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Maxine's Quest

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Browser game and instrument control software by Molecular Reality Corporation
Maxine's Quest
The Maxine's Quest arena: a dark patterned field with a ring of short magenta lines, a red disc at the centre, a small red clay creature beside it, a pink mushroom near the bottom of the ring, and a pink clay television at the upper right
The first level, Spores and Pores, in Random mode. The ring of short lines is the signal display, and the red disc at the center is the pore.
Developer(s)Molecular Reality Corporation
Publisher(s)Molecular Reality Corporation
EnginePhaser 3.87
Platform(s)Web browser
ReleaseMay 7, 2026
Version 2: May 19, 2026
Genre(s)Arcade action, instrument control
Mode(s)Single-player

Maxine's Quest is a browser game made by Molecular Reality Corporation in which the player steers Maxine, a red clay imp who stands for Maxwell's demon, around an elliptical arena while mushrooms grow out of a ring that displays an electric current. In its Live Signal mode each monster is triggered by a spike in the current flowing through a nanopore on the company's laboratory bench, so that the enemies are made from a measurement taken during play. In Random mode, the default, a timer does the same job. The company described the game in 2022 as "both instrument control software AND the portal for all our early game releases".[1]

The game went online on May 7, 2026, and an experimental second version followed twelve days later. Its menu offers two levels. Two scoreboards run to 1,000 points: one, labeled "Kent", counts Maxine's injuries, and when it fills, the game reports that the result was "Slightly less successful".[2]

Gameplay

The arena

The game draws on a canvas 2,100 pixels wide and 1,181 high. Most of it is the arena, an ellipse centered on the pore, a plain red disc 64 pixels across. Around the ellipse runs a ring of 300 short radial lines, which the code calls the signal ring; each line holds one slot of the signal.[2] In Live Signal mode a line is written for each packet of data from the instrument, and the line is drawn magenta, orange where the packet contained a spike, or grey while the ring is still filling. In Random mode the lines are random: the cursor advances one slot per frame and writes a line of random height, so the fake signal completes a lap of the ring about every five seconds, and each new monster is marked by a white line at the cursor.

Maxine moves at 360 pixels per second, with the arrow keys or toward any point the player clicks. She cannot leave the ellipse: a move that would take her center outside it is undone.[a] The pore is fatal. When she touches it, the game plays a sound file named "eep.wav", hides her, runs a 30-frame explosion where she stood and returns her to her starting point, a little to the right of the pore.[2]

The background is a 144-pixel tile of dark tubes, called "background_living_tissue" in the code, which scrolls diagonally by one pixel each frame. A 26-megabyte video of mountains sits in the game's folder; the lines that would load it are commented out.

Monsters and signals

Three kinds of mushroom appear on the first level. Pink oyster mushrooms are born on the ring and travel inward along a spiral until they reach the pore, which destroys them. On the way they spit spores toward Maxine every 2.5 to 5 seconds, but only while she is more than 300 pixels away. SpinShrooms, yellow with red spots and a grumpy face, enter from the left or right end of the arena's long axis and cross it at 180 pixels per second, passing straight over the pore. Purple DoomShrooms travel at 300 pixels per second and choose a new random heading each time they reach the edge of the ellipse.[2]

In Random mode the first monster arrives four to eight seconds after the game loads and the rest every two to six seconds. On Spores and Pores two thirds of them are pink oysters and one third SpinShrooms; DoomShrooms are reserved for later levels.

In Live Signal mode the game receives spike events from the company's server, which relays the current recorded by an EDR4 amplifier during a live molecular stream. It spawns at most one monster per half second and discards spikes that arrive during the wait. The kind of monster depends on the latest packet of signal, scored on two numbers: its span, as a fraction of the largest span among the last twelve packets, and its persistence, the fraction of those twelve that contained a spike. A packet with a span under 0.6 and a persistence under 0.1 produces a SpinShroom; one with a span of at least 0.7 and a persistence of at least 0.15 produces a DoomShroom; anything else produces a pink oyster.[2] The comment above the rule reads "Simple 2D mapping (tune by feel)". The comments label the first case "Easy: short/weak isolated events" and the second "Hard: strong + sustained", and below them sits a disabled third rule, "Rare 'jump scare': very strong spike even if not persistent". Oysters and DoomShrooms born from the live signal appear near the point of the ring where the latest packet was written, and the game reports each new monster back to the server together with the signal that produced it.

