The Legend of Zelda: Majora's Mask (N64, 2000)
Graphics-8.5 Sound-8 Control-7 Challenge-7/5.5* Story-7
Level Design-7 Frustration-7.5 Fun-7 Originality-6.5
Overall Score-7
*If you get everything
+
More developed time travel concept (you're stuck in a three day loop until the end (similar to Groundhog Day); you can now skip ahead by 6 hours or slow time down by 2/3 using versions of the song of time - good but should've been more flexible considering the schedule for several sidequests; in the 3DS ver. the former lets you travel to a specific hour instead)
More fleshed out world and characters
Four transformations via masks (Deku - hover jump (via certain flowers which can also be used as an upward attack as well as upward air streams in a few parts)+skip on water a few times (not used that much though)+spit attack, Goron - fast rolling ball (with longer jumps via certain ramps) and super bomb user+stomp move+can walk in lava, Zora - improved swimming+MP-based shield and has a ranged attack if you hold down the attack button+you can jump out of water when swimming quickly (kinda tricky to pull off though), Fierce Deity - basically just an easy mode for boss fights; the first three are all useful in the last main dungeon)
Music and ambience gets more ominous towards the end of the time cycle
Warp song (Song of Soaring; warp between activated owl statues (hit them with your sword, about one per area) and the dungeon entrance if you're in a dungeon, can't use it while indoors) - you'll get it pretty early too
More interesting mini-bosses overall
Camera and monkeys return (LA GBC and ALttP respectively; former is used in a couple of side quests and can only store on picture at a time)
Some other interesting masks (movement speed+jump length upgrade+see some hidden timers w/ the bunny hood, can make redeads dance with Garo's mask, the stone mask lets you become invisible to most NPCs and enemies))
More interesting and densely packed hub area (a bit lame that it's another circle shape which is also connected to sub areas in its cardinal directions though)
A bit easier to aim in FP mode (still hard to get the best prices in the shooting mini-games)
Somewhat more interesting sub areas leading up to the dungeons
Some good puzzles (big goron outside the mountain/snowhead temple, ikana castle falling floor room, way to the stone tower temple entrance, some light reflection puzzles, upside down flip of the stone tower dungeon - kinda like the inverted castle in SotN except you also unlock chests that you open in the flipped version and vice versa)
Some good bosses (final boss has four phases though the first two are easy)
Environmental changes from beating the boss of each area
Some memorable characters (zora guitarist, mask salesman, darmani, skull kid, postman, the lovers)
Less intrusive fairy companion (would've been nice to be able to ask it for clues in some cases though)
Improved graphics and overall aesthetics
Two optional dungeons (three if counting the graveyard; swamp spider house, moon dungeons - 4 parts)
Can freeze enemies to use them as platforms with the ice arrows (Metroid)+create temporary ice platforms on water surfaces
Good boss intros (on par with OoT)
Horse race mini-game returns
A couple of fairly major environmental changes (restore a dried up river - Zelda 3/Golvellius 2, the giant skeleton that breaks a bridge)
Clone statue song (can make up to 4 of them and have 3 of them stand on switches - similar to some puzzles in four swords but using weights on switches had been done since the 80s I believe (isometric puzzle games) as well as in Final Fantasy Adventure/Seiken Densetsu, )
Different setting (no ganon, no triforce, no zelda besides a brief flashback; Termina is an apocalyptic world vaguely made up of the villain's memories of Hyrule which makes for a darker overall atmosphere, the way the world ends seems inspired by Meteor from FF7)
The NPC schedules and (minor) interaction between races makes the world feel a bit more organic
Temporary infinite magic power up (special milk, lasts for three days)
Pretty nice cutscenes overall
Some sequence breaking opportunities (backwards jump past the guards of deku palace, ice arrow skip at ikana canyon, faster climb towards stone tower temple, can get to some stray fairies earlier than intended in stone tower, more with bomb jump and other glitches)
+/-
Partially non-linear structure (see notes, can't do most of the main dungeons out of order (you need the bow from dungeon 1 to get to the mountains and epona (which requires an item from dungeon 1) to get to the sea, need the fire arrow to finish the water temple and the hookshot to get into Ikana Canyon) - you can beat dungeon 4 without entering dungeon 3/water temple with a trick though (can actually skip the ice arrow gate before the canyon town as you can just barely reach the tree on the other side of the river with the hookshot instead of freezing the octoroks in the river - fixed in the 3DS ver. however you can do a bomb jump as Zora link to hop over the river here))
