BOOBAWAMBA

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BOOBAWAMBA is a 2.2 Extreme Demon level created and published by akun akun 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/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 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 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.

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.

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 12 November 2024, and was placed at #14 on the Demonlist on the same day, 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 akun akun had previously seen, which features the term 'Boobawamba'. It is a real term that describes a very large 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 June 5 2025, Nickname09 got a run of 38-100%.[5]
        • Another player called 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.
  • Akun akun is known for other memorization-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.
  • People have speculated that the level was intentionally raised up on the Demonlist in order 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.

Video

Demonlist

Template:Demonlist

References