Microcosm (マイクロコズム) is a Sega Mega-CDfull-motion video rail shooter game developed by Psygnosis. A port of the developer's 1993 game Microcosm, it was first published in the United States and Europe by Psygnosis themselves in January 1994, and was later brought to Japan the following month by publisher Victor Entertainment.
Set in the year of AD 2051, the game takes place in a dystopian futuristic setting on an alien planet called Bodor, located in the Bator System. The galaxy's two largest conglomerates — Cybertech, considered the more compassionate of the two, and Axiom, thought to be the more oppressive corporation — compete to achieve premier status in the business world, a position known as CORP 1.
Because of heavy mining operations on the planet from the corporations, most of Bodor is uninhabitable due to pollution, forcing 87% of the population onto 2% of the planet's land. Because of this, poverty, crime and disease are rampant in the cities. Axiom also claims that Cybertech is responsible for the death of Axiom's former president.
Axiom injects Cybertech president Tiron Korsby's body with microscopic droids designed to penetrate his brain and control his mind. Cybertech, however, learns of this plan and injects Korsby with their own piloted submarines shrunken down to a microscopic size to destroy Axiom's droids and prevent them from controlling Korsby's mind.
Gameplay
The game is a rail shooter where the player navigates small craft through the human body. The player has control over the ship's horizontal and vertical movements, but movement into the screen along the third axis is dictated by the game. The limitations of the Mega-CD mean a pseudo-3D effect is achieved through full-motion video, with the player's craft and enemies depicted as scaling sprites. While some versions of Microcosm opt for a first-person perspective, the Mega-CD uses a third-person view at all times.
There are multiple vehicles, each used on different stages: the Spook Series 4 Pod, the Hunter Killer RS-18, and the S2-21 Pressure Suit. Each ship moves with the D-pad and fires with . The player can cycle through the available weapons, shown on the bottom of the screen, with . The ship's primary weapon has endless ammunition, but other weapons have a limited supply that can be increased by collecting power-ups after destroying enemies. The special weapon is used with . Each ship starts with two uses of a special weapon, which is a Smart Bomb for the Pod and the Pressure Suit and a Shield for the Hunter Killer.
The ship has an energy bar the top of the screen that depletes as it takes damage from enemies. The ship explodes if it runs out of energy, and the player loses a life. The player has three lives, and the game ends when the player exhausts them all. The two stages played using the Hunter Killer involve chasing capsules, and the game also ends if the player fails to destroy the capsule before the end of the stage. The player is given a password when the game ends.
Vehicles
Spook Series 4 Pod
Used in Stages 1 and 3. Equipped with the Single Fire, Double Fire, Companion Cannon, Missile, Laser, and Smart Bomb weapons.
Hunter Killer RS-18
Used in Stages 2 and 4. Equipped with the Single Fire, Double Fire, Triple Fire, Companion Cannon, Laser, Sonic Blast, and Shield weapons.
S2-21 Pressure Suit
Used in Stages 5 and 6. Equipped with the Single Fire, Double Fire, Triple Fire, Companion Cannon, Laser, Flamer, and Smart Bomb weapons.
Items
Double Fire
Gives the player ammunition for the Double Fire weapon.
Triple Shot
Gives the player ammunition for the Triple Fire weapon.
Companion Cannon
Gives the player ammunition for the Companion Cannon weapon.
Laser
Gives the player ammunition for the Laser weapon.
Missile
Gives the player ammunition for the Missile weapon (for the Pod).
Flamer
Gives the player ammunition for the Flamer weapon (for the Pressure Suit).
Shield
Gives the player another use of the Shield ability (for the Hunter Killer).
Sonic Blast or Smart Bomb
Gives the player ammunition for the Sonic Blast weapon (for the Hunter Killer) or another use of the Smart Bomb ability (for the Pod and Pressure Suit).
Energy
Restores all of the ship's lost energy.
Stages
The Cephalic Vein
The Left Lung
The Superior Vena Cava and the Heart
The Carotid Artery
The Brain 1
The Brain 2
History
Development
Microcosm was first seen in demo form for the Amiga CDTV platform in 1991, but soon became an FM Towns title, with development partially funded by Fujitsu prior to the game being ported to other platforms. The full motion video was rendered using Silicon Graphics Indigo workstations alongside life action footage[11].
Live action footage was recorded at night with an S-VHS recorder, and features members of the team as opposed to paid actors[12]. 2D graphics (and textures) were drawn on Amigas[12].
In total the game's raw data amassed over 6 GB[13], with image data being stored in 24-bit colour before being compressed for the various platforms[14]. Initial development cost between $600,000 and $750,000 USD[15].
Unlike other Mega-CD titles, Microcosm chooses to limit its full motion video sequences to 16 colours (a quarter of the 64 available to the system), presumably as a space-saving measure.
Legacy
While Microcosm was considered a financial success, the game is not held in high regard, with even Psygnosis considering it more as an experiment for the CD-ROM format than a good video game[16].
Feedback from Microcosm led to a spiritual successor, Novastorm having a greater focus on gameplay.
Versions
Microcosm was released for a variety of home platforms, including the 3DO, Amiga CD32, FM Towns and IBM PC. All other versions are able to output higher quality full motion video than the Mega-CD version, and in many cases, at higher resolutions.
Curiously the Mega CD version contains redbook audio tracks from the PC version along with an extra song from that version, although they are never used in-game instead the game has a module-based soundtrack by Tim Wright