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, Ocarina of Time. 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 Master Quest, which was originally released for the Nintendo GameCube.

Improved 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 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 4x5 grid.

Controls and Gameplay
All of the original HUD has been moved down to the touch screen, leaving the upper screen mostly clear of graphic overlays. 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. 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.

Water Temple
The Water Temple now has three color paths which line the walls of the temple, leading to the three locations where Link can raise and lower the water Level. These key doors are emphasized with a colorful border surrounding them.

Master Quest
To unlock the Master Quest 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 will 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 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 Rush 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 until a certain point in the game has been reached or until 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.

Other Changes

 * 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.
 * 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.
 * It is now possible to skip the cutscene after completing the Deku Tree.
 * The puzzle clear sound now plays for every puzzle, including trivial ones such as showing Zelda's Letter to the gatekeeper.
 * Animations of certain characters, such as the Carpenters, have been changed.
 * Navi now notifies Link if a dungeon room is empty when she is spoken to after playing Saria's Song, rather than just saying "Link...try to keep moving!"
 * 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.
 * Various plants from Nintendo's Pikmin series now appear all over the place as Easter eggs.
 * 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.
 * 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.
 * 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.
 * A few Crystal Switches located behind bars have been moved, including in the Water Temple and the Spirit Temple.
 * 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 Majora's Mask.
 * While in the back alleys of Castle Town, the camera will follow Link instead of being a static shot.
 * The walls in most towns are given more detail, such as Dodongo cave art in Goron City and posters in Kakariko Village.
 * Ruined Castle Town is more intact, allowing the buildings to be identified as the Bazaar, Happy Mask Shop, etc.
 * Redeads' faces now resemble their official artwork, instead of the Spooky Mask.
 * 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.
 * The forest icon now has only three "switches" instead of four.
 * Sheik's model is now more curved and feminine, likely due to the debate regarding the character's gender.
 * 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.
 * Navi speaks more often, and every 10-15 minutes will suggest Link to take a break.
 * The 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 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.
 * The boss door in the Shadow Temple has been changed to an evil-looking skull.
 * 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.
 * 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 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 be healed by multiple fairies at a time.
 * It is also no longer possible to jump off the elevator in the Forest Temple while it's moving. Possibly due to a scenario that results in the game not being able to be completed. In the N64 version of the game, if the player jumped off the elevator while it was going upwards to it's original position, and did not have the required keys to move forward, this would result in the player being forever stuck in in the temple's basement, unless they used Farore's Wind prior.
 * In the Water Temple, in the room where the player changes the water level to the middle, it is now explicitly pointed out that there is a key under the floor tile that raises with the water. Possibly added due to player complaints that they could never find it, and to make it easier for newer players.