The Legend of Zelda: Ocarina of Time 3D

The Legend of Zelda: Ocarina of Time 3D is a Nintendo 3DS remake of the Nintendo 64 game,. It was officially announced in E3 2010, where only a couple of screenshots of the introduction were released. In the 2011 Game Developers' Conference, Satoru Iwata hinted at a June release date. Japan's release date was later confirmed to be June 16, 2011, followed by the European release date on June 17 and finally releasing in the U.S. on June 19, 2011. The game also includes, which was originally released for the Nintendo GameCube.

Graphics
The 3DS version is the first port of Ocarina of Time that recreates the graphics, instead of simply porting over the N64 ones, to take advantage of the more powerful hardware and fit modern standards. It is the first version of the game that is not an emulation, as the Gamecube and Wii versions are. As such, most textures are significantly more detailed, and many models consist of more polygons than the original. In addition, the frame rate has been increased to 30 FPS, compared to the original's 20 FPS. This reduces choppiness significantly.

Revamped Item System
The game includes an all-new system for equipping items. Specifically mentioned at the game's announcement were the Iron Boots, due to the constant swapping necessary in the Water Temple. Both the Iron Boots and Hover Boots have been converted into items, as the Iron Boots are in The Wind Waker and Twilight Princess. In addition, the three different arrow types are accessed in a "sub-menu" that is brought up when the player selects their bow twice in their inventory, rather than being treated as separate items. The new item system consists of two items that are mapped to the X and Y buttons, and two touch-screen only slots that are labeled I and II. Any item can be mapped to these, and they can also be cleared. The item screen now allows players to organize their inventory themselves, rather than each item having a set spot on the subscreen. When acquired, items are automatically placed in the next available spot in the 4×5 grid. Selecting an item shows its full "collection" model on the upper screen, as well as a description, the description being a feature that was first implemented in Majora's Mask.

Controls and Gameplay
Most of the original HUD has been moved down to the touch screen, leaving the upper screen mostly clear of graphic overlays. The only part of the HUD still on the top screen is the A button prompt, which has been redesigned to look transparent. From this bottom screen the player has quick access to their inventory, equipment, and map. The ocarina is permanently assigned to the bottom-left. The bottom screen can also be tapped to switch between inventory, equipment, and map, making it much easier and quicker to switch between tunics, swords, and boots. The bottom screen has a camera icon that can be tapped to switch to view mode, which can be controlled by using the circle pad. The camera can also be controlled by physically moving the 3DS around; for example, if the Nintendo 3DS is held up, Link will look up. The view mode is also used to aim projectile weapons, such as the Fairy Slingshot and Fairy Bow. If the L button is held, it is possible to slightly look around and increase the viewing window by moving the 3DS; this may have been done to accommodate the smaller 3DS screen. Note that this cannot be done when an enemy is being targeted. Any time Navi wants to give advice, the view icon will be replaced with a Navi icon that can be touched to hear what she has to say, and her name will flash along the bottom of the top screen.

Master Quest
To unlock the for Ocarina of Time 3D, the main quest has to be completed first. Upon doing so, the player will have an option to choose between the Main Quest or the Master Quest after starting up the game, allowing a second playthrough of the game with redesigned dungeons. The entire game has been mirrored, similarly to Twilight Princess for the Wii, making Link right-handed as well as flipping the entire overworld map and the dungeons. In addition to the game being mirrored, all of the enemies and bosses cause twice as much damage to Link, which also applies to the Master Quest's own Boss Challenge version.

Boss Challenge
After defeating a boss, Link will have the option of battling against it once again. This can be done by going to his house and approaching his bed to have the option to go to sleep, which will allow him to rest up and recover his lost health. From then, Link has the opportunity to fight against any boss he has already beaten.

In this new feature, battles will be timed, although they will still be played the same. Each time a boss is defeated during the Boss Challenge, the game will tally up the victory and show how many times that boss has been defeated as well as the record time.

After having defeated every boss once again, the Boss Rush mode, entitled "Gauntlet", will be unlocked. In this mode, Link has to fight through every boss, one after another. At the end of each fight, the young hero will be rewarded with a treasure chest containing a power-up, such as Deku Nuts or hearts. Throughout the Boss Gauntlet mode, Link can only restore his life between battles by using any of the bottled items he might have with him.

