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{{IB-Level
{{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
|version = 1
|created    = [[Update 1.9]]
|last_updated = 2.1
|updated    = [[Update 2.1]]
|composer = Waterflame
|difficulty = {{ExtremeDemon}}
|song = Blast Processing
|stars      = 10
|song_id = Official}}
|length    = 1m 41s (Long)
{{Quote
|objects    = 21,269
|Blast Processing turned into a hellish nightmare. Gameplay done by Hinds and myself. Deco by Hinds and Sil3nce. Verified by Rampage.
|copytype  = No password
|Riot}}
|downloads  = 10.49M
'''Quantum Processing''' is a 2.0/2.1 Extreme Demon collaboration created by [[Riot]], [[Hinds]] and Sil3nce, published by Riot and verified by [[Rampage]]. As its name suggests, it is an extremely buffed remake of [https://geometry-dash.fandom.com/wiki/Blast_Processing Blast Processing]. It is difficult due to exceptionally tight spaces throughout the wave sections and intense straight flying.
|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 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 and a blue orb leading into a mini-portal which 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 to memorize the correct orbs to hit to reach the wave segment 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 segment is insanely 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 a bunch to hit as well. The ball ends with some timing, and the text 'GO!' appears.


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. 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 turn it back to normal before approaching the next segment of the level. It is a cube with many timing jumps with 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 and contains some extreme timing between icons with 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.


==Gameplay==
Coming up is a very narrow ship sequence with multiple gravity portals to adapt to and then a ball segment with numerous orbs and slopes to go off of while some of the orbs are fake, and the player must avoid them 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 gameplay between manoeuvre and straight flying alike. 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.
{{VC|hLmKHwAFT5I}}


==Trivia==
==Trivia==
*Quantum Processing was placed at #7 on the [[Demonlist (Pointercrate)|Demonlist]] on 31 October 2017, above Cadrega City and below [[ZAPHKIEL]].
*The level is free to copy.
**This addition pushed [[Heartbeat]] into the Extended List and DeltaNova into the Legacy List.
*The level contains 21,269 objects.
*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.
*The level is 1m 41s in length.
*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]].
*The level was initially placed at #7 on the [[Geometry Dash Demonlist|Demonlist]] on October 31, 2017, above [[Cadrega City]] (#8) and below [[ZAPHKIEL]] (#6).
*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.
**This addition to the Demonlist knocked [[Heartbeat]] into the Extended List and DeltaNova into the Legacy List.
*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.
*It is currently #12 on the ''Low Refresh Rate'' Mobile Demonlist, above [[Bloodbath]] (#13) and below [[Athanatos]] (#11).
*If the player fails at the last triple-spike, the 'YOU WIN' text will switch to 'YOU LOSE'.
*This level was originally built in 1.9 and set to be verified by Riot. 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.
*The placement of Polygonal Paradox on 28 July 2022 pushed Quantum Processing into the Legacy List of the Demonlist.
*This is 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]].
*There is a rebirth called Infinite Process.
*There is a sequel named Quantum Dynamix that is hosted by [[Riot]] and [[IcEDCave]]. It was published by GrenadeOfTacos and was verified by Cersia.
*If the player dies at the last triple-spike, the 'YOU WIN' text will say 'YOU LOSE' instead.
*The placement of Polygonal Paradox on July 28, 2022, knocked Quantum Processing into the Legacy List of the Demonlist.
 
==Video==
<tabber>
|-|Verification=
[[File:Geometry Dash Quantum Processing DEMON Published By Riot Verified By Rampage|center|thumb|330x330px|The verification of Quantum Processing. Credits to [[Rampage]] and [[Riot]].]]
|-|Old Version=
[[File:Geometry Dash - Old Quantum Processing - -CUT- - By- Me and more|center|thumb|330x330px|A 100% walkthrough of the old Quantum Processing. Note that this video uses cuts.]]
</tabber>


==Videos==
==Demonlist==
{{VC|QSNNv38UVZY
{{Demonlist}}
|cpt1 = Old version
}}


==References==
[[Category:Collaborations]]
<references />
[[Category:2.1 levels]]
[[Category:Demon List levels]]
[[Category:Long levels]]
[[Category:Demon levels]]
[[Category:Extreme Demon levels]]
[[Category:Legacy levels]]
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