A collection of recreations of fonts from classic video/computer games, all built brick-by-brick on FontStruct.
This collection is curated by FontStructors Patrick Lauke (redux) and goatmeal. Please contact either of them (sign in required!) if you find, or have fontstructed, a candidate for this set.
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Recreated directly from screenshots I took of the game. I replicated every character I could find and extended the Latin set from there.
I haven't played much of the franchise, but I always loved the typeface used in the journals and was surprised no one else had recreated it.
Recreation of the small pixel font from the european/north american release of Climax Entertainment/Sonic! Software Planning's "Shining Force" (1992) on the Sega Mega Drive/Genesis.
This font is unusual, as each character not only comprises two tiles (for its height), but also features characters that are wider than the maximum 8px tiles. In the game's tile set, this was achieved by using a custom encoding, where a single tile contains the combined values for two horizontal tiles.
See this short Twitter thread for a little dissection of the tile set.
The width of each character is also variable and encoded in the bottom tile for each character. Unfortunately, I was unable to work out the logic behind the width information bits - so, for characters used in the game, the correct width was matched manually, and for any characters not encountered (yet) in any of the dialog boxes, I took an educated guess...
Due to the complexity of this encoding, I won't tackle the hiragana/katakana large font from the japanese release.
Only the characters present in the game's tile set have been included
These elegant letters appear as the original main font used in the little-known tactical SNES RPG Gemfire, or Super Royal Blood in Japan.
Ishmeria is a faithful and exact recreation of said in-game font, expanded with hundreds of diacritic variants, number variations, additional bonus characters and various dingbat symbols. And that's not everything: all Japanese hiragana and katakana characters from the original version are also included, making this one of my most extensive recreations to date.
The base font size and recommended setting for Ishmeria is 16pt and multiples of that. Use metric kerning and no additional smoothing effects for an authentic pixel performance.
Gemfire on the SNES, known as Super Royal Blood in Japan, was developed and published by Koei in 1992.
~ Ishmeria - created by Caveras after the original font used in Gemfire for the SNES. ~
This is far from the first recreation of the original Nintendo DS system font, but it certainly is one of the most comprehensive variants, including about 800 characters.
NDS12 features a vast array of diacritics, common foreign characters, full Japanese hiragana and katakana character sets, buttons, arrows, unique glyphs, and many, many more.
The font is a 1:1 rebuild based on various games, expanded with many characters that couldn't be found in any game.
The base font size and recommended setting for NDS12 is 10pt and multiples of that. Use metric kerning and no additional smoothing effects for the ultimate handheld pixel experience.
~ NDS12 - created by Caveras after the original system font of the Nintendo DS. ~
Clone of LucasArts SCUMM - Menu. Shadow of the Menu font used for two-tone effects in "Monkey Island 2: LeChuck's Revenge" by LucasArts (1991). Extra Latin Characters supplied by marioflea82. Some characters have been modified for a better presentation.
This is a cloneColor recreation of the pixel font used in Capcom's "Hyper Street Fighter 2 - The Anniversary Edition" (2004) - though it actually made its first appearance in "Super Street Fighter II: The New Challengers" (1993).
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
This is a clone of Hyper Street Fighter 2 Anniversary EditionThis beautiful font is a recreation of an original font appearing in the SNES strategy game Romance of The Three Kingdoms IV: Wall of Fire, released as Sangokushi IV in Japan. It's my second Koei font recreation after Ishmeria (from the game Gemfire) and I think it's a very pretty and stylish font.
The character set of Sangoku4 includes a vast array of additional diacritic variants, number variations, bonus characters, unique glyphs, and also full sets of the Japanese hiragana and katakana alphabets from the original Japanese version of the game.
I recommend to use this one with font sizes that are multiple of 16pt and avoid any font smoothing or anti aliasing methods.
~ Sangoku4 by Caveras - a font recreation based on an original font from the SNES game Romance of The Three Kingdoms IV: Wall of Fire, developed and released by Koei in 1994. ~
This is a cloneThere are several recreations of the original PSone Final Fantasy VII font around, but none of them are either as accurate or comprehensive as this version, which also features the Japanese hiragana and katakana alphabets as well as menu numbers, special characters, and whatnot.
The base font size and recommended setting for Reactor7 is 16pt and multiples of that. Use metric kerning and no additional smoothing effects for the ultimate Final Fantasy VII experience.
Final Fantasy VII on the PlayStation was developed and released by Squaresoft in 1997.
~ Reactor7 - created by Caveras after the original main text font used in Final Fantasy VII for the Sony PlayStation. ~
Having grown quite font of recreating video game pixel fonts, I did yet another one: the font used in the SNES classic Super Punch-Out!!
Quarlow is my most extensive font to date, featuring over 850 glyphs based on the characters appearing in the game. It comes with a whole hiragana & katakana set as well as a cyrillic base character set, countless added characters and all of the more common special characters, diacritic characters, etc.
The base font size and recommended setting for Quarlow is 16pt and multiples of that. Use metric kerning and no additional smoothing effects for the ultimate punch-out experience.
Super Punch-Out!! on the SNES was developed and released by Nintendo in 1994. I picked the name of the font (Quarlow) after one of the many quirky opponents you face in the game.
~ Quarlow - created by Caveras after the original font used in Super Punch-Out!! for the Super Nintendo. ~
Characters, items and overworld map icons from "Advanced Dungeons and Dragons" by Mattel Electronics (1982) for the Intellivision Home Video Game Console system, later re-released as "Advanced Dungeons and Dragons: Cloudy Mountain."