Can't play songs from OoT without having Link remember them in-game first
Added log book/quest log feature (called a notebook; good since there's more to remember this time around though it doesn't save all useful dialogue - not the dialogue from the enemies in Ikana that give clues when defeated for example) - need to complete a quest to get it unless you're playing the 3DS version
Many more sidequests (most of them aren't that fun to finish besides for the story though)
Quick save/sleep mode (the owl statues)
Easy to farm for rupees in the dodongo hole and outside the swamp shooting gallery
Another stealth sequence (swamp) that you have to redo from the start if you get spotted (you can get a stealth mask (stone mask) but not until much later) - it's pretty short though and you get a top down view
Can't ask the ranch people about Epona at first
Added collectathon element in the 52 (!) heart pieces (at one point in Ikana you need to have 16 full hearts to get to another piece)
Lame dungeon items (and fewer items overall) - the transformations mostly make up for this though it makes finding the item chests in dungeons less exciting
Skullkid pretty much waits for you to make progress until you can face him properly
2D and TD view maps without much topography shown
Overworld has a vague world map but the game only shows a mini-map of the current sub area/room when exploring here (can't zoom it out to browse the whole area)
Only four main dungeons (+six mini-dungeons with one of them being split into four parts)
While the great fairy mask is useful it feels like its use should've been a default feature (still need to find stray fairies/fairy parts and free them from their bubbles - it just pulls them towards you afterwards though the range is good, see interface issues below) and it could've pulled item drops towards you as well
Can't use the lens and bow FP targeting at the same time - can on 3DS
The goron race is fun except for the cheating AI (can't crash like you can) and odd camera angles during jumps (if you jump off the track you have to restart)
Pretty tough alien abduction mini-game (or drawn out if you slow down time)
Can listen to stories in clock town to advance time a couple of hours but only during certain hours of the day
The time aspect could've been integrated more into temples besides making them more stressful (enemies behaving differently during night or day, certain architecture being different during certain hours, etc.)
Re-uses/remakes the eye boss from Zelda 3
Since turning and swimming upwards is mapped to the same button you have to first start swimming before you can steer upwards as Zora link - takes some getting used to
If you touch a wall/ledge when jumping out of water as zora link then you bounce back
Most item and song puzzle clues are a bit too obvious
Some oddly funny moments (freeing the water dungeon boss's spirit, a cow in a dungeon)
Some of the mirror shield/light reflection puzzles (OoT) are underdeveloped
Blast mask gives infinite "on the spot" bombs (block to not take damage)
You don't get to know much about the mask salesman in the end (mostly left open to interpretation)
Repeats some enemies in later dungeons (makes them feel less unique but sometimes makes for new challenges in combination with the level design)
-
Mostly unskippable cutscenes yet again (except for when transforming; makes the stone temple in particular tedious when you have to play a certain song over and over) - at least the switching between transformations ones are skippable
Starts off with a couple of fetch quests
Can't save without going back in time to the first day
Still has the same inconsistent dialogue speed options
You'll lose disposable items and dungeon progress after traveling back in time (except rupees put in the bank, includes gold dust (!) and the sharpened blade) as well as quest items (for example the land deed or magic beans) and the scarecrow's song - you'll keep hearts/masks/weapons/bags and some quest items like the ocarina, you'll also lose sidequest progress like having returned the great fairy to her normal form (though you keep the reward) and stray fairy progress is lost - progress being saved and having a general tally where you're able to pick between a couple of rewards at a time would've been preferable as you really have to finecomb dungeons to find all of them which slows the pace down considerably)
