Gray Chang is the author of such classic
Atari 8-bit games as Dog Daze and Claim Jumper. I tracked down Mr. Chang who
agreed to do an interview.
Was the Atari 800 your first computer?
Yes. It was 1981, and I really wanted to program games because I was so impressed
by an arcade game called Missile Command. Due
to lack of experience, I was not successful in getting a paying job as a game
programmer, so I decided to buy a computer and program games as a hobby. I
didn't expect to earn a living at it.
At that time, the Atari 800 was the computer with the most advanced graphics and sound capabilities. It cost about $1,000, a real extravagance for me in 1981. The Atari had a 1.7 MHz CPU, 16K (not 16 Megs) of RAM, no monitor, and no disk drive, not even a floppy.
At that time, the Atari 800 was the computer with the most advanced graphics and sound capabilities. It cost about $1,000, a real extravagance for me in 1981. The Atari had a 1.7 MHz CPU, 16K (not 16 Megs) of RAM, no monitor, and no disk drive, not even a floppy.

Dog Daze was your first game and was
submitted to the Atari Program Exchange
(APX). What was the submission process like?
Most programmers mailed in their submissions, but I was close enough to their
offices in Sunnyvale, California to call on them personally. I brought in
my preliminary version of Dog Daze to
demonstrate, and a small crowd quickly formed around the computer. Everyone
could see that it was well-programmed, with smooth animation and lively
sounds, and that it was easy and fun to play.
The APX folks helped me a lot. They set up a meeting with Chris Crawford, the respected Atari game designer, to help with a small technical problem. Chris gave me a copy of De Re Atari , an extremely useful Atari computer reference manual that I didn't know existed.
One early problem was that the screen would fill up with too many claimed hydrants. I was trying to decide how to get rid of them, when someone at APX suggested that a car could come by once in a while and knock them out. As you know, that is exactly what I implemented. The car turned out to be an exciting and well-liked feature.
The APX folks helped me a lot. They set up a meeting with Chris Crawford, the respected Atari game designer, to help with a small technical problem. Chris gave me a copy of De Re Atari , an extremely useful Atari computer reference manual that I didn't know existed.
One early problem was that the screen would fill up with too many claimed hydrants. I was trying to decide how to get rid of them, when someone at APX suggested that a car could come by once in a while and knock them out. As you know, that is exactly what I implemented. The car turned out to be an exciting and well-liked feature.
Most of your games feature a dog theme. Have you owned many dogs? ;)
No, the reason for the dogs has to do with the computer hardware. Because
Dog Daze is a two-player game, there
was a shortage of "players" (computer-generated shapes) available to build
larger shapes. So whatever kind of player shape I was going to draw, it
had to be no more than eight pixels wide, and all one solid color. I tried
making spaceships, but they were crude and boring. Then I thought the
player ought to be an animal, so I just tried to draw what I could. The
shape looked more like a dog than anything else, a Terrier to be
specific. That was what I used.
You quit your regular job to write games full-time when
Dog Daze became a hit. How did you know it
had become a hit?
Dog Daze went on the market in the middle of
the computer game boom, and almost immediately I was earning more in game
royalties than I was earning at my regular job. So it made sense to quit
in order to write more games.
You wrote Claim Jumper under the
Synapse label. Where did you get the
idea for it?

I showed an early version of Claim Jumper
to another Synapse programmer,
William Mataga, of
Shamus fame. He said immediately,
"Hey, this is just like Dog Daze!" And he was
right. The two cowboys running
around are just like the two dogs, just with different shapes. The two cowboys
race for the bar of gold, just like the blue hydrant in
Dog Daze, and the
snakes and tumbleweeds are basically just claimed fire hydrants that move.
There were lots of shooting games in those days, so it was natural for
the cowboys to have gunfights.
Did Synapse have you change the game
much from its original form?
It was really a collaborative effort between myself and the driving
personality at Synapse, a guy named
Ihor Wolosenko. I would meet periodically
with Ihor to show him what I had accomplished since our previous meeting, and
we would decide together what we would keep or change, and what I should
implement next.
Ihor gave a lot of creative freedom while ensuring that each feature would do well in the marketplace. For example, I wanted to de-emphasize the shooting aspect of the game by forcing the cowboys to buy their bullets with the cash they earned. But Ihor correctly insisted that by default, the cowboys should have unlimited bullets so that new players could shoot all they want. The "buy bullets" feature was made into an option.
Ihor gave a lot of creative freedom while ensuring that each feature would do well in the marketplace. For example, I wanted to de-emphasize the shooting aspect of the game by forcing the cowboys to buy their bullets with the cash they earned. But Ihor correctly insisted that by default, the cowboys should have unlimited bullets so that new players could shoot all they want. The "buy bullets" feature was made into an option.

Dog Daze Deluxe was your next game, also
published through APX. What
prompted you to write a sequel?
Mostly it was a lack of inspiration about writing something entirely new.
Dog Daze was very successful and I knew I
could improve it in many ways, most notably by adding a single-player mode
(the computer controls the other dog in a fairly human-like way). In
hindsight, I should have abandoned Dog Daze in favor of
Bumpomov's Dogs or
something else new, as the game market was about to collapse.
Bumpomov's Dogs was your last game. You
mention on your site that you feel it's your best game. Why?
Like Dog Daze and
Claim Jumper, it is a fun game with true
two-player interaction. It has the variety and complexity of
Claim Jumper, but it is as
simple to understand and play as Dog Daze.
Also, the scrolling-splitting-recombining screen is surprising and unique.
What was your best-selling game?
About 10,000 copies of Dog Daze were
sold by APX, and almost as many units
of Claim Jumper were sold by
Synapse.
Claim Jumper earned more royalties
due to the more generous contract offered by
Synapse. Dog Daze Deluxe and
Bumpomov's Dogs did not sell at all due
to the collapse of the computer game market. Later I offered
Dog Daze Deluxe as shareware and received
ONE donation of $5.
What was the hardest technical challenge you remember facing?
I used 6502 assembly language because Atari
BASIC was much too slow to do smooth animation and complex processing.
Most Atari computer owners felt that assembly language was too difficult
and obscure to master, but I found it straightforward. In fact, I enjoyed
the challenge of programming complex algorithms using the very limited
and simple instruction set of 6502 assembly language.
What is your best memory from your Atari days?
Programming games for the Atari was the most exciting and rewarding job
that I ever had. It was tremendously satisfying to know that thousands of
people were enjoying my creative work. I especially enjoyed the laughter
of children playing Dog Daze. I would
often go to computer stores just to find my games on the shelf. I
became a minor celebrity among Atari computer owners.
Several years later, I mentioned to a co-worker that I once wrote a computer game called Dog Daze, and a guy in the next cubicle popped his head over the wall and exclaimed "YOU wrote Dog Daze?"
Several years later, I mentioned to a co-worker that I once wrote a computer game called Dog Daze, and a guy in the next cubicle popped his head over the wall and exclaimed "YOU wrote Dog Daze?"
Thanks for taking the time to do this interview and thanks for all the
happy memories your games have provided!
You are welcome. Please direct your readers to my
web site to download and
play Bumpomov's Dogs (or any of my
other games) for FREE!
Thank you to Mr. Chang for taking the time for the interview! Please visit
his website here!.