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Dig Dug

Dig Dug is a 1982 maze video game developed and published by Namco for Japanese and European arcades; it was distributed by Atari, Inc. in North America. The player digs underground tunnels to attack enemies in each level, by either inflating them to bursting or crushing them underneath rocks.

Dig Dug was planned and designed by Masahisa Ikegami with help from Galaga creator Shigeru Yokoyama. It was programmed for the Namco Galaga arcade board by Shouichi Fukatani, who worked on many of Namco's earlier arcade games, along with Toshio Sakai. Music was composed by Yuriko Keino, including the character movement jingle at executives' request, as her first Namco game. Namco heavily marketed it as a "strategic digging game".

Upon release, Dig Dug was well received by critics for its addictive gameplay, cute characters, and strategy. During the golden age of arcade video games, it was globally successful, including as the second highest-grossing arcade game of 1982 in Japan. It prompted a long series of sequels and spin-offs, including the Mr. Driller series, for several platforms. It is in many Namco video game compilations for many systems.

Dig Dug is a maze video game where the player controls the titular protagonist, Dig Dug (Taizo Hori), to eliminate each stage's enemies: Pookas, red and spherical beings that wear comically large goggles; and the draconic Fygars, which breathe fire. Dig Dug can use an air pump to inflate them until they explode or crush them to death under falling rocks. When the air pump is activated, Dig Dug will stop moving and throw the end of the air pump forwards, where it may catch onto an enemy. If an enemy is hit, they are frozen in place and the player can repeatedly press the air pump's button to inflate them. If no action is taken for a while or the player moves, the air pump disconnects and the action is cancelled, but the enemy will begin to deflate and will be stunned until fully deflated. Rocks are unable to be dug through but will fall after a short period of time after the tile directly beneath them is removed by Dig Dug and he moves from the position, though he can still be crushed. Falling rocks are destroyed once they land on a tile. Bonus points are awarded for squashing multiple enemies with a single rock and dropping any pair of rocks in a stage yields a bonus item, which can be eaten for points. Once all the enemies have been defeated, Dig Dug progresses to the next stage.

Enemies can move through tiles, where they are represented in the form of ghostly eyes, and are invulnerable, slowed and unable to attack, and will then return to being solid once in an empty space, whether that space is their destination or is along the way. The enemies can either do this to reach Dig Dug when they would otherwise be unable to or to escape from the stage as the last enemy. As enemies are defeated, the enemies eventually become faster and more aggressive, until the last one then attempts to escape on either side of the screen at the top of the stage. To escape, enemies will move straight up through any tiles before walking towards the nearest screen edge on the surface.

The game has 255 stages. Later stages vary in dirt color, while increasing the number and speed of enemies. Lives are lost upon touching a foe, Fygar's fire or getting squished by a falling rock, but players are given extra lives during the game. At round 256, the game experiences an 8-bit integer overflow bug and attempts to instead load round 0. Doing so causes level generation to misbehave, and the game spawns a Pooka inescapably on top of Dig Dug, draining the player of all their lives and ultimately ending the run. This kill screen is the ending of Dig Dug in most versions of the game, but a later Atari release patched this bug and instead allows infinite play.

Dig Dug was planned and designed in 1981 by Masahisa Ikegami, with help from Shigeru Yokoyama, creator of Galaga. The game was programmed for the Namco Galaga arcade system board by Shigeichi Ishimura, a Namco hardware engineer, and the late Shouichi Fukatani, along with Toshio Sakai. Other staff members were primarily colleagues of Shigeru Yokoyama. Yuriko Keino composed the soundtrack, as her first video game project. Tasked with making Dig Dug's movement sound, she could not make a realistic stepping sound, so she instead made a short melody. Hiroshi "Mr. Dotman" Ono, a Namco graphic artist, designed the sprites.

The team hoped to allow player-designed mazes which could prompt unique gameplay mechanics, contrasting with the pre-set maze exploration in Pac-Man (1980). Namco's marketing materials prominently referred to Dig Dug as a "strategic digging game".

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