A faithful, authentic, all-caps, nostalgic 8-bit font based on 1st-party Nintendo Entertainment System games, such as Duck Hunt, Tetris, Dr. Mario, Clu Clu Land, Pinball, Gyromite, Baseball, Urban Champion, and of course, as the name says in the font, Super Mario Bros.!
Featuring a grand total of 1085 glyphs! If we do glyph number translation, 1085 translates to October 1985, back when the Nintendo Entertainment System first launched in North America!
Now you're typing with power!
The definitive retro gaming font, now available to use for your gaming-related projects, without a single arcade quarter required, is here! Why stick with Press Start 2P when you can use this, especially the fact that this font has over 1000 characters? This font was originally inspired by nostalgic arcade games, such as Bubble Bobble, Donkey Kong, Mario Bros., Frogger, Wonder Boy, Kung-Fu Master, Punch-Out!!, Karate Champ, Burger Time, Centipede, Track & Field, Bomb Jack, and many more!
This is a clone of Super Mario Bros. NESHaving grown quite font of recreating video game pixel fonts, I did yet another one: the font used in the SNES classic Super Punch-Out!!
Quarlow is my most extensive font to date, featuring over 850 glyphs based on the characters appearing in the game. It comes with a whole hiragana & katakana set as well as a cyrillic base character set, countless added characters and all of the more common special characters, diacritic characters, etc.
The base font size and recommended setting for Quarlow is 16pt and multiples of that. Use metric kerning and no additional smoothing effects for the ultimate punch-out experience.
Super Punch-Out!! on the SNES was developed and released by Nintendo in 1994. I picked the name of the font (Quarlow) after one of the many quirky opponents you face in the game.
~ Quarlow - created by Caveras after the original font used in Super Punch-Out!! for the Super Nintendo. ~
These elegant letters appear as the original main font used in the little-known tactical SNES RPG Gemfire, or Super Royal Blood in Japan.
Ishmeria is a faithful and exact recreation of said in-game font, expanded with hundreds of diacritic variants, number variations, additional bonus characters and various dingbat symbols. And that's not everything: all Japanese hiragana and katakana characters from the original version are also included, making this one of my most extensive recreations to date.
The base font size and recommended setting for Ishmeria is 16pt and multiples of that. Use metric kerning and no additional smoothing effects for an authentic pixel performance.
Gemfire on the SNES, known as Super Royal Blood in Japan, was developed and published by Koei in 1992.
~ Ishmeria - created by Caveras after the original font used in Gemfire for the SNES. ~
No Konami code is required for the usage of this font. You may not get 30 lives with this font inspired by Konami's Contra series, but this will be a font you'll enjoy using, retro gaming fans! Enjoy!
This is a clone of Super Mario Bros. NESTOUCHDOWN! A font based on Tecmo Bowl is now available!
This is a clone of Super Mario Bros. NESThere you go! I made a usual recreation of the dialogue font used in Kirby’s Avalanche (a.k.a. Kirby’s Ghost Trap in Europe), Nintendo’s attempt at localizing Puyo Puyo in the 90’s, before the time when SEGA bought the Puyo Puyo license. Almost all glyphs from the game are included, as well as custom glyphs for other languages. Have fun! Bayoen~!
A faithful recreation of the nostalgic 8-bit Nintendo Family Computer "Famicom" font with an IBM Code Page 437 character ROM-based twist. While it initially has 381 characters, I'll strive to work hard on this one.
The Famicom was released in Japan on 15 July 1983. It was released in the United States on 18 October 1985 as the Nintendo Entertainment System.
Note: The cap. letter J and cap. Cyrillic Je, is custom made for this font.
A reminder:
This is not a direct clone of this font (aptly named Super Mario Bros. NES) released on 18 October 2016, noting the creation date of this font below.
Downloading of font is disabled because of Nintendo and its anti-preserving tactics.
Kyrolan Font Family © Vienna Binders, Aaron Wolff. All rights reserved.
The FontStructions that are created and/or made available on this Site are the copyrighted work, of the respective creator.
This is a cloneA non-pixelation recreation of the nostalgic 8-bit Nintendo Family Computer "Famicom" font with an IBM Code Page 437 character ROM-based twist. While it initially has 381 characters, I'll strive to work hard on this one.
The Famicom was released in Japan on 15 July 1983. It was released in the United States on 18 October 1985 as the Nintendo Entertainment System.
Note: The cap. letter J and cap. Cyrillic Je, is custom made for this font. Following the events after this, here's one for you! Unfortunately, the Latin small letter æ ended up not working so "E6" for now.
One word about Nintendoid Non-Pixelated | FontStruct:
Shall I give you a crash course on how to non-pixelate this?
Downloading of font is disabled because of Nintendo and its anti-preserving tactics.
Kyrolan Font Family © Vienna Binders, Aaron Wolff. All rights reserved.
The FontStructions that are created and/or made available on this Site are the copyrighted work, of the respective creator.
