The 1988 cave file holds forty caves and the menu offers twenty.
The rest are four caves each for five more worlds: scuba, player, music, luck and
miner. The executable still knows their names, treasures and colours.
The arcade game was sold in 1987 as ten worlds and forty
screens, and two magazines photographed music and scuba on its screen. Scuba and
player shipped in the first PC release and were dropped a year later. Music, luck
and miner were never on the menu of any home release.
Updated 12 October 2026. Until today this page said
music, luck and miner were never released and had no art anywhere. An earlier
correction, on 25 September 2026, removed the claim that all five were
cancelled before anyone drew them, once the 1987 PC release turned up with scuba
and player in it.
Ten worlds of four, not five worlds of eight
This is easy to get wrong, and two other projects did. The caves are not twenty
shipped followed by twenty hidden: the two sets alternate, four at
a time, because the 1988 release appended five worlds to a file
that already held five, then re-picked which five the menu offered.
Every world, in the order the executable indexes them
Raw world
World
Caves
Treasure
1987
1988
0
hunter
0-3
gold
yes
yes
1
scuba
4-7
gems
yes
dropped
2
cook
8-11
apples
yes
yes
3
player
12-15
cups
yes
dropped
4
cowboy
16-19
coins
yes
yes
5
music
20-23
notes
-
caves only
6
space
24-27
suns
-
yes
7
luck
28-31
clubs
-
caves only
8
body
32-35
hearts
-
yes
9
miner
36-39
jewels
-
caves only
The 1987 and 1988 columns are the PC releases. The menu's five entries map to raw
worlds 0, 2, 4, 6 and 8, and a cave sits at raw world * 4 + stage, so
only caves 0-3, 8-11, 16-19, 24-27 and 32-35 can be reached.
How the order is known rather than guessed
The executable holds a table of ten pointers to tileset filenames, indexed by
the raw world:
That is the world order, stated by the program itself. The treasure names work
the same way: ten names in fixed eight-byte fields, right-aligned and null-padded,
and the heads-up display picks one with the same index:
Together they fix the pairing in the table above by index, with nothing left to
infer from the order the strings happen to sit in. The question had been open since
at least 2006: the best-known writeup on the game says nobody knows which
collectible goes with which missing theme, and guesses four of the ten.
What the first PC release settles
The first DOS release, dated 9 November 1987, carries five
tilesets and five sets of cartoons: hunter, scuba, cook,
player and cowboy. Its cave file is 17,600 bytes, twenty caves
where the 1988 file has forty in 35,200, and they are byte for byte the
first twenty of the 1988 file.
Those five were raw worlds 0 to 4, all reachable from a typed prompt that reads
Enter world 1-5. In 1988 the caves for music, space, luck, body and
miner were appended, and a new picture menu was pointed at every other world. That
brought in space and body and took out scuba and player.
So the five hidden worlds are of two kinds, which this page used to treat as
one:
Scuba and player were withdrawn. They shipped, and people
played them.
Music, luck and miner were never on the menu of any home release. None
carries first-party art for them, and no PC, Amiga, Atari ST or Amstrad CPC disk
read here has a tile for them. Each has a filename, a treasure name, a palette
and four caves. Luck was drawn at least once: a screenshot on the back of the
Atari ST box, taken from an Amiga version, shows it.
This retires a theory, held here and elsewhere, that the interleave hid content
on purpose. It is the arithmetic of adding five worlds to five and choosing
again.
Sold as ten worlds in 1987
Rockford started in the arcade. Arcadia Systems made it in 1987 for its
Amiga-based board, and Icon Design and Synergistic Software converted it for the
Amiga and the PC. The arcade game has never been dumped, so what it held comes from
the 1987 press, which describes a bigger game than the one that came home.
The arcade game in the magazines. The scans are on archive.org and are linked, not copied
Four photographs of the
cabinet, two of them the music world: notes to collect, piano-key walls, and
an "ADVANCE TO NEXT LEVEL" card with the conductor in a frame. The text
promises "40 different screens in which Rockford plays ten different roles"
and then names nine. The cook, the cowboy and the doctor are not among them.