A spike here is a current blockade: when a particle enters the pore it displaces part of the conducting salt solution, and the current dips for as long as it stays. The size of the dip reflects the particle's volume and its duration reflects the time spent in the pore, which is why a long, deep event and a short, shallow one can be told apart and turned into different monsters.

Scoring

Two rows of points sit in the top left corner, each beside the picture of a small handheld console. Once a level has loaded, the upper row is labeled "Kent", after the company's founder Kent Kemmish, and the lower one carries a second first name. Every event is worth 100 points and each row stops at 1,000.[2]

The Kent row gains 100 points whenever Maxine is hurt: by the pore, by a spore, by a SpinShroom or by a DoomShroom. The other row gains 100 points when she catches a pink oyster, which plays a chime from a file named "good.wav", and when a DoomShroom bounces into the pore. If the second row reaches 1,000 first, the status bar announces "You win!" If the Kent row gets there first, it announces "Slightly less successful". Either way the level restarts five seconds later.[2] The status bar is an HTML marquee element; it scrolls "Welcome to Maxine's Quest!" while the game loads and the level's name once play begins.

The game checks the scores on every frame, and on every frame that a row stands at 1,000 it schedules another restart five seconds ahead. The end of a level therefore queues a restart for each of the roughly 300 frames that pass before the first one runs, and for the next five seconds the level is restarted, and both scores set to zero, about 60 times a second.[b] The game's folder holds two unused images, a green speech bubble reading "Slightly less successful" and a yellow one reading "Level Complete!"

The control panel and the Clay TV

A green rounded speech bubble with the words Slightly less successful
An image of the losing message in the game's asset folder. The game does not load it and prints the words in its status bar instead.

The lower right corner holds an instrument panel modeled in pink clay: a blue clay voltage knob with three positions, negative, zero and positive, an LED readout of millivolts, and a red-handled lever, the zapper, which in the company's instruments applies "a brief spike of maximum voltage", used to clear clogged pores and to etch new ones.[1] In Live Signal mode a turn of the knob or a pull of the lever is sent to the server as a "control intent" for the amplifier on the bench; in Random mode the panel is hidden.[2]

In the upper right is the Clay TV, a clay television frame meant to show the live current. In the standard version it is connected to the random signal ring, which keeps no record of the signal, and it displays a flat, dim line in both modes; the second version reconnects it. On the left is a parchment-framed chat window. A message typed there appears under the name "You" and is written to the browser's developer console, beside a comment that reads "Later: send to server / multiplayer / session log here."[2]

Levels

A clay mushroom wizard with a dark spotted cap, a skull face with orange eyes and outstretched arms
The Mushromancer, boss of three levels that are hidden from the menu

The level menu lists two levels: Spores and Pores, numbered 1, and Labyrinth of the Dragon Tyrant, numbered 7. Five more are present in the code and commented out of the menu: "Mostly SpinShrooms", "Introducing DoomShrooms", "Mushromancer and the Oysters", "Mushromancer and the DoomShrooms" and "Mushromancer's Spiralling Spores". On levels 4 to 6 the Mushromancer, a skull-faced clay mushroom wizard, stands on the pore and makes a spore every second, and touching him counts as touching the pore. Level 6 also has code for what a comment calls the "gurk cannon", which is to "make a ring of spores and throw them at Maxine".[2]

Level 7 is a prototype. Selecting it runs a function described as "Just a prototype to set up a wall with collision", which places one horizontal wall of grey bricks, 100 by 20 pixels, and writes "Added wall" to the browser console.[2] The wall stands outside the arena, where Maxine cannot go. The spawning code covers levels 1 to 5 only, so in Random mode the labyrinth has no monsters, and the one thing that can happen in it is an explosion at the pore. Ten explosions fill the Kent row and end the level as "Slightly less successful". Every restart adds another wall in the same place, and none is ever removed: a player who returns to Spores and Pores finds the wall still standing outside the arena.[c]

A green scaly clay dragon head with orange eyes and a scowl
The Dragon Tyrant. The sprite is in the game's asset folder; no level draws it.

A sprite of the Dragon Tyrant, a green scaly clay head with orange eyes, sits in the asset folder with ghosts, a snake labeled "snalke", brains in jars, potions, a key and a syringe. The game loads none of them.

