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| title      = BOOBAWAMBA
| title      = BOOBAWAMBA
| image      = BOOBAWAMBA.jpg
| image      = BOOBAWAMBA.jpg
| creator    = Akunakunn and more (Verified by eastshark)
| creator    = Akunakunn (publisher), ygg24 and TheLetterV (Verified by eastshark)
| difficulty = ExtremeDemon
| difficulty = ExtremeDemon
| stars      = 10
| stars      = 10
Line 12: Line 12:
| song_id    = 941913
| song_id    = 941913
}}
}}
 
'''BOOBAWAMBA''' is a 2.2 Extreme Demon collaboration level created by Akunakunn, ygg24 and TheLetterV, published by Akunakunn and verified by eastshark on 5 October 2024, after 175,282 attempts.<ref>https://www.youtube.com/watch?v=20fYiqLAo_E</ref> It is the hardest memory level in the game. The unique green and grey theme present in the level makes it difficult to see what is in front of the player, adding to its difficulty.  
'''BOOBAWAMBA''' is a 2.2 Extreme Demon level created and published by Akunakunn and verified by eastshark on 5 October 2024, after 175,282 attempts.<ref>https://www.youtube.com/watch?v=20fYiqLAo_E</ref> It is the hardest memory level in the game. The unique green/gray theme present in the level makes it difficult to see what is infront of the player, adding to its difficulty.  


BOOBAWAMBA was initially placed at #14 on the [[Geometry Dash Demonlist|Demonlist]] before later being shifted to #11, then #9, and eventually #3, which happened due to Taiagos' opinion about the levels' difficulty being comparable to [[Tidal Wave]].
BOOBAWAMBA was initially placed at #14 on the [[Geometry Dash Demonlist|Demonlist]] before later being shifted to #11, then #9, and eventually #3, which happened due to Taiagos' opinion about the levels' difficulty being comparable to [[Tidal Wave]].


== Story and lore ==
== Story and lore ==
Hidden throughout the levels' decoration are five different objects. Every time the player attempts the level, the appeareances of these objects are randomized. As the player progresses into the level, it is important for them to keep track of which object has appeared, and which has not. The player must remember the objects until the end of the level, where they have to utilize this knowledge to open the gate which prevents their exit. Object 1 is two small spikes in the background, sitting bottom right to the black orb at 13.34%. Object 2 is a sawblade attached to a stick above the player at 34.65%. Object 3 is a long black/shadow stick in the foreground at 45.53%. Object 4 is two giant black structures in the foreground with spikes at the bottom shown at 56% and 60%. Object 5 is a large black cross in the foreground at around 68%. Knowing which objects to look out for during the run, the player is ready to tackle the access code puzzle, that will open the gate allowing them to exit. The last part of the level consists of difficult robot jumps, each with a screen in the background before them. Each screen shows a number from 1 to 5, just like the appearance of objects throughout the level (that are present or not in a playthrough) which the player must keep track of. Each screens' series of jumps is accompanied by one of five toggle triggers. If one of the objects does not appear during the run, then the player must activate the toggle trigger for that corresponding number. For each object that does appear, the player should not activate that numbers' corresponding toggle trigger. Only once the player has input the correct code via toggle triggers, the gate will be open during the end sequence, allowing the icon to escape, and the player to beat BOOBAWAMBA.
Hidden throughout BOOBAWAMBA's decoration are five different objects—the level randomises the appearances of these objects for every attempt. As the player progresses through the level, they must keep track of which objects have appeared and which have not. The player must remember the objects until the end of the level, where they must utilise this knowledge to open the gate that prevents their exit. Object 1 consists of two small spikes in the background, positioned at the bottom right of the black orb at 13.34%. Object 2 is a sawblade attached to a stick above the player at 34.65%. Object 3 is a long black/shadow stick in the foreground at 45.53%. Object 4 consists of two giant black structures in the foreground, with spikes at the bottom, as shown at 56% and 60%. Object 5 is a large black cross in the foreground, positioned at around 68%. Knowing which objects to look out for during the run, the player is ready to tackle the access code puzzle, which will open the gate, allowing them to exit. The final part of the level consists of challenging robot jumps, each accompanied by a screen in the background. Each screen displays a number from 1 to 5, indicating the appearance of objects throughout the level (present or absent in a playthrough), of which the player must keep track. The order of these five numbers is also random each attempt. Each of the screens' series of jumps is accompanied by one of five toggle triggers. If one of the objects does not appear during the run, then the player must activate the toggle trigger for that corresponding number. For each object that does appear, the player must avoid activating the corresponding toggle trigger. Only once the player has input the correct code via toggle triggers will the gate be open during the end sequence, allowing the icon to escape and the player to beat BOOBAWAMBA.