A screenshot
of scuba: seashells for boulders, pointed yellow gems, a red octopus for
Rockford and GEMS on the status line. The text says "nine game
scenarios with five levels to each".
Crash 48, page 31, and Zzap!64 33, page 63
Christmas 1987
(Crash)
The same text in both, with no screenshot: "40 levels set
across ten different worlds, each having its own theme".
Your Commodore 39
December 1987
Melbourne House's
copy offers "the Emeralds of Erasmus hidden in the sunlit seas of Tiresuis",
very probably scuba. Read from the OCR text, not the page.
ACE 8, page 46
May 1988
The home game: "five different
game 'worlds'" and "80 screens in all", which is five worlds of sixteen
screens.
Zzap!64's photographs are the only image of the music world found anywhere. This
coverage is the first dated, public evidence that the hidden worlds were real
arcade worlds, with music, scuba, a miner and a gambler named among them. By
spring 1988 every home review says five worlds, and so does the manual. The counts
do not all agree: C+VG and arcade-history.com both give nine scenarios of five
levels, which no home version has.
The two photographs against the tiles
Both builds draw music and scuba from Aleksi Sahala's tile sheets, the faithful
build as they are and VIP redrawn at eight to one. On 12 October 2026 the two
photographs were set beside both, tile by tile, by eye. They are camera shots of a
screen and the Zzap!64 pair has a strong brown cast, so the shapes are good evidence
and the colours weak. Only the level card and the scuba shot have colours that look
plausible.
What each photograph shares with the sheets, and where it differs
Photograph
Agrees
Differs
Music, Zzap!64 27
Round dark discs with red centres are the
boulders, like Sahala's vinyl records. Notes are the treasure. Piano-key
strips make the walls and the border. Tall pipework columns look like his tall
striped wall. The dirt is a speckle in both.
The notes are yellow-gold
in the photograph, and light grey and white on his sheet and in VIP. The dirt
on the card is a grey-blue speckle, and his is magenta and blue. The pipework
is gold, and his is red and orange. The conductor on the card has fair, curly
hair and a dark suit, and Sahala's wears a grey powdered wig with a blue
ribbon.
Scuba, C+VG 70
Shells are the boulders. The dirt is a speckled
block. The gems are pointed.
More than in music. The shells are
grey-white against the sheet's aqua, the dirt orange-red against blue-violet,
the walls grey cobblestone against a coral mosaic, and the gems yellow and
green against red and yellow. The photograph's Rockford is a red octopus with
large white eyes, carrying a round disc. The sheet draws a diver in a
helmet.
The shapes agree; the colours and the player do not. The colour gap is what you
would expect between an Amiga-based arcade machine and art drawn to the PC's EGA
palettes, which lost colours in the conversion (see
below). No palette turns a diver into an octopus, though, so scuba's player may
have been a different design on the arcade. That is a guess from two
photographs.
No art was changed. None of the differences is a fault of the kind this project
corrects, a tile that disagrees with the sheet it was drawn from, and two blurred
camera shots are a poor thing to redraw towards. Redrawing VIP towards a magazine
photograph would also bring in a third source with its own rights question. If the
colours are ever moved towards the arcade's, the clearest cases are scuba's shells,
dirt, walls and gems, and music's notes.
What each version carries
Every version that could be read was searched for the five. The C64 and Atari
8-bit could not be.
The hidden worlds, version by version
Version
What it has of the five
Art for them
Arcade, Arcadia Systems, 1987
Sold as ten worlds and forty
screens
Music and scuba photographed; the game is not dumped
PC, EGA, 9 November 1987
Scuba and player on the menu; twenty
caves; names and palettes for all ten
Scuba and player: full sheets and
cartoons
PC, EGA and VGA, 1988
All forty caves, and names, treasures,
palettes, quotas and times for all ten; the menu reaches five
None
Amiga, Melbourne House
All forty caves, and palettes, names,
quotas and times for all ten; the menu reaches five
None
Atari ST
Twenty caves, one of them luck's fourth, as the third
body cave
None seen; luck appears on the box back, from an Amiga
version
Amstrad CPC
Names the five shipped worlds only
None
ZX Spectrum
Names the five shipped worlds only
None
C64 and Atari 8-bit
Not read: packed. Sahala reports luck's fourth
cave as body's third
Not read
The Amiga disks
The two Amiga disks read, the Melbourne House release and a crack, agree byte for
byte on every data file they share. The cave file, maps, is the PC's
CELLMAPS.BIN with all forty caves, but art exists for five worlds only,
tile sheets in LEV/ and cartoons in ANI/. An
ANI/ file is 24 frames of 48 by 48 in four rows labelled
NEW, WIN, LOSE and TIME, for a
level starting, being won, being lost and running out of time. The PC's
.CAR files hold the same sheet. No hidden world has either file.
