Designed by David Rolfe, it puts the player at the bottom of a screen split into lanes, sliding sideways between them while firing upward at waves of ships descending along those same tracks, until a mothership shows up at the end of each sector. Organizing shooter chaos into fixed lanes — very much in the spirit of what Tempest did in arcades — gives it a rhythm distinct from the console's typical ship-blaster.
It's still cited as one of the sturdiest shooters in the 2600's late catalog, at a point when Activision was already squeezing the hardware far beyond anything Atari had imagined back in 1977.

If you liked this one