BOMBANANA! Speedrun Records and Categories on speedrun.com

Levels & Game ModesUpdated: 2026-09-24✓ manual-verified

BOMBANANA! has a speedrun scene, and it is very small: three verified submissions exist in total as of September 24, 2026. That makes this page unusually easy to keep correct and unusually likely to go stale — a single weekend can double the leaderboard. Everything below was checked against the public speedrun.com API for the game on that date, and every record links to its run page so you can verify it yourself.

The Records Right Now

CategoryTimeTeam (3 players required)SubmittedStatus