== Gameplay ==
== Gameplay ==
The level begins with a dark dimmed, normal-paced cube section, switching to wave game-mode at 5%. At 9%, the player goes through a ball portal, and the level becomes visible. The ball turns into a cube and has to jump on correct platforms and orbs. Game-mode changes to ball again with tight gaps and precise timings. At 17%, the cube has to go through more tight spaces, which eventually leads to screen going black, and the levels' drop begins at 21%. The level takes up on its pace, and the background changes color to green. As a ship, the player must navigate through really difficult gaps with limited visibility due to dimmed background. That section end at 37%, when robot game-mode is introduced. Still with limited visibility, the robot must perform small and huge leaps in order to fall on the correct platform. With the introduction of this game-mode, the level becomes really chaotic. The level lets players to take a rest between 50% and 53%, where the short cutscene is played, in which the cube is lifted up on an elevator. The level moves on, with visibility lowered even more due to present fog and different background shapes blocking the view from time to time. The player must execute calculated jumps, mostly consisting of pads and orbs. Cube game-mode changes into ball at 64% and the same gimmick continues. At 68% another ship section begins. It is the least visible part of the level, and the player is barely able to see their icon. There are many invisible orbs and pads in this section. At around 75%, game-mode is now a cube, and after jumping on some orbs, the player is sent to the last section of the level, with the cube plunging deeper into the depths of BOOBAWAMBA. The last part consists of difficult robot jumps.
The level begins with a dark, dimly lit, normal-paced cube section, transitioning to the wave game-mode at 5%. At 9%, the player goes through a ball portal, and the level becomes visible. The ball transforms into a cube and must jump onto the correct platforms and orbs. The game-mode then changes to ball again with tight gaps and precise timings. At 17%, the cube must navigate through tighter spaces, which eventually leads to the screen going black, and the levels' drop begins at 21%. The level picks up its pace, and the background changes colour to green. As a ship, the player must navigate through really difficult gaps with limited visibility due to dimmed background. That section ends at 37%, when the robot game-mode is introduced. Still with limited visibility, the robot must perform both small and large leaps to fall and land on the correct platform. With the introduction of this game-mode, the level becomes chaotic. The level allows players to take a rest between 50% and 53%, during which a short cutscene is played, in which the cube gets lifted from an elevator. The level progresses, with visibility further reduced due to the present fog and various background shapes obstructing the view periodically. The player must execute calculated jumps, primarily involving pads and orbs. The cube game-mode changes to a ball at 64% and the same gimmick continues. At 68% another ship section begins. It is the least visible part of the level, and the player can barely see their icon. There are many invisible orbs and pads in this section. At around 75%, game-mode is now a cube, and after jumping on some orbs, the player is sent to the last section of the level, with the cube plunging deeper into the depths of BOOBAWAMBA. The final part consists of difficult robot jumps, and simultaneously, the player must input the correct memorised code of the five objects throughout the level to reach the end.