Trial & error (can't see the second to last locked door in stone tower temple on the 2D map - have to go into the upside down version after spawning the last stray fairy chest and look straight up to get a clue from your fairy, can't use the lens of truth to reveal the pirate fortress entrance underwater, need to equip the deku mask to use the swamp deed in goron village, can't see some of the stray fairies in the snowhead temple even with the lens - fixed on 3DS, chest mini-game, catching the postman indoors at the right time, the invisible ladder path in the mountains - similar to the ladders at the end of Metal Gear 1, need to use only jump attacks at the swordsman training mini-game, knowing where to use certain masks (animal mask at the ranch - no clue and can't ask Tatl), finding some side quest givers due to anal timing requirements, figuring out that you can create ice platforms on water surfaces with the ice arrows (not mentioned when you get them) - in the 3DS version they mark spots where you can create them and also mention it, the game doesn't always show what happens after each activated pipe in the water dungeon (the green ones stop the water streams in some tunnels for example), can't jump off of the pipes in the water dungeon, zora link can ledge grab slightly higher from standing position - needed to reach a stray fairy via a pipe in the water dungeon, you never get to finish your attack combo vs enemies underwater as zora link - you just move into them and get hit instead, business scrubs tend to require that you're using a certain form to let you trade with them (the one at Ikana canyon doesn't talk about how to get past him unless you're wearing the Zora mask for example), no heart refills in the pots while fighting the water temple boss (you'll probably want to stock up on a a bottled fairy/potion or two), no visual or audio clue for the second chest (key chest) in stone tower temple which is in the same room as the map chest - you get the compass later on)
Some control/interface issues (can't turn around or punch while diving/sinking underwater as Zora link, bad turning controls while hovering in deku form, lacking mask descriptions in-game, no "deposit all" or "withdraw max" options at the bank and his dialogue is kind of tedious for something you have to repeat each time you save, can't switch masks directly via the menu (it wastes a slot in the c-button quick menu - fixed in a hack that lets you use the d-pad; also need to take off the current mask to put an item or another mask in its place in the c-button inventory), has pretty much the same control and camera issues as before (one new issue is that Link might jump into pits if you're sliding backwards towards a platform edge while pressing the opposite direction - happens right before you get the lens of truth), can't cancel the auto-climb when it triggers as you reach a ledge (even though the A button in the HUD switches to "down" as if you could press the button to let go) - have to let go of forward before Link grabs on instead, overly slow diving/sinking as Zora link - gets frustrating when fighting the water temple boss (you also can't cancel your z-targeting properly against this boss while underwater), can't map the great fairy sword to the B button - could do it with biggoron's sword in OoT, have to go into the menu to switch between magic arrows - fixed in a hack that lets you use the R button, can't buy more than one at a time of some items, the hit detection when shooting magic arrows is sometimes a bit off)
Dead space (less than in OoT but still annoying) - song of soaring (and rolling in goron form) soon helps though there aren't quite enough owl statues
Repeats the collectathon tendencies in OoT (the wallets - need to store 200 in the bank to be able to carry more and finish the oceanside spiderhouse in one day to carry 500 which is kind of tedious) and adds more (stray fairies/fairy parts - in dungeons leading to backtracking (for example you have to redo a switch puzzle in the stone tower dungeon to get to one) or really stressful gameplay, mushrooms for blue potions, fresh water for soft soil spots, gibdo fetch quests)
Some tedious parts (having to redo the stone tower entrance puzzle to get back into it which is part of its progression, have to fetch various items (some of them from elsewhere - 5 magic beans+blue potion) for NPCs to get through the "beneath the well" dungeon - only the hot water one and a couple of others are fun to do, slow switch pulling in the water dungeon, there could've been an owl statue within the observatory's garden fence to speed up backtracking for the title deed trading quest, the gravedigger is back and moves as slowly as before - the mini-game involving him is a bit more interesting though, mountain fetch quests (particularly the food delivery), touching ice blocks stuns and damages Link, chicken march sidequest, now