Recreation of the pixel font from NMK/Tecmo's "GunNail" (1992).
The lowercase and most of the special characters are unused in the game itself.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Konami's "G.I. Joe" (1992).
At its core, the game is a revised and expanded version of "Devastators" (1988), and the font is almost identical - with subtly different spacing, and a few extra punctuation marks.
Only the characters present in the game's tile set have been included.
This is a clone of DevastatorsRecreation of the pixel font from SIMS' "Master of Darkness" (aka "Vampire: Master of Darkness", "In the Wake of Vampire", 1993) on the Sega Master System.
Only the characters present in the game's tile set have been included.
Recreation of one of the pixel fonts from Hudson Soft's "Felix the Cat" (1992) on the NES.
This font is used primarily in the game's cut-scenes and end screen. Note the numero character "№" (U+2116).
Only the characters present in the game's tile set have been included.
Recreation 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 main pixel font from Sega's "Ninja Gaiden" (1992) for the Sega Master System.
Note the "interrobang" character (U+203D).
Only the characters present in the game's tile set have been included.
Recreation of the limited pixel font for the high score entry on Midway/Bally's "Creature from the Black Lagoon 3D" (1992) pinball, and later reused in other machines such as "Theatre of Magic" (1995). Only the latin characters used in the game have been included.
Recreation of the secondary pixel font from Masaya/NCS' "Shockman" (aka "Kaizō Chōjin Schbibinman 2: Aratanaru Teki", 1989, 1992) on the PC Engine/TurboGrafx-16.
This font is used in the western release for all dialog boxes.
Only the characters present in the game's tile set have been included.
Recreation of the primary pixel font from Masaya/NCS' "Shockman" (aka "Kaizō Chōjin Schbibinman 2: Aratanaru Teki", 1989, 1992) on the PC Engine/TurboGrafx-16.
Only the characters present in the game's tile set have been included.
Recreation of the italic/slanted pixel font from Konami's "Teenage Mutant Ninja Turtles: The Hyperstone Heist" (aka "Teenage Mutant Hero Turtles: The Hyperstone Heist", "Teenage Mutant Ninja Turtles: Return of the Shredder", 1992) on the Sega Mega Drive/Genesis.
This font is used in the initial title crawl and in the dialogs/cutscenes. The same font was also used in the "Teenage Mutant Ninja Turtles IV: Turtles in Time" (1992) Super Nintendo port.
Only the characters present in the game's tile set have been included.
Recreation of the primary pixel font from Konami's "Teenage Mutant Ninja Turtles: The Hyperstone Heist" (aka "Teenage Mutant Hero Turtles: The Hyperstone Heist", "Teenage Mutant Ninja Turtles: Return of the Shredder", 1992) on the Sega Mega Drive/Genesis.
The game uses a crisp, non-antialiased version of the same font used in the "Teenage Mutant Ninja Turtles" (1989) and "Teenage Mutant Ninja Turtles: Turtles in Time" (1991) arcade machines. The same font was also used in the "Teenage Mutant Ninja Turtles IV: Turtles in Time" (1992) Super Nintendo port.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Nihon System Inc/Data East's "Pocket Gal Deluxe" (1992).
This recreation includes the ball number icons, mapped to the relevant unicode "Enclosed Alphanumerics" characters (U+2460 - U+2469).
The spacing of some of the punctuation/special characters (not used in the actual game) was tweaked, to make them more usable.
Only the characters present in the game's tile set have been included.
This is a clone of Diet Go GoRecreation of the pixel font from Data East's "Diet Go Go" (1992).
The spacing of some of the punctuation/special characters (not used in the actual game) was tweaked, to make them more usable.
Only the characters present in the game's tile set have been included.
Recreation of the small pixel font from the japanese release of Climax Entertainment/Sonic! Software Planning's "Shining Force" (1992) on the Sega Mega Drive/Genesis.
Compared to the european/north american release, the alphanumeric and punctuation characters are all shifted by one pixel to the left, and one pixel down. The "U" is also different, and the font lacks a lowercase.
This font includes a full set of hiragana and katakana characters. In the game's tileset, 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.
This is a clone of Shining Force (Small)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.
Only the characters present in the game's tile set have been included.
Recreation of the primary pixel font from the Red/Naxat/Hudson Soft game "Air Zonk" (aka " PC Denjin Punkic Cyborg!", 1992) on the PC Engine/TurboGrafx-16.
This font contains an almost complete set of (very quirky/stylised) hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, and positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Apart from these, only the characters present in the game's tile set have been included.
Recreation of the main pixel font from Rare/Tradewest's "R.C. Pro-Am II" (1992) on the NES. Note that the "$" sign originally spans two characters, incorporating a 4 pixel spacing on either side - for this recreation, the character was normalized to a regular single character width. Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Codemasters' "Dizzy III - Fantasy World Dizzy" (1989) on the Commodore 64, Amstrad CPC, and ZX Spectrum.
The same font is used in all subsequent "Dizzy" adventure games - "Dizzy 3 and a Half - Into Magicland" (1991), "Dizzy IV - Magicland Dizzy" (1991), "Dizzy V - Spellbound Dizzy" (1991), and "Dizzy - Prince of the Yolkfolk" (1992).
Note that "Dizzy V - Spellbound Dizzy" (1991) uses the "66" style left quotation marks (U+201C) at the start of any speech, while in all other games the "Double High-Reversed-9 Quotation Mark" (U+201F) is used.
"Dizzy II - Treasure Island Dizzy" (1988) already used an early version of this font, but with fewer special characters. One major difference is the single quote/apostrophe character - compared to all later games, which use a "9" style apostrophe, "Dizzy II" used a straight diagonal small one. This has been included in this recreation, mapped to "Right Single Quotation Mark" (U+2019).
Also note that the egg character - used to indicate lives in game - is mapped to "black circle" (U+25CF).
Only the characters present in the game's tile set have been included.
Updated 06/2023: added the apostrophe from "Dizzy II", added the "66" style left quotation mark, and confirmed that this same font is used for the rest of the series, and on all other 8-bit platforms.
Recreation of the pixel font from Konami's "Axelay" (1992) on the SNES.
Note the small triangle (U+00B7 'middot'), large triangle (U+2022 'bullet') and black circle (U+26AB).
Only the characters present in the game's tile set have been included.