+-+-+-+-+-+-+-+-+
                             | D I G   D U G |
                             +-+-+-+-+-+-+-+-+

             GAME:  DIG DUG
         PLATFORM:  ARCADE
            GENRE:  ARCADE ACTION
          CREATOR:  NAMCO Licensed to Atari Copyright 1982
AUTHOR OF THIS FAQ:  Kevin Butler AKA War Doc
           E-MAIL:  kevinb(at)technologist(dot)com
      FAQ VERSION:  1.01

-------------------------------------------------------------------------------

                             TABLE OF CONTENTS

   UNIT   I:  INTRODUCTION

1.  Legal Stuff
2.  Version Information
3.  Acknowledgements
4.  Welcome
5.  Overview

   UNIT  II:  GAME INFORMATION

6.  The Game

   6.1  The Controls
   6.2  The Playing Field
   6.3  Scoring

   UNIT III:  STRATEGIES

7.  Playing the Game

8.  Secrets

   UNIT  IV:  CONCLUSION

9.  Conclusion

_______________________________________________________________________________

To find a particular chapter or subchapter do the following:

1.  Highlight the chapter or subchapter name you wish to find.
2.  Press CTRL-C
3.  Press CTRL-F
4.  Press CTRL-V
5.  Press CTRL-F
5.  You will arrive at the desired chapter or subchapter.

_______________________________________________________________________________

                               **************
********************************* U N I T  I **********************************
                               **************
+=================+
| 1.  LEGAL STUFF |============================================================
+=================+

This guide may not be reproduced under any circumstances except for personal
private use.  It may not be placed on any web site or otherwise distributed
publicly without advanced permission from the author.  Use of this guide on
any other web sit or as part of any public display is strictly prohibited, and
a violation of copyright.  All content in this guide is Copyright 2003 by
Kevin Butler.  Only the sites listed below have permission to publish this
work or to display it:

www.gamefaqs.com
www.cheats.de
faqs.ign.com

If you wish to put this guide on your site, e-mail me and ask.  Save yourself
the headache of putting up with lawsuits and whatnot because you failed to ask
a simple "Can I post your guide on <insert site>?".  If you wish to use info
in this guide, please acknowledge that you have done so.

If you see this guide on any other site then the one listed above, please
e-mail me.  If you wish to ask questions or give input to this guide, please
e-mail me.  Just have Dig Dug as the subject so I know it isn't another kooky
vendor trying to sell me hair gel or another XXX site telling me I have new
friends.

+=========================+
| 2.  VERSION INFORMATION |====================================================
+=========================+

Version 1.0   9/29/03:  A guide is born.

Version 1.01  9/30/03:  Fixed some errors.

+======================+
| 3.  ACKNOWLEDGEMENTS |=======================================================
+======================+

The following are a list of people or organizations that have made this FAQ
possible:

My wonderful family (who has had to put up with the tapping on the keyboard)
Namco for making a great arcade game
GameFAQ's for putting up this FAQ

+=============+
| 4.  WELCOME |================================================================
+=============+

Welcome to my FAQ for Dig Dug.  Since the game has you continuously playing
through areas until all your men are killed, there is no walkthrough per se.
Instead it will be broken up into the game itself and strategies for
survival.  Input is appreciated along with constructive criticism.  If you wish
to e-mail me thoughts on this FAQ, better ways of doing things, other
strategies, etc., feel free.  Make sure you put Dig Dug as the subject.  If you
don't, I'm liable to discard the e-mail as spam.

+==============+
| 5.  OVERVIEW |===============================================================
+==============+

Dig Dug was a game that used the Pac-Man formula in a different way.  By 1982,
Namco was doing business with other American companies that were big in the
arcade business.  Their partnership with Midway resulted in Pac-Man becoming
not only a runaway hit in Japan, but also in the United States.  Their short
partnership with Atari released such well known games such as Pole Position and
Xevious.  Atari was already a household name when they partnered up with Namco.
Besides Pac-Man, Namco's partnership with Midway yielded Galaxian and Galaga.
After these partnerships were over, Namco had firmly established itself in the
arcade industry that they were releasing titles under their own name.  To this
day, Namco is either releasing new arcade games or it is releasing old classics
for the different gaming systems.  Good luck as you tunnel through the ground
for new riches.

