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part of the Video Game Font Preservation Society.
Personal URL | https://www.splintered.co.uk |
Fontstructing since | 1st April, 2008 |
Fontstructions | 1293 shared, 0 staff picks |
Shared Glyphs | 117329 |
Downloads | 53725 downloads made of this designer’s work |
Comments Made | 1476 |
Recreation of the pixel font from Irem's "Kaiketsu Yancha Maru 2: Karakuri Land" (1991) on the NES.
Despite being a Japan-only release, the game only has a partial/incomplete set of hiragana, and only a handful of katakana characters.
Only the characters present in the game's tile set have been included.
Recreation of one of the pixel fonts from Laser Soft/Telenet/Atlus' "Super Valis IV" (aka "Super Valis - Akaki Tsuki no Otome", 1991) on the SNES.
This font is used for the title screen and (partially) for the end credits.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a cloneRecreation of one of the pixel fonts from the western release of Telenet/Renovation Game's "Valis III" (1991) on the Sega Mega Drive/Genesis.
This font is used in all the cinematics and end credits.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Valis III (Variant 1) (Genesis)Recreation of one of the pixel fonts from the western release of Telenet/Renovation Game's "Valis III" (1991) on the Sega Mega Drive/Genesis.
This font is used in all the in-game dialog boxes.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Valis III (Variant 2) (Genesis)Recreation of the pixel font from Serge Payeur/Ubisoft's "Peur sur Amityville" (1987) on the Amstrad CPC.
Note the inclusion of the "square root" character, which is used as part of the story. The original game seems to only include the lowercase "é" and "è" diacritics (and they both look the same, with the accent just being a horizontal line above the letter). In this recreation, I expanded this to include "ê" and "ë", and to apply the same approach to the lowercase accented "a", "i", "o", "u", and "y". Lastly, this recreation includes a "ç" character, which was absent from the game.
Apart from these additions, only the characters used in the game have been included.
Recreation of one of the pixel fonts from the western release of Telenet/Renovation Game's "Valis III" (1991) on the Sega Mega Drive/Genesis.
This font is used in all the cinematics and end credits.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Jon Wells/Atlantis Software/Psytronik's "Sceptre of Bagdad" (1987) on the ZX Spectrum.
The font was kept for the 1993 conversion on the Commodore 64. This recreation also includes a few of the additional characters (like the copyright symbol) from that version. Beyond that, only the characters present in the game's original tile set have been included.
Recreation of the pixel font from Ubisoft's "Hurlements" (1988) on the Amstrad CPC.
Note that this font is incomplete, missing all numbers except "2". It also doesn't include any accented characters, with the exception of German diaeresis/Umlaut characters.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from the arcade version of Data East's "Midnight Resistance" (1989).
This recreation uses the special OpenType SVG (TTF+SVG) format, which currently has limited support.
Only the characters present in the game's tile set have been included.
Recreation of the small pixel font from Quintet/Enix's "Soul Blazer" (1992) on the SNES.
This small variant is only used on the title screen, the in-game stats, display, and in a few dialogues (specifically, when talking to the trees in GreenWood).
Note that the game only includes lowercase versions of accented characters (for the French and German translations), which are doubled-up and used instead of uppercase characters.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
A few of the accented characters lacked a shadow in the game's tile set (presumably because they weren't actually used). In this recreation, I added in the shadow, based on similar characters that did.
Only the characters present in the game's tile set have been included.
This is a clone of Soul Blazer (Small)Recreation of the pixel font from Gargoyle Games' "Marsport" (1985) on the ZX Spectrum.
Note that the font defined in the game only sets custom latin alphabet characters (a-z). For any other characters, it reuses the standard ZX Spectrum font. The same is true for the Amstrad CPC version, where any characters (numbers, punctuation, etc) are pulled from the standard Amstrad system font.
This recreation includes the handful of (Spectrum) characters (numbers and punctuation) that are used in the game. Beyond that, only the characters present in the game's tile set have been included.
Recreation of the pixel font from Rob Pike/CRL Group's "Dracula" (1986) series of text adventures – "Dracula: First Night", "Dracula: The Arrival", "Dracula: The Hunt" – on the ZX Spectrum.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Cope-Com/Electronic Arts' "Battle Squadron" (1990) on the Sega Mega Drive/Genesis.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Battle Squadron (Genesis)Recreation of the pixel font from Konami's "SD Snatcher" (1990) on the MSX2.
The font includes an almost complete set of hiragana and katakana characters. In the game's tile set, the dakuten and handakuten are stored in a separate tile. In this recreation, characters that use them are pre-combined into a single glyph. The dakuten and handakuten are not 8 pixels wide, and when used in game, they only take up as much width as necessary, making the Japanese text variable width/proportional. The latin characters, however, are all monospaced.
The game also includes a large number of Japanese idiographs. These have not been included in this recreation.
Except for the idiographs, only the characters present in the game's tile set have been included.
Recreation of the pixel font from Codemasters' "Striker in the Crypts of Trogan" (aka "Stryker in the Crypts of Trogan", 1992) on the Amstrad CPC.
This font is also used for the credits on the ZX Spectrum version, but otherwise a fatter version is used anywhere else in the game.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Taito's "Cadash" (1991) on the PC Engine/Turbografx-16.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters in the game's tile set have been included.
This is a clone of Cadash (PC Engine)Recreation of one of the pixel fonts from Laser Soft/Telenet/Atlus' "Super Valis IV" (aka "Super Valis - Akaki Tsuki no Otome", 1991) on the SNES.
This font is used primarily for the game's intro cinematic.
Only the characters present in the game's tile set have been included.
Recreation of the main coloured variant of the small pixel font from Factor 5/Kaiko's "Turrican 3" (1993) on the Commodore Amiga.
This variant is used for the intro cinematic, the start screen, and the highscore page. A different shading - very similar to the colour version of "Mega Turrican" (1993) on the Sega Mega Drive/Genesis, but not exactly the same - is used in the level end screens, and the end credits use an outlined white version.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
As with the monochrome version, this font has been slightly expanded to include special characters present in "Mega Turrican", and to complete the characters with umlauts (in two separate variations). The punctuation characters have been harmonised between the two versions as well.
Beyond that, only the characters present in the game's tile set have been included.
This is a clone of Turrican 3 / Mega TurricanRecreation of the pixel font from Julian Gollop/Target Games/Silverbird Software's "Rebelstar II: Alien Encounter" (1988) on the ZX Spectrum.
Only the characters present in the game's tile set have been included.
Recreation of another small pixel font variant from Square/Nintendo's "Super Mario RPG: Legend of the Seven Stars" (1996) on the SNES.
This font is used in the credits sequence at the end of the game.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Super Mario RPG (Credits)Recreation of the pixel font from Gargoyle Games' "Tir Na Nog" (1984) on the ZX Spectrum.
Note on the Spectrum and C64 version, the font defined in the game includes uppercase letters (not used in the game), as well as special characters and punctuation. In the Amstrad CPC version, only the lowercase alphabet is present, and any other characters (numbers, punctuation, etc) are pulled from the standard Amstrad system font.
The same font was reused in the prequel to this game, "Dun Darach" (1985).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Activision's "Pitfall: The Mayan Adventure" (1994) on the Sega Mega Drive/Genesis and the SNES.
The font is the same between the two platforms, with the exception of punctuation characters - this recreation combines the best characters of both version.
Beyond that, only the characters present in the game's tile set have been included.