Version 2

On May 19, 2026, the company added a second copy of the game, "maxine-v2", described in its commit as an "experimental duplicate". It runs inside the header of the company's website and changes the instrument controls.[3][4] The toolbar takes any voltage from −2,000 to +2,000 millivolts and has buttons for −1 V, −500 mV, 0, +500 mV and +1 V. The knob becomes continuous: dragging it 200 pixels sweeps the whole 4,000-millivolt range. The up and down arrow keys step the voltage by 1 millivolt every 80 milliseconds, or 10 with the Shift key held. They are also the keys that steer Maxine up and down.[3]

Clicking the Clay TV switches Experimenter Mode on and off. The television's graph grows over 350 milliseconds to 1,780 by 1,040 pixels, covering most of the game, and the clay frame turns green. In Random mode the second version feeds the television a simulated current, produced by a class named NanoporeCurrentSim whose comment promises "the characteristic telegraph signal of single-molecule measurements". A random telegraph signal jumps between a few fixed levels at random moments, as the current through a single ion channel does when the channel opens and shuts. The simulation has three levels, the open pore and partial and deep blockades at 68 and 35 percent of the open current, with fixed odds of switching on each sample and Gaussian noise of 2.5 percent of full scale on top.[d] The code marks any sample above 95 percent or below 25 percent of the open current as a spike and draws spikes in pink. Because the open level sits at 100 percent, about 98 percent of open-pore samples count as spikes, and the trace is pink while the pore is open and green during the blockades.[3]

The chat window of the second version is connected to LabChat, the chat that runs beside the company's live stream, for members who are signed in; visitors see the words "Sign in to chat".[3]

Development

Origins

The game descends from Spyke Hunter, which the founder calls the company's first molecular game, written for signals from knots in a nylon string pulled through a hole about 2 mm across. He named it, he has written, "because I was making a pun on 'Spy Hunter' (a 1980s arcade game)".[5]

The company's December 2022 overview describes Maxine's Quest much as it now looks: "The central elliptical region is the arena in which different data-generated video games happen. In the very simplest case, the number of 'spikes' (brief changes in current caused by analytes transiting a pore) determine how many enemies appear."[1][e] Its control panel has a blue bias knob and a "zapper stick" with a red handle, as the 2026 panel does, and a "Data TV" for the live current in the place where the Clay TV now stands. It also has parts the 2026 game lacks: two switches that apply a sawtooth to the voltage and an oscillation to a syringe pump for ping-pong sensing, a "potion platter" for telling the system which reagents have been added, and a chatbot, the brainbot. Games were to be "solo player, player vs. player, and battle-royale mode a la Fortnite", and results were to be written up for the preprint server bioRxiv "with author order corresponding to the leaderboard for top experimentalist-gamers".[1] The console that the panel was drawn for, the demonpore 64, had a plug for a custom joystick.

The game was always meant to carry others. A memo of about 2022, Early Releases on Maxine's Quest, announced eight titles, from Labyrinth of the Dragon Tyrant to Poop of the Gods, each "the beginning of a franchise within the Molecular Reality Player Scientist universe".[6] When the founder reposted the memo in March 2026, he wrote that the titles were "only intended aesthetically/ludologically as 'wrappers' for MQ".[7] The company's streaming plan of May 2026 spells the idea out: "Maxine is one wrapper", and the other titles would "all use the same ring + spike → spawn primitive but with different art and lore", defined in files that "non-technical contributors" could write. Among the hard-coded things the plan lists for conversion into wrapper fields is the phrase "Slightly less successful".[8]

From Python to JavaScript

The first full version was written in Python with the Pygame Zero library. According to the company's plan it was the fuller version, with the maze of the Labyrinth level, a "dataview" mode, playback of prerecorded data and a "challenge mode" in which the founder played against a challenger, the arrangement the two scoreboards still reflect.[8] The browser version uses the Phaser 3 game framework, and its function for making mushrooms still contains the comment "Translate the Python lines to JavaScript".[2]

2026

By March 2026 the game's main developer was the company's AI lead, Jade O'Neill.[9] On May 7, 2026, the game was added to the company's website in four commits made within about an hour, among them "Attempt to add support for Maxine's Quest as a standalone page." and "Remember to add all the maxine files."[10][11] The other two were "Fix Maxine some more" and "Include imports for Maxine".