                              ***************
******************************** U N I T  II **********************************
                              ***************

+==============+
| 6.  THE GAME |===============================================================
+==============+

Dig Dug is a two-dimensional, action game.  You play as the character Dig Dug.
Your mission is to dig tunnels throughout the ground you are in.  This, of
course, isn't going to be without its hazards.  Two monsters are around to
constantly harass Dig Dug as he makes his tunnels.  You have the round, orange
monster with goggles on called a Pooka.  The other monster is a green, dragon-
like monster that spits fire called the Fygar.  These two types of monsters
will be constantly following Dig Dug as he burrows.  All is not lost for Dig
Dug.  He has a couple of weapons at his disposal.  First, he has a pump which
can cause the monsters to explode if he pumps them up too much.  His other
weapon is within the ground itself.  This weapon is the rock which he can drop
on his pursuers.  Along the way, Dig Dug can also collect bonus items to
further increase the score.  With 256 levels to tackle, it's no wonder that
mining can be a dangerous endeavor.

____________________
/ 6.1  The Controls /__________________________________________________________
--------------------

The controls on this game are very easy.  It may, though, take just a little
bit of time to get used to them.

-  A four-way joystick (up, down, left, and right)

-  A pump button

__________________________
/ 6.2  The Playing Fields /____________________________________________________
--------------------------

Dig Dug actually consists of one type of playing field.  I have included an
example of what this field looks like (larger then regular size):

   +-------------------------------------------------------------------+
   |                                                                   |
   |                                                                   |
   |-------------------------------+   +-------------------------------|
   |                               |   |                               |
   |                               |   |                               |
   |                               |   |         /-_--------\          |
   |       /-- <-ROCK  __         LAYER 1       | ( )<-POOKA |         |
   |     /    \       /  \         |   |         \----------/          |
   |     \---/        |  |         |   |                               |
   |                  |  |         |   |               __              |
   |                  |  |         |   |              /  \             |
   |------------------|  |---------|   |--------------|  |-------------|
   |                  |  |         |   |              |  |             |
   |                  \__/         |   |              |  |             |
   |                              LAYER 2             |  |             |
   |                               |   |              |  |             |
   |                          +----+   +----+         \__/             |
   |                      DIG DUG->( )_\    |                          |
   |                          |    / \ /    |                          |
   |--------------------------+----AREA WHERE--------------------------|
   |                             PRIZE APPEARS                         |
   |                                                                   |
   |            /-----__-----\                                         |
   |           |     /  \<-FYGAR  LAYER 3                              |
   |           | ___/_ /     |                                         |
   |            \-----------/                                          |
   |                                                                   |
   |-------------------------------------------------------------------|
   |                                                                   |
   |                                                                   |
   |                              LAYER 4                              |
   |                                                                   |
   |                                                                   |
   |                                                                   |
   |                                                                   |
   |___________________________________________________________________|
   |                                                                   |
   | DIG DUG'S LEFT                                        ROUND #     |
   +-------------------------------------------------------------------+

You control Dig Dug on this screen.

_______________
/ 6.3  Scoring /_______________________________________________________________
---------------

Scoring in this game is relatively complicated due the dirt layer a monster is
at and also how you kill said monster.  In addition, you even get points for
"eating" dirt.

                    Over-inflating (bursting) monsters:

                       +-------+---------+--------+
                       | LAYER | MONSTER | POINTS |
                       +-------+---------+--------+
                       +-------+---------+--------+
                       |   1   |  POOKA  |   200  |
                       +-------+---------+--------+
                       |   2   |  POOKA  |   300  |
                       +-------+---------+--------+
                       |   3   |  POOKA  |   400  |
                       +-------+---------+--------+
                       |   4   |  POOKA  |   500  |
                       +-------+---------+--------+
                       |   1   |  FYGAR  |   400  |
                       +-------+---------+--------+
                       |   2   |  FYGAR  |   600  |
                       +-------+---------+--------+
                       |   3   |  FYGAR  |   800  |
                       +-------+---------+--------+
                       |   4   |  FYGAR  | 1,000  |
                       +-------+---------+--------+

NOTE:  If you over-inflate a Fygar vertically, you only will get 1/2 the listed
      points (same points as a Pooka on that layer).  This is due to the fact
      you aren't risking your life dealing with Fygar's flame breath.