The Amiga game file
The game program on the Melbourne House disk, rf, is 26,332 bytes of
68000 code and data. It was decompiled here on 11 October 2026, read from the
disassembly and not run, and it is written for ten worlds:
It loads any of the ten by number from a name table in the PC's raw-world
order, under the Amiga's own names: lev/cond for the conductor,
lev/gamb for the gambler, lev/mine for the miner.
For the world it loads, it reads four 32-colour palettes from
cols and four caves from maps.
Its menu maps a choice to a world through five words, 0, 2, 4, 6,
8, where the PC keeps ten, 0, 2, 4, 6, 8, 1, 3, 5, 7, 9. On
the Amiga a hidden world cannot be chosen at all.
A missing world file hangs it. The error path flips the background between
yellow and grey for ever, and no path skips a world whose files are absent.
Every world has a fifth level, imap, the tileset showcase Sahala
described: one 880-byte cave with a sample of most tile types.
What is missing is five pairs of files and five menu entries. That fits a set that
was cut or unfinished, but it does not show whether those files ever existed.
Quotas and times
rf also holds a treasure quota and a time limit for every cave of all
ten worlds. Against the PC's, the worlds the Amiga shipped differ in a few caves,
scuba matches exactly, and four of the hidden worlds look unfinished:
Caves 1 to 4 of each world, Amiga against PC. Times in seconds
World
Amiga quota
PC quota
Amiga time
PC time
player
16, 35, 30, 30
20, 35, 30, 33
90, 100, 110, 140
90, 100, 110, 100
music
50, 30, 30, 30
50, 30, 30, 40
130, 90, 110, 140
130, 90, 110, 110
luck
20, 8, 40, 20
15, 11, 30, 65
140, 140, 140, 160
130, 130, 140, 145
miner
18, 20, 60, 30
16, 24, 57, 1
140, 140, 140, 140
140, 140, 110, 180
Miner gets 140 seconds in all four caves and luck 140 in three, and a value not
yet identified is 45 in every cave of the last five worlds. They look like defaults
nobody had tuned, which is an inference and not something the file says. The PC's
numbers are the tuned ones: it gives miner's fourth cave a quota of one jewel,
where the Amiga asks for 30.
The Atari ST's luck cave
The ST keeps twenty caves at the end of its DATA.D, in the PC's cell
format: mostly the PC's, some altered and some in a different order. Its third
body cave is luck's fourth, byte for byte, and its fourth body cave
is the PC's third, so one luck cave reached the shops dressed as body. The first
copy read here was a crack, but TOSEC's dump of the original disk holds the same
caves, so the swap is in the released game.
Every cave change that Sahala's README lists for the C64 and Atari 8-bit releases
is on this ST disk, although the README says the ST does not have them.
The Amstrad CPC
The CPC disk read here is a cracked trainer disk. Its cave format is not decoded,
so its layouts were not compared, but its twenty treasure quotas can be read,
aligned by eye: 14 match the PC and six differ, in hunter 4, cowboy 4, space 1 and
body 1, 2 and 4. The set is neither the PC's nor the ST's, and it adds nothing on
the hidden worlds.
The C64 and Atari 8-bit
Sahala says these releases use luck's fourth cave as body's third, as the ST does.
An attempt on 12 October 2026 to check this in the 8-bit data did not get that far.
Both C64 images are cracks packed in four layers, with the game behind the
crackers' trainer menu in the fourth, which was not reached. The Atari 8-bit image
has its own boot loader and is packed the same way. The ST original already shows
that a luck cave was released.
