This is a definitive collection of the 8x8 monospace typefaces used by arcade games from 1970 through about 1992. It acknowledges that it does not cover proportional fonts, other sizes, or other platforms in order to reduce the scope of the project. That's a good choice, because the book is already quite large even with these restrictions. Yet, I hope that Omigari or others produce further volumes covering other cases because there is a rich set of material available.
The presentation of the typefaces themselves is good. It would be improved by consistently showing the pixel grid on all of them and eliminating the useless full-screen characters; they are too blocky to appreciate at that scale. Showing some of the fonts with the in-game context is terrific and I wish there were more.
Omigari's evaluation of the effectiveness of the typefaces and notes on the relationships between them are both excellent. This adds significant value and shows his scholarship. There are many typefaces that differ by only a few pixels, and having the changes called out is terrific. It is also very helpful to not just see the typefaces but have a professional evaluation of their strengths and weaknesses. This criticism helps develop the reader's eye and appreciation, and for pixel artists it is great guidance.
The multiple introductions are all embarrassing. First, they are set in a light, sans serif font that is hard to read--this is a ridiculous mistake for a book about typography. (This is the editor's and publisher's mistake, not the author's...but that is small comfort to the reader.)
Second, they demonstrate ignorance of pixel art challenges, conventions, and successes. Statements such as "a minimum of five vertical pixels are required" are obviously wrong. There have been successful pixel art fonts as small as 3 pixels high through clever use of diagonals or antialiasing. Further incorrect or vacuous statements join that one.
Furthermore, there is a missed opportunity to discuss the unique challenges of pixel typography, such as: characters with central bars in even-styled widths; accented capitals; squeezing the gaps into &, $, and %; fitting descenders; italics; perceived weight difference between diagonals and horizontals/verticals; making the dot on i and j suitably small or low in tiny fonts; distinguishing zero and capital O; fitting the curl of an "a" without making it the height of an ascender; and the challenges of non-Latin characters, including the extreme challenge of many Asian language characters. It is clear that the authors did a good job of researching the fonts and are knowledgable about vector typography, but are also ignorant of the specifics of pixel art and inexcusably didn't perform the simple exercise of trying to design a several pixel fonts on their own to deepen their appreciation for the form.
I find the rainbow dust cover of the paperback garish. The actual cover of the paperback is sublime with white gloss on white matte embossing. The hardcover limited edition has a beautiful cover (but is unfortunately sold out.)
In conclusion, this book is required reading and ownership for pixel artists and arcade game developers. Despite the infuriating introductions, which are best skipped, I hope this is the first of a long series of volumes on pixel typography.