This is a clone of KL One Pixel SingleRecreation of the main pixel font from Nintendo's "The Legend of Zelda: The Minish Cap" (2004) on the Game Boy Advance.
This is the monospaced variant, as found in the game's ROM and as used in the initial character name entry screens. In game, the font is then used proportionally - this will be provided as a separate font recreation.
A handful of characters - ™ trade mark sign (U+2122), ♪ eight note (U+266A), ❤ heavy black heart (U+2764), ▶ black right-pointing triangle (U+25B6) - had very subtle antialiasing. In this recreation, it has been removed. The tileset also includes two different sets of double quotation marks (which are not used in the game itself) - the "fatter" ones have been mapped to heavy double turned comma quotation mark ornament (U+275D) and heavy double comma quotation mark ornament (U+275E).
This font includes a full set of hiragana and katakana characters, with custom glyphs for characters with a dakuten and handakuten. The game itself also uses a series of complex kanji characters (particularly in the introduction). Some of those characters are also wider than the default 8 pixel tiles. These have not been included in this recreation.
Only the characters present in the game's tile set have been included.
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 NESRecreation of the pixel font from Compile/Irem's "The Guardian Legend" (aka "Guardic Gaiden", 1988) on the Nintendo Famicom / NES. It combines the characters from the North American/European release and the original Japanese one.
This font 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.
Similarly, in the password entry screen the game includes various characters with an umlaut/diaeresis, which are rendered as a separate tile in the preceding line. In this recreation, these have also been pre-combined. The game itself also uses some non-standard combinations (such as a "k" with an umlaut) - these have not been included, as they don't map to any standard unicode character. Lastly, to avoid confusion, the numeral "0" in the password entry screen uses a slash. This has been mapped to the "Latin Capital Letter O with Stroke" character (U+00D8).
Beyond this, only the characters present in the game's tile set have been included.
Recreation of the main pixel font from Jaleco's "Rival Turf!" (aka "Rushing Beat", 1992) on the SNES.
This font is used for the main menu, intro/outro cinematics, and end credits.
The font includes an almost complete set of hiragana and katakana characters. A few of the katakana characters were missing in the game's tile set, so I've attempted to include custom characters in a similar style. 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.
With the exception of the few additional katakana glyphs, only the characters present in the game's tile set have been included.
Recreation of the pixel font from Quintet/Enix's "ActRaiser" (1990) on the SNES.
This font includes a full set of hiragana and katakana characters. In the tile set, the dakuten and handakuten are separate tiles, positioned on the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
The japanese version of this game features subtly different punctuation. This recreation only includes the punctuation marks from the western release.
Only the characters present in the game's tile set have been included.
Recreation of the small pixel font from Quintet/Ancient/Enix's "Slapstick" (1994) on the SNES.
Note that the western release, "Robotrek", uses a different (and much blander/classic 8 bit) font.
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 Technōs/Acclaim's "Double Dragon III: The Rosetta Stone" (aka "Double Dragon III: The Sacred Stones", 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. In this recreation, characters that use them are pre-combined into a single glyph.
Note that the Japanese version uses a different/thin exclamation mark. This recreation only includes the bold version of the exclamation mark used in the European and US versions.
Only the characters present in the game's tile set have been included.
Recreation of the main monospaced pixel font from Ape Inc./Hal Laboratory's "Mother 2: Gīgu no Gyakushū" ("MOTHER2ギーグの逆襲", 1994) on the Super Famicom/SNES.
This is notably different from the proportional font used in the western release, EarthBound.
The font includes an almost complete set of hiragana and katakana characters.
Note the superscript double zeroes have been mapped to the em dash (U+2015).
Only the characters present in the game's tile set have been included.
Recreation of the pixel font from Capcom's "Willow" (1989) 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. 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 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 Aikom/Vic Tokai's "The Mafat Conspiracy" (1990) on the NES.
This font contains an almost complete set of hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, and positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Apart from these, only the characters present in the game's tile set have been included.
Recreation of the pixel font from Software Creations/Sony Imagesoft's "Equinox" (aka "Solstice II", 1994). This font includes an almost complete set of hiragana and katakana characters. 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 pixel font from Nihon Bussan/Nichibutsu's "Comso Police Galivan" (1985) on the NES/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.
There was no glyphs latin on Patrick H. Lauke Redux's font so go check it out: https://fontstruct.com/fontstructions/show/1644314/akumajo-densetsu-nes
I used to clone them, so I can help Patrick Lauke to complete this font with letters on it.
This is a clone of Akumajō Densetsu (NES)Recreation of the primary pixel font from Sunsoft's "Gremlins 2: The New Batch" (1990) on the NES, used primarily in the shop sequences.
This font contains an almost complete set of hiragana and katakana characters. In the game's tileset, the dakuten and handakuten are separate tiles, and positioned in the line above the character they relate to. In this recreation, these characters are pre-combined into a single glyph.
Apart from these, only the characters present in the game's tile set have been included.
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.