* Their recommended order (and Capcom's) is Cut, Guts, Elec, Ice, Fire, and Bomb.
...for what possible reason would one NOT switch Guts and Cut in that order?
* Suggested order is Air, Metal, Bubble, Heat, Wood, Crash, Flash, and Quick. Sounds about right.
Sounds nowhere NEAR right to me, but then MM2's weakness cycle is pretty wonky. Nevertheless, I do Air, Crash, Flash, Quick, Metal, Bubble, Heat, Wood.
* Suggested order is Top, Shadow, Spark, Magnet, Hard, Gemini, Needle, and Snake.
At least the weapon effects make sense this time. But IMHO anyone who tackles Gemini first out of the final three is out of their [tornado fang]ing mind. He's the toughest of the eight to buster-only. I start with Needle; assuming he doesn't land on top of you his attacks aren't too tricky, and his stage has a free E-Tank just in case.
I remember a few things from the NES Game Atlas
Oh man, THAT brings back memories. Rock Monster, the Quick Man beams that don't exist, fun stuff there. They also backed the whole Break Man training idea, too.
And they're also oblivious to Top Spin on Gamma, IIRC, claiming that only Search Snake works. Funny thing is my brother tipped me off about Top Spin before we ever got that book. Didn't know Search Snake worked before then.
For that matter, I don't think they cover weakness weapons on ANY of MM3's fortress bosses. I didn't even know about Search Snake on MM3's clones until last console generation. And all they tell you about Rock Monster/Yellow Devil is that you don't have Elec/Thunder Beam (and they referenced it in MM1 without referencing the pause trick).
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