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{{IB-Level
{{Goodpage}}{{Infobox Level
|image     = QuantumProcessing.png
|image = File:Quantum Processing.jpg
|id        = 38235367
|creator = [[Riot]] (publisher), [[Hinds]] and Sil3nce (Verified by [[Rampage]])
|creator   = [[Riot]] (publisher)
|difficulty = [[File:Extreme Demon.png|20px]] Extreme Demon
;Contributors
|stars = 10[[File:Star.png|15px]]
Hinds, [[Zobros]], and Sil3nce
|id = 38235367
|verifier  = Rampage
|song = Blast Processing
|created    = [[Update 1.9]]
|composer = Waterflame}}
|updated    = [[Update 2.1]]
'''[[Quantum Processing]]''' is a 2.1 Extreme Demon created by [[Riot]], [[Hinds]] and Sil3nce, and verified by [[Rampage]]. It is an extremely buffed remake of Blast Processing. It is very difficult due to incredibly tight spaces throughout the wave sections and intense straight flying. It is currently #18 in the [[Official Geometry Dash Demonlist|Official Geometry Dash Demon List]], between [[Sakupen Hell]] and [[The Hell World]].
|difficulty = {{ExtremeDemon}}
|stars     = 10
|length    = 1m 41s (Long)
|objects    = 21,269
|copytype  = No password
|downloads  = 10.49M
|likes      = 196.3K
|rating    = Featured
|artist    = [https://waterflame.newgrounds.com/ Waterflame]
|music      = [[Blast Processing]]
}}
'''Quantum Processing''' is a [[Update 1.9|1.9]]-[[Update 2.1|2.1]] Extreme Demon collaboration level by [[Riot]], Hinds, [[Zobros]], and Sil3nce, verified by Rampage on 12 October 2017.<ref>https://www.youtube.com/watch?v=lt8GNUsFMQo</ref> It is a super-buffed remake of the main level [[Blast Processing]]. Quantum Processing's difficulty derives from exceptionally tight spaces throughout the wave sections and intense straight-flying.


==Description==
== Gameplay ==
Quantum Processing begins with a cube section, with three difficult jumps over cogwheels and a yellow pad. Two orbs follow, and a gravity portal takes the player to another set of blue orbs with green orbs as traps to avoid. A jump and a blue orb timing take the player to another set of cogwheel jumps, then a blue orb leads into a mini-portal that quickly goes back to normal after a blue orb. A pink orb and a triple spike jump come next, and then an orb maze requiring memorising the correct orbs to hit to reach the wave segment coming up.
''It is important to note that as this is a remake of Blast Processing, the sections will be heavily inspired by those used in that level.''


This wave segment is remarkably tight and will require maximum concentration to pass. The hazards are mostly built up of cogwheels and spans for quite a while before going dual. This dual is just as hard as the regular before, but it now contains some fake lining for the player to learn. At the end of this wave, it goes back to normal for the final spam before the next section. It is a tight ship sequence where the player must fly through four pillars to reach a timing ball segment with many difficult but similar timings and a sort of corridor. After this is a mini-ship section where the player must fly through another four pillars before another ball with a bunch of fake pads and orbs to avoid but also a bunch to hit. The ball ends with some timing, and the text 'GO!' appears.
The level starts off with a cube section, with three difficult jumps over cogwheels and then a yellow jump pad. Two jump orbs follow and a gravity portal takes the player to another set of blue jump orbs with green jump orbs as traps to avoid. A jump and a blue jump orb timing takes the player to another set of cogwheel jumps and a blue jump orb leading into a mini portal which quickly goes back to normal after a blue orb. A pink jump orb and a triple spike jump comes next and then an orb maze where it is required to memorize what jump orbs to hit in order to reach the wave coming up.


Another wave segment appears here, quite similar in style to the first one, although cogwheels are not quite as threatening as in the previous wave segment. Instead, tighter spaces are the major obstacles. Similar to the wave before, it goes dual after a little bit and then back to regular, with little change to the gameplay style. Another change to dual comes next, this one lasting a little longer than before. The very last moments of the wave return to normal before approaching the next segment of the level. It is a cube with many timing jumps, featuring cogwheels, spikes, and orbs. Next up is a ball segment with some hard timings and some orbs mixed in as well. A UFO makes its first appearance, with some extreme timings between spikes everywhere. Gravity portals appear as well, along with a mini-portal at the very end. A cube segment with fake spikes follows after that, as well as many orb timings to learn.
This wave is insanely tight and will require maximum concentration in order to pass. The hazards are mostly built up of cogwheels and it spans for quite a while before going dual. This dual is just as hard as the regular before, but it now contains some fake lining for the player to learn. At the end of this wave, it goes back to normal for a final spam before the next section. This is a tight ship sequence where four pillars must be flown through to reach a timing ball segment with many difficult but similar timings an a sort of corridor. After this, another ship, this time mini, must fly through another four pillars before another ball with a bunch of fake jump pads and orbs to avoid, but also a bunch to hit as well. The ball ends with some timing and a text appearing saying "GO!"


