MM2: Metalman. I think almost everyone likes to get his Metal blades right off the bat.
The only problem I have with this are those darned power-ups that require Item-1 or Item-2 to grab or to grab safely. Speaking of which, does anyone like to get the Items in numerical order, despite that dangerous gap crossing in HeatMan?
After that I actually go after Wood Man who has a secondary weakness to Metal Blade, followed by Airman, and work my way roundabout taking Quick Man or Heat Man last depending on how I feel that day.
Wait, where does BubbleMan fit in? I like to play him right after MetalMan because his stage is cool and has lots of uses for Metal Blade.
MM3: Top man. [...]
Yes to all of this, but where do you start the cycle of 3? I prefer SnakeMan, because he's pretty easy to dodge if you climb onto that center hill and know when to jump. GeminiMan might be easy too, but his powerful laser scares me, and his level is more annoying. Which cycle I'd do first would probably depend on which Rush I wanted to use early.
Most people I think go after wave man to start,
Really? I mean, true, the stage is set up so you never get to use special weapons, but I'm not good at fighting WaveMan, so I'd like to have at least an energy tank or something. CrystalMan is also hard to dodge, and NapalmMan's level is just dangerous all around, but everyone else is mostly easy, so yeah, the order isn't a big deal. The TASVideos run takes on StarMan first, though, for the Super Arrow, since you can get crazy speed with that arrow, even though I don't have much fun using it in realtime.
MM6: Flame Man. Okay you're saying. WHAT? Are you crazy?
Nah, this makes sense to me. Get the Rush adaptors early, and then you can get all the secret goodies that only Rush can reach and not have to backtrack for anything. I like how PlantMan has that one secondary weakness to Flame Blast, as if to help you in case you wanted to get both adaptors
in a row. And really, the game totally overcompensates you for beating FlameMan--I mean, he gives you TWO supremely powerful weapons that don't waste much energy and also break open barriers?
Of course if that's too difficult, you can just as well go after wind man first who's a total pushover and then take flame.
Yes, this is what I prefer. In addition to being easier, WindMan has my favorite stage music, and it just seems more proper to play the four single guys with linear stages, then the four double guys with branching stages. I believe the latest TAS run also starts with WindMan for some reason, when all the old runs were FlameMan first. Although, there is that E-tank up high... and, you know, save the best music for last...
MM7: You really don't have much choice but to take Burst Man unless you want to make a buster only run.
Er, what do you mean by this? Is BurstMan really that easy without weapons?
Though if you take Freeze man first you can pick up the Super Adapter a bit earlier.
Yeah, that's it! Start with FreezeMan to collect all the items without backtracking! Although it can take a while to learn FreezeMan's pattern.
MM&B: Unless you're just insanely good, I think you HAVE to take on Cold Man first.
Isn't he the only one you can start a complete boss weakness ring with? That would be my reason.