The experimental copy received nine commits in a little over two hours on May 19. They include "Fix maxine-v2: restore original clay TV and add stub methods for experimenter mode", "Fix: revert enhanced clay TV and fix toggle function" and "Fix: remove duplicate resetLevel function that was causing page reloads".[12][13] On May 27 the simulated current was wired in, and the television's display was rewritten to draw a continuous trace. The commit explains that the old display, which drew each moment as a separate vertical bar, had let the simulator's discrete levels pile up into "horizontal 'tiers' creating a bar-chart appearance".[14]

Comments in the code

The source carries the marginalia of its authors. Above a function that would draw spirals in the arena, and whose calls are commented out: "Somehow doesn't do anything. I'm mystified." Beside a distance calculation: "Calculate the 2 norm because it's what StackOverflow told me to do. It's just the distance." A constant named worldSpeed, used nowhere, is annotated "For speeding up or slowing down the whole game. Doesn't work yet." In the drawing code for the signal ring, a disabled loop is explained as "Oops don't remember what this bit does except slow it down".[2]

Reception

Ludicious reviewed the game on June 2, 2026, under the headline "Maxine's Quest Review: The Monsters Are Real Current Spikes". The review described a Phaser game whose monsters are spawned from real nanopore signals, the clay-framed television for the live current and the two result banners, and it traced the game's descent from Spyke Hunter.[15] It gave the game 7 out of 10 overall, 9 for science and 10 for its losing screen, and listed the levels as "2 of 7". Among the game's advantages it counted "The politest losing banner in browser gaming"; among its faults, that "The scoreboard credits the founder with every one of Maxine's mistakes".[15]

The fifth level of The Disclosure Crawl, the company's quiz dungeon, is called the Arena of Maxine. Its first room, the "Maxine's Quest Hub", calls the game "The research interface that makes nanopore science addictive", and its boss is Maxine's Shadow.[16]

See also

Notes

  1. ^ The sprites are labeled the other way round from her motion: moving up the screen, she is drawn with the image named maxine_down, and moving down with maxine_up.
  2. ^ At 60 frames per second. Points scored in those five seconds are erased as they are made.
  3. ^ A separate maze game with two wandering minotaurs, The Labyrinth, has a page of its own on the company's site.
  4. ^ Per sample the open state persists with probability 0.965, the partial blockade 0.86 and the deep blockade 0.79, for mean dwell times of about 29, 7 and 5 samples. The game takes three samples per frame. In the long run the simulated pore is open 79 percent of the time.
  5. ^ The document sets the parenthetical between dashes, replaced here by parentheses.

References

  1. ^ a b c d Kemmishtree (March 28, 2026). "2022 sci-tech overview". EQBio-OS.
  2. ^ a b c d e f g h i j k l m "Maxine's Quest". Molecular Reality Corporation. May 2026.
  3. ^ a b c d "Maxine's Quest (experimental)". Molecular Reality Corporation. May 2026.
  4. ^ "Add maxine-v2 as experimental duplicate" (commit b202583). epicquest.bio web application. May 19, 2026.
  5. ^ Kemmishtree (March 29, 2026). "Sequencing a string". EQBio-OS.
  6. ^ "Early Releases on Maxine's Quest". Molecular Reality Corporation. 2022.
  7. ^ Kemmishtree (March 29, 2026). "platform". EQBio-OS.
  8. ^ a b "Company records". Molecular Reality Corporation. May 2026.
  9. ^ Kemmishtree (March 29, 2026). "Mambapore". EQBio-OS.
  10. ^ "Attempt to add support for Maxine's Quest as a standalone page." (commit c2ad114). epicquest.bio web application. May 7, 2026.
  11. ^ "Remember to add all the maxine files." (commit eb29986). epicquest.bio web application. May 7, 2026.
  12. ^ "Fix maxine-v2: restore original clay TV and add stub methods for experimenter mode" (commit 115e0a0). epicquest.bio web application. May 19, 2026.
  13. ^ "Fix: remove duplicate resetLevel function that was causing page reloads" (commit 9e18395). epicquest.bio web application. May 19, 2026.
  14. ^ "Rewrite clay TV draw() to render continuous connected trace instead of vertical bars" (commit 99e3e62). epicquest.bio web application. May 27, 2026.
  15. ^ a b Pixel Marchetti (June 2, 2026). "Maxine's Quest Review: The Monsters Are Real Current Spikes". Ludicious.
  16. ^ "Dungeons & Diligence: The Disclosure Crawl, Level 5: Arena of Maxine". Molecular Reality Corporation. April 2026.
Last edited 2 hours ago by PicoampPedant