Nintendo 3DS: How to improve classic games for the handheld

Classics corrected...

If it ain't broke, don't fix it" isn't really a phrase that applies to an evolving medium like games. There's always something that can be prodded, poked or buffed into better shape - it's why we have sequels.

Just ask Eiji Aonuma. Apparently not content with the impressive scores lavished upon his 1998 masterpiece The Legend Of Zelda: The Ocarina Of Time, he's now tweaking the infamously tricky Water Temple to try and earn that elusive last 2% with the forthcoming 3DS remake.

Which got us thinking: if we had the power to remake classics from Nintendo consoles past and present, what would we change?

With the big N's latest portable packing Wii-rivalling power, there are plenty of games ripe for the remaking.

So which titles need fixing, and how? Find out, as we make the best even better...

A 3DS Pokémon is surely as much of a certainty as that attack designed to weaken a rare Pokémon for an imminent catch turning out to be a faint-inducing critical hit. Gnnngh.


Anyway, if the plot of the anime is anything to go by, then we could soon be seeing 3D remakes of Ruby/Sapphire. While we'd like to see a few changes to the template to freshen things up, there are two long-running Poké-issues that are really bugging us.

Firstly, the trading. Handing over a Pokémon to a friend is worse than filling out self-assessment tax returns, requiring you to wearily tap A to confirm every little step.

Black/White's InfraRed feature was an improvement, but any new game should allow players to swap multiple Pokémon simply by zapping them across wirelessly, with a single confirmation from both parties sealing the deal.

Our second issue is with the number of so-called Legendary Pokémon, who are now so plentiful their name hardly seems appropriate any more.

Would the woollen world of Masahiro Sakurai's most famous creation look as cuddly with an extra dimension? The idea of plump cotton balls drifting in front of our eyes and de-threaded enemies being hurled out of the screen is appealing, even if the deliberately flat surfaces could be tricky to recreate in 3D.


Epic Yarn's lack of challenge may have made Super Princess Peach look like The Lost Levels, but the gentle difficulty curve isn't something we'd adjust.

Instead, we'd simply add something akin to Mario Galaxy's comets - modifiers that force strict time limits on the player, strip Kirby of certain powers, or perhaps afford him a single bar of life, with but a single hit ending the level.

And while we're tinkering, perhaps we should throw out Epic Yarn's cute but pointless unlockables. We can think of more rewarding things to do than spend hours filling Kirby's house with soft furnishings he can't even interact with.

Famously unfinished, Wind Waker was nevertheless a breezily charming Zelda game whose more light-hearted approach and glorious cel-shaded art style have since been adopted by both Phantom Hourglass and Spirit Tracks.


A 3DS 'director's cut' would naturally fill in the two missing dungeons, and do something about the "slow and dull" (Aonuma's words, not ours, though we were thinking it) Triforce hunt towards the end of the game. In truth, the search for the missing pieces wasn't necessarily bad in itself.

Being forced to return to Tingle to translate the maps for a hefty fee on every occasion certainly was. Any Wind Waker 3DS would have to carry an option to refuse and to hurl the fat idiot into the sea for his entirely unreasonable demands. A small fix, perhaps, but a wholly satisfying one.

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