Well, after my MBP went well and thoroughly dead a few days into my vacation, stopping my FFIII game, I was fortunate enough to get a 3DS for Christmas and more or less tore through
Metroid II (3DSVC - GameBoy): I was kinda hoping for some 3D enhancements, but the game itself is still strong. It's one of those distinctly GameBoy titles, between when Nintendo was trying to replicate NES games on the GB and when they were trying to replicate SNES games on it. 2:37 isn't quite the time I got last year, iirc, but still good enough for the suitless ending. Obscure serendipity: I have only ever beaten this game while in Colorado, and I have beaten this game every time I've visited Colorado. The first two times were completely random fluke, but I've since turned it into a tradition
Kirby's Adventure (3DS enhanced - NES): Still a solid game. Some backgrounds have enhanced gradients, and all doors are oddly freshly 16-bit shaded, but the real cute bit is that they've pulled all the backgrounds apart into up to ~5 different depth layers. The awkward thing is rather than having 5 distinct layers that are evenly closer or further depending on the depth setting, as you increase the slider you see more and more layers. I suspect this has to do with the pixel alignment- stereo images needing to be at least 1 pixel apart to recede properly, but needing to keep precise 1-pixel increments so the classic graphics look good.
Zelda OoT 3D (3DS enhanced - N64): I like the updated models and textures, independent of the 3D effect. Indeed, although this is the only 3D game I've played on the system so far, if the effect is representative, anything above ~20% on the slider is headache territory. I'd expected I'd have a higher tolerance since I've been using 3D tech at work for awhile, but I think the developers must have been crosseyed-nearsighted or something... Still, I can play at 10-20% depth for extended time, and it looks and sounds great. Alas, they beefed up the physics as well, so certain classic breaks no longer work. The tilt-to-look/aim feature also kinda got in my way until I turned it off.