need a bottle of fresh spring water to make magic bean plants grow, several parts where you can fall down and have to redo a segment (swamp area, snowhead temple, parts of great bay/water temple, outside ikana castle), ), keep getting item drops that you already have a full stock of (mp/hp), the bushes in the peahat hole don't give you anything, putting stray fairies in chests interrupts the flow in dungeons and makes the optional collecting of them only semi-optional (until you memorize in which chests they are put), have to refight the swamp boss if you missed doing the post quest side quests there (at least you can teleport straight to it from the dungeon entrance, room in stone tower temple with continuously respawning enemies while trying to finish a reflection puzzles)
The 50 rupees chest in clock town doesn't respawn after traveling back in time
Some annoying sfx (goron baby, werewolves, continuous beeping when near death)
Goron Link is pretty ineffective in combat
No mask for replenishing magic (at the cost of something else similar to the blast mask and bombs)
The goron chief won't think you've been to the goron racetracks if you didn't talk to him after beating the temple but before visiting/racing at the tracks
Can't target and use an item on an NPC to show it to them
Re-uses a bunch of character models from OoT but mostly turns them into new characters, also re-uses several music themes from OoT for similar locations (kinda lame)
Easy Ikana Canyon area
Some frame drops (happens fairly often in clock town)
The giant's mask is underused (only used for one boss fight) and since you can't lock on while big it feels a bit clunky
Derpy first ending song (faux synth vocals)
Invisible wall around the moon area
Notes:
-3DS differences: https://www.zeldadungeon.net/wiki/index.php?title=The_Legend_of_Zelda:_Majora%27s_Mask_3D&%2FDifferences_Between_Majora%27s_Mask_and_Majora%27s_Mask_3D=#Changes_from_Majora.27s_Mask_.28N64.29
-Linearity map: https://i.imgur.com/WHLq20t.png
-Redux hack: https://www.romhacking.net/hacks/5122/
-Ikana without ice arrow: https://www.youtube.com/watch?v=sHUFBq8wyi8
-Club code this save: 45213
Level Design-7 Frustration-7.5 Fun-7 Originality-6.5
Overall Score-7
*If you get everything
+
More developed time travel concept (you're stuck in a three day loop until the end (similar to Groundhog Day); you can now skip ahead by 6 hours or slow time down by 2/3 using versions of the song of time - good but should've been more flexible considering the schedule for several sidequests; in the 3DS ver. the former lets you travel to a specific hour instead)
More fleshed out world and characters
Four transformations via masks (Deku - hover jump (via certain flowers which can also be used as an upward attack as well as upward air streams in a few parts)+skip on water a few times (not used that much though)+spit attack, Goron - fast rolling ball (with longer jumps via certain ramps) and super bomb user+stomp move+can walk in lava, Zora - improved swimming+MP-based shield and has a ranged attack if you hold down the attack button+you can jump out of water when swimming quickly (kinda tricky to pull off though), Fierce Deity - basically just an easy mode for boss fights; the first three are all useful in the last main dungeon)
Music and ambience gets more ominous towards the end of the time cycle
Warp song (Song of Soaring; warp between activated owl statues (hit them with your sword, about one per area) and the dungeon entrance if you're in a dungeon, can't use it while indoors) - you'll get it pretty early too
More interesting mini-bosses overall
Camera and monkeys return (LA GBC and ALttP respectively; former is used in a couple of side quests and can only store on picture at a time)
Some other interesting masks (movement speed+jump length upgrade+see some hidden timers w/ the bunny hood, can make redeads dance with Garo's mask, the stone mask lets you become invisible to most NPCs and enemies))
More interesting and densely packed hub area (a bit lame that it's another circle shape which is also connected to sub areas in its cardinal directions though)
A bit easier to aim in FP mode (still hard to get the best prices in the shooting mini-games)
Somewhat more interesting sub areas leading up to the dungeons
Some good puzzles (big goron outside the mountain/snowhead temple, ikana castle falling floor room, way to the stone tower temple entrance, some light reflection puzzles, upside down flip of the stone tower dungeon - kinda like the inverted castle in SotN except you also unlock chests that you open in the flipped version and vice versa)
Some good bosses (final boss has four phases though the first two are easy)
Environmental changes from beating the boss of each area
