Recreation of the pixel font from Atlus' "Megami Tensei" (aka "Digital Devil Story: Megami Tensei", 1987) on the Nintendo Famicom/NES.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned after their respective character. In this recreation, characters that use them are pre-combined into a single 16 pixel wide glyph. Note that the hiragana and katakana use a different dakuten.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Atlus' "Shin Megami Tensei" (1992) on the Super Famicom.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in a line above their respective character. In this recreation, characters that use them are pre-combined into a single glyph.
This recreation is available in TrueType+COLR and WOFF2. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Shin Megami Tensei (SNES)Recreation of the pixel font from Atlus' "Shin Megami Tensei" (1992) on the Super Famicom.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in a line above their respective character. In this recreation, characters that use them 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 Atlus' "Wacky Races" (1991) on the NES.
The font includes an almost complete set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned in a line above their respective character, and one position to the right. In this recreation, characters that use them are pre-combined into a single glyph, with the dakuten/handakuten overhanging the character beyond the 8 pixel width.
Only the characters present in the game's tile set have been included.
Recreation of one of the pixel fonts from Laser Soft/Telenet/Atlus' "Super Valis IV" (aka "Super Valis - Akaki Tsuki no Otome", 1991) on the SNES.
This font is used for the title screen and (partially) for the end credits.
This recreation is available in TrueType+COLR and WOFF2. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
Recreation of one of the pixel fonts from Laser Soft/Telenet/Atlus' "Super Valis IV" (aka "Super Valis - Akaki Tsuki no Otome", 1991) on the SNES.
This font is used for the title screen and (partially) for the end credits.
Only the characters present in the game's tile set have been included.
Recreation of one of the pixel fonts from Laser Soft/Telenet/Atlus' "Super Valis IV" (aka "Super Valis - Akaki Tsuki no Otome", 1991) on the SNES.
This font is used in the game itself (level start/end screens, and the top interface).
This recreation is available in TrueType+COLR and WOFF2. For a monochrome version, see this recreation.
Only the characters present in the game's tile set have been included.
This is a clone of Super Valis IV (SNES)Recreation of one of the pixel fonts from Laser Soft/Telenet/Atlus' "Super Valis IV" (aka "Super Valis - Akaki Tsuki no Otome", 1991) on the SNES.
This font is used in the game itself (level start/end screens, and the top interface).
Only the characters present in the game's tile set have been included.
Recreation of one of the pixel fonts from Laser Soft/Telenet/Atlus' "Super Valis IV" (aka "Super Valis - Akaki Tsuki no Otome", 1991) on the SNES.
This font is used primarily for the game's intro cinematic.
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Atlus' port of "BlaZeon: The Bio-Cyborg Challenge" (1992) on the SNES.
Compared to the arcade version, the port has a complete lowercase and additional punctuation and special characters, though neither are used in the game itself (and the port does not have any end credits, where the arcade version used the lowercase). Note that the lowercase characters with descenders ("g", "j", "p", "q", "y") are inexplicably moved down by 1px, and the "l" is one pixel taller than in the arcade version.
Only the characters present in the game's tile set have been included.
This is a clone of BlaZeonRecreation of the pixel font from Atlus' "BlaZeon" (1992).
In the game, the lowercase is only used for the end credits, but is missing the "j", "q", and "z". This recreation also adds the missing characters. Apart from that only the characters present in the game's tile set have been included.
Recreation of the pixel font from the Dooyong/Atlus' "Pollux" (1991), which was also used in "Gulf Storm" (1991).
The lowercase (which was also present in "The Last Day" (1990) by the same company) is not used in the games.
Only the characters present in the game's tile set have been included.
Recreation of the title screen font from Hudson Soft/Atlus/Red's "PC Genjin" (aka "PC Kid", "Bonk's Adventure", 1989) on the PC Engine/Turbografx-16.
Fairly standard, but note some of the quirkier details in the "Q", "W", "Y", "Z" and "0".
Only the characters present in the game's tile set have been included.
Recreation of one of the pixel fonts from Cave's "DoDonPachi" (1997), reused in later games such as "ESP Ra.De." (1998) and "Progear" (2001). This is a refinement and expansion of one of the pixel fonts from the previous entry in the series, "DonPachi" (1995). Notable differences are the letters "A", "C", "G", "J", "V", "W", "X", "Z", "+" and the addition of a complete lowercase, extra arrows, "*", "<", ">". While in the previous game the font (one of at least 5 present in the game) was only used sparingly, this time around it seems that this font - while present in the game's ROM - was not used at all, which is surprising considering how much more complete it is.
This is a clone of DonPachi