Visions and Sheikah Stones
The main quest of Ocarina of Time 3D also implements a variation of the "Super Guide" feature to show players where to go next if they are stuck at a certain point in the game. This feature, which is simply called Visions, are short clips that demonstrate how to advance in the game instead of completing the puzzle directly for the player like in New Super Mario Bros. Wii. These can be accessed via Sheikah Stones, which are larger, more animated versions of the Gossip Stones from the original game. Link has the option to crawl inside these Sheikah Stones to bring up the Visions screen. From here, the player can choose one of the Visions listed and get hints on how to complete the specified puzzle or defeat a boss.

Visions are not available in the Master Quest mode, and each Vision will only become available once a certain point in the game has been reached or the player has attempted to solve the puzzle. Once a new Vision is unlocked, it will be labeled in red as "New" on the Visions screen, and it will be replaced with a green checkmark once the Vision has been watched. When the goal shown within the Vision is completed, a green "Clear" will appear next to it in the Vision selection screen.

Places

 * Ruined Castle Town is more intact, allowing the buildings to be identified as the Bazaar, Happy Mask Shop, etc.
 * The Happy Mask Shop has an almost completely new look, resembling a small mansion instead of a small shop. The interior of the shop also features the salesman's masks and backpack from.
 * While in the back alleys of Castle Town, the camera will follow Link instead of staying in place.
 * The walls in most towns are given more detail, such as Dodongo cave art in Goron City and posters in Kakariko Village.
 * Various minor changes to the world geometry have been made, such as more slopes on the banks of the Hyrule Field section of Zora's River, and uneven steps leading up to Kakariko Village.
 * The Fishing Pond has been greatly redesigned, looking more realistic, and the Sinking Lure has changed locations.
 * The music no longer mutes certain instruments in the Lost Woods while trying to find Saria for the first time. The only area where instruments are muted is the area with the entrance to the Sacred Forest Meadow, where the player otherwise wouldn't be able to progress.
 * The Royal Family's Tomb now has a door at the beginning.
 * The Fire Medallion symbol is missing on the platform where Link has to use Din's Fire to open the entrance to the Shadow Temple, due to it referencing a scrapped feature from the original game.
 * Certain areas and objects, such as the entrance to Castle Town and the static-view areas in front of the Temple of Time, appear to lack detail compared to the N64 backgrounds. This is due to the areas no longer using the original game's method of faking depth with pre-rendered images. These images would not display properly on a 3D display. Instead, the game renders the areas with 3D models and textures just like any other area; however, the 3DS would not be able to render images of the same "quality" at 30 FPS.
 * In a glitch exclusive to the 3DS version, certain fixed-camera areas can be forced to display in the standard third-person view. The glitch involves the use of Farore's Wind outside of dungeons, and would not be possible on the original game, due to the use of flat images for backgrounds.
 * The hidden grotto (with 2 Wolfos) in the Sacred Forest Meadow looks completely different. Instead of metallic walls that shift color as Link moves, the grotto features rock walls that shift color more subtly. Glowing particles fill the air.
 * The Kokiri still fade out of sight, but at a farther distance.

Temples/Dungeons

 * The room in the Ice Cavern where the Serenade of Water is learned has been made to look much more realistic, with large ice structures, instead of the old star-like patterns on the wall.
 * The blood that covers the floor of the central room at the Bottom of the Well looks more realistic and is therefore harder to see.
 * A cutscene now plays when Link encounters the giant club-wielding Moblin near the Forest Temple, which shows him laughing and mocking Link. He also now has a new death animation.
 * The brickwork in the Forest Temple is now more noticeable, and no longer looks like simple tiles.
 * On the path which leads towards the lair of Phantom Ganon in the Forest Temple, there is an addition of several paintings along the wall.
 * A few Crystal Switches located behind bars have been moved, including in the Water Temple and the Spirit Temple.
 * More pillars have been added to the Temple of Time, and the carpet now extends the full length of the room. The floor now shows a reflection of the temple's world geometry. There is more space between the pillars and the wall, and the pillars are much thinner. There are also Triforce-shaped chandeliers (which are not lit) and a visible ceiling.
 * The boss door in the Shadow Temple has been changed to an evil-looking skull.
 * The walls in Bongo Bongo's lair are now visible.
 * The bird figurehead of the boat in the Shadow Temple has been replaced with a Death-like figure in a red hood and releases smoke from its skull when moving.
 * The walls along the stairs to Ganondorf's lair are now covered in Hylian text that changes color periodically. The same effect can also be seen along the walls in the room where Link battles Twinrova.
 * The bridge to Ganon's Castle created by the Sages has a more refined design, complete with railing.
 * The room in which Link battles Ganondorf has been completely re-textured, making it look more refined and well-crafted.
 * It is no longer possible to jump off the elevator in the Forest Temple while it is moving, due to an issue where Link could get stuck in the basement and have to exit the game or use Farore's Wind to get out.
 * The Water Temple received the most prominent changes. Colorful borders direct Link towards the areas where he can raise/lower the water level, and some cutscene camera angles are changed to help the player solve puzzles.
 * The treasure chest in the tree outside the Forest Temple is now explicitly shown in the revealing shot. This chest, which contains a key, was very easily missed due to its presence outside the Temple and being in an inconspicuous tree.