Some memorable characters (zora guitarist, mask salesman, darmani, skull kid, postman, the lovers)
Less intrusive fairy companion (would've been nice to be able to ask it for clues in some cases though)
Improved graphics and overall aesthetics
Two optional dungeons (three if counting the graveyard; swamp spider house, moon dungeons - 4 parts)
Can freeze enemies to use them as platforms with the ice arrows (Metroid)+create temporary ice platforms on water surfaces
Good boss intros (on par with OoT)
Horse race mini-game returns
A couple of fairly major environmental changes (restore a dried up river - Zelda 3/Golvellius 2, the giant skeleton that breaks a bridge)
Clone statue song (can make up to 4 of them and have 3 of them stand on switches - similar to some puzzles in four swords but using weights on switches had been done since the 80s I believe (isometric puzzle games) as well as in Final Fantasy Adventure/Seiken Densetsu, )
Different setting (no ganon, no triforce, no zelda besides a brief flashback; Termina is an apocalyptic world vaguely made up of the villain's memories of Hyrule which makes for a darker overall atmosphere, the way the world ends seems inspired by Meteor from FF7)
The NPC schedules and (minor) interaction between races makes the world feel a bit more organic
Temporary infinite magic power up (special milk, lasts for three days)
Pretty nice cutscenes overall
Some sequence breaking opportunities (backwards jump past the guards of deku palace, ice arrow skip at ikana canyon, faster climb towards stone tower temple, can get to some stray fairies earlier than intended in stone tower, more with bomb jump and other glitches)
+/-
Partially non-linear structure (see notes, can't do most of the main dungeons out of order (you need the bow from dungeon 1 to get to the mountains and epona (which requires an item from dungeon 1) to get to the sea, need the fire arrow to finish the water temple and the hookshot to get into Ikana Canyon) - you can beat dungeon 4 without entering dungeon 3/water temple with a trick though (can actually skip the ice arrow gate before the canyon town as you can just barely reach the tree on the other side of the river with the hookshot instead of freezing the octoroks in the river - fixed in the 3DS ver. however you can do a bomb jump as Zora link to hop over the river here))
Can't play songs from OoT without having Link remember them in-game first
Added log book/quest log feature (called a notebook; good since there's more to remember this time around though it doesn't save all useful dialogue - not the dialogue from the enemies in Ikana that give clues when defeated for example) - need to complete a quest to get it unless you're playing the 3DS version
Many more sidequests (most of them aren't that fun to finish besides for the story though)
Quick save/sleep mode (the owl statues)
Easy to farm for rupees in the dodongo hole and outside the swamp shooting gallery
Another stealth sequence (swamp) that you have to redo from the start if you get spotted (you can get a stealth mask (stone mask) but not until much later) - it's pretty short though and you get a top down view
Can't ask the ranch people about Epona at first
Added collectathon element in the 52 (!) heart pieces (at one point in Ikana you need to have 16 full hearts to get to another piece)
Lame dungeon items (and fewer items overall) - the transformations mostly make up for this though it makes finding the item chests in dungeons less exciting
Skullkid pretty much waits for you to make progress until you can face him properly
2D and TD view maps without much topography shown
Overworld has a vague world map but the game only shows a mini-map of the current sub area/room when exploring here (can't zoom it out to browse the whole area)
Only four main dungeons (+six mini-dungeons with one of them being split into four parts)
While the great fairy mask is useful it feels like its use should've been a default feature (still need to find stray fairies/fairy parts and free them from their bubbles - it just pulls them towards you afterwards though the range is good, see interface issues below) and it could've pulled item drops towards you as well
Can't use the lens and bow FP targeting at the same time - can on 3DS
The goron race is fun except for the cheating AI (can't crash like you can) and odd camera angles during jumps (if you jump off the track you have to restart)
Pretty tough alien abduction mini-game (or drawn out if you slow down time)
Can listen to stories in clock town to advance time a couple of hours but only during certain hours of the day
The time aspect could've been integrated more into temples besides making them more stressful (enemies behaving differently during night or day, certain architecture being different during certain hours, etc.)
