Lock Chest font from Betrayal At Krondor, (C) 1993 Dynamix / Sierra On-Line. Bitmap typeface of the Human translation of the Moredhel Lock Chests found throughout the greatest computer RPG of all time, "Betrayal At Krondor".
For the Moredhel version, please see Blu3vib3's excellent recreation:
Moredhel
https://fontstruct.com/fontstructions/show/623524/moredhel_1
(Sorry, the direct link function isn't working at the moment.)
Capitals taken from the Tumblers and Hints. Lowercase and Punctuation taken from the Hints. Numerals are taken from the Cheat Chest Tumblers (Alt + Rt. Shift + ~ on the overhead map screen).
Revisiting a font I made over 10 years ago as a request: A solid version of the large font used in numerous Atari video arcade games, 1984-1987. By removing the three-colored font-smoothing effect, the typeface definitely loses its elegance; some glyphs (especially the #) are reduced to mere "blobs" of pixels. Hopefully the requester finds some use for it. Best below 20 pt.
This is a clone of Atari SerifClone of Xenophobe. Font from Xenophobe, (C)1987 Bally Midway Mfg Co. Uppercase and numerals are the same design found in Discs of TRON, (C) 1983 Bally Midway Mfg Co. Lowercase contains the small lettering used within the game, with alternates found in the More Latin section. Letter "q" created by Goatmeal.
This is a clone of XenophobeFont from Xenophobe, (C)1987 Bally Midway Mfg Co. Uppercase and numerals are the same design found in Discs of TRON, (C) 1983 Bally Midway Mfg Co. Lowercase contains the small lettering used within the game, with alternates found in the More Latin section. Letter "q" created by Goatmeal.
This font is a recreation of Richard Wisan's "ELITEQ.LQN" font file (c) 1990 for use with the program LQMATRIX. From Mr. Wisan's comment in the LQMATRIX documentation file: "ELITEQ.LQN: resembles Epson's resident Roman font, but slightly reduced to suit elite spacing."
LQMATRIX was a font design program for use with Epson LQ [Letter Quality] 24-pin dot matrix printers and compatibles. Created by noted linguist, anthropologist, and photographer J. David Sapir, the program had its beginnings in 1985 and was published by Jimmy Paris Software; the last known version that I have been able to find is version 4.44 (1991). Mr. Sapir included font set submissions from LQMATRIX users in some of the later updates; my version includes Mr. Wisan's file. A screenshot of the program is included in the comments section below.
While the graphics mode of dot matrix printers could print rather complex pictures, it remained extremely slow for large amounts of specialized text. By uploading an LQMATRIX font file into the printer's RAM, the temporary font could be used interchangeablely with the printer's resident ROM fonts. The result was a much faster print speed with little sacrifice in quality -- plus, one could design their own special glyphs or characters to suit their needs!
This was accomplish by a sophisticated design program included with LQMATRIX, whereby users could create and save characters or symbols on a 24 vertical by 15 horizontal grid for the ASCII locations 032–126 (although 001-127 were permitted). One could even place dots in the 14 half-positions along the horizontal.
I have cleaned-up some of the curvatures and harmonized a number of glyphs (along with outright modification of a few, like W and w), yet they still adhere to the same 24 x 15 grid. The original designs can be found beginning in the "More Latin" section. Because the characters for "left single quotation mark" and "right single quotation mark" were not present in DOS, I have "created" them here for sake of completion.
While suffering some serious fonter's block, here's another "wonky" experiment: this time, based on my "21st Century Dot Matrix" font. Random numbers were used to determine each dot's nudged position for the vertical (–½ / –¼ / 0 / +¼ / +½), and another set of random numbers for the horizontal. Each position had an equal 20% chance of placement.
On the previous "wonky" font ("Wonky Pins"), I adjusted some dots manually to be more visually pleasing, but I refrained from doing that here. Because so many dots were nudged to extreme positions (–½ & +½ vertically and horizontally) WITHOUT further adjustment, the printed text is still legible but definitely not as refined at "Wonky Pins"...
This typeface was also based on 2 sets of dots this time: one randomized set for an even number of dots across a row (6 or 8), and the other set for an odd number of dots (7). Sometimes, even dots and odd dots are used together on the same row in order to match the placement in the original design. These blocks are present in the "À" position. A slightly larger generic block in position "Á" is only present to prevent word processors from 'cutting off' dots nudged too far vertically up or down; initial test printings resulted in ½ dots being printed at those extremes.
Perhaps another "wonky" experiment will place the extreme ends at a lower chance of occurance (perhaps 10%) while the other three (–¼ / 0 / +¼) more at likely at 26.67% each. Or perhaps an even higher chance that the dot is not even nudged at all, with lower likelihoods as you move outwards to the extremes. This might alleviate the need for any manual adjustments, yet still get the point across that something... something has gone wonky with the printer...
Typeface used for the opening credits of Hero's Quest: So You Want To Be A Hero (EGA) & Quest For Glory: So You Want To Be A Hero (EGA), (C) 1989 Sierra On-Line. The words and names were not generated using an in-game font; they were actually pre-rendered static images within the game's art assets. Letters Q & Z created by Goatmeal.
Because the flourishes/sparkles present in the center of several letters could not be recreated effectively in FontStruct, they are NOT included in this font recreation.
An experiment -- Half-tone uses dots, so why not replace dots with pixels? Thus, Half-Pixel Arcade was born.
This is a clone of The Video Arcade Game FontAn experiment -- Half-tone uses dots, so why not replace dots with pixels? Thus, Half-Pixel was born.
This is a clone of CASIOpeia (fx-7700G)A medieval pixel font created for use in the graphic adventure game "Quest For Infamy" by Infamous Quests, (C) 2012-2014. Designed for fantasy / RPG-style video games. Uppercase letters inspired by: various German Blackletter, Old English, and Uncial typefaces; "Deutsch Gothic" by James Fordyce; "1454 Gutenberg Bibel" by John H. Schmidt; "Goudy Medieval" by Mentor Type; "Black Castle MF" by Rick W. Mueller; "Two For Juan" by Nick's Fonts; and Exidy's video arcade game "Venture" (1981). Numerals inspired by various Old English and Gothic typefaces.
A more accurate update of the font from Electronic's 1991 self-titled album and the 2013 re-release; a variation of Wim Crouwel's "Stedelijk" alphabet, used on his 1968 Vormgevers poster for the Stedelijk Museum in Amsterdam. The 'characters running together' is purely intentional. Includes new glyphs " - ( ) / and variant p q w 0 . , : ; All other non-alphanumeric characters created by Goatmeal.
2023 Update - Corrected / added concave curves to 4 @ +
Clone of LucasArts SCUMM - Menu. Solid menu font used 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 cloneClone 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 cloneAnother 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.