Characters

 * Sheik's model is now more curved and feminine, likely due to the debate regarding the character's gender. Sheik also now refers to the Boss Gauntlet in the Prelude of Light cutscene.
 * Navi now reminds the player to take a break every hour. She also suggests the player head to a Sheikah Stone if they appear to be having trouble in a dungeon.
 * Malon can now be found singing during the day as an adult after Link obtains Epona.
 * Princess Ruto has been slightly redesigned to appear less prominently naked: she now has fins on her torso that act as a "bra".
 * The game makes expanded use of Kaepora Gaebora, with more (albeit brief) dialogue cutscenes rather than occasional lengthy ones. This is done as an attempt to guide the player rather than advance the plot.
 * A few of Ganondorf's voice files have been changed. His laugh when he meets Link at the drawbridge to Castle Town, for instance, sounds significantly different.
 * Animations of almost all characters in the game have been redone, often appearing more exaggerated and elaborate.
 * When Navi wants to talk to Link, the alert will be displayed at the bottom of the top screen (as the yellow button icons are no longer present). The view button will also change to a picture of Navi, disabling changing the view until Link receives Navi's advice.
 * Incidentally, the up button on the N64 controller or moving the C-stick up on the GameCube controller performed the same task as the view button unless Navi wanted to talk to Link.
 * Sometimes while battling and not attacking, adult Link twirls his sword in a nearly identical manner to.
 * Wallmasters have a more detailed shadow that clearly resembles a hand, rather than the original circle.
 * Iron Knuckles no longer reveal a Gerudo head if the camera is manipulated to look through the armor. This is due to the original Iron Knuckles likely using a preliminary version of Nabooru's model. Several differences, like chainmail covering the mouth, and loop earrings, can be observed in the otherwise-unused model in the original game. The Iron Knuckles' subtle Gerudo-like arms and chest can still be observed when enough armor is destroyed.
 * Navi's hint for the Shabom enemy has changed completely, now advising the player to run away instead of slashing at it.
 * The Fabulous Five Froggish Tenors in Zora's River have been remapped to closer match the 3DS's button/ocarina note layout.

Items

 * Some names of items have been changed, such as the Odd Potion being renamed to Odd Poultice and the Gerudo's Membership Card to Gerudo Token.
 * The Stone of Agony has been changed to the Shard of Agony, as no rumble pack is present on the 3DS. Instead of rumbling the controller, the shard will flash in the top-left corner of the screen and an audible tone will play to signify a secret nearby.
 * All item descriptions can be quickly skipped.
 * It is now possible to read the songs while playing the Ocarina. The Ocarina can either be played with the physical buttons or with the Touch Screen. In terms of the ocarina's button positions, the L button replaces the A button from the original version.
 * The Boomerang can now be called to Link instantly instead of having to wait for its return.
 * When equipped, Biggoron's Sword now has its own sheath visible on Link's back.
 * Cojiro does not crow when Link enters the Lost Woods.
 * Equipping Fire, Ice, and Light arrows is now done through a small sub-menu on the touch screen.
 * When aiming with the Hookshot, the red aiming pointer is now replaced by a red laser. It also shows an extra red ring when the Hookshot is pointing at a viable target Link can reach by grappling onto it.