Re-uses/remakes the eye boss from Zelda 3
Since turning and swimming upwards is mapped to the same button you have to first start swimming before you can steer upwards as Zora link - takes some getting used to
If you touch a wall/ledge when jumping out of water as zora link then you bounce back
Most item and song puzzle clues are a bit too obvious
Some oddly funny moments (freeing the water dungeon boss's spirit, a cow in a dungeon)
Some of the mirror shield/light reflection puzzles (OoT) are underdeveloped
Blast mask gives infinite "on the spot" bombs (block to not take damage)
You don't get to know much about the mask salesman in the end (mostly left open to interpretation)
Repeats some enemies in later dungeons (makes them feel less unique but sometimes makes for new challenges in combination with the level design)
-
Mostly unskippable cutscenes yet again (except for when transforming; makes the stone temple in particular tedious when you have to play a certain song over and over) - at least the switching between transformations ones are skippable
Starts off with a couple of fetch quests
Can't save without going back in time to the first day
Still has the same inconsistent dialogue speed options
You'll lose disposable items and dungeon progress after traveling back in time (except rupees put in the bank, includes gold dust (!) and the sharpened blade) as well as quest items (for example the land deed or magic beans) and the scarecrow's song - you'll keep hearts/masks/weapons/bags and some quest items like the ocarina, you'll also lose sidequest progress like having returned the great fairy to her normal form (though you keep the reward) and stray fairy progress is lost - progress being saved and having a general tally where you're able to pick between a couple of rewards at a time would've been preferable as you really have to finecomb dungeons to find all of them which slows the pace down considerably)
Trial & error (can't see the second to last locked door in stone tower temple on the 2D map - have to go into the upside down version after spawning the last stray fairy chest and look straight up to get a clue from your fairy, can't use the lens of truth to reveal the pirate fortress entrance underwater, need to equip the deku mask to use the swamp deed in goron village, can't see some of the stray fairies in the snowhead temple even with the lens - fixed on 3DS, chest mini-game, catching the postman indoors at the right time, the invisible ladder path in the mountains - similar to the ladders at the end of Metal Gear 1, need to use only jump attacks at the swordsman training mini-game, knowing where to use certain masks (animal mask at the ranch - no clue and can't ask Tatl), finding some side quest givers due to anal timing requirements, figuring out that you can create ice platforms on water surfaces with the ice arrows (not mentioned when you get them) - in the 3DS version they mark spots where you can create them and also mention it, the game doesn't always show what happens after each activated pipe in the water dungeon (the green ones stop the water streams in some tunnels for example), can't jump off of the pipes in the water dungeon, zora link can ledge grab slightly higher from standing position - needed to reach a stray fairy via a pipe in the water dungeon, you never get to finish your attack combo vs enemies underwater as zora link - you just move into them and get hit instead, business scrubs tend to require that you're using a certain form to let you trade with them (the one at Ikana canyon doesn't talk about how to get past him unless you're wearing the Zora mask for example), no heart refills in the pots while fighting the water temple boss (you'll probably want to stock up on a a bottled fairy/potion or two), no visual or audio clue for the second chest (key chest) in stone tower temple which is in the same room as the map chest - you get the compass later on)
