Dig Dug Arrangement/Rounds 31-50

The thirty-first round introduces the Jammers (from both Cosmo Gang games), who will occasionally go to sleep (but can still kill the Dig Dugs if they run into them); the Rocks have also been replaced with Containers (again from both Cosmo Gang games). The thirty-third round is also made up to look like a ghost (from the Pac-Man series), while the thirty-ninth one spells TIME UP (as the "Hurry Up!" warning will appear and cause the enemies to speed up after only four seconds) and the fortieth one features another Big Pooka (but this time, the text "USE THE RAY GUN!" will appear on the screen and you again have to collect the unlimited-ammunition Ray Guns, in the top-left and top-right corners of the room, and use them to register half a square's worth of damage on his life bar - and as the life bar is yet again comprised of sixteen squares, you shall again have to shoot him thirty-two times to defeat him, but once you've done it twenty-two times he shall again glow red and speed up. He is worth 76500 points; there are also only ten more rounds left to go. The fiftieth and final round also features a third and final Big Fygar (but this time, that text "USE THE RAY GUN!" will appear on the screen, like it did on Round 24, which means you will once again have to collect the unlimited-ammunition Ray Guns in the top-left and top-right corners of the room and use them to register half a square's worth of damage on his life bar while once again watching out for the bursts of flame from the flame-thrower built into his robotic body); as that life bar is, for the fifth and final time, comprised of sixteen squares, you will once again have to shoot him thirty-two times to defeat him, but once you've done it twenty-two times, he will once again glow red and speed up. He is worth 100000 points - and when the game returns to the overworld map, all the colour on it will fade into various shades of brown, as the game's ending sequence, which will be described after this table, starts.

WAY TO GO! THIS TIME YOU REALLY HAVE CONQUERED ALL ROUNDS! TO COME THIS FAR YOU MUST BE A SKILLED PLAYER. COME BACK AND PLAY AGAIN!

Both players shall then receive a "Clear Bonus" of 100000 points, a "Stock Bonus" of 1000 points for every life they have remaining, and a "Rock Bonus" of 500 points for every Rock, Cosmo Ball, and Container they dropped; their totals shall then be displayed below them and their final combined score will then be displayed below it. The game's staff credits, identical to those of the other two "Arrangement" games featured in this compilation, shall then start: NAMCO CLASSICS COLLECTION VOL. 2 PROJECT STAFF

GAME ARRANGEMENT TADASHI IGUCHI TAKA YAMAMURA KIYOSHI MINAMI

SYSTEM PROGRAM TSUKKA

GAME PROGRAM YOSHIHITO IWANAGA TSUKKA KIYOSHI MINAMI TAKASHI KOSHIGOE

VISUAL DESIGN IMAIZUMI BAKARASHI KANKAN HIROSHI SYOUNO H-DAIO SEMUSHI KOMORIYA FUKUOCHANPE- MIKA YOKOYAMA

GRAPHIC DESIGN AKIRA USUKURA

LOGO DESIGN HIDEAKI ITO

SOUND KAVAN CHARLY YURIPPE-082 YOSHIE ARAKAWA BAKAO

HARDWARE ND-1 'AHNA' DESIGN SHIN'ICHI'YOSIHO'OHKI

SOUND DRIVER DEVELOPMENT HIRA

SPECIAL THANKS DEVIL NAKAMURA KOHJI KENJOH XEVI OHTANI

PRESENTED BY NAMCO®

After the credits have finished, the game will go into high-score mode; your combined score will most likely be the highest one upon the cabinet to date, so you should enter your initials at the top of the table with pride. Once you have done so, the game shall go back into attract mode - and put an end to the Dig Dug series (until it begets a spin-off series featuring his son, Mr. Driller, in 1999, which was actually originally going to be titled as "Dig Dug III").