                        Dropping rocks on monsters:

                           +---------+--------+
                           | CRUSHED | POINTS |
                           +---------+--------+
                           +---------+--------+
                           |    1    |  1,000 |
                           +---------+--------+
                           |    2    |  2,500 |
                           +---------+--------+
                           |    3    |  4,000 |
                           +---------+--------+
                           |    4    |  6,000 |
                           +---------+--------+
                           |    5    |  8,000 |
                           +---------+--------+
                           |    6    | 10,000 |
                           +---------+--------+
                           |    7    | 12,000 |
                           +---------+--------+
                           |    8    | 15,000 |
                           +---------+--------+

                 You get points for collecting the prizes:

                    +---------+-------------+--------+
                    | ROUND   | PRIZE       | POINTS |
                    +---------+-------------+--------+
                    +---------+-------------+--------+
                    |    1    | CARROT      |    400 |
                    +---------+-------------+--------+
                    |    2    | RUTABAGA    |    600 |
                    +---------+-------------+--------+
                    |    3    | MUSHROOM    |    800 |
                    +---------+-------------+--------+
                    |  4 &  5 | CUCUMBER    |  1,000 |
                    +---------+-------------+--------+
                    |  6 &  7 | EGGPLANT    |  2,000 |
                    +---------+-------------+--------+
                    |  8 &  9 | BELL PEPPER |  3,000 |
                    +---------+-------------+--------+
                    | 10 & 11 | TOMATO      |  4,000 |
                    +---------+-------------+--------+
                    | 12 & 13 | ONION       |  5,000 |
                    +---------+-------------+--------+
                    | 14 & 15 | WATERMELON  |  6,000 |
                    +---------+-------------+--------+
                    | 16 & 17 | GALAXIAN    |  7,000 |
                    +---------+-------------+--------+
                    | 18 & UP | PINEAPPLE   |  8,000 |
                    +---------+-------------+--------+

When you are digging a new tunnel, you get 10 points per 5/8 inch dug.

You start with 1, 2, 3, or 5 lives.  Depending on the machine set up, you get
a free man for the following scores:

10,000 points
10,000 and 40,000 points
20,000 and 60,000 points
20,000 and 70,000 points
10,000, 40,000, and every 40,000 points
10,000, 50,000, and every 50,000 points
20,000, 60,000, and every 60,000 points
20,000, 70,000, and every 70,000 points

NOTE:  After 900,000 points, the games quits awarding free men.

You also may continue, for another quarter, from your present round once your
last man is killed.

                              ****************
******************************** U N I T  III *********************************
                              ****************

+======================+
| 7.  PLAYING THE GAME |=======================================================
+======================+

When you start the game, Dig Dug will dig a downward vertical shaft into a
chamber.  The floor of this chamber is the top of the third layer.  It is your
job to dig tunnels and keep the monsters busy.  This won't be an easy task
since the monsters will attempt to surround Dig Dug and permanently end his
mining career.

-  You will have a two second delay before the round starts.  It shows Dig Dug
  digging his vertical tunnel down to his starting area.  Take this time to
  see where all the monsters are and figure out the best course of action to
  take them out.

-  Knowing the behavior of the monsters is a crucial element of this game.
  Pookas travel a bit faster then Dig Dug and tend to run him down.  Fygars
  don't have the speed but they make up for it with their fiery belch.

-  Dig Dug travels slower when he is busy carving tunnels

-  Know the rules of dropping rocks:

  -  Rocks will wobble for about a second before they drop.

  -  Rocks drop immediately when you cut a horizontal tunnel under them.

  -  In vertical tunnels, the rock will stay in place as long as Dig Dug is
     facing it and moving.

  -  When you drop two rocks, the prize will appear.

-  Don't waste your rocks on only one monster.  Try to get as many monsters
  crushed as possible.  The best way to accomplish this is:

  -  Try to dig long, vertical tunnels under the rocks.  Don't dig all the way
     to the rock or you will waste it.

  -  Try to get the monsters to follow you.  Sort of a "follow the leader"
     type thing up that vertical tunnel.  This will be especially important in
     the later rounds.

  -  If the monsters are spread out a little, do a couple of pumps on the
     monster that is close.  This will only stun it and allow the others to
     catch up.