== First 10 victors ==
== First 10 victors ==
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* BOOBAWAMBA was rated on 5 October 2024, and was placed at #14 on the [[Geometry Dash Demonlist|Demonlist]] on 12 November 2024, above [[Firework]] and below [[Menace]].
* BOOBAWAMBA was rated on 5 October 2024, and was placed at #14 on the [[Geometry Dash Demonlist|Demonlist]] on 12 November 2024, above [[Firework]] and below [[Menace]].
** This addition pushed Promethean into the Extended List and Knights of Thunder into the Legacy List.
** This addition pushed Promethean into the Extended List and Knights of Thunder into the Legacy List.
* The levels' name, BOOBAWAMBA, comes from a video about the number zero that Akunakunn had previously seen, which features the term 'Boobawamba'. It is a real term that describes a very large number.
* The levels' name, BOOBAWAMBA, comes from a video about the number zero that Akunakunn had previously seen, which features the term 'Boobawamba'. It is a real term that describes a huge number.
** Boobawamba is roughly equal to:
** Boobawamba is roughly equal to:
In BEAF: {10, 10, 100 (1) 2} & 10
In BEAF: {10, 10, 100 (1) 2} & 10
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In FGH: f_{Ψ₀(Ω^(Ω^Ω+Ω*ω))} (100)
In FGH: f_{Ψ₀(Ω^(Ω^Ω+Ω*ω))} (100)
In BMS: (0,0)(1,1)(2,1)(3,1)(4,1)(2,1)(3,1)(3,0) [100]
In BMS: (0,0)(1,1)(2,1)(3,1)(4,1)(2,1)(3,1)(3,0) [100]
** There's a site called "[https://sites.google.com/site/pointlesslargenumberstuff/home/l/pgln6 Pointless Gigantic List of Numbers]", and Boobawamba is also there.
** There is a site called '[https://sites.google.com/site/pointlesslargenumberstuff/home/l/pgln6 Pointless Gigantic List of Numbers]', and Boobawamba is also there.
* One of the furthest records belongs to [[Whizkid05]], who achieved 54% on 18 May 2025,<ref>https://www.youtube.com/watch?v=K9wSPiWsOD4</ref> as well as 24-100% on 21 May 2025.<ref>https://www.youtube.com/watch?v=OBvFyq1Stxw</ref>
* One of the furthest records belongs to [[Whizkid05]], who achieved 54% on 18 May 2025,<ref>https://www.youtube.com/watch?v=K9wSPiWsOD4</ref> as well as 24-100% on 21 May 2025.<ref>https://www.youtube.com/watch?v=OBvFyq1Stxw</ref>
** On 30 July 2025, 2REUM achieved 60% on the level.<ref>https://www.youtube.com/watch?v=XaRvivhqK9U</ref>
** On 30 July 2025, 2REUM achieved 60% on the level.<ref>https://www.youtube.com/watch?v=XaRvivhqK9U</ref>
*** On June 5 2025, Nickname09 got a run of 38-100%.<ref>https://www.youtube.com/watch?v=YCJhPgZxRUk</ref>
*** On 5 June 2025, Nickname09 achieved a run of 38-100%.<ref>https://www.youtube.com/watch?v=YCJhPgZxRUk</ref>
**** Another player called Singani achieved 59-100% on 21 June 2025.<ref>https://www.youtube.com/watch?v=A4gzwUxRrVc</ref>
**** Another player, Singani, achieved 59-100% on 21 June 2025.<ref>https://www.youtube.com/watch?v=A4gzwUxRrVc</ref>
* The levels' difficulty is highlighted by the 143 60FPS frame perfects, making it one of the most technically demanding.
* The levels' difficulty is highlighted by the 143 60FPS frame perfects, making it one of the most technically demanding.
* Akunakunn is known for other memorization-heavy levels such as "Jupiter My Favourite" and "limbo but uwu ig idk".
* Akunakunn is known for other memorisation-heavy levels such as Jupiter My Favourite and limbo but uwu ig idk.
* There are 3840 different combinations of how the level can look like in terms of differing objects throughout the level and order of the screens in the last robot section.
* There are 3,840 different combinations of how the level can look in terms of differing objects throughout the level and the order of the screens in the last robot section.
* People have speculated that the level was intentionally raised up on the Demonlist in order to get more players to try it for themselves.
* People have speculated that the level was intentionally raised on the Demonlist to get more players to try it for themselves.
* Whizkid05 thinks it is easier than Anathema, but due to the fact that he verified Anathema, his opinion may not be as reliable as Taiago's.
* Whizkid05 thinks it is easier than Anathema, but because he verified Anathema, his opinion may not be as reliable as Taiago's.
* In an interview on the Secret Ways' YouTube channel, when Zoink was asked about BOOBAWAMBA, he answered that he is planning on working on this level after beating [[Amethyst]].
* In an interview on the Secret Ways' YouTube channel, when Zoink was asked about BOOBAWAMBA, he answered that he is planning on working on this level after beating [[Amethyst]].


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== References ==
== References ==
<references />
<references />
[[Category:2.2 levels]]
[[Category:2.2 levels]]
[[Category:Long levels]]
[[Category:Long levels]]

Revision as of 16:08, 1 August 2025

Template:Infobox Level BOOBAWAMBA is a 2.2 Extreme Demon collaboration level created by Akunakunn, ygg24 and TheLetterV, published by Akunakunn and verified by eastshark on 5 October 2024, after 175,282 attempts.[1] It is the hardest memory level in the game. The unique green and grey theme present in the level makes it difficult to see what is in front of the player, adding to its difficulty.

BOOBAWAMBA was initially placed at #14 on the Demonlist before later being shifted to #11, then #9, and eventually #3, which happened due to Taiagos' opinion about the levels' difficulty being comparable to Tidal Wave.

