Recreation of the pixel font from Nintendo's "Zelda II: The Adventure of Link" (1987) on the NES.
This font includes a full set of katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Mitchell's "Charlie Ninja" (1995).
The tile set includes a full set of katakana, even though they're not used in the game itself. In the tile set, the dakuten and handakuten are separate tiles. In this recreation, characters that use them are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font used in Cave's "DoDonPachi Dai-Ou-Jou" (2002), as well as later games like "Espgaluda" (2003) and "Ketsui: Kizuna Jigoku Tachi" (2003). Only the characters present in the game's tile set 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 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 Westone/Sega's "Wonder Boy in Monster World" (aka "Wonder Boy V: Monster World III", 1991) on the Sega Mega Drive/Genesis.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned vertically above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Enix's "Dragon Warrior IV" (1992) on the NES.
Identical to "Dragon Warrior III" (1990), except for the full stop and ellipsis punctuation marks, and the absence of the semicolon.
Only the characters present in the game's tile set have been included.
This is a clone of Dragon Warrior (NES)Recreation of the pixel font from Bally Midway's "Satan's Hollow" (1981). It has been reused for other games such as "Max RPM" (1986). Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Dooyong's "Blue Hawk" (1993) - an almost complete replica of the classic Capcom font from games such as "Street Fighter II". Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Codemasters' "Dizzy the Adventurer" (1992) - a remake of "Dizzy: Prince of the Yolkfolk" (1991) - on the NES.
Almost identical to previous Dizzy fonts, with a few minor tweaks to the "R", "4", and "9", as well as the addition of accented and special characters.
In this recreation, I added a few more variants of the accented characters, to make the font more useful. Apart from these, only the characters present in the game's tile set have been included.
This is a clone of Dizzy III - Fantasy World DizzyRecreation of the secondary font from Jaleco's "Brawl Brothers" (aka "Rushing Beat Ran", 1992) on the SNES.
In the western release, this font is only used in the "option mode" menu, while in the japanese version it features on the title screen and main menu as well.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Kaneko's "Air Buster: Trouble Specialty Raid Unit" (aka "Aero Blasters: Trouble Specialty Raid Unit", 1990). Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Palace Software's "Cauldron" (1985) on the Amstrad CPC, ZX Spectrum, and C64.
This recreation includes a few additional punctuation characters from the sequel, "Cauldon II: The Pumpkin Strikes Back" (1986). Apart from that, only the characters present in the game's tile set have been included.
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 the pixel font from Technōs/CSG Imagesoft's "Super Dodge Ball" (1988) on the NES. Only the characters present in the game's tile set have been included.
This is a clone of Nekketsu Kōkō Dodgeball Bu (Famicom)Recreation of the pixel font used in the Sinclair ZX80 (1980). Note that some of the block element characters don't have a modern unicode equivalent, and have therefore been remapped (with the medium shade lower half block at U+2581 and the medium shade upper half block at U+2594). Only the characters present in the computer's character set have been included.
This is a clone of ZX Spectrum