Reviews from

in the past


This is Dig Dug without the DIg... so I guess it' just DUG

The idea of taking this Namco icon with really dstinct gameplay idea nad just... get rid of it almost entirely is indeed weird, but honestly
The final result is not the worst thing in the world.
You got Dug, stuk in a island or something, and e is gonna kill all of the enemies near him, either by pumping them to death, or by literally dig the grounnd around them to make them fall in water. It's a weird blend that combine pump action and enemy swarimng with map manipulation... which in a sense is still the core of OG Digdug

It's a simple concept but the game plays a lot with it: I especially remember Stage 10 (I am pretty sure was that one), where you got an island made of 2 sections: you are on the left alone, and on the right you got a whole squad of like 10 enemies ready to beat you up.... figure how to destroy your own part of the island to trap them all.

But aside from these fun gimmick stages, the game doesn't really evolve from that: enemies never change, challenges are not that impressive after a while and the formula quickly becomes repetitive.

It' not a bad experience, just a bit of a mediocre one.

Also Digdug life icon reminded me of the Amogus crewmate, I dunno why

It’s nifty how companies made sequels to Arcade titles.

It’s all the same but different, same Dig Dug, same inflation mechanic, however this time Dig Dug is above ground stranded on a series on island stages. Foes can be sunk by drilling across fault lines, sorta like sectioning off enemies in QIX.

It’s not bad, very much a ‘85 arcade title with a NES adaptation. I wasn’t sold on it.

why the hell did they think grid-based movement would be a good idea in a game like this

Rather than digging into the ground this time, you break off chunks of island to dispose of your enemies, though you can still also blow them up like a balloon. It's an ok change up from the first.

in this one you break off the island. it's not quite digging a hole, but it's still pretty good.


This isn't an improvement over the original. There are still only two enemy types and the perspective change doesn't add anything.

Money isn't worth as much as it used to be, google "Inflation" to find out more

This is a franchise that is considered a classic of that era, it wasn't made for me.

While the first one was underground, the second game of that franchise is now taking place on the surface. This perspective brings a more "puzzledly" aspect to the game.

Instead of just use your pump to blow up enemies (which you also can in this game), you can now sink parts of the island to help you eliminate multiple enemies. While the idea is really good, the execution is poorly made since it's hard to determine which part of the island that will fall using your drill.

There are multiple stages, but the game can be repetitive. I still prefer this one compared to the first one, there's isn't a big gap between the 2.

Game #21 of my challenge

Muito mais difícil do que o anterior, porque os inimigos estão bem mais livres pra correr atrás de você, a fase quase nunca tá toda na tela, e o novo esquema de afundar com parte da ilha e extremamente desafiador porque você não sabe pra onde cortar e até saber, 15 já se amontoaram em cima de você

Even though I loved the original Dig Dug, I couldn't really get into this one. It is similar to the original, except now you are on land, and you have to destroy islands in order to properly take out the enemies, and it isn't exactly that well executed. You choose where you drill which part of the island, but it is hard to determine which part of the island will actually fall depending on what you do. You can still use the pump, but it isn't as useful, so you mostly have to rely on the islands to take them out. So yeah, while I still consider this good, I will definitely take the original Dig Dug over this.

Game #80

Strangely, I've never played the original Dig Dug, but I have played this. At this point, I'm just seeing how long I can go without Dig Dug in my life.

Inflation fetish meets climate destruction.

多分プレイしたはず……

Dig Dug but they removed what made the game fun and unique in the first place. Dig Dug with no digging??? This being on the switch's NES library instead of 1 is a cardinal sin

Dig Dug II was a weird one for me. Like, I still dig (ha!) the classic formula, but being on an island and having to pump up enemies 'til they pop feels way different. It's fun in its own way, just not as good as the original underground adventures.

I genuinely really love Dig Dug 2 I think it’s fun to collapse the islands and any problem with it is also in Dig Dug 1

As nice as the original tbh, both provide a different kind of fun that I enjoy equally.

Not nearly as fun as the original Dig Dug, but it's a competent arcade game.

Dig Dug 2 is a solid game that pretty much completely changes most thing about the original. For starters, instead of a vertical cave system you move along a flat island, which does remove a bit of the beauty of the first whilst also allowing a new gimmick to take place. While you can still blow enemies up like the first, this game allows you to also dig the island in order to make pieces of it sink. This gives significantly more points than killing them normally, especially if you sink multiple enemies in one go with it, so it's a pretty interesting mechanic.

Overall a pretty solid game, though the music is certainly not as iconic as the original's legendary theme. Would recommend if you like arcade stuff, my highscore is 45,800 on Round 9 (which you can easily beat!).

I can excuse some stages being repeated, the sometimes unfair level design, and there being no new enemies or mechanics introduced for 72 levels, however, I draw the line at the silly little DigDug Theater “cutscenes” that play every 18 levels or so being repeated.

