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The Nintendo 64 controller has three grips because it supports different ways to reach its control clusters—not because players are meant to hold all three at once. Depending on the game, players hold two grips and use a different combination of the analog Control Stick, D-pad, and buttons. Nintendo’s manual describes three holding positions, while a developer interview explains how games used the left and right positions.

Why does the N64 controller have three handles?

The three-pronged shape provides alternate hand positions for a controller that combines an analog stick with a D-pad and several button groups. That combination suited a period when console games were moving beyond primarily directional-pad controls toward analog input and 3D movement. The Digital Game Museum notes that the controller was designed in part for Super Mario 64, with the game and controller developed in an intertwined process. The museum’s N64 controller overview describes the layout and its context.

Nintendo’s official history identifies the Control Stick as its first analog Control Stick and calls the controller’s shape a “unique three-pronged design.” Its history also describes the stick as enabling “complete 360-degree control” in games; that is Nintendo’s product description, not a measured ergonomic or performance statistic. Nintendo’s N64 hardware history also notes the Z button below the controller’s center.

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The available sources establish the controller’s features and how its grips were used, but do not provide a direct statement from the original hardware designers explaining why they chose exactly three grips. It is safest to understand the shape as a way to offer alternate access patterns on one controller, rather than as a layout with one universally intended hold.

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How are you supposed to hold an N64 controller?

You do not hold all three grips simultaneously. The manual labels three positions—“Left Position,” “Right Position,” and “Home Position”—and says the appropriate position can vary by game and play style. The manual copy available online is hosted by New York City College of Technology, so its wording should be treated as a transcription from a rehosted copy rather than a verified quotation from every regional edition. View the N64 user manual copy.

For the left and right positions, Treasure president Masato Maegawa gave a practical explanation in a Nintendo interview. In the right position, the right hand holds the right grip and the left thumb operates the analog stick. In the left position, the left hand holds the left grip and the right thumb operates the stick. Maegawa said Nintendo had suggested both positions, but most games required the right position. Read the Iwata Asks interview with Maegawa.

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For a specific game, follow its manual or on-screen instructions: button functions can differ between titles, and the three positions are not interchangeable if a game expects a particular control arrangement. The Digital Game Museum likewise explains that players could hold any two grips according to a game’s control needs.

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What do the different positions change?

Position Hand and stick arrangement What the evidence establishes
Right Right hand holds the right grip; left thumb uses the analog stick. Maegawa said this was required by most games.
Left Left hand holds the left grip; right thumb uses the analog stick. Treasure explored this arrangement for Sin and Punishment.
Home Named in the manual as a holding position. The manual excerpt names it but does not spell out its hand placement in text.

The manual’s diagrams are the better guide to the exact hand placement for Home Position; the available text description alone does not establish those details. The manual also cautions that button functions can vary by game, so the position names are not a substitute for a title’s instructions.

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Why did some games use the less common left position?

Maegawa said Treasure explored the left position for Sin and Punishment, a game with a different control design. He also recalled that its special actions felt unexpectedly difficult to players trying them for the first time. That account illustrates the trade-off in the N64 layout: the extra grip arrangement gave developers another way to map controls, but players had to learn the position a particular game expected. It is a developer’s recollection, not a statement from the controller’s original design team.

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Does the three-grip design still matter?

It matters if you are learning the original controller or comparing an N64-style replacement. Check whether a replacement preserves the three-grip layout, where it places the stick and D-pad, and which consoles or platforms it supports; then match those choices to the games you intend to play. A 2026 Tom’s Guide review of the 8BitDo 64 describes that modern example as removing the middle prong. It shows that a controller can borrow N64 controls without copying the original grip architecture, but it does not establish compatibility with every console or game.

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