Cleared each one like 3 times so bought it just for the sake of it. Pretty sure most others who bought this felt the same, so I'll just give it thumbs up. Never really completed it because 4-5 was too painful and 6 in English GBA version doesn't even have the full post-game, so took the chance to in Legacy, though with max buster. Compared to Legacy 1, ACDC is now re-skinned and plots become just a bit more connected to each other but also a bit disconnected to 1-3 in a way. There are bits of Boktai cross-overs here and there. There's also no more no-jack-out zone post game. Boss (navis) are toned down a lot and fighting them becomes much more comfortable. NaviCust system is used in all versions here. Choose-one style gets replaced by selecting 'crosses', so there's more room for strategies in combats. There's no more safe event squares, everything get scattered in the main net. There's also no more easy farming easy navis (like Gutsman). Unfortunately, your old ADCD characters friends also get less attention with each passing series as we make more foreign friends. Best part is version-specific chips are now separated so there's no need to go online to fully access post-game challenges. Copy-damage is actually useful for grinding that S rank. We also now have patch and item cards which basically skip most of the tedious tasks, though apparently that means achievements becomes even more tedious. MMBN4-5 are closely related and share much similarities. Theme deals with Dark chips, dissociating itself a bit from mmbn overall concept. Some chips, including navi chips, can only be used when megaman is or is not evil. Some scenarios are version-specific. There are also no request system. Game difficulty is pretty high up not because the bosses are hard but because you are only going to encounter V1 viruses until post game, so you might find your chips very lacking. Viruses also have EX form which about doubles their HP while they still drop their base chip. Due to that V3 viruses are very tanky compared to 1-3 and 6 even considering they have omega forms. Add V3EX and scatter them all over and you could easily find that annoying. In 4, everything is compressed. Mini-cyber spaces are small, internet proper also small (levels are still pretty sizable), story doesn't take very long. This is the only version your NaviCust programs need no compression code, there is no viruses in people's homepages, there is no sidequest NPCs for tradings/quizzes, and you actually get to beat up generic navis rather than viruses they send. The whole plot goes alternate arcs between dark chip stuffs and tournaments. Each tournament has 3 rounds of random opponent from a pool of 8 (6 per version) and each rounds has sub-scenarios which may be short or long or ridiculously expensive before fighting in actual match. Some of said sub-scenarios may make you hate game, take caution. The highlight of this game: New Game Plus. You can only see V2 and V3 viruses after New game plus once and twice or more. From 3rd game onward your ACDC net will be filled with 180HP Mettaur V3. You retain everything (including defeated navi data so ghosts still float around) except key-items and access right to some sub-scenarios-specific locations. Money rewards also increases after ng+ so maybe 4th game is a good idea if you find 1st game cost of getting everything unaffordable. Thankfully lower-tier viruses are stored in some mini-cyber spaces and uncollected data does not update itself until they are collected and another new game plus is performed, so library and uncollected item data aren't missable, though a few specific codes are. Hardest achievement requires all standard chips which are not locked behind specific scanarios. In 5, everything is enlarged. 'Mini' cyberspaces are enourmous, internet proper is pointlessly vast, homepages are annoying to navigate, even going anywhere in real world takes more time than any other versions. You get to play as other navis which will not be affected by your patch cards and NaviCusts. The 2 versions have different characters with similar traits appearing. Your somehow always fight your to-be-teammate before you become a team. Plot-wise, things build up better than previous games, though the amount of running around both net and real life can be a huge pain. Some main scenarios differs between versions and I find Team Colonel has some better scenes. Unfortunately in Team Protoman no one in your ACDC circle except Lan even acknowledge Chaud's existance. The highlight of this game: Liberation, is the only real gameplay system that this game has to offer, because it is otherwise rather bland compared to other games in series. It is kind of punishing for players without good enough folders since you deal with turn-limit for operation and time-limit for virus busting. You get to choose when to upgrade your viruses by doing some post game ritual. Ghost Navi V2 and V3 are fought at different locations. Hardest achievement simply requires all dark chips which doesn't require much post game but may still take some effort running around. MMBN6 is where things come back to classics. Its gameplay is closest to 3 but with toned down difficulties by a lot. You can now place navicust programs 'off map' which, while causes a bug, increase programs you can cram into by a lot. Megachips now refers to only navi chips. Plot is pretty coherent throughout and build up is pretty good though you'd sometimes question the masterminds' minds. Gameplay-wise this one is very comfortable to play comparable to MMBN1 or MMBN3. Boss Navi chips are actually strong even at V1. Viruses don't fire in frenzy even in postgame areas (though the reaction time might be a bit tight in post game - one of why ppl ask dev to remove DRM). The game is also very generous with chip codes, so making combos or PAs becomes very easy. You can basically S rank a V3 boss at the moment it becomes available. And You Only Have 6-7 bosses to search for. Request board is re-added along with event cards that comes with patch cards. You still only do one at time and can only use Megaman to proceed with requests. They are nice but "Self Research" request is kind of asking for way too much so suddenly. Some requests do ask for several rarer chips at once, but Self research really is too much for a request at that level. Virus battler system is almost a fun puzzle until you have to fight with 'pulse bulbs' within time limit. Catching capturable 'rare' viruses requires beating a lot base viruses first, but they do also reward higher tier chips, so pretty worth it. So hardest achievements are Virus Battler which requires good RNG, and all requests complete which requires Anubis P chip which is a purple data behind a geyser behind a gate that requires all version-specific megachips including The Count's from Django's side quest. The main problem with 6 is that in original GBA, Japanese and English versions have different contents, mainly post-game. This Legacy coolection is based on JP so English guides you find may confuse a few postgame areas.
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