One of my two favorite Intellivision games, with the otherbeing "Tron Deadly Discs" (1982).
Keymap:
A–D Adventurer Right #1–4
E–F Bat #1–2
G–H Spider Right #1–2
I–J Rat Right #1–2
K–L Demon #1–2
M–N Snake Right #1–2
O–P Dragon Right #1–2
Q–R Winged Dragon Right #1–2
S–V Arrows #1–4
W–X Blob #1–2
Y–Z Death Cloud #1–2
a–d Adventurer Left #1–4
e–f Spider Left #1–2
g–h Rat Left #1–2
i–j Snake Left #1–2
k–l Dragon Left #1–2
m–n Winged Dragon Left #1–2
o Quiver
p Ladder
q Boat
r Axe
s Key
t Crown Left Half
u Crown Right Half
v Crown Complete
w Rat Droppings
x Demon Tracks
y Animal Skull
1 Overworld Map - House/Start
2 Overworld Map - Mountains
3–4 Overworld Map - Forest #1–2
5–7 Overworld Map - River #1–3
8 Overworld Map - Vertical Fence
9 Overworld Map - Vertical Gate
0 Overworld Map - Horizontal Fence
- Overworld Map - Horizontal Gate
! Overworld Map - Three-Member Party
@ Overworld Map - Two-Member Party
# Overworld Map - One-Member Party
$ Overworld Map - Using Boat
% Overworld Map - Using Axe
^ Overworld Map - Using Key
& Overworld Map - Crown (End Game)
* Overworld Map - Cloudy Mountain
( Overworld Map - Cloudy Mountain Snow Peak
[ Overworld Map - Cloudy Mountain Cloud #1
] Overworld Map - Cloudy Mountain Cloud #2
\ Overworld Map - Cloudy Mountain Cloud #3
Recreation of the pixel font from Sega's "Castle of Illusion Starring Mickey Mouse" (1990) on the Sega Mega Drive.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after 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 Taito's "Double Axle" (1991).
As this is my 1000th font (with most of them computer/game recreations, collated for The Video Game Font Preservation Society), it's worth noting why I chose this.
The arcade game itself is rather obscure, and not very good. However, the characters are, for the most part, very "classic arcade font" - though this font does have a few notable little quirks that make it unique (the weirdly slanted "0", the "8" with its offset counters, the mix of serif and sans serif). But most of all, what really struck me about the font is the colour treatment in game - a beautiful "desert chrome" rendition that just screams late 80s/early 90s.
This recreation uses the special OpenType SVG (TTF+SVG) format, which currently has limited support.
One minor tweak I made was to the "T", which had a very odd inbalance. Apart from that, only the characters present in the game's tile set have been included.
Recreation of the colour pixel font from The Bitmap Brother's "Gods" (1991) port on the Sega Mega Drive/Genesis.
Note that in the game, there is also a separate set of 0-9 numbers used for the score counter. This recreation only includes the slightly "cut off" letters and numbers used on the title screen, status messages, and high-score screen.
This recreation uses the special TTF+SVG format, which currently has limited support.
Only the characters present in the game's tile set have been included.
Ashlander Pixel is a pixelated version of "Goudy Medieval". Born out of a deep love for Bethesdas "The Elder Scrolls"-series and typography this font not only supports the latin, greek and cyrillic alphabet, but also contains a variety of special symbols related to The Elder Scrolls.
I suggest using the ttf-format for now as the spacing in the otf-format is for some reason totally off. I optimized this font using InDesign, therefore the kerning in some other programs might not work as intended.
I am happy to hear feedback on this font and any issues you might encounter.
May the Nine be with you.
Another favorite computer RPG: Old English font from Betrayal In Antara, (C) 1997 Sierra On-Line. Sierra Resource File Tags: "8.fon" ; "501.fon" ; "4210.fon". Kerning is from "501.fon", which appears to be only found in Betrayal In Antara. Numerals (except 3 & 8) are from "4210.fon", found in Torin's Passage, (C) 1995 Sierra On-Line. Numerals 3 & 8 are designed by Goatmeal.
From the Final Fantasy Advance and DS games. Specifically the final version, from FFIV DS. I tried to make it compatible with all languages that use Latin, Cyrillic, and Greek scripts. Plus Japanese Hiragana and Katakana.
If you see problems, let me know.
CHANGES FROM IN-GAME ORIGINAL:
•Added additional letters and diacritics.
•Changed the circumflexed letters to use actual circumflexs instead of inverted breves, so I could add breved letters.
•Used half-pixels to center diacritics over letters.
•Made some diacriticized letters more consistent.
Recreation of the "chalkboard" pixel font used in Nintendo's 1995 Super NES classic "Super Mario World 2: Yoshi's Island". Only the characters used in the game have been included. The "Q", "X", "Z" and "j" are my own creation, as these characters don't seem to have been used in any of the on-screen texts I came across. Note that this font includes a few special characters, mapped to the most appropriate unicode point: the Yes/No selection arrow (mapped to "triangular bullet" U+2023), directional arrows (U+2190 - U+2193) and the circled "A" (U+24B6), "B" (U+24B7), "X" (U+24CD) and "Y" (U+24CE).
Update Sept. 2019: proper left/right double quote mark; "j" fixed; "Q", "X" and "Z" fixed; added accented characters and "ß" - note that, for some reason, the accented "e" and "i" versions have an additional pixel of letter-spacing; added ordinal "ª" and "º"; added "æ"; added "¡" and "¿" from the spanish version of the game on the Game Boy Advance - note that the regular exclamation and question marks in the spanish version are different from the English/French/German version, and this recreation keeps the ones from the latter.