Link to video
This game is, to say the least, very weird. That's about all I have to comment on it. P2 because of faster horizontal movement.
A particular trick which is hard to spot but makes the game much more interesting is what I call ghosting. The diagonal missiles are an interesting subweapon, much more than any other weapon in the game, and they are also ridiculously powerful. However, their functionality wasn't implemented very well, and they are also ridiculously broken..
ZZZ uses bullet scoring (pretty much the bane of my existence): hit an enemy, you get 10 points. Kill an enemy, you get their base value as score. That's about it in terms of scoring. However, it gets a little more interesting with diagonal missiles, and their interaction with other enemies.. The diagonal missile has a 'grinding' mechanic where it will, after its initial explosion, continue its path. Combine this in conjunction with broken hitboxes, and you now have an interesting mechanic: what if it was possible to trigger grinding of your missiles without actually killing the enemies? This didn't prove to be successful in most cases, but it was succesful in one case: the moving black helicopters.
As far as I've been able to notice, certain types of moving black helicopters actually move slightly ahead of their hitbox. Normally, this would be a one hit kill with all weapons, but if we hit the 'grinding' hitbox with the heli's hitbox, a rather surprising result happens: you get points without dealing damage at all (a whooping 10 points). This can be taken even further by managing to hit the actual missile itself off the displaced hitbox, for a huge 100 points without killing the helicopter at all.
This ghosting mechanic is very hard to optimise, and does not give many points, but I still optimised it as much as I could because it made for a more interesting run.