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Experimental 24-segment display or massive monochrome Mondrian matrix. Pixel compatible!
The thinking behind this one was that with incongruously sized segments arranged in the proper way, I would create a design which was effectively 5x5, but which accomodated more glyphs than 5x5 usually does. Negative space is incorporated into the structure of many glyphs, though not enough to classify this as an IVO design.
"Qualtron" is the name of an imaginary entity that a friend believed in - a being meant to represent the result of "a mathematical equation that can rule the universe". I didn't inquire further about it... :D
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Design Rules:
1. Segments can have interior length/width of 2 or 5.
2. The central 2x2 square must always remain open.
3. Square bricks and 90-degree angles only.
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Original size: 20.75pt (use multiples of this value for pixel perfection)
Recreation of the pixel font from Codemasters' "Rockstar Ate My Hamster" (1988). Slightly expanded with a few additional custom characters not present in the original game.
Edited (11/2016) to fix some of the characters, based on a more accurate source (C64 emulation of the game) and to include the "BLACK LARGE SQUARE" (U+2B1B) unicode character.
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.
PC Font recreations: "Terminal" (Style 2, coding is CHINESE_BIG5)
This font only appears in Notepad, MS Paint and nowhere else, so replicating it might be a good idea.
The most amazing thing about this font is that it changes its style depending on the chosen font size. More styles and "More Latin" coming soon.
Based on a font identification request over at Typography.guru.
A recreation of the typeface used for the titles of the film Sneakers, evidently inspired by the MICR aesthetics, filtered through the over-the-top flair of arcade video-games graphics.
Only |J|Q|Z| are done from scratch, but most letters still needed some interpretation in order to choose what to keep as a detail and what to discard as just an artefact.
As per the samples available, it's just uppercase (plus the lonely lowercase |c|).
It is possible that the original wasn't a pixel font after all, or that the pixels weren't square, and probably it had a higher resolution than 13×13.
Recreation of the pixel font from ERE Informatique/Exxos' "Kult: The Temple of Flying Saucers" (aka "Chamber of the Sci-Mutant Priestess", 1989). Only the characters used in the game (including the French and German versions) have been included.
Recreation of the pixel font used in the Sinclair ZX Spectrum (1982). Note the block element characters, set to their equivalent unicode points (U+2596 through to U+259F). Only the characters present in the computer's character set have been included.
Recreation of the pixel font used in the Sinclair ZX80 (1980). Note that some of the block element characters don't have a modern unicode equivalent, and have therefore been remapped (with the medium shade lower half block at U+2581 and the medium shade upper half block at U+2594). Only the characters present in the computer's character set have been included.
This is a clone of ZX SpectrumRecreation of the medium/high resolution character set used in the Atari ST TOS (1985), and later reused in the Atari TT and Atari Falcon.
Most special characters have been included and mapped to their respective unicode equivalents. This recreation also includes the special characters that form the Atari logo (mapped to the dingbat code points U+2768 and U+2769) and the pixelated face of J.R. "Bob" Dobbs (box drawing code points U+250C, U+2510, U+2514 and U+2518).
Only the characters present in the original set have been included.
This is a clone of Atari STBased on Anypix 7x5 Unicode.
Done:
Basic Latin, More Latin, Extended Latin A, Extended Latin B, Greek and Coptic, Cyrillic, Arabic, Devanagari, Hebrew, Katakana, Thai, Georgian, Armenian, Bopomofo, Hiragana, Bengali, Gurmukhi, Gujarati, Sinhala, Even More Latin, Google Fonts Basic
Working on:
Telugu, Tamil, Malayalam
(The reason why I am not doing Hangul is because 7x7 is too small for most of the letters. Once I get around to VCR-14, I will do Hangul and (hopefully) the rest of Plane 0.)
Recreation of the international character set for ASCII Corporation/Spectravideo's MSX computer (1983).
The majority of the characters (with a few exception) have been mapped to their respective modern unicode points.
The recreation also includes a few additional accented and special characters from the Brazilian/Portugese variant. Beyond these, only the characters present in the original ROM have been included.
Recreation of the pixel font from Mastertronic's "Spellbound" (1985) on the Amstrad CPC, ZX Spectrum, and Commodore 64.
The same font was reused (with a few minor changes to punctuation/special characters) in the sequels "Knight Tyme" (1986) and "Stormbringer" (1987)
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Clive Townsend/Durell Software's "Saboteur" (1986) on the Amstrad CPC and ZX Spectrum.
The same font was reused in "Saboteur 2" (aka "Saboteur II: Avenging Angel", 1987).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from JoyMasher's "Odallus - The Dark Call" (2015). Contains an extensive set of special characters (234 total), including cyrillic. The shape and spacing of some of the extended/accented characters have been slightly modified for greater consistency.
PC Font recreations: "Terminal" (Style 1, coding is CHINESE_BIG5)
This font only appears in Notepad, MS Paint and nowhere else, so replicating it might be a good idea.
The most amazing thing about this font is that it changes its style depending on the chosen font size. More styles and "More Latin" coming soon.
This is a toxicity-based raster font. It started out with the base fonts & symbols from VTech CreatiVision, and small letters by myself, making this nice font set for games and typewriting. This font may be good for commercial/personal use. It was a fun font! Be sure to try it!
Recreation of the colour pixel font from The Bitmap Brother's "Gods" (1991) on the Amiga and Atari ST.
This recreation uses the special TTF+SVG format, which currently has limited support. For a monochrome version, see this recreation.
Only the characters used in the game have been included.
This is a clone of Gods (Amiga)