  -  Right before they get Dig Dug, dig the rest of the way then head off left
     or right.  The long, vertical shaft will prevent their escape and get you
     big points.

-  After round 12, the rounds repeat in a series of four (means 6 cycles of
  repeating rounds).  After round 36, the monsters move at twice the speed.
  In addition, the monsters get "smarter" by avoiding potential traps you set.
  This is why digging long vertical tunnels under rocks is a must.

-  Avoid killing the monsters by bursting them.  If you don't have a choice,
  try to do in the lower layers since you get more points that way.

-  The pump is better utilized as a delay mechanism.  Inflating a monster with
  two pumps will immobilize it for about two seconds.  With two monsters, you
  can pump one up, move back a little and pump the other one up.

-  Monsters can be released from their pens in one of two ways:

  -  You open up their pen by digging it open.

  -  They turn into "ghosts".  While they are ghosts, all you will see are
     their eyes and possibly mouths.  They will rematerialize as soon as they
     get into a tunnel.

-  Watch out for the fiery breath of the Fygar.  They not only can let loose
  down a horizontal tunnel, they also can send their fire through thin layers
  of dirt.  The best defense when caught in a horizontal tunnel with a Fygar
  is to immediately go up or down to avoid their breath.

-  The Pookas have a tendency to try to surround Dig Dug.  Usually they will
  try to trap him from the front and behind.  Watch the Pooka "ghosts" to make
  sure that they are not heading toward an area that you are currently
  tunneling in.

-  It is possible to find patterns for the different levels, but it also is
  difficult since there isn't a well-defined maze to work with (like in Pac-
  Man).

-  When there is one monster left, it will attempt to escape rather then
  continue to pursue Dig Dug.  You can chase him to get the points or let him
  go.  Regardless, the game will advance to the next round.

-  In the later rounds, it is much more profitable to collect the fruit then
  try to drop rocks on the monsters since they move so quickly.

+=============+
| 8.  SECRETS |================================================================
+=============+

Dig Dug only has one secret.  It deals more with timing then anything else.  I
call this the "eat dirt" secret.

-  You should try this before round 36 since everything speeds up.

-  Get the game down to two Pookas.  If you only leave one, it will escape thus
  ending the round.

-  This works best in horizontal tunnels under the rocks.

-  Get a Pooka to follow you, inflate as necessary to delay him a little.

-  Right when you are next to the rock, inflate the Pooka once to just delay
  him.  When he moves at your character again, move under the rock.

-  Quickly turn around and start pumping the Pooka up.  Using the delay of the
  rock dropping, you should be able to cause the Pooka to burst at the same
  time the rock drops on him.

-  If you are successful, then the other Pooka will disappear and you can amuse
  yourself digging out tunnels all day long in the dirt.  To return the game
  back to normal, drop another rock and you will go into the next round.


                              ****************
********************************  U N I T  IV *********************************
                              ****************

+================+
| 9.  CONCLUSION |=============================================================
+================+

Dig Dug was an oddball arcade game amongst all the space shooters.  Granted,
Pac-Man had only come out a couple of years before and it was a big hit.  Of
course, after a while, though, the Pac-Man craze died down.  When I saw this
game in the arcade, I figured I would give a quick try, never anticipating that
it would become very addictive.  I mean, c'mon, it only had two different kinds
of enemies and there weren't that many of them.  Little did I know that this
quick try developed quickly into a great fondness for this game.  Although we
tried to devise some kind of patterns, these usually required precision timing
which was something one didn't always develop on this game.  The biggest
challenge was getting the monsters to work with, instead of, against you.  This
game was definitely in a class by itself.  Unfortunately, it is very rare to
find this machine anywhere.  However, through the miracle of emulation, a whole
new generation is realizing what we "old" folks enjoyed those many years ago.
In addition, www.shockwave.com is bringing many of these classic games back.
Check out their site to see what ones are there.  I hope this guide helps you
in being able to get the most amount of gameplay for this game.  If you do have
other ideas or thoughts, please e-mail me and share them.  Who knows, maybe
I'll start a Q&A Chapter in this guide if enough people ask the same questions.
Anyway, thank you again for reading this guide.

To see other FAQ's I have written please go to:

          http://www.gamefaqs.com/features/recognition/32691.html

          ~~~  No trees were harmed in the making of this FAQ ~~~