The manual and the boxes
One manual served the Amiga, Atari ST, Atari 8-bit, PC and C64, with loading
instructions for each. It describes five worlds of four levels, "the sixteen screens
that makes up a world", and says nothing about extra worlds, a second disk or a
bonus. A level is four screens, which is how ACE counted eighty. The ST box back
says "four levels on each of five different worlds". A second box back, with a fish
and an octopus doodled on it, was used on the PC box and on an Amiga box
distributed by Electronic Arts. It says five worlds too, so the doodles are
decoration and say nothing about scuba.
Their colours are still in there
A palette in this game is a seventeen-byte block: sixteen palette registers and
the overscan byte, handed to the BIOS in one call. The blocks sit end to end in
the EGA executable, a black fade and two title palettes first, then the ten
worlds from 0x040A4 in raw world order.
Here are all ten as the hardware would have shown them. An asterisk marks the five
worlds the 1988 menu cannot reach.
hunter
scuba *
cook
player *
cowboy
music *
space
luck *
body
miner *
Scuba opens on blue and carries a cyan. Miner is the darkest of the ten and spends
half its entries on greys. Scuba's palette can be checked against art, in the 1987
release and in the C+VG photograph. Miner's cannot: no picture of miner has been
found, and its palettes are the only trace of how it was meant to look.
Which palette belongs to which world
The ordering came from prior art; the check is this project's. Decode a world's EGA
sheet and its VGA sheet, map each EGA index to the VGA colour it most often
coincides with, then rank all fourteen candidate blocks against that mapping.
Each of the five shipped worlds picks its own palette, five out of
five. An earlier attempt here failed and was abandoned. The table was
fine, but cook was being coloured with scuba's palette because the interleave was
unknown.
What the EGA conversion lost
These are not the original colours. The PC's ten blocks use only 8 to 13 distinct
colours in their sixteen registers: body has 8, cook 9, and player, music and luck
10. The Amiga's palettes for the same worlds hold 28 to 32 distinct colours out of
32. On the fixed EGA set distinct Amiga colours merged, and body and cook lost the
most. Sahala said so first, and the counts here bear him out. The VGA release, with
its own palettes, is closer.
The Amiga's colours
The Amiga disk's cols file is 2,560 bytes: forty palettes of 32
colours in the Amiga's 12-bit format, four to a world, for all ten worlds in cave
order. rf reads them by world number, which settles the layout from
the code. So music, luck and miner have their Amiga colours too. They show what
those worlds looked like, not how they were drawn. The luck screenshot on the ST
box fits, with black empty cells where luck's PC block says blue. The faithful
build keeps the PC palette for luck, as it does for every world.
Ten figures nothing draws
Every shipped sprite sheet has a row of ten figures, sixteen pixels by
thirty-two, at y = 144, which the game never draws. The player
animation it does use is the twenty poses at y = 48, so these are
something else: ten figures for ten worlds.
Nothing points at them. A sprite table entry is a planar byte offset,
y * 40 + b, so the row's ten origins are the words 5760
to 5778. Neither unpacked executable holds a run of them, and the only
table that reaches the row covers its right-hand end, which is art the game does
use. That the shipped code cannot reach them is exactly what makes them
placeholders.
Which figure is which world
Five of the ten can be settled without reading the art at all. Each sheet's real
player was matched against all ten figures by silhouette overlap and exact pixel
agreement, and in every one of the five sheets the best match is that sheet's own
world. That fixes positions 1, 2, 3, 6 and 9, and shows the row is not in raw
world order, which is the assumption to reach for first.
The row, left to right. Bold is matched from the data; the rest is read off the art
Figure
World
How
0
scuba
goggles over the eyes
1
hunter
matched
2
cook
matched
3
cowboy
matched
4
player
an American football helmet, face guard down
5
music
a tailcoat
6
space
matched
7
miner
a lamp on the front of the cap
8
luck
a gambler in a wide-brimmed hat
9
body
matched
Until 25 September 2026 this table read 4, 7 and 8 as miner, luck and player,
taking a football helmet's studs and face guard for a miner's helmet and beard,
and a lamp for a clover. The earlier remake project had them right. Its reading is
the one above, which agrees with all five matched positions and is backed by the
Amiga's own list of worlds and collectibles.
