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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Temple of Apshai was the first game published by Epyx, back in 1979 when they were called Automated Simulations. A trilogy of Apshai games came out on Commodore 64 in 1985 and this font is taken from that. Now you can mix 8-bit with RPG.
Fairchild Channel F - PROPORTIONAL (font edition)
Video Entertainment System (VES - original name)
https://en.wikipedia.org/wiki/Fairchild_Channel_F
Collection of text characters, 1976-1981 Fairchild
5x5 / 4x5 / 3x5 US-ASCII valid fonts, 2018-04 dpla
Fairchild derived from the old 7-segment numerics.
Breakthroughs of this 2nd-gen video game console:
. first artificial intelligence (AI) in game,
. first programmable game cartridges (27),
. '8 colors' (in 102x58 out of 128x64 px),
. hold button menu, joystick/paddle controllers.
Today's young home players cannot understand this.
2018
0424
dpla.fr/fonts/channel-f-ves
Fairchild Channel F - PROPORTIONAL (font edition)
Video Entertainment System (VES - original name)
https://en.wikipedia.org/wiki/Fairchild_Channel_F
Collection of text characters, 1976-1981 Fairchild
5x5 / 4x5 / 3x5 US-ASCII valid fonts, 2018-04 dpla
Fairchild derived from the old 7-segment numerics.
Breakthroughs of this 2nd-gen video game console:
. first artificial intelligence (AI) in game,
. first programmable game cartridges (27),
. '8 colors' (in 102x58 out of 128x64 px),
. hold button menu, joystick/paddle controllers.
Today's young home players cannot understand this.
2018
0424
dpla.fr/fonts/channel-f-ves
Fairchild Channel F - PROPORTIONAL (font edition)
Video Entertainment System (VES - original name)
https://en.wikipedia.org/wiki/Fairchild_Channel_F
Collection of text characters, 1976-1981 Fairchild
5x5 / 4x5 / 3x5 US-ASCII valid fonts, 2018-04 dpla
Fairchild derived from the old 7-segment numerics.
Breakthroughs of this 2nd-gen video game console:
. first artificial intelligence (AI) in game,
. first programmable game cartridges (27),
. '8 colors' (in 102x58 out of 128x64 px),
. hold button menu, joystick/paddle controllers.
Today's young home players cannot understand this.
2018
0424
dpla.fr/fonts/channel-f-ves
Recreation of the pixel font from Taito's "Xyzolog" (1985) on the MSX. Note the special "L" (mapped to lowercase "L"), and the lowercase "y" and "z". Only the characters present in the game's tile set have been included.
Triad published by Livewire. One of the first games I ever played on the C64 back in 1985, loaded this up off tape - probably the first game I ever mastered and advanced through the levels. And the first place I ever heard Bach's Toccata and Fugue in D Minor :)
Another Commodore character set. From Summer Games II's Fencing event, this is the font that appears on the computer terminal. Upper case, digits and full stop only. It's also correctly monospaced as the terminal is meant to be an early 1980s machine. G and Q will touch adjacent characters, that's by design.
Fell back on this as I want to work with curves BUT they're kind of limited. I work in 1x1 pixel space but I want a curve that can span a 2x2 space. At the moment Fontstruct doesn't let us scale a brick up in size, only downward (i.e. composite bricks)... so the only curves you can do, your letters look like rounded rectangles.
C64 character set for Gauntlet and The Deeper Dungeons (DD) games. Found a few odd characters that don't get used in the game, and others only used in DD for when the player's picked up a hidden potion (e.g. extra armour, extra shot strength).
Recreation of the pixel font from the arcade version of Capcom's "LED Storm Rally 2011" (1988). Note that this is different from the font used in the more common "LED Storm" (aka "Mad Gear", 1988) variant of the game. Only the characters present in the game's tile set have been included.
Wizard, platform game for the Commodore 64. This font replicates its pixelled medieval character set at its usual size. After first doing a monospaced version, cloned it to make a proportional font and have tried to set reasonable kerning of character pairs. Some redefined characters in the game also appear here...
This is a cloneRecreation of the pixel font from the Sega CD version of Konami's "Snatcher" (1994). With the exception of a few special characters ("=", "[", "]", "\", "|", "$") only the characters used in the game have been included.
