Dig Dug Cheat Codes & Secrets
Complete collection of cheat codes, passwords, unlockables, and hidden secrets for Dig Dug (1982).
Game Variations and Difficulty Switches (Atari 2600)
The Atari 2600 port of Dig Dug, published by Atari in 1983, predates the era of button-sequence cheat codes. Its “code system” is built into the console hardware itself — the Game Select switch cycles through eight distinct game variations, and the front-panel difficulty switches fundamentally alter enemy behavior. Mastering these settings is the closest equivalent to entering codes, and competitive players from the era treated them as seriously as any arcade dip-switch configuration.
| Variation | Game Select Presses | Effect | Platform |
|---|---|---|---|
| Game 1 | 0 (default) | Standard single-player | Atari 2600 |
| Game 2 | 1 press | Faster enemy movement | Atari 2600 |
| Game 3 | 2 presses | Two-player alternating | Atari 2600 |
| Game 4 | 3 presses | Two-player alternating, fast enemies | Atari 2600 |
| Game 5 | 4 presses | Standard, no tunnel digging required (enemies start unburied) | Atari 2600 |
| Game 6 | 5 presses | Fast enemies, no tunnel restriction | Atari 2600 |
| Game 7 | 6 presses | Two-player alternating, variant map | Atari 2600 |
| Game 8 | 7 presses | Maximum difficulty two-player | Atari 2600 |
Difficulty Switch Configuration
The Left and Right Difficulty switches on the Atari 2600 console function as hidden modifiers that the cartridge manual buries in a footnote. Setting them intentionally before starting is an exploit in itself.
| Switch | Position | Effect | Platform |
|---|---|---|---|
| Left Difficulty | A (hard) | Pookas move at heightened speed and ghost-phase more frequently | Atari 2600 |
| Left Difficulty | B (easy) | Pookas move at standard arcade-approximate speed | Atari 2600 |
| Right Difficulty | A (hard) | Fygars breathe fire at a higher rate and have longer flame range | Atari 2600 |
| Right Difficulty | B (easy) | Fygar fire is shorter and less frequent | Atari 2600 |
Speed-running the score leaderboards on Game 1 with both difficulty switches set to B (easy) is the most common configuration for high-score record attempts on the 2600, as it maximizes the window for setting up multi-enemy rock crushes without getting caught by Fygar fire. Conversely, dedicated players grinding for extended play sessions used Left A / Right B to push Pooka difficulty while keeping Fygar fire predictable.
The Last-Enemy Exploit
This is the single most famous trick in all versions of Dig Dug — arcade, 2600, NES, and Famicom alike — and its discovery in the arcade era spread through arcade halls by word of mouth before appearing in print.
When only one enemy remains alive on a stage, that enemy enters a panic state and attempts to flee by ghosting (passing through dirt) and moving toward the top of the screen. On the Atari 2600, this behavior is preserved. If the last enemy escapes off the top of the screen, the round ends and you advance — without needing to kill the final enemy. This means you can strategically leave one weak enemy alive, let your pump damage it just enough to slow it down, then shadow it without finishing the kill, conserving your position for the next round’s opening layout.
The deeper exploit: in the arcade version and the NES port, if you allow the last enemy to flee off screen, you still collect the end-of-round bonus. On the Atari 2600, the bonus calculation is simplified, but the round transition still triggers. Players used this to skip difficult kill windows — particularly in later rounds where Pookas ghost constantly and catching one for a clean pump-kill becomes dangerous.
Technique: Once you’re down to one enemy, follow it at a safe distance. Never let it get cornered where it reverses direction into you. If it’s a Fygar (the dragon enemy), stay above or below it — Fygars can only breathe fire horizontally along their current tunnel. Maintain a one-tile gap, keep it moving upward, and it will self-eliminate.
Rock Crush Multiplier Techniques
Killing enemies with falling rocks is the cornerstone of Dig Dug’s scoring system across all platforms. A single rock kill scores double the pump-kill value for that enemy, and the multiplier stacks based on how many enemies you crush simultaneously.
| Enemies Crushed | Score Multiplier | Notes |
|---|---|---|
| 1 enemy | 1× rock bonus | Base rock kill |
| 2 enemies | 2× (both get full rock value) | Must be in the same rock’s fall path |
| 3 enemies | 4× total bonus | Rare setup, requires enemy grouping |
| 4+ enemies | Escalating bonus | Near-impossible without deliberate luring |
Setting Up Multi-Crush on Atari 2600
The 2600 version’s AI, while simplified from the arcade, still allows enemies to be herded. The technique:
- Identify a rock positioned above an intersection of two tunnels.
- Dig downward paths that funnel Pookas toward the intersection — Pookas prefer existing tunnels to ghosting through dirt, so they’ll naturally congregate at junctions.
- Approach the area from below to push enemies upward toward the rock’s position.
- Trigger the rock drop once two or more enemies are in the fall zone.
This technique requires knowing the 2600’s slightly different collision detection — the hit box for a falling rock in the 2600 port is marginally wider than the arcade, making it slightly more forgiving for multi-kills.
Bonus Item Appearance Trigger
In the arcade original and the NES version, a hidden vegetable or food item appears in the center of the playfield once a specific number of dirt tiles have been cleared. The item type changes by round and each has a different point value. Clearing enough of the map quickly to grab the bonus before enemies crowd the center is a core scoring technique.
| Round | Bonus Item | Approximate Points | Platform |
|---|---|---|---|
| 1 | Carrot | 400 | Arcade, NES |
| 2 | Rutabaga | 600 | Arcade, NES |
| 3 | Mushroom | 800 | Arcade, NES |
| 4 | Cucumber | 1000 | Arcade, NES |
| 5 | Eggplant | 2000 | Arcade, NES |
| 6+ | Pepper, Galaxian flagship, etc. | 3000–8000 | Arcade, NES |
The Atari 2600 version simplifies this — bonus items appear but the variety and value scaling is reduced due to cartridge memory constraints. The trigger condition (percentage of dirt cleared) remains, and players who prioritize horizontal tunneling to clear maximum dirt early will see the bonus appear sooner. Grabbing it requires positioning near center when the round begins, which conflicts with the standard strategy of immediately cutting escape routes for Pookas. Managing that tension is the mark of a high-scoring 2600 player.