Played this and Paperboy 2 for shits and giggles in a recent vc. Did not really enjoy the latter but this was pretty serviceable, if barebones. Far too barebones for 72 levels, really. You'd think at that point it would be better to just keep it going infinitely like most early arcade games rather than have an ending to work towards. Maybe it's just a thing in the NES version. I dunno.

Como todo excelente arcade game, as regras são simples e diretas.

Digdug 2 oferece uma insanidade de níveis (72) enquanto trabalha com suas mecânicas básicas de cavar o chão para destruir parte da ilha junto com os inimigos, ou inflar um a um com sua arma.

A perseguição frenética toma rumos inesperados quando vc consegue cavar no momento certo e destruir diversos inimigos de uma só vez e é interessante como as exacavações parciais criam um labirinto que auxiliam a driblar os inimigos.

Uma tática interessante pra ganhar tempo é usar a arma de inflar só uma vez (tem de segurar pra inflar até explodir). Dessa forma, o inimigo é paralisado momentaneamente dando tempo de desviar de outro que vinha pelo outro lado.

É um jogo que segue a fórmula de arcade e cada nível fica mais e mais complexo e difícil de passar. Eu adorei a mudança radical em relação ao Digdug original, que trabalha com uma perspectiva diferente, dentro do mesmo tema.


Bit of a strange choice to me for the sequel to Dig Dug to essentially remove one of the most interesting elements of its gameplay but I get that a lot of arcade sequels seemed to have an interest in seeing what radical ways they could shift gameplay ideas around to make it feel sufficiently distinct. My main issue really stems more from the fact that the gameplay style they ended up settling on is something that straight up doesn't work even if it's a cool one in theory. Turning each of the huge number of stages of the game into a sort of top down puzzler where you could take out huge chunks of enemy waves by making them sink into the sea with bits of the island. The issue stems from the fact that the enemies are all so aggressive that there's literally no time to actually enact any plans you could come up with, with the stages feeling more about madly killing as many of them as possible before they swarm you than actually putting yourself in some more truly advantageous positions.

You could argue that there's an element of risk-reward to destroying bits of the island with enemies on them, with the way that taking out larger quantities of enemies can often lead to dramatically smaller spaces to avoid the ones that are left, but it is yet another element of the game that feels too far geared against the player. Unless you kill basically all the enemies in the first couple bits of the island you get rid of (something incredibly difficult to do when you're having everyone beeline towards you), it's just a death sentence and doesn't really have any sense of dynamics to it. A big part of the problem comes from the fact that there's no real and easily usable form of crowd control in the game that warrants making you be at a complete standstill whenever you actually want to attack something.

The first game's digging mechanic paired excellently with the slow methods of dispatching things because you could largely control the flow of where things would be for long enough to put you into an advantageous position, rather than in here where you're immediately thrown into the deep end and basically required to not think too hard about interacting with one of the main points of interest that the game could have. That's really my main problem with the game more than the absurd difficulty, the fact that it's almost as if you're encouraged to not properly interact with a lot of the defining characteristics of the game once you get beyond the first few stages, it just makes for a very hollow experience that could have been something way better with a few other tweaks to the design.

Why is it called Dig Dug if he isn't digging?

The gimmick is neat but the game doesn't give you enough time before the mobs enter rush mode to properly set anything up, so the real best tactic is move n pump at the same time. Difficulty is all over the place, sometimes they're Fuck You Squares with 10 enemies while the drill areas are on the other side, others after it will be long hallways where you can easily pump enemies. Also no continues good lord who rushed this out the door?

Look, I get that for older arcade games, having bad difficulty scaling and unfair later levels is part of the design, but playing through these later levels is absolutely dreadful

But even when the game is rolling as expected, it's not especially fun. The music is pretty dreadful as well. It's not the worst arcade game I've played, and 72 unique levels is neat quantity-wise, but when half of them are just getting rushed by a bunch of enemies in a mostly empty stage, it comes down less to puzzle-solving and more comes down to button-mashing

I REFUSE to believe anyone ever saw all 72 levels of Dig Dug II without save states or emulation

This is the kind of sequel games used to get. Like Zelda II or Super Mario Bros. 2, it keeps some of the same basic concepts but ends up feeling like a totally different game. We're not digging down anymore, were slicing chunks off of islands and micro-continents, baby!

It's kind of cool as a novelty for fans of the first game, but the only time it feels better than the original Dig Dug is when you manage to lop off 40% of a landmass, sending a baker's dozen or so demons down with it to establish New Atlantis. It feels far more unfair than its predecessor, with inescapable ambushes aplenty. I never could have finished this without retrying levels over and over again on NSO. Pretty sure I beat it out of pure spite. Three stars!!