Megaten 20XX is a monospaced sans-serif pixel font recreation based on the original typeface appearing in the Super Famicom video game Shin Megami Tensei II, developed and released by Atlus in 1994.
The character set of this font was notably expanded with many additional special characters, diacritic variants, unique glyphs, and the like, each one of them designed to match the spirit and style of the original font design. Also included is the full original set of Japanese characters.
To recreate the original in-game appearance of this font, I recommend to choose font sizes that are multiples of 7pt and avoid any anti-aliasing or other font smoothing methods.
~ Megaten 20XX by Caveras - a pixel font recreation based on an original font from the SNES video game Shin Megami Tensei II ~
Please contact me if you wish to license this font for commercial purposes!
© Copyright & created by Caveras.
I used Tile Molester (I didn't name it that way!) and extracted the Earthbound and Mother 2 font (English ROM and Japanese ROM) that was used in the game's menu and tried to combine and insert them here myself. (I used the Earthbound's Latin instead of Mother 2's bolder one, because most recognize it that way)
I've added a few hundred more glyphs to it, hoping this may come in handy for some fans out there. ^^ I'll add more languages (maybe use all the glyphs available) if you request it, otherwise, I'll only leave it at 878 glyphs. ;D
This font includes:
- Basic Latin
- More Latin
- Extended Latin A
- Extended Latin B
- Katakana
- Hiragana
- Greek and Coptic
To reference the game a little more... Katakana Middle Dot, More Latin's Middle Dot, and More Latin's Bullet are actually the middle dots that you see in the Japanese and English character naming screen, respectively. ^^
I don't have status conditions and the battle font in here, because it's pretty much its own font and I honestly can't find it in the game's file for some reason... (no clue what settings to use see those)
This is a recreation of a raster font from a real Pac-Man machine with modified symbols. Currently, it has American and some European characters. This is good enough for a retro feel, useful for gaming and might be used for personal or commercial purposes.
The font used in Super Mario 64 when speaking to people or reading signs. These characters are mostly derived from the game and used to recreate the font. Glyphs such as the asterisk and curly bracket are made with modified or existing characters used in-game (star instead of asterisk, curly bracket made from parenthesis, etc.)
Recreation of the pixel font from Delphine Software's "Shaq Fu" (1994) on the SNES. Identical to the pixel font from the Sega Mega Drive/Genesis version, but with a handful of additional special characters. This recreation also includes additional ";" and straight double quotes characters. Apart from that, 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 Rare/Nintendo's "Cobra Triangle" (1988) on the NES. Fairly standard, but with some interesting details in the "Q", "S", "Y", "5" and "9". Only the characters present in the game's tile set have been included.
Recreation of the bold variant pixel font from Arc System Works/Capcom's "Code Name: Viper" (aka "Ningen Heiki Dead Fox", 1990) on the NES. Includes the punctuation/special characters from the regular (non-bold) dialog version. Only the characters present in the game's tile set have been included.
This is a clone of Code Name: Viper (NES)Recreation of the dialog pixel font from Arc System Works/Capcom's "Code Name: Viper" (aka "Ningen Heiki Dead Fox", 1990) on the NES. Only the characters present in the game's tile set have been included.
Recreation of the pixel font from the arcade version of Konami's "Contra" (aka "Gryzor", 1987). Identical to "Time Pilot '84" (1984), but with modified/expanded punctuation and special characters. Only the characters present in the game's tile set have been included.
This is a clone of Time Pilot '84Recreation of the pixel font from VEB Polytechnik's "Poly-Play" (1985), an old arcade machine from the former GDR. https://en.wikipedia.org/wiki/Poly_Play
Note the strangely cut off "?", "j", "g" (indistinguishable from "q") and round brackets.
This recreation uses "Upper half block" (U+2580) for what would be a (non-standard) "Upper one quarter block"), the "Lower one eighth block" (U+2581) to "Full block" (U+2588) sequence of block elements, "Light shade" (U+2591) for the diagonal pattern, "Medium shade" (U+2592), and "Dark shade" (U+2593) for the vertical pattern.
Individual games use some custom symbols which don't map easily to unicode and have not been included.