What a palette cannot recover
It would be neat if these were one block of art that each world coloured with its
own palette, so the five unreachable worlds could be shown in their own colours.
They are not. Between any two sheets the same figure differs on 41 to 47 per cent
of its colour indices while its silhouette differs on about three. Each sheet holds
its own coloured copy of the whole cast, so a world's palette on a figure from
another world's sheet is a recolour, not a recovery.
The EGA SPACE.FIL lacks them entirely, with two non-zero pixels in
that row where the other EGA sheets have around 2,490. The VGA
SPACE.SCM carries all ten.
The figures are 1988 artwork and are not published here, like the original
sprite sheets on the sprite page. What gets published is the redrawn set.
Why they were cut
No first-hand account of the decision has been found. Three accounts reach this
project through Aleksi Sahala, all second-hand and none checked here:
In 2006 a former Mastertronic employee, who had not worked on Rockford, told
him the extra worlds were meant for future content and that the company wanted a
true sequel instead. That was the person's own theory, and it is where the
cancelled add-on story comes from.
In 2025 Simon Plumbe, of the Mastertronic collectors' archive, suggested they
were cut for quality, and so that the 8-bit and 16-bit releases carried the same
game when ten worlds and forty caves would not fit on 8-bit media. He also
suggested they might be the original five, replaced, or kept for a developer
version.
Sahala himself now favours a cut. Having seen the 1987 PC sheets, he thinks
they look unfinished.
The evidence here leans towards a cut. The arcade game had ten worlds in 1987 and
every home version had five by spring 1988, which is what Plumbe describes. Scuba
and player were not held back for later; they shipped on the PC and were taken
out. Brian Beuken, credited with the Amstrad CPC version, writes on his own site
that "There were 10 themes each with 4 levels, split over 2 games". His is the only
statement from someone who worked on a version to say ten themes, and the CPC disk
read here shows no second game.
For music, luck and miner nothing settles it. Every version with their caves has
their names, treasures and palettes too, and one luck cave shipped on the ST. On
the PC each of their caves has a treasure quota and time limit set one by one,
where the Amiga's look like defaults.
Reaching them
After all the work elsewhere on this site, the patch is almost funny: delete the
first four caves from the cave file, and every hidden world shifts into a playable
slot. The quotas and time limits need shifting to match, which is a block copy in a
hex editor. The technique is not ours. It was worked out and published in 2006, and
asahala/Rockford-Patcher
automates it, as described here. The cave file is
not offered here as a download, so there is nothing on this page to patch.
In the faithful build
This project patches nothing. The faithful build reads all ten entries of the
menu map at ds:0x26F2 (the second half, 1, 3, 5, 7, 9, is
the five worlds the 1988 menu skips) and lays them out as a second page of the same
select screen. All five are drawn with Aleksi Sahala's art, used
unchanged and with his palettes: the tilesets and select-screen portraits from
asahala/Rockford-Patcher,
which he reconstructed from the placeholder figures, the palettes and the ST box
photographs. They are his drawings, not the game's. Scuba and player do have
originals, in the 1987 release, but his are used so that the page is one artist's
set. His art has no cartoons, so these worlds play without them.
His repository carries no licence. He was told on 29 September 2026, and on 7
October he agreed to this use, on condition of credit and a link to his repository.
The tiles come down if he asks.
In VIP
VIP, the enhanced build, has all five hidden worlds too, on a second select page
of its own. Its tiles and portraits were generated through an image model from
Sahala's, so they are derived from his work and credited to him by name, on the
terms of his agreement of 7 October: use of his tilesets, with credit and a link
to his repository. Each hidden world fills all 139
positions the renderer can reach, as each 1988 world does, and has no cartoons. The
VIP page says how they were drawn.
Seeing them without playing
The caves page draws all forty caves whole, with the twenty
hidden ones from scuba on. The
sprites page shows every object in two strips, the 1988
worlds above and the hidden five below. Both use VIP's tiles.