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Dig Dug II (New Ver.)

| 1985

Release type:
Units produced: Namco
Controls/Input Device: Control(joy4way), Buttons(2)
Number of Players: 2
More Creator:
More Coder/Software:
License from/Copyright:
SoundMix: Mono
More Graphics/Artwork:
More Music/Sound:
Acting Talent involved:
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MAME folder name: digdug2

Display: raster 288x224 @ 60.61Hz (60.61 pixclock)
Sound: 1 channels

Emulated in MAME via driver mappy.c:
Status: good; Emulation: good
Graphic: good; Sound: good; Color: good
Palette size: 512; Savestate: unsupported

d21-3.3m with 256kb
sha1:f4f02977130110be52f4dd82fc3c0d02f45778b9 crc:e0074ee2
d21-5.5b with 32kb
sha1:77e840d10ab59708a051c3b15305b33d431ee06d crc:9b169db5
d21-6.4c with 256kb
sha1:bd6bd641c9f220b6a2cc414a1117d5c089571400 crc:55a88695
d21-7.5k with 256kb
sha1:30a4593726f5a4791e0812fd593e592087e730e3 crc:9c55feda
d21_4.1k with 8192kb
sha1:0e46204089cc6e5ffab0d2a62f9a1728f8c35948 crc:737443b1
d21_5.3b with 4096kb
sha1:c9a54df22b0b92efbe7417a00200587225906b46 crc:afcb4509
d21_6.3m with 16384kb
sha1:004fba630018dbf03c4b0e284c98077e19fface3 crc:df1f4ad8
d21_7.3n with 16384kb
sha1:77d8d8e6039272f73e63c8f76084138ec613365a crc:ccadb3ea
d23_1.1b with 16384kb
sha1:698a5c425e23627331d85216a4edee9c391e5749 crc:40e46af8
d23_3.1d with 16384kb
sha1:d6796479ebb00081e9ae281380a4ce75f730766e crc:cc155338
Mameinfo.dat entry:
0.37b10 [Yochizo]


- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.

- 0.147u1: Fixed maincpu rom loading.

- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.

- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.

- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.

- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.

- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.

- 25th April 1999: Dumped Omega Fighter Special.

LEVELS: 8 (restarts once)

Other Emulators:

* FB Alpha


* Raine

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Romset: 2016 kb / 8 files / 457.8 zip

Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
History.dat entry:
Dig Dug II (c) 1985 Namco.

For this sequel to the 1982 classic, "Dig Dug", Namco changed the game's perspective from a sideways viewpoint, to an overhead one. Action now takes place on a series of small islands.

The gameplay itself retains much from its predecessor, with players still armed with a pump that allows them to inflate and burst the enemies. For this sequel, however, Namco also introduced ground-based charges. Players can activate the charges in order to join them up with other charges, represented on screen by the appearance of trenches. Once a line of charges is linked to two of the island's edges, the charges will detonate and destroy a piece of the island, killing any enemies that happen to be standing on the piece when it's destroyed. Players must be careful not to be standing on a piece that is destroyed, or they themselves will be killed.


Game ID : D2

Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG

Players : 2
Control : 4-way joystick
Buttons : 2
= > [1] Pump, [2] Drill


Dig Dug II was released in March 1985 in Japan.

The main character of Dig Dug has a name in Japan, 'Taizo Hori', a pun based on the phrase 'Horitai zo', or 'I want to dig!'.


* Learn the lay of the land: On your first visit to any island, try to take as much time to study it as possible. Concentrate on eliminating enemies with your pump, and try to leave at least two enemies until you are done studying the island. Look for ground pegs that you can take advantage of, and create landslides with. Once you have played any island at least twice, you should be familiar enough with it to execute your plan to create a landslide as soon as you start. If you miss the opportunity to do it early on, you may have to spend more time luring enemies away from the site and bring them back when you are ready.

* Landslides are easier in the beginning: The early rounds are obviously easier than the later ones, and they are designed to maximize landslide opportunities. As you are playing further in the game, you will begin to notice that it will become harder to find an obvious landslide situation and you will have to become more creative. When you are familiar with the early rounds, take advantage of the easy landslide setups to give your score a nice boost. And don't forget, three landslides earns you a bonus vegetable which helps your score out as well. As you progress through the game, switch to relying on your pump for easier kills.

