether your chosen Switch or Hold mode matches your preference.
  4. Read the action prompt. Approach a door, character or inspectable object and wait for the context label. Use Talk, Open or Check as displayed rather than assuming one command applies everywhere.
  5. Test movement speed. On 3DS, compare a short Circle Pad push with a greater push so you can distinguish walking from running. Practice stopping before an edge, then learn the automatic jump rule in a safe area.
  6. Prepare one item. Assign a usable item to a C-button slot on N64. On 3DS, place or tap the equipped item icon on the lower screen. On Switch, follow the original mapping shown by the Suspend Menu.
  7. Use help when available. If Navi’s icon appears on 3DS, touch it for the contextual hint. Treat the hint as an aid for the current situation, not as a permanent map of every objective.

Nintendo Classics on Switch: find the real buttons

Modern Switch button labels are not universal for an emulated Nintendo 64 game. Nintendo’s support procedure is:

  1. Start the Nintendo Classics game.
  2. Open the Suspend Menu.
  3. Choose View/Change Controls.
  4. Read the original-button mapping for the controller currently connected.
  5. If the library and controller combination supports it, use the same screen to customize the mapping and review any game-specific additional controls.

Nintendo documents this control view for Nintendo 64, Nintendo GameCube and Virtual Boy libraries. Access to the Nintendo 64 library requires a Nintendo Switch Online + Expansion Pack membership in the support context. The mapping screen is the reliable source for your setup because the physical position and label can change with the controller you use.

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Which version should a beginner use?

If you value… Best fit to consider Reason
Original controls and the N64 presentation Nintendo 64 original The booklet documents the original Z Targeting, Switch/Hold choice and C-button item assignments.
Touch inventory, contextual lower-screen prompts and gyro aiming Nintendo 3DS remake The remake adds Circle Pad analogue movement, touchscreen item icons, Navi’s touch hint and gyro-assisted first-person control.
Playing on a current console while checking mappings in-game Nintendo Classics on Switch The Suspend Menu can show original mappings and, where supported, customize them for the selected controller.

Nintendo’s European product page identifies Ocarina of Time 3D as the Nintendo 64 classic returned on Nintendo 3DS. It lists the European Game Card release date as 17 June 2011. The same page says Nintendo 3DS family eShop purchases ended on 27 March 2023; those are European storefront dates, not a guarantee about every region or current secondhand stock.

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Hardware and physical-copy notes

The original release is a Nintendo 64 Game Pak for compatible Nintendo 64 hardware. If you are buying a used cartridge, verify the region, physical condition and console compatibility before purchase. No particular accessory is required by the control instructions, and a Nintendo 64 controller is not automatically necessary for a Nintendo Classics playthrough because Switch displays the mapping for the controller you connect.

Troubleshooting common beginner problems

The target cursor never appears

  • Confirm that you are using the correct edition input: Z on N64, L on 3DS, or the mapped button shown on Switch.
  • Move closer and adjust Link’s facing so an enemy or object is within the available targeting range.
  • On N64, check whether you selected Hold mode and are releasing Z immediately; the cursor lasts only while Z is held in that mode.

Link keeps facing the wrong way while I move

On 3DS, press L to target first, then move sideways to strafe while facing forward. Without a target, ordinary movement does not provide the same focused orientation. On Switch, verify that the mapped target button is the one you are pressing.

The expected Talk or Open command is missing

Reposition Link, change the facing angle and wait for the contextual action icon. The icon appears only when the current situation supports that action; a nearby character may require a closer approach than a visible object.

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I cannot find an item after pausing

On N64, items are used through C-button assignments, so check which C slot contains the item. On 3DS, look at the lower-screen equipped icons and tap the relevant icon. Do not follow touchscreen instructions while playing the N64 layout.

Switch controls feel unlike the N64 controller

Open Suspend Menu → View/Change Controls and compare the displayed mapping with the original labels. If customization is offered for your game/controller combination, remap the controls there rather than guessing which modern shoulder button represents Z.

Sources and edition boundaries

The original control terminology and N64 setup come from Nintendo’s Nintendo 64 instruction booklet. The remake’s movement, action icon, touchscreen, combat, Navi and gyro details come from Nintendo’s Nintendo 3DS Software Quick Guide and Nintendo’s European product page. Switch mapping steps and membership context are documented by Nintendo Support. Keeping these sources separated prevents a 3DS feature, an N64 button name and a Switch assignment from being treated as interchangeable.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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beginner guideNintendo 3DSNintendo 64Nintendo SwitchOcarina of TimeThe Legend of ZeldaZ-targeting

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