Recreation of the pixel font from KID/VAP's "Doki! Doki! Yūenchi: Crazy Land Daisakusen" (aka "The Trolls in Crazyland", 1991) on the NES. Only the characters present in the game's tile set have been included.
Recreation of Bally Midway/Data East's "Rampage" (1988) on the NES.
In the game, the comma is constructed from two separate tiles, aligned vertically. In this recreation, these have been combined into a single character. As a result, this font has an overall height that's larger than 8 pixels.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Natsume's "S.C.A.T.: Special Cybernetic Attack Team" (aka "Final Mission", "Action in New York", 1990) on the NES. 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 pixel font from Square/Acclaim's "The 3-D Battles of WorldRunner" (aka "3-D WorldRunner", "Tobidase Daisakusen", 1987) on the NES.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Square's "Rad Racer" (aka "Highway Star", 1987) on the NES.
This font includes special characters for "black right-pointing double triangle" (U+23E9), box drawing characters (U+2500, U+2502, U+256D - U+2570), and "beamed eigth notes" (U+266B).
The original font was incomplete - this recreation includes the addition of custom characters for "J", "X" and "Z" that attempt to match the same style. Apart from these, only the characters present in the game's tile set have been included.
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 6px pixel font used in Nintendo's "Super Mario Kart" (1992) on the SNES. In the game, the font has a 2px spacing to account for the outline. In this recreation, I opted to just go for a 1px spacing - if you do use it outlined, make sure to add the extra pixel for authenticity.
Update Sept. 2019: added ":" and "," and fixed incorrect "Q", "V", "(" and ")"
Nintendo's "Super Mario World" (1990) on the SNES contains a maddening 5 pixel fonts. This is the recreation of the two small, 6px tall variants used for the game menus, end-of-stage stats, and the end credits. These have been spread out across the upper- and lowercase. Note the reduced-size 5px tall numerals, and the copyright symbol used on the title screen. UPDATE: in the game, the font has a 2px spacing to account for the outline. in this recreation, i opted to just go for a 1px spacing - if you do use it outlined, make sure to add the extra pixel for authenticity.
Update Sept. 2019: fixed the incorrect "Q"
Nintendo's "Super Mario World" (1990) on the SNES contains a maddening 5 pixel fonts. This is the recreation of the 7px tall font used for the game's message boxes and level names on the world map. UPDATE: in the game, the font has a 2px spacing to account for the outline. in this recreation, i opted to just go for a 1px spacing - if you do use it outlined, make sure to add the extra pixel for authenticity.
Update Sept. 2019: added some missing unused characters "?", "•", "(", ")" and fixed the incorrect "Q".
Recreation of the pixel font from the japanese version of Activision's "Predator" (1987) on the NES.
This font includes a full set of hiragana and 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.
This is a clone of Predator NESActivision's "Predator" (1987) on the NES is generally regarded as a dreadful game...but the pixel font used in the start screen and the story intro (but not in the game itself) is an interesting variation of the more standard Nintendoid font. In particular, the lowercase, custom numbers and the sexy ampersand are worth pointing out here. A few minor tweaks have been applied to the quotes and punctuation, to more easily make it fit with the overall rhythm of the letters.
EDIT (August 2019): fixed the incorrect "Q" (which came from the in-game font) and changed quotes and punctuation back to their original (slightly unbalanced) look for accuracy. The only small concession I made is to move the numbers by one pixel to the right to make them work better when paired with letters.
This is a clone of Nintendoid 1Pixel font recreation from Konami's classic "Gradius" (1986). A variation on the generic Nintendo font, most notable in the letters V, Y and in some of the numeral. This font includes the special characters from my standard Nintendoid 1 to make it more generally useful, and for the first time includes the strange "horizontal semicolon" used on most of the early Nintendo games' start screens.
EDIT August 2019: it appears I was off by one pixel on the "horizontal semicolon". Fixed now.
This is a clone of Nintendoid 1Recreation of the primary pixel font from Vic Tokai's "Clash at Demonhead" (aka "Dengeki Big Bang!", 1989) on the NES.
Note that the game features two distinct exclamation marks ... the second/straight one has been mapped to "inverted exclamation mark" (U+00A1).
This font includes a full set of hiragana and 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 Nintendo's "Donkey Kong Classics" (1988) on the NES, which combines the fonts from "Donkey Kong" (1981) and "Donkey Kong Jr." (1982).
The one distinctive feature of this font are the "G" and the exclamation mark. Note that in the original "Donkey Kong" (1981) the period/full stop and the ".," (mapped here to the ";") were one pixel higher than in the "Classics" version. In addition, this recreation includes the maths symbols ("+", "-", "×", "÷") from "Donkey Kong Jr. Math" (1983). "Donkey Kong Jr. Math" and "Donkey Kong 3" (1983) also used this same font, except they changed the "8".
Other than the additions of the maths symbols, only the characters present in the game's tile set have been included.
Recreation of the primary pixel font from Nintendo's "Barker Bill's Trick Shooting" (1990) on the NES.
Note that the gun character is mapped to "left arrow" (U+2190), as fontstruct does not provide the option of generating the more appropriate "pistol" (U+1F52B) emoji unicode point.
Only the characters present in the game's tile set have been included.
Recreation of the hiragana and katakana pixel fonts from Konami's "Akumajō Densetsu" (aka "Castlevania III: Dracula's Curse", 1987) on the Nintendo Famicom.
This font is only used on the title screen, intro story crawl, and dialog boxes - otherwise, the game uses a standard "Nintedoid" type font like https://fontstruct.com/fontstructions/show/676742/nintendoid_1. In contrast, the western release uses a single stylised font throughout - see https://fontstruct.com/fontstructions/show/682911/castlevania_3_1.
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.
The game also uses a handful of actual kanji characters - however, due to their limited number and usefulness, these have not been added in this recreation.
Only the characters present in the game's tile set have been included.
Recreation of the katakana pixel font from Konami's "Dracula II: Noroi no Fūin" (aka "Castlevania II: Simon's Quest", 1987) on the Nintendo Famicom.
While the title screens use the same latin font as the western releases (see Castlevania 2 - https://fontstruct.com/fontstructions/show/682905/castlevania_2_1), this font is used in the game itself (including the dialog boxes and inventory/menus) . In the game's tileset, the dakuten and handakuten are separate tiles, positioned to the right of the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
The font also includes a set of basic box drawing elements (U+2501, U+2503, U+250F, U+2513, U+2517, U+251B).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Make Software/Capcom's "DuckTales 2" (1993) on the NES/Famicom.
This font includes the katakana characters from the japanese release. In the game's tileset, the dakuten and handakuten are separate tiles, positioned to the right of 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 Capcom's "DuckTales" ("Wanpaku Duck Yume Bouken", 1989) on the NES/Famicom.
Now includes the katakana characters from the japanese release. In the game's tileset, the dakuten and handakuten are separate tiles, positioned to the right of 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 DuckTales (NES)Recreation of the primary pixel font from Infinity/Imagineer's "The Battle of Olympus" (1988) on the NES.
This font combines the Japanese (which lacks a latin lowercase) and North American/European release fonts. It 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.