* Cracks are your best defense: You should remember that unless Pookas or Fygars become ghosts, they cannot cross over the cracks. Even if you cannot necessarily use a peg to create a landslide, you can still use them to create cracks in the ground and generally make it more difficult for enemies to get around. In some cases, you can use cracks to break up a pack of Pookas that have bunched together. In other cases, you can create a "fence" of cracks, and leave one section alone as a "gate". Then you can lure all of the enemies behind the fence and close the gate by creating the last crack and watch them all drown in the sea as the point value you earned for doing so flies across the screen. Remember, however, that a determined enemy can become a ghost and begin floating over a crack very slowly. Always be on the lookout and never stay in one section for too long. Dig Dug is never totally safe.

* Later rounds: It takes more skill than strategy to win in the later rounds. Landslide opportunities are severely limited, and the multitude of enemies start coming at you very quickly. You must use the pegs to create cracks that you can use as a line of defense. The enemies will gather together, and you may need to use the pump stall technique learned in the first Dig Dug (where you had to pump up an enemy to stall them and safely pass through them) in order to get away a lot of the time. When you put some distance between you and the pack of enemies, find a crack to stand behind and pump enemies from behind the line until one becomes a ghost. If you're fast enough, you can kill one enemy, and start pumping the ghost before it reaches you. If not, or if there are too many ghosts coming at you, you should prepare to run away, and find another hiding spot. Thorough knowledge of the island layout can help you set up two safety zones if you need to run back and forth, but you should always be careful not to accidentally run into any enemies.

* Easter Egg (works on the new version only, old version doesn't have it) :
1) Enter service mode.
2) Select sound 1B.
3) Press the service switch to display the grid and enter the following sequence : Down(x2), Right, Left(x2), Down(x2), Left(x3), Up(x2).
4)Press the service switch again. Some music will play and 'DIGDUGII (c) 1985 NAMCO LTD.' will be slowly drawn on the screen.

* Pause/Resume : When the 'freeze' dip switch is on, at the beginning of the game select starting level with joystick Up/Down, then press the Drill button. During the game, press the Start button to pause/resume.


1. Dig Dug (1982, ARC)
2. Dig Dug II (1985, ARC)
3. Dig Dug Arrangement (1996, ARC): part of "Namco Classics Collection Vol.2"
4. Dig Dug Deeper (2001, PC)
5. Dig Dug Arrangement (2005, PSP): part of "Namco Museum Battle Collection"
6. Dig Dug - Digging Strike (2005, DS)


Music by : Junko Ozawa


* Consoles :
Nintendo Famicom [JP] (April 18, 1986) "Dig Dug II [Model NDDII-4500]"
Nintendo NES [US] (December 1989) "Dig Dug II - Trouble in Paradise [Model NES-I2-USA]"
Nintendo Famicom Disk [JP] (August 31, 1990) "Dig Dug II [Model NDS-DD2]"
Microsoft XBOX 360 [US] (November 4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Microsoft XBOX 360 [EU] (May 15, 2009) "Namco Museum - Virtual Arcade"
Microsoft XBOX 360 [AU] (June 4, 2009) "Namco Museum - Virtual Arcade"
Microsoft XBOX 360 [JP] (November 5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
Nintendo Wii [US] (November 16, 2010) "Namco Museum Megamix"

* Handhelds :
Sony PSP [US] (August 23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
Sony PSP [EU] (December 9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
Sony PSP [JP] (February 23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]"
Nintendo DS [US] (September 18, 2007) "Namco Museum DS [Model NTR-YNME-USA]"
Nintendo DS [JP] (October 11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
Sony PSP [KO] (November 8, 2007) "Namco Museum Vol.2"
Nintendo DS [EU] (February 29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"

* Computers :
Sharp X68000 [JP] (February 24, 1995) "Dig Dug I & II"
PC [MS Windows, CD-ROM] [JP] (June 9, 1998) "Namco History Vol.3"


Edit this entry: http://www.arcade-history.com/?&page=detail&id=638&o=2

Licensed from Alexis Bousiges under a CC Attribution 3.0 License
cheat.dat entry:
00000000 1703 00000006 FFFFFFFF Infinite Lives
20800000 AC00 00000020 FFFFFFFF Invincibility You die though when you fall into the sea
20810000 B2FE 00000020 FFFFFFFF Invincibility (2/2) 1st = Enemy, 2nd = Fire
20900000 E5CE 00002079 FFFFFFFF Skip RAM/ROM Check It's better to use together with Pre-Enable

Credit Pugsy's MAME Cheat file