Coming up is a very narrow ship sequence with multiple gravity portals to adapt to, followed by a ball segment with numerous orbs and slopes to go off of, some of which are fake, and the player must avoid them to pass through. Next comes a UFO with gravity portals and a handful of tight spaces scattered throughout, followed by a tight ship sequence with mixed gameplay between manoeuvring and straight-flying. The final part of the level is a cube section with many hard jumps, about three to five spikes wide, and blue orbs to time right. After this first half of the cube with fairly standard gameplay, a small maze of blocks and orbs appears as a final threat to the player, who must remember what blocks to jump from and what orbs to hit to avoid failing. Two jumps, one being a triple spike, will serve as the final jumps of the level, as 'YOU WIN' can be seen in the background while the level finishes with a yellow pad.
Another wave segment appears here, quite similar in style to the first one, although cogwheels are not quite as threatening as in the previous wave segment. Instead, tighter spaces are the major obstacles. Just like the wave before, it goes dual after a little bit, and then back to regular, with little change to the game-play style at all. Another change to dual comes next, this one lasting a little longer than the one before. The very last moments of the wave turn it back to normal before approaching the next segment of the level. This is a cube with lots of timing jumps with both cogwheels, spikes and orbs alike. Next up is a ball segment with some hard timings and some jump orbs mixed in as well. A UFO makes its first appearance and contains some extreme timing between icons with spikes all over the place. Gravity portals appear as well, along with a mini portal at the very end. A cube segment with some fake spikes follows after that, as well as many orb timings to learn.


==Gameplay==
Coming up is a very narrow ship sequence with multiple gravity portals to adapt to, and then a ball segment with numerous jump orbs and slopes to go off of, all while some of the jump orbs are fake and must be avoided to pass through. Next comes a UFO with some gravity portals and a handful of tight spaces scattered throughout, followed by a tight ship sequence with mixed game-play between maneuver and straight flying alike. The final part of the level is a cube section with many hard jumps, about 3-5 spikes wide, and blue orbs to time right. After this first half of the cube with fairly standard game-play, A small maze of blocks and jump orbs appear as a final threat to the player whom must remember what blocks to jump from and what orbs to hit in order to not fail. Two jumps, one being a triple spike will serve as the final jumps of the level as "YOU WIN" can be seen in the background while the level finishes with a yellow jump pad.
{{VC|hLmKHwAFT5I}}


==Trivia==
== Records ==
*Quantum Processing was placed at #7 on the [[Demonlist (Pointercrate)|Demonlist]] on 31 October 2017, above Cadrega City and below [[ZAPHKIEL]].
{| class="article-table"
**This addition pushed [[Heartbeat]] into the Extended List and DeltaNova into the Legacy List.
!Player
*Quantum Processing was originally built in Update 1.9 and set to be verified by Riot. He never verified it due to all the delays, as well as the [[Sonic Wave]] and [[Yatagarasu]] drama. After being one of the most anticipated Demons, it was finally verified by Rampage after two years.
!Highest Percentage
*Quantum Processing was said to be in the Top 5 hardest Demons in the game by Rampage himself. However, it was placed below #5 due to several hard levels being verified shortly after, such as [[Stalemate Redux]], Gamma, and [[Plasma Pulse Finale]].
!Date Completed
*There is a sequel to Quantum Processing called Quantum Dynamix, a super-buffed remake of [[Electrodynamix]], hosted by [[Riot]] and [[icedcave]]. It was published by GrenadeofTacos and was verified by Cersia.
!Total Attempts
*There is a joke remake of Quantum Processing called [[Quanteuse processing]], created by Renn241 and BlankB. It was initially placed at #6 on the Demonlist.
!Notable Fails
*If the player fails at the last triple-spike, the 'YOU WIN' text will switch to 'YOU LOSE'.
!Video
*The placement of Polygonal Paradox on 28 July 2022 pushed Quantum Processing into the Legacy List of the Demonlist.
|-
|Rampage (verifier)
|'''100%'''
|12 October 2017
|N/A
|98%
|[[File:Quantum Processing - Riot (Verified)|centre|thumb|200x200px]]
|-
|[[Sunix]]
|100%
|14 October 2017
|N/A
|N/A
|[[File:Quantum Processing 100% by Riot (Extreme Demon) - GD 2.1|centre|thumb|200x200px]]
|-
|HackMan617
|100%
|24 November 2017
|17,456
|85%
|[[File:Geometry Dash -2.11- Quantum Processing by Riot (Live)|centre|thumb|200x200px]]
|-
|[[EndLevel]]
|100%
|1 Januaury 2018
|N/A
|N/A
|[[File:Quantum Processing - Riot (Extreme Demon)|centre|thumb|200x200px]]
|-
|Xmeritt
|100%
|6 Januaury 2018
|2,402
|90%
|[[File:Geometry Dash - Quantum Processing - -DEMON- - Published by- Riot|centre|thumb|200x200px]]
|}


==Videos==
== Trivia ==
{{VC|QSNNv38UVZY
* This level was originally built in 1.9 and set to be verified by Riot, but he never verified it because of all the delays as well as the [[Sonic Wave]] and [[Yatagarasu]] drama. After being one of the most long-awaited demons, it was finally verified by Rampage after two years.
|cpt1 = Old version
* This is said to be in the top five hardest demons in the game by Rampage himself. However, it is now placed below #5 due to several hard levels such as [[Stalemate Redux]], [[Gamma]], and [[Plasma Pulse Finale]] recently being verified.
}}


==References==
== Walkthrough ==
<references />
[[File:Geometry Dash - Old Quantum Processing - -CUT- - By- Me and more|centre|thumb|330x330px|A 100% walkthrough of the old Quantum Processing. Note that this video uses cuts.]]
[[Category:Demon List levels]]
[[File:Quantum Processing - Riot (Extreme Demon)|centre|thumb|330 px|A 100% walkthrough of the updated Quantum Processing with 1080p quality and no commentary.]]
 
[[Category:Long Levels]]
[[Category:1.9 Levels]]
[[Category:2.0 Levels]]
[[Category:2.1 Levels]]
 
[[Category:Levels with a removed song]]
[[Category:Collabs]]
 
[[Category:Old School levels]]
[[Category:Extreme Demons]]
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