Yes, once you beat OOT 3D it unlocks the Master Quest.
The side-by-side pictures have been posted in this thread a few times...
I guess I'm finally playing Majora's Mask. The time limit thing always kept me from trying it. I hate games with time limits. Stress me the heck out. I hated the Silent Realms in Skyward Sword, for example
Absolutely no clue. It could really be anything so I'm not gonna speculate until we get at least a vague hint at specific additions/changes. Could be difficulty modes, new schedules, full MQ-mode, expanded world ... who knows. The image is from the Miiverse post, just wanted to include it here.
OoT 3D does have the full-on Master Quest from the GCN disc. Not just that, they even mirrored the game! The GCN version of Master Quest was not mirrored. It was an amazing extra.
Didn't Stone Tower have a part where you must let an enemy catch you to get where you need to go? Tricky dungeon.
Well there is a time limit but it's not particularly "limiting." You just have to do some light management of your activities so that you'll get enough done before having to reset.There is no time limit in Majora's Mask.
HHHHHNG, gimme dat Skyward Sword WiiU remaster, Nintendo. Hell, just remaster/port them all to WiiU. One massive collection. It'll never happen, BUT CAN YOU IMAGINE.yeah. just look at these shots of Wii games being rendered in native 1080p via dolphin:
Why not just make a new game then instead of remake one.
Kinda super disappointed at that news.
So, if you don't reset, the game ends, right? That sounds stressful...
So, if you don't reset, the game ends, right? That sounds stressful...
You do realize that they did make a new game? lol
It came out last year.
He's a drive-by troll. Ignore.
That's a big improvement. Colour me impressed.
This is the only other Zelda game with the Pictograph Box. If selfies don't return from Wind Waker HD, I will be disappoint.
Well there is a time limit but it's not particularly "limiting." You just have to do some light management of your activities so that you'll get enough done before having to reset.
It's just part of the game and what makes the experience interesting. You get to see how the three days play out in all the different areas and you get to manipulate events.
This is what sticks up to me hehIt's also kinda ironic that the remake apparently has been longer in the works than the original game.
We don't know what pace they were going at though. The original MM could have been a very fast paced production to get it out ASAP, while this may have been much more spread out due to other things (Four Swords Anniversary, that Mii game) Grezzo was developing, or due to them not wanting it to release around WWHD, Hyrule Warriors, ALBW. I doubt it was 3 years of constant, breakneck pace work, and I agree with others in here that it's probably done/ has been done for a while.The difference in release dates for OoT and MM, in Japan, is 17 months. This is probably releasing sometime in May or June, so it will be 47~48 months after OoT3D. The remake took ~3x longer to make than the original? Wtf?
The difference in release dates for OoT and MM, in Japan, is 17 months. This is probably releasing sometime in May or June, so it will be 47~48 months after OoT3D. The remake took ~3x longer to make than the original? Wtf?
This is the only other Zelda game with the Pictograph Box. If selfies don't return from Wind Waker HD, I will be disappoint.
I also remember when oracle of ages and seasons came out on the same day. Also majora came out 17 months after Ocarana. If the new majora comes out in April, well that's 17 months after ALBW, so it's not like that would be unprecedented. They must not truly have been working on this for three years, because if they were that's just poor decision making.
If you're talking about "smoothening the gameplay experience" in Majora's Mask the save system is always the first thing that comes to mind. I fear that they'll offer the player to hard save at any time in the remake, which makes me a little sad. Only being able to quick save during a "time loop" is certainly not something everyone will be able to enjoy, but time having consequences is what makes Majora's Mask so special in the first place. It's not just a Zelda with an eerie atmosphere. It's a Zelda game where you feel an actual threat, where you know that every move counts. When you know that you're able to just reload and reload over and over again when things go wrong, the game will lose its threatening feeling, the danger the player faces everywhere.
I can understand that a new save system will likely help the sales of the game. I also think that it's kind of a necessity since the way save files work in Majora's Mask won't work really well on a handheld. But I still hope that they won't just implement a simple "save anywhere, load as often as you want" system, because that would just contrast everything Majora's Mask stands for.
That being said, a development period of three years makes me hopeful that we might get some additonal content, unlike OoT3D. It's also kinda ironic that the remake apparently has been longer in the works than the original game.
We don't know what pace they were going at though. The original MM could have been a very fast paced production to get it out ASAP, while this may have been much more spread out due to other things (Four Swords Anniversary, that Mii game) Grezzo was developing, or due to them not wanting it to release around WWHD, Hyrule Warriors, ALBW. I doubt it was 3 years of constant, breakneck pace work, and I agree with others in here that it's probably done/ has been done for a while.
I'm going with what a lot of people in this thread are saying. Majoras mask was done but they kept it back for release schedules. a link between worlds was coming out and nintendo probably wanted to space things out so the end of 3ds life had some games.
This is the only other Zelda game with the Pictograph Box. If selfies don't return from Wind Waker HD, I will be disappoint.
