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Handheld
(DS) Dig Dug Digging Strike
By Ron Ayers
Dec 12, 2005, 5 :48 am


Dig Dug, a classic and much-loved game of the 80s, was eventually ported to the home computer and a number of console systems.  It even spawned a relatively rare sequel, which briefly appeared in arcades and only showed up on the NES. So what happens when Namco combines this classic arcade goodness with the innovative capabilities of the Nintendo DS and seasons it with a little bit of Mr. Driller? The answer is Dig Dug Digging Strike, the latest incarnation of this legendary game.

 

DS follows the story of Taizo Hori, a.k.a. Dig Dug, the jealous and egotistical father of Susumu, a.k.a. Mr. Driller, as he fills in for his son in order to save the islands of Horinesia from a sudden influx of random monsters invading their archipelago of fifteen islands.

 

On each of these islands, a large monster roams the surface of the island, which is visible on the top screen of the DS. This monster must be eliminated to advance to the next island, and the only way to do it is by breaking off of the piece of the island, a la Dig Dug II.

 

To do this, you’ll go underground, Dig Dug style, on the bottom screen by hopping into holes on the above screen map. Once you’re in the dirt, you’ll use your pump to explode enemies, and your drill will be used to crush them beneath rocks, boulders and other objects. While underground, you’ll need to sink large posts which connect fault lines on the top screen. Once the cracks created by the posts connect, a smaller piece of the island, which hopefully has the large monster on it and not you, will sink into the ocean.

 

While digging underground, you’ll be looking to rack up big points by dropping objects on multiple baddies. You’ll also be searching for fossils, weapons and other items to help you on your way, although you could almost go the entire game without picking up any of these. Some of these power-ups even move you into “mini-games,” which are so thoroughly unentertaining as to be a nearly complete waste of time.

 

DS’ attempt to innovate feels like its biggest shortcoming. While Namco wisely avoided including any gimmicky touch-screen functionality, the decision to use both screens for gameplay was okay at best. When initially getting into the game, you’ll find yourself focusing on the bottom screen, virtually ignoring the top screen. Several times, I found myself sinking islands accidentally and accomplishing nothing but restarting the level.


As you advance further into the game, you become more comfortable with the top screen antics, but then find yourself waiting for a monster to get on the part of the island you’re looking to sink, and soon you’re getting killed below without your even noticing. On top of this, so many fault lines are thrown out there that it’s sometimes difficult to plan the best way to taking the big baddie out. In general, it feels like it would be too frustrating for a younger or more casual gamer, and just annoying to everyone else. It’s not the type of experience gamers associate with Dig Dug.

 

While the game advertises 80 levels spread over 15 worlds, each of those levels are just individual holes in those worlds, many of which you can bypass if you’re trying to kill the above-ground monster quickly. In fact, you can blaze through the bare minimum in about two hours. Sure, you’ve got more stuff to find, and a whole “Second World” to defeat, but the game feels like it’s done. There’s not a lot of incentive to continue.

 

To open up the final three worlds, you’ll need to explore most of the 80 levels, digging up fossils that are hidden in the underground maps. Throughout the world, you’ll also find parts scattered about for new weapons for you to use. To boost your score/ you’ll be looking to pick up every item, and doing it perfectly. DS rates you on a medal system in every world, but it doesn’t feel like it increases the replay value.

 

The presentation is pretty which is the standard for Namco titles. The graphics on menu screens and cut-scenes are sharp and colorful. This works very well to the gameplay on the bottom screen, but on the top screen the graphics just don’t seem to carry the same polish. The sound is fine, although am I the only one that hates the fact that the music only plays when you’re walking?

 

The story is forgettable and is simply there to string you through the levels. Taizo spends most of the time being a jerk to his son, and I felt like I was going through each level in the hopes that Mr. Driller would just drill through his head. One of these days, Namco will learn that it’s not necessary to attempt to enhance the game with a rubbish story or by “developing” characters when the gamer has no attachment to them to begin with. I understand their motivation to link the worlds of Dig Dug and Mr. Driller but there’s really no point.  Sometimes they just need to believe that the gameplay can stand on its own, and for the short period of time you’ll spend on Digging Strike, it does.

 

Overall: 6/10

The bottom line is that DS could’ve been a great value with over 100 levels of underground action at $20. They threw enough twists in that aspect to keep the traditional arcade gamer satisfied at that price. By trying to throw a little nostalgia and some dual screen strategy in there, it created a more confusing and much shorter initial experience. A definite “try before you buy”, but should be a safe purchase for the Dig Dug fan in your family this holiday season.

 

 

Editors Note: Dig Dug Digging Strike also includes a two-player mode which requires a game card for both players. We were unable to test this feature for this review.



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