Story and lore

Hidden throughout BOOBAWAMBA's decoration are five different objects—the level randomises the appearances of these objects for every attempt. As the player progresses through the level, they must keep track of which objects have appeared and which have not. The player must remember the objects until the end of the level, where they must utilise this knowledge to open the gate that prevents their exit. Object 1 consists of two small spikes in the background, positioned at the bottom right of the black orb at 13.34%. Object 2 is a sawblade attached to a stick above the player at 34.65%. Object 3 is a long black/shadow stick in the foreground at 45.53%. Object 4 consists of two giant black structures in the foreground, with spikes at the bottom, as shown at 56% and 60%. Object 5 is a large black cross in the foreground, positioned at around 68%. Knowing which objects to look out for during the run, the player is ready to tackle the access code puzzle, which will open the gate, allowing them to exit. The final part of the level consists of challenging robot jumps, each accompanied by a screen in the background. Each screen displays a number from 1 to 5, indicating the appearance of objects throughout the level (present or absent in a playthrough), of which the player must keep track. The order of these five numbers is also random each attempt. Each of the screens' series of jumps is accompanied by one of five toggle triggers. If one of the objects does not appear during the run, then the player must activate the toggle trigger for that corresponding number. For each object that does appear, the player must avoid activating the corresponding toggle trigger. Only once the player has input the correct code via toggle triggers will the gate be open during the end sequence, allowing the icon to escape and the player to beat BOOBAWAMBA.

Gameplay

The level begins with a dark, dimly lit, normal-paced cube section, transitioning to the wave game-mode at 5%. At 9%, the player goes through a ball portal, and the level becomes visible. The ball transforms into a cube and must jump onto the correct platforms and orbs. The game-mode then changes to ball again with tight gaps and precise timings. At 17%, the cube must navigate through tighter spaces, which eventually leads to the screen going black, and the levels' drop begins at 21%. The level picks up its pace, and the background changes colour to green. As a ship, the player must navigate through really difficult gaps with limited visibility due to dimmed background. That section ends at 37%, when the robot game-mode is introduced. Still with limited visibility, the robot must perform both small and large leaps to fall and land on the correct platform. With the introduction of this game-mode, the level becomes chaotic. The level allows players to take a rest between 50% and 53%, during which a short cutscene is played, in which the cube gets lifted from an elevator. The level progresses, with visibility further reduced due to the present fog and various background shapes obstructing the view periodically. The player must execute calculated jumps, primarily involving pads and orbs. The cube game-mode changes to a ball at 64% and the same gimmick continues. At 68% another ship section begins. It is the least visible part of the level, and the player can barely see their icon. There are many invisible orbs and pads in this section. At around 75%, game-mode is now a cube, and after jumping on some orbs, the player is sent to the last section of the level, with the cube plunging deeper into the depths of BOOBAWAMBA. The final part consists of difficult robot jumps, and simultaneously, the player must input the correct memorised code of the five objects throughout the level to reach the end.

First 10 victors

Victor # Player Date Completed Total Attempts Furthest Fail Video
Verifier eastshark 5 October 2024 175,282 75% YouTube

Trivia

  • BOOBAWAMBA was rated on 5 October 2024, and was placed at #14 on the Demonlist on 12 November 2024, above Firework and below Menace.
    • This addition pushed Promethean into the Extended List and Knights of Thunder into the Legacy List.
  • The levels' name, BOOBAWAMBA, comes from a video about the number zero that Akunakunn had previously seen, which features the term 'Boobawamba'. It is a real term that describes a huge number.
    • Boobawamba is roughly equal to:

In BEAF: {10, 10, 100 (1) 2} & 10 In BAN: {10, 100 [1 [1 \ 1 \ 2 ¬ 2] 1 [2 \ 2 ¬ 2] 2] 2} In SAN: s(10, 100 {1`1`2^`}1{2`2^`}2} 2) In FGH: f_{Ψ₀(Ω^(Ω^Ω+Ω*ω))} (100) In BMS: (0,0)(1,1)(2,1)(3,1)(4,1)(2,1)(3,1)(3,0) [100]

  • One of the furthest records belongs to Whizkid05, who achieved 54% on 18 May 2025,[2] as well as 24-100% on 21 May 2025.[3]
    • On 30 July 2025, 2REUM achieved 60% on the level.[4]
      • On 5 June 2025, Nickname09 achieved a run of 38-100%.[5]
        • Another player, Singani, achieved 59-100% on 21 June 2025.[6]
  • The levels' difficulty is highlighted by the 143 60FPS frame perfects, making it one of the most technically demanding.
  • Akunakunn is known for other memorisation-heavy levels such as Jupiter My Favourite and limbo but uwu ig idk.
  • There are 3,840 different combinations of how the level can look in terms of differing objects throughout the level and the order of the screens in the last robot section.
  • People have speculated that the level was intentionally raised on the Demonlist to get more players to try it for themselves.
  • Whizkid05 thinks it is easier than Anathema, but because he verified Anathema, his opinion may not be as reliable as Taiago's.
  • In an interview on the Secret Ways' YouTube channel, when Zoink was asked about BOOBAWAMBA, he answered that he is planning on working on this level after beating Amethyst.

Demonlist

Template:Demonlist

References