Well, kind of solved. So far I can make text rendering work only by doing display.flip() 3 times. But it's progress. Below is a bare bones version of the solution. It works on my handhelds as well as on my PC. Perhaps the only way to deal with the multiple flips problem is to send three copies of the text surface Rect object to display.update().
I have eliminated everything in the code which is not necessary to demonstrate getting the text display to work. I doubt the lack of ref's to android wd work in my app of interest. Alternative ideas respectfully requested. ======= import pygame import time def stop(interval=3): print "stopping >> " + str(interval) time.sleep(interval) pygame.init() screen = pygame.display.set_mode((480, 800)) #if android: #android.init() font = pygame.font.Font('freesansbold.ttf', 44) text = font.render('Test', 1, (255, 255, 255)) screen.fill((0, 0, 0)) screen.blit(text, (50, 50)) pygame.display.flip() pygame.display.flip() pygame.display.flip() stop(3)