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Microcosm (video game)

Microcosm (video game) is a biology topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Microcosm (video game) rather than just read about it. In short: Microcosm is a 3D rail shooter video game developed and published by Psygnosis in 1993. It was originally developed for the FM Towns, and ported for the Sega CD, Amiga CD32, 3DO, and MS-DOS.

Microcosm (video game) — main illustration
Microcosm (video game) — illustration

Key takeaways

  • Microcosm (video game) belongs to biology; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Microcosm (video game) to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Microcosm (video game) from memory before moving on to harder problems.

Reference excerpt

Microcosm is a 3D rail shooter video game developed and published by Psygnosis in 1993. It was originally developed for the FM Towns, and ported for the Sega CD, Amiga CD32, 3DO, and MS-DOS. Microcosm featured realistic FMV animation, with the graphics being rendered on Silicon Graphics workstations. The game is either in first-person or third-person view depending on the gaming system.

Plot Set in the year of 2051 AD, the game takes place in a dystopian futuristic setting on an alien planet called Bodor, located in the Bator System, where 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.

Development The game used the latest Silicon Graphics computers at the time to render the graphics as realistically as possible. In 1991, the game was first seen in a demo for the Amiga CDTV. A port for the CD-i was planned and then canceled, but a prototype exists. The lead platform was the FM Towns, and development was funded in part by Fujitsu with the aim of making it a launch title for the console-styled version of the platform, the FM Towns Marty. The game engine was later purchased by Fujitsu for £250,000. The DOS and FM Towns versions feature a soundtrack by Rick Wakeman, which plays only in the credits because the compression techniques needed to simultaneously play CD-quality audio and stream graphics from CD had yet to be invented. For the later versions, in-house Psygnosis composer Tim Wright recorded a soundtrack which could play during gameplay. A promotional version of the game was later developed for Pfizer.

Reception

Critics generally rated Microcosm as having excellent graphics but very limited and poorly designed gameplay. Amiga Format, for instance, greatly praised the Amiga CD32 version's graphics and soundtrack, but described the gameplay as "a merely slightly better than average" rail shooter. In a 1995 second review, they lowered their score from 87% to 40%, mocking their earlier review's emphasis of graphics over gameplay and describing the game as "a decidedly average Space Harrier clone that certainly looks great, but plays horribly". Amiga Power similarly described Microcosm as a Space Harrier clone with extremely limited interactivity and little variations in the visuals. CU Amiga said that the graphics in the Amiga CD32 version are not nearly as good as the FM Towns version, with enemy sprites that look "pasted on", but that the gameplay is considerably improved. Power Unlimited reviewed the Amiga CD32 version and gave a score of 85%, summarizing: "One of the first video games with computer images that are on par with film images. However, ignore the eye-catching graphics and what remains is a very simple shooting game." Reviewing the Sega CD version, GamePro opined that Microcosm represents a good concept for FMV games, but that the poor level design reduces the gameplay to trial-and-error and takes away the fun. Electronic Gaming Monthly similarly commented that the game concept is good, but the gameplay is "repetitious and boring". Computer Gaming World in June 1994 said that the DOS version was "a very basic shooter" with "simplistic, even brainless" gameplay. While praising the "polished graphics and animation" and "equally excellent" music, the magazine concluded that despite "cool technology and a 'cinematic feel' ... Psygnosis forgot to make a game". Electronic Gaming Monthly's four reviewers gave the 3DO version a unanimous score of 4 out of 10, commenting that the graphics are a huge improvement over the Sega CD version, but that the gameplay is still shallow and "just not fun". Next Generation stated that "This is one of those games one can never describe as challenging, only as frustrating." James V. Trunzo reviewed Microcosm in White Wolf Inphobia #51 (Jan., 1995), rating it a 4 out of 5 and stated that "If Psygnosis falls short with Hexx, it makes up for it with Microcosm. The basic idea of using the inside of the human body as a battle ground has always been intriguing. It's certainly better than having to fight orcs and goblins all the time. Psygnosis makes excellent use of cinematics to enhance the gaming experience and avoids making Microcosm just another example of CD-ROM 'eye-candy'." According to a Psygnosis spokesperson, despite the poor reviews Microcosm was a commercial success.

Editions The limited edition copy of the PC and Amiga CD32 versions of the game contains the game, the manual, a soundtrack CD and a T-shirt.

Notes

References

External links Microcosm at MobyGames Microcosm at Amiga Hall of Light

Worked examples

Example 1 — a first encounter with Microcosm (video game)

Start with the simplest possible case. Write down what Microcosm (video game) claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In biology, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Microcosm (video game) before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Microcosm (video game) ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Microcosm (video game)

In research
Microcosm (video game) appears in biology research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Microcosm (video game) in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Microcosm (video game) is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1993 video games, 3DO games, Amiga CD32 games, so understanding it makes those chapters shorter.
In everyday life
Look for Microcosm (video game) outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Microcosm (video game) in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Microcosm (video game) means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Microcosm (video game) out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Microcosm (video game) in simple terms?

Microcosm is a 3D rail shooter video game developed and published by Psygnosis in 1993. It was originally developed for the FM Towns, and ported for the Sega CD, Amiga CD32, 3DO, and MS-DOS.

Why does Microcosm (video game) matter?

Because it connects several biology ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Microcosm (video game)?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Microcosm (video game).

Tags

  • 1993 video games
  • 3DO games
  • Amiga CD32 games
  • Art rock albums by English artists
  • Cancelled CD-i games
  • Creative Assembly games
  • DOS games
  • Dystopian video games
  • FM Towns games
  • Fiction about nanotechnology
  • Films scored by Rick Wakeman
  • Full-motion video games

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