Miscellaneous

 * The European/Australian version uses British English.
 * The death count in the file selection screen has been removed.
 * Some of the dialogue has been altered (mostly to account for the different controls). A notable change is replacing "he or she will die" with "we will die" in the Kokiri Forest.
 * Various plants from Nintendo's Pikmin series now appear in various places as Easter eggs.
 * Several glitches from the original version have been fixed, most notably the one that prevents Link from obtaining the Deku Nut upgrade in the Forest Stage after obtaining the Poacher's Saw.
 * ReDeads' masks now resemble their official artwork and looks separate from the Spooky Mask. Most noticeably, their teeth are now shown.
 * The forest icon now has only three arms instead of four, most notable on the Forest Medallion. Curiously, certain icons in the Forest Temple (such as above doors) still have four arms.
 * Artwork from SS undefined appears as an Easter egg behind the boxes in the soup room in Gerudo Fortress, behind the jars in Malon's home in Lon Lon Ranch, and in the Bombchu Shop in the alleyways of the Castle Town market.
 * During the ending, after Link lays the Master Sword back in its pedestal, he has the shield he last wore as a child.
 * Music continues to play during the cutscene where Nabooru is captured by Twinrova.
 * During the trading sequence, the in-game description of the items received will tell Link where to go next, as well as informing that the arrows on the map indicate the place where the young hero must go.
 * Directly after climbing, Link is unable to attack with his sword without faltering on the ledge.
 * L-Targeting is a tad touchier, and Navi will often target things behind Link.
 * Standard swinging of the Biggoron's Sword no longer makes Link rotate slightly.
 * The graphics have been noticeably brightened up significantly during the final boss, which is now viewable in its entirety.
 * Water looks a bit less clear.
 * The game runs at a smoother framerate of 30 FPS, instead of the original's 20 FPS.
 * While it is still possible to roll after a fall, the game is much pickier about when it can be done. Most of the time, it cannot be done where it could be done in the original.
 * Text scrolls far faster than in the original game and more of it can be quickly skipped.
 * Some text coloring has changed; some text that was red in the original is now blue.
 * Conversational text is not centered anymore.
 * The Great Deku Tree's Early Modern English features more accurate usage (ex. "I entreat thee" instead of "I entreat ye"). He also references the hint-giving Sheikah Stones in his speech after Link clears the first dungeon.
 * Many camera angles have changed, mostly the zoom-ins that occur when talking or reading signs.
 * Loading times are slightly longer. Some cutscenes also take more time to play through.
 * Footstep sounds are changed for certain materials.
 * During the battle with Ganondorf, stunning him with a Light Arrow causes the game to slow down to a crawl for a few seconds. It is unknown if this was intentional or not, as sound continues to play normally; however, it is likely not, as the slowdown is extremely choppy.
 * Link has an extra strap for his scabbard that was previously added to his Majora's Mask model.
 * In the original game, the Hylian Shield had a plain metal back while being shown when retrieved from a chest, but when equipped by Link, it had a wooden back. The 3DS version consistently has a wooden back.
 * The game now has an E 10+ rating as opposed to the original's E. The E 10+ rating was not in place when the game was first released.
 * Bugs dropped for Magic Bean Hole Gold Skulltulas cannot be recaptured.
 * At Fairy Fountains, Fairies will only be used one at a time when Link walks into them.
 * A new credits sequence for the 3DS version staff now plays at the end of the original credits. It features a new orchestral medley of various songs from the game.

Reception
Like the original game, Ocarina of Time 3D garnered nearly universal critical acclaim. Official Nintendo Magazine notably gave the game their highest-ever review score of 98%. The game has been commercially successful as well, having sold 3.70 million copies worldwide as of March 2015.

Limited Editions
In North America and Europe, a special limited edition 3DS bundle was released. It featured a Cosmo Black console marked with the Royal Crest, the, the Goddess's Harp, and all letters in gold, plus a copy of the game. A collector's pre-sale box featuring the golden box art and a double sized poster was also included when pre-ordering the game in Europe. In Greece, pre-order bonuses included a green cap, a keychain, a plastic Ocarina of Time replica, a 3DS pouch, a can of Great Deku Tree seeds, and a copy of the game.

In Australia, another limited edition, called Ocarina Edition, was released. It included a copy of the game, a plastic Ocarina of Time replica, song sheets for "Zelda's Lullaby" and "Epona's Song," and a link to download additional song sheets.