Some control/interface issues (can't turn around or punch while diving/sinking underwater as Zora link, bad turning controls while hovering in deku form, lacking mask descriptions in-game, no "deposit all" or "withdraw max" options at the bank and his dialogue is kind of tedious for something you have to repeat each time you save, can't switch masks directly via the menu (it wastes a slot in the c-button quick menu - fixed in a hack that lets you use the d-pad; also need to take off the current mask to put an item or another mask in its place in the c-button inventory), has pretty much the same control and camera issues as before (one new issue is that Link might jump into pits if you're sliding backwards towards a platform edge while pressing the opposite direction - happens right before you get the lens of truth), can't cancel the auto-climb when it triggers as you reach a ledge (even though the A button in the HUD switches to "down" as if you could press the button to let go) - have to let go of forward before Link grabs on instead, overly slow diving/sinking as Zora link - gets frustrating when fighting the water temple boss (you also can't cancel your z-targeting properly against this boss while underwater), can't map the great fairy sword to the B button - could do it with biggoron's sword in OoT, have to go into the menu to switch between magic arrows - fixed in a hack that lets you use the R button, can't buy more than one at a time of some items, the hit detection when shooting magic arrows is sometimes a bit off)
Dead space (less than in OoT but still annoying) - song of soaring (and rolling in goron form) soon helps though there aren't quite enough owl statues
Repeats the collectathon tendencies in OoT (the wallets - need to store 200 in the bank to be able to carry more and finish the oceanside spiderhouse in one day to carry 500 which is kind of tedious) and adds more (stray fairies/fairy parts - in dungeons leading to backtracking (for example you have to redo a switch puzzle in the stone tower dungeon to get to one) or really stressful gameplay, mushrooms for blue potions, fresh water for soft soil spots, gibdo fetch quests)
Some tedious parts (having to redo the stone tower entrance puzzle to get back into it which is part of its progression, have to fetch various items (some of them from elsewhere - 5 magic beans+blue potion) for NPCs to get through the "beneath the well" dungeon - only the hot water one and a couple of others are fun to do, slow switch pulling in the water dungeon, there could've been an owl statue within the observatory's garden fence to speed up backtracking for the title deed trading quest, the gravedigger is back and moves as slowly as before - the mini-game involving him is a bit more interesting though, mountain fetch quests (particularly the food delivery), touching ice blocks stuns and damages Link, chicken march sidequest, now need a bottle of fresh spring water to make magic bean plants grow, several parts where you can fall down and have to redo a segment (swamp area, snowhead temple, parts of great bay/water temple, outside ikana castle), ), keep getting item drops that you already have a full stock of (mp/hp), the bushes in the peahat hole don't give you anything, putting stray fairies in chests interrupts the flow in dungeons and makes the optional collecting of them only semi-optional (until you memorize in which chests they are put), have to refight the swamp boss if you missed doing the post quest side quests there (at least you can teleport straight to it from the dungeon entrance, room in stone tower temple with continuously respawning enemies while trying to finish a reflection puzzles)
The 50 rupees chest in clock town doesn't respawn after traveling back in time
Some annoying sfx (goron baby, werewolves, continuous beeping when near death)
Goron Link is pretty ineffective in combat
No mask for replenishing magic (at the cost of something else similar to the blast mask and bombs)
The goron chief won't think you've been to the goron racetracks if you didn't talk to him after beating the temple but before visiting/racing at the tracks
Can't target and use an item on an NPC to show it to them
Re-uses a bunch of character models from OoT but mostly turns them into new characters, also re-uses several music themes from OoT for similar locations (kinda lame)
Easy Ikana Canyon area
Some frame drops (happens fairly often in clock town)
The giant's mask is underused (only used for one boss fight) and since you can't lock on while big it feels a bit clunky
Derpy first ending song (faux synth vocals)
Invisible wall around the moon area
Notes:
-3DS differences: https://www.zeldadungeon.net/wiki/index.php?title=The_Legend_of_Zelda:_Majora%27s_Mask_3D&%2FDifferences_Between_Majora%27s_Mask_and_Majora%27s_Mask_3D=#Changes_from_Majora.27s_Mask_.28N64.29
-Linearity map: https://i.imgur.com/WHLq20t.png
-Redux hack: https://www.romhacking.net/hacks/5122/
-Ikana without ice arrow: https://www.youtube.com/watch?v=sHUFBq8wyi8
-Club code this save: 45213