BOOBAWAMBA: Difference between revisions

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  |difficulty = [[File:ExtremeDemon.png|x35px]]
  |difficulty = [[File:ExtremeDemon.png|x35px]]
  |stars      = 10
  |stars      = 10
|coins      = 3
  |length    = 2m 26s (XL)
  |length    = 2m 26s (XL)
  |objects    = 92,577
  |objects    = 92,577
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==Description==
==Description==
BOOBAWAMBA 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, which then return to a ball with tight gaps and precise timings. At 17%, the cube must navigate through tighter spaces, which eventually lead to the screen going black, and the level's drop begins at 21%. The level picks up its pace, and the background turns green. As a ship, the player must navigate through challenging gaps with limited visibility due to a dimmed background. That section ends at 37% when the robot game-mode is introduced. With limited visibility, the robot must perform both small and large leaps to fall onto and land on the correct platform. With the introduction of this game-mode, the level becomes chaotic. The level allows players to rest at 50-53%, during which a short cutscene plays, showing the cube being lifted from an elevator. The level progresses, with visibility further reduced by the current 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 the player must simultaneously input the correct memorised code of the five objects throughout the level to reach the end.
BOOBAWAMBA 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, which then return to a ball with tight gaps and precise timings. At 17%, the cube must navigate through tighter spaces, which eventually lead to the screen going black, and the level's drop begins at 21%. The level picks up its pace, and the background turns green. As a ship, the player must navigate through challenging gaps with limited visibility due to a dimmed background. That section ends at 37% when the robot game-mode is introduced. With limited visibility, the robot must perform both small and large leaps to fall onto and land on the correct platform. With the introduction of this game-mode, the level becomes chaotic. The level allows players to rest at 50-53%, during which a short cutscene plays, showing the cube being lifted from an elevator. The level progresses, with visibility further reduced by the current 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 the player must simultaneously input the correct memorised code of the five objects throughout the level to reach the end.
==User coins==
All three coins are free to collect after reaching the combination code section.


==Notable runs==
==Notable runs==

Revision as of 02:30, 15 October 2025

BOOBAWAMBA
ID

110816181

Creator(s)

Akunakunn (publisher), ygg24 and TheLetterV (Verified by eastshark)

Created
Last updated
Attributes
Difficulty

10

Length

2m 26s (XL)

Objects

92,577

Copy type

No password

Statistics
Downloads

448.8K+

Likes

14.9K+

Rating

Featured

Audio info
Artist(s)
Music ID

941913

BOOBAWAMBA is a 2.1/2.2 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 level's unique green-and-grey theme makes it difficult to see what is in front of the player, further increasing its difficulty. Despite the long time that has passed since the level was verified, it still has not had any victors, leading prominent players such as Taiago to call it a 'secret Top 1'.

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

History

In October 2021, Akunakunn was watching a YouTube video that listed numbers from 0 to infinity. At some point in the video, a vast number appeared, called 'Boobawamba'. It is a real name for this number. He thought, 'What a stupid name for a serious number, I should definitely make a level and call it that.'

Akunakunn would then begin developing BOOBAWAMBA as it is today. On 2 November 2021, he made the first preview,[2] and on 22 January 2022, he showcased the whole layout of the level.[3] On 10 May, he made the first decoration update preview,[4] on 17 July, the second,[5] and on 7 January 2023, the third. In that preview, Akunakunn explained that he and Brumik (the former verifier) decided to buff the level from Top 30 difficulty to Top 10. On 10 September, Akunakunn uploaded a complete showcase of the level.[6] Akunakunn spent over two years creating the level, which, in consequence, took a toll on his health. He thanked ygg24 and TheLetterV for helping him with the gameplay, as well as Brumik for supporting him throughout the creation of BOOBAWAMBA.

Despite Brumik being the chosen verifier, he never uploaded any progress videos for the level to his YouTube channel. Instead, eastshark became the new verifier of BOOBAWAMBA. On 15 August 2024, he got a 51-100% run,[7] five days later, a 37-100% run,[8] on 24 August, 23% and a run of 27-100%,[9] on 25 September, a new record of 56%,[10] and on his last progress video on 28 September, he got 70%.[11] On 5 October 2024, eastshark finally verified the level, after 175,282 attempts, four deaths at 70%, and two months of playtime.[1] After completion, he gave the level a 7/10 enjoyment rating.

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, located at the bottom-right of the black orb at 13.34%. Object 2 is a saw blade 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 and allow them to exit. The final part of the level consists of challenging robot jumps, each accompanied by a background screen. 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 for each attempt. Each screen's 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 occur, 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.

Description

BOOBAWAMBA 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, which then return to a ball with tight gaps and precise timings. At 17%, the cube must navigate through tighter spaces, which eventually lead to the screen going black, and the level's drop begins at 21%. The level picks up its pace, and the background turns green. As a ship, the player must navigate through challenging gaps with limited visibility due to a dimmed background. That section ends at 37% when the robot game-mode is introduced. With limited visibility, the robot must perform both small and large leaps to fall onto and land on the correct platform. With the introduction of this game-mode, the level becomes chaotic. The level allows players to rest at 50-53%, during which a short cutscene plays, showing the cube being lifted from an elevator. The level progresses, with visibility further reduced by the current 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 the player must simultaneously input the correct memorised code of the five objects throughout the level to reach the end.

User coins

All three coins are free to collect after reaching the combination code section.

Notable runs

  • One of the furthest records belongs to Taiago, who achieved 66% on 27 April 2025.[12]
  • On 18 May 2025, Whizkid05 achieved 54%,[13] as well as 24-100% on 21 May 2025.[14]
  • On 5 June 2025, Nickname09 achieved a 38-100% run.[15]
  • On 21 June 2025, Singani achieved a run of 59-100%.[16] He also has a 46-67% run.
  • On 30 July 2025, 2REUM achieved 60% on the level.[17]
    • On 8 October 2025, 2REUM got a new best run of 49-100%.[18] He also has a 24-85% run.
  • On 22 August 2025, ElloPro achieved a 68-100% run.[19]
  • On 6 September 2025, ILikeYeetingYEET did a 50-100% run,[20] and he then got 41% twenty days later.[21]
  • On 12 October 2025, the mobile player VERTOP achieved 8% on his tablet.[22]

Trivia

  • BOOBAWAMBA was rated on 5 October 2024 and 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 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]

  • 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 BOOBAWAMBA 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 BOOBAWAMBA was intentionally raised on the Demonlist to get more players to try it for themselves.
  • Whizkid05 believes it is easier than Anathema, but due to being its verifier, his opinion may not be as reliable as Taiago's.
  • During an interview on the Secret Ways' YouTube channel, when Zoink was asked about BOOBAWAMBA, he answered that he is planning on beating the level this year.[23]
  • BOOBAWAMBA holds the record for the second-longest time of not having a victor, after Nullscapes.

References