Quoted from EchoVictor:What I'm talking about is on a single player game, when the score is full-sized in the "antiquey" font. The up scaling doesn't allow the number 0 to be a full circle. It's open, or incomplete, at the 11 o'clock position of the circle.
Thanks. At first, I thought you meant part of the score was not visible because it was extending outside of the ColorDMD window due to some type of technical glitch. I understand now what you're saying about the continuity of the stroke in the number "0" itself.
FWIW, that anomaly appears to be driven by the original dot matrix rendering of the shape and thickness of the typeface itself.
For example, compare the two screenshots below of the Original DMD and the ColorDMD in SCAN Mode (i.e., the latter courtesy of DerRoland's video posted earlier in this thread).
LOTR DMD-72.jpg
LOTR ColorDMD Scan Mode DerRoland-921.jpg
On the original DMD, the typeface of the number "0" is also open or incomplete at the 11 o'clock and 5 o'clock positions. The number "8" also appears to be open or incomplete at the 1 o'clock and 5 o'clock positions.
Now I am not an expert in typography -- far from it -- but after doing a little research, the typeface chosen by the game design team looks like an Old Style or Humanist typeface, dating back to the 15th century, shortly after Johannes Gutenberg's printing press, and was inspired by period handwriting such as calligraphy.
http://en.wikipedia.org/wiki/Serif#Old_Style
So given the original typeface, I think the SCAN mode creates a pretty good replication with a lot of the nuances of the old style, calligraphy look.
BTW, if anyone can figure out the exact typeface, I'd love to compare the numbers in the above photos to those of the original.