Don't remember it having any...
The main reason that I didn't get too far into it (Gamecube version from the Nintendo Power Collector's disc) is that it didn't really lend itself well to shorter play sessions. If you save by using the Song of Time to go back to the first day, dungeons and active quests get reset, plus you lose your rupees, bombs, and arrows. You can avoid this by going back to an owl statue to make a "temporary" save, which gets deleted when you load it.
Much like the first Pikmin game, you pretty much need to use the strategy of doing a throwaway run through each new area in order to explore and figure out what to do. Unless you're already familiar with the game, you're going to want to reset time before taking on any significant new task.
Nothing game-breaking or unmanageable, but it's often difficult for me to get more than an hour or so at a time to sit and play a game.
At least with the 3DS, you can suspend the game anytime. It would be preferable to have the "owl statue" save functionality more readily accessible; if I'm getting a low battery warning, I may not have time to backtrack to a statue and there may not be enough juice left in the battery to keep it in suspend mode until I can hook it up to a charger.
In this day and age, any RPG or adventure game should at least have a quick "save state, delete on reload" function that allows you to quit the game, power off the system, play another game, and then resume where you left off in the original game. This applies to portables, consoles, and PCs. I shouldn't have to worry about my portable's battery running out while it's suspended or my kid accidentally shutting off the console, and I shouldn't have my system unusable for anything else because the designers were stingy with designated save points.