Family Computer (Famicom) / NES · maze video game

Dig Dug

ディグダグ

Japan: June 4, 1985 · Dev: Namco

Updated:

You dig the tunnel. The tunnel is gone. You sit down and dig it again.

Namco built a game in 1982 out of one verb. You go down into the earth and you make a hole, and the hole is the whole game — your road, your trap, your escape, and the only mark you leave. In 1985 it comes home to the Famicom, early enough that cartridges have nothing inside them to remember with. So the tunnels exist only while the power is on. Switch the machine off and the earth closes, seamless, as if no one had ever been down there. What is left on the screen is a number. The next evening you sit down in front of the same untouched ground, and start digging the first hole again.

About this game

Dig Dug is a Famicom game released in 1985, developed by Namco. It is a maze video game.

The Story Behind

Dig Dug's arcade original was released by Namco in Japan in 1982. Namco brought the game home three years later, releasing it as a Famicom cartridge under its Namcot brand on June 4, 1985. That release came early enough in the Famicom's life that cartridges did not yet include battery-backed save memory, so the game stayed a single-sitting, score-attack experience. In 1990, Namco released the same game again on the Famicom Disk System, built on the 1985 cartridge version rather than as a new title. A separate game, Dig Dug II, reached arcades in 1985 as well; despite sharing the name, it plays nothing like the original — its core mechanic is cracking open sections of ground to drop enemies into the sea, not tunneling. Famicom and NES cartridges are also physically incompatible: the Japanese cart uses sixty pins, the American one seventy-two. The arcade original was designed by Shigeru Yokoyama and overseen by Masaya Nakamura. Dig Dug became one of Namco's first major hits in North America after Atari licensed and distributed it there in 1982, helping establish Namco's reputation outside Japan before Pac-Man's runaway success.

Tricks & Tales

Despite sharing the name, the 1985 arcade game Dig Dug II is a completely different game from the original — instead of tunneling underground, players crack the ground open to drop enemies into the sea. The Famicom cartridge released on June 4, 1985 predates battery-backed save memory in home cartridges, so Dig Dug has no save feature at all: every session is a single score-attack run from zero. Namco re-released Dig Dug in 1990 on the Famicom Disk System, five years after the original cartridge, using the same 1985 game rather than building something new. A Japanese Famicom cartridge of Dig Dug physically cannot be plugged into an American NES console — Famicom carts use sixty pins, NES carts seventy-two. The Famicom version's two enemies, Pooka and Fygar, behave identically to their arcade counterparts, but the home port runs at a slightly slower speed due to hardware limitations. The arcade cabinet's vertical orientation meant the Famicom had to compress the playfield horizontally, making stages feel wider than tall.

Collector's Guide

Japan Release June 4, 1985

Region & Compatibility

Famicom and NES are the same hardware family but use physically incompatible cartridge formats — Famicom carts have a 60-pin connector and a narrower shell, while NES carts use a 72-pin connector with a wider housing. You cannot insert a Famicom cartridge into a North American NES slot without an adapter, and vice versa. The Famicom itself has no lockout chip, so any Famicom cartridge from Japan will run on a Famicom console regardless of origin. If you are buying a Japanese Famicom cart to play on a NES, you will need a 60-to-72-pin physical adapter; if you own a Famicom, Japanese-market software is your native format and no workarounds are needed.

Maintenance Tips

The gold-plated edge connectors on Famicom and NES cartridges pick up skin oils and oxidation over decades — a gentle wipe with a cotton swab dampened in 90% or higher isopropyl alcohol, stroking along the length of the pins rather than across them, is the accepted standard. Let the alcohol fully evaporate before reinserting. The old habit of blowing into a cartridge is folklore: the moisture in breath causes slow corrosion of the contacts over time, and any improvement you felt came from the act of re-seating the cart, not from the breath itself. Nintendo eventually updated its own troubleshooting guidance to say explicitly: do not blow into your Game Paks.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Dig Dug copies regularly.

Is this the same as 'Dig Dug II'?

No. Despite the similar name, Dig Dug II is a separate 1985 arcade game with a different core mechanic — cracking the ground to drop enemies into the sea rather than tunneling underground. This is the original Dig Dug, released for the Famicom on June 4, 1985.

Which release is this — the cartridge or the Famicom Disk System version?

Namco released Dig Dug twice on Nintendo home hardware in Japan: first as a Famicom cartridge on June 4, 1985, then again on the Famicom Disk System in 1990, using the same 1985 game. A cartridge and a disk are different products, so it is worth checking the physical copy carefully.

Can I play a Japanese Famicom cartridge in an American NES?

No. Famicom cartridges use sixty pins and NES cartridges seventy-two, so they are not physically compatible without an adapter. This is a hardware limitation, not a regional software lock.

Does this game save your progress?

No. The 1985 Famicom cartridge predates battery-backed save memory, so there is no save feature. It is a score-attack game meant to be played start to finish in one sitting — which also means there is no battery inside that can die on you.

Before You Buy

Things worth knowing before you buy Dig Dug

A short checklist for buying a used Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Famicom cartridge with a 60-pin connector; a North American NES uses a 72-pin slot, so it will not fit directly.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

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