This was done on the US romset (Fighter & Attacker). As far as I can recall, there are no differences between the Japanese & American romsets.
This game is super interesting from a design perspective. While first impressions may get someone to say that its a generic military shmup playing off of Xevious gameplay mechanics ( a primary shot for foreground targets and a secondary shot for ground targets), there is quite a bit of strategy to figuring out optimal routing since killing ground-based targets can yield prisoners which each have a 2k score bonus as a end of stage bonus, bosses with multiple parts/ additional enemies that you can milk for a limited time, and positioning to take out enemies before they become a threat.
Popcorn enemies in this game can be somewhat predicable if left alive, especially from stage 3 onwards. To deal with their patterns, you’ll find that diagonal maneuvers are a big key to avoiding damage, since I think the hitbox is a bit more lenient, and it becomes
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