Anybody saying the games look the same is fucking nuts.
Seriously. Link Between Worlds is one of the best Zelda games. I was actually amazed that Nintendo managed to make another amazing Zelda game, because after MM the series really disapointed me.wut
Damn Nintendo for making one of the best Zelda games of all-time instead of releasing a game most Zelda fans have played already!!
The game resets back to the first day when time is up. But yeah, it's best if you do it yourself. Also not sure what sort of items you lose when the game resets that way.
But at least the option to take in game pictures with the picto box to share them in Miiverse or upload to the internet would be nice. Having so many characters and situation in this game it could be a nice feature to have.I can confirm to you right now that there is no chance selfies will return. The game is not a lighthearted adventure like Wind Waker, the game does not have a focus on expressive faces like Wind Waker. It does not lend itself at all to the selfie cam feature.
As for folks talking about the original game having such a short development, don't forget that they had already been working on parts of it long before Ocarina of Time came out - Ocarina was originally supposed to be a disk-only game, taking advantage of the writeability and size of the disk to include things like full schedules for everyone in town and lots of side quests and stuff. When they decided to switch Ocarina to a cartridge game, Nintendo had to drop a ton of completed content from the game. They planned on adding a lot of it back in an addon disk called "Ura Zelda", but instead decided to use a lot of that content to make a sequel game when the disk system flopped in Japan.
Osawa: Right. Koizumi-san said, "I can't move my Link on the Nintendo 64DD."
IGN64: We played Gaiden a short while ago and it's very impressive. But we're curious, will Link grow up in Gaiden?
Miyamoto: I actually don't know, but I heard that the adult Link will probably appear this time too. Also, if you say that Gaiden on the show floor is really good stuff I can feel very comfortable because that means my staff members have already become better than me when it comes to game creation.
IGN64: Tell us about "Ura Zelda."
Miyamoto: Ura Zelda is based on The Ocarina of Time for 64DD. It has the same construction of gameplay. It's very much a parody game based on Ocarina of time, but with new dungeons to explore. It even features the same storyline.
Q: Will there be a 64DD Zelda or an add-on?
Miyamoto: I don't know if "add-on" is the right terminology. For the 64DD, we are working on a Zelda game, which we call "Ura Zelda," where you first play the initial disk version of Zelda -- after finishing everything, you can enter into the world, into the basic design of the same. This sort of WaZelda is now in the works for the 64DD.
Incite Game Magazine: Is this game system exactly the same or have you added any new features?
Miyamoto: Yes, its basically the same except for the masks. When you wear the masks you can transform into another creature and then you have controls to master.
Incite Game Magazine: Are there still plans to release a 64DD Zelda ?
Miyamoto: Distinct from this new version, we do have another 64DD Zelda game. We've currently suspended development because we're busy with so many projects and we wanted to concentrate on Zelda Gaiden, but we're still working on it. We weren't sure which one to do first but for the moment we've put the 64DD to one side to do this new Zelda. However, there's no relationship between them at all. Zelda Gaiden is an original story, while the 64DD uses Ocarina of Time as the base theme. In the 64DD version, certain elements in the story send you off on different paths.
Incite Game Magazine: What's different about the 64DD version?
Miyamoto: Well, simply put, every time you go into a dungeon, the tasks will be different. If there was a treasure chest in a certain location the last time you went in, then the next time you in it won't be there.
Incite Game Magazine: Will we be about to play an online Zelda?
Miyamoto: Up to now we haven't really started to think about this. However, were not looking to create a multi-player on-line system for Zelda. With the 64DD's read/write capability, we're thinking along the lines of a new dungeon data downloads, and swapping your data with other players.
Q: Regarding Ura Zelda, is there any different between the 64DD version that was in development and the GameCube version? Did it use any functionality with the 64DD? And, is it coming to the U.S.?
Miyamoto-san: Although we did develop Ura for the 64DD, it didn't use many of the special features. So it was very easy to port over to the GameCube without cutting any features. Why we did it, well that was because the 64DD was only released in Japan and it was only sold to subscribers of the RandNet system. For a long time we wanted to make it available for play and find a way to do that. It was expensive to make cartridges, so we had through about different ways. One thing we thought about was tie-ups with magazines. Once GameCube moved to disc media, though, it became much more feasible to make it available. In terms of how we've done it, we didn't want to make it limited edition. So we've tried to make it available to as many people as possible.
Also, I'm not sure if you're aware but Ura Zelda isn't very different from the Ocarina of Time; it's more of a second quest. People who played through Ocarina of Time would be able to play through Ura Zelda and get a few laughs at some things, find some things more difficult, and take a few varied paths. However, even if you do play all the way through the end it will not unlock anything special.
Aonuma: That's right. It made us very, very happy (laughs). Even after its release, I felt that we'd really done something special; I felt very fulfilled. At the time, I think (Shigeru) Miyamoto-san had that same feeling, but apparently he also felt as though there was still quite a lot left to do.