Infinite Lives and Extra Lives Threshold
Dig Dug does not have a traditional infinite lives cheat code on any home platform, but understanding the extra life threshold is functionally equivalent for extended play.
| Version | Extra Life Threshold | Subsequent Lives |
|---|---|---|
| Arcade | 20,000 points | No further extra lives |
| Atari 2600 | 20,000 points | Single extra life only |
| NES | 20,000 points | Single extra life only |
| Atari 5200 | 20,000 points | Single extra life only |
Because Dig Dug gives only one bonus life and then stops rewarding them, the strategy of deliberately dying to reset round positioning (common in games with generous life thresholds) is not viable. Every life is precious, and players who lose their single bonus life before round 5 are effectively playing on borrowed time.
Survival exploit: On the Atari 2600, dying on a round resets enemy positions but keeps your tunnel layout intact. A player who has carved strategic kill corridors early can sometimes use a deliberate death to reset enemy clustering that’s become unmanageable — accepting the life loss to gain a safer enemy distribution for the next attempt at that round.
Beneficial Glitches
Pump Lock Glitch (Arcade and NES)
If you begin inflating an enemy and a second enemy moves into the pump stream, both enemies register as being pumped simultaneously. The original enemy’s inflation counter keeps advancing, while the second enemy briefly stalls. This allows experienced players to chain-pump two enemies in close quarters faster than the game’s intended single-target mechanic allows. The NES version preserves this glitch faithfully. The Atari 2600 version has a simplified pump collision model and this specific glitch does not reproduce.
Screen Edge Freeze (Atari 2600)
In the 2600 port, enemies that enter ghost mode and travel toward the screen boundary along the leftmost or rightmost column can briefly stall — their pathfinding loses its lock when the tunnel grid ends. This gives you a window of roughly one to two seconds where a ghosting Pooka is effectively frozen at the edge. Experienced players who recognize this state can dart in for a pump kill that would otherwise be impossible on a moving ghost. The freeze is more consistent on the right side of the screen due to the 2600’s horizontal sprite refresh timing.
Rock Phase-Through (Arcade)
In the arcade original, if you are standing at the exact tile where a rock begins its fall at the precise frame it starts moving, your character can pass through the rock without dying. This frame-perfect interaction was discovered by players noticing inconsistencies in their deaths near rocks and was later documented by arcade PCB enthusiasts. It is not reproducible on the Atari 2600, which uses a different collision timing model.
Developer Easter Eggs and Hidden Details
Dig Dug was designed by Masahisa Ikegami at Namco and was one of the landmark titles that established Namco’s identity in the early 1980s. The original arcade hardware runs on a custom Namco chipset, and unlike contemporaries such as Donkey Kong or Pac-Man, Dig Dug’s programmers did not embed initials or hidden screens in the ROM — the game is clean of traditional Easter eggs by modern definition.
However, enthusiasts examining the Atari 2600 ROM (programmed by Roklan Corporation under Atari contract) discovered that the game’s unused memory space contains remnants of an alternate enemy AI routine that was cut before shipping. This routine appears to have been a more aggressive Fygar fire-breathing pattern that was disabled for difficulty balancing. The bytes sit inert in the ROM and have no in-game trigger — but they represent an interesting artifact of the porting process.
The Galaxian flagship that appears as a high-value bonus item in later arcade rounds is a direct cross-promotional Easter egg — it’s the flagship enemy from Namco’s earlier hit Galaxian (1979), inserted as a score bonus worth 7,650 points. This only appears in the arcade version; the 2600 and NES ports substitute generic bonus items at that slot.
NES Version — Platform-Specific Codes and Differences
The NES port (released in North America in 1985) is significantly more faithful to the arcade than the 2600 version and introduced a generation of home players to the full Dig Dug experience.
| Feature | Atari 2600 | NES | Arcade |
|---|---|---|---|
| Round count before looping | Loops at round 9 | Loops at round 9 | Loops at round 9 |
| Bonus item variety | Reduced (3 types) | Full arcade set | Full set |
| Pump lock glitch | Not present | Present | Present |
| Last-enemy flee | Present | Present | Present |
| Two-player mode | Alternating | Alternating | Single-player only |
| Difficulty switches | Hardware switches | Not applicable | Operator dip switches |
The NES version has no button-sequence cheat codes documented in official sources or through ROM examination. The “Konami Code” (Up Up Down Down Left Right Left Right B A Start) does not function in Dig Dug NES — that code was specific to Konami titles and was not adopted by Namco. ROM hackers have confirmed no code handler exists in the NES ROM to respond to such sequences.
High-Score Strategy Summary
For players focused on score exploitation across all platforms, the priority order is: rock multi-kills first, bonus item second, pump kills third, last-enemy exploitation to preserve positioning for the next round. On the Atari 2600 specifically, using Game Variation 1 with both difficulty switches on B gives the most time to execute setups, while the edge-freeze glitch on the right wall provides the only reliable way to catch a ghosting enemy without a pixel-perfect intercept. These techniques, pieced together from arcade hall strategies and early gaming magazines like Electronic Games, formed the unofficial “code” that separated casual players from the genuinely elite scorers of the early 1980s home gaming scene.