Iwata: Yes, Miyamoto-san really is greedy about things like that, isn't he. (laughs)
Aonuma: And so he said: we'd already made 3D models for The Legend of Zelda: Ocarina of Time. By changing the situation, couldn't we make new ways to play, a new story?
Iwata: So you made The Legend of Zelda: Majora's Mask.
Aonuma: No, we didn't just start making The Legend of Zelda: Majora's Mask, not right away. There was actually a flip-side, and in the beginning, the idea was to make a "Ura (Flip-Side) Zelda". Iwata That "Ura Zelda" (The Legend of Zelda: Ocarina of Time: Master Quest) was developed for the 64DD5. Ultimately, we recorded it on a limited edition disc that went to people who reserved The Legend of Zelda: The Wind Waker.
Aonuma: Ultimately, other staff members handled The Legend of Zelda: Ocarina of Time: Master Quest. Still, as someone who has been in charge of the dungeons, I just couldn't get that excited over making a flip-side for them. I couldn't see it turning into a new The Legend of Zelda, either. But we'd been told to make The Legend of Zelda. It isn't as though we could just say, "I don't want to", and end it there. At that point, Miyamoto-san gave us a tradeoff: he said, if we could make a new The Legend of Zelda game in one year, then it wouldn't have to be a "flip-side".
Iwata: Well! So you're saying The Legend of Zelda: Majora's Mask was the result of your team picking up the gauntlet he'd thrown down? (laughs)
Aonuma: Yes. That was the deal. But The Legend of Zelda: Ocarina of Time did take three years to make, you know!?
Aonuma: And we were supposed to make its sequel in a year... At first, we had absolutely no idea what sort of thing we were supposed to make, and we just kept expanding our plans... At that point, the "Three-Day System"7, the idea of a compact world to be played over and over again, came down from Miyamoto-san and one other director, (Yoshiaki) Koizumi-san8. We added that to the mix, and then, finally, we saw the full substance of a The Legend of Zelda game we could make in one year.
Iwata: Actually, I feel as though, back then, we were given a glimpse of the concept that "Deep, compact play is one form of the games of the future". I think in that sense, as a product, The Legend of Zelda: Majora's Mask was a big turning point for Nintendo. That said, I had no idea it was the result of an argument. (laughs)
Aonuma: That's correct. (laughs) Still, in the beginning, it was all trial and error. Ultimately, we adopted the "three-day system", and made it so that, if you couldn't clear the game inside of three days, the world was destroyed.
Iwata: It turned out to be a very tense game, didn't it.
I guess I'm finally playing Majora's Mask. The time limit thing always kept me from trying it. I hate games with time limits. Stress me the heck out. I hated the Silent Realms in Skyward Sword, for example
Duh. Next people will be surprised when Metroid Wii U is announced, despite all the casual hints being dropped about it over the past year.
I don't see how we can say it's poor decision making when (a) Grezzo doesn't have a huge staff and was working on some other projects in the interim as well, (b) Nintendo had plenty of other Zelda games to release in the meantime so no problem with having Grezzo take their time developing the game, and (c) we don't know how much content has been added.
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I guess I'm finally playing Majora's Mask. The time limit thing always kept me from trying it. I hate games with time limits. Stress me the heck out. I hated the Silent Realms in Skyward Sword, for example
Learning that people played this game without the inverted song of time blows my mind.
It still looks very N64ish in pictures.To be honest I don't see a big improvement. It looks ok, I guess.
Learning that people played this game without the inverted song of time blows my mind.
Duh. Next people will be surprised when Metroid Wii U is announced, despite all the casual hints being dropped about it over the past year.
I guess I'm finally playing Majora's Mask. The time limit thing always kept me from trying it. I hate games with time limits. Stress me the heck out. I hated the Silent Realms in Skyward Sword, for example
There's no time limit in Majora's Mask. You can time-travel an infinite number of times. Just pick a goal (I.E. reach a dungeon entrance and activate a warp point, etc), and then give yourself a full 72 hours to complete it (or 144 hours, with the Inverted Song of Time). If you get halfway through a dungeon and obtain the item, it'll basically bypass the first half of the dungeon on your next attempt. But I finished each dungeon with like 48 hours to spare, so that's never an issue, anyways.Same here...it's my favorite series, but I've never played through this one because of the time/day mechanic crap. So excited to play this on my OG 3DS.
Man, I sure hope so. I keep having this recurring worry that they hold off as a launch title for their next hardware.
Well that's what I mean, I don't imagine it was a major focus for the staff for most of those three years. Three years is the time it takes to make a new Zelda not remaster an old one. Did they say for sure they are adding content? I was envisioning hat it would be like Ocarana, basically nothing added, just a port.
We didn't want to say it was being developed until we were at a point where we could proudly say that this is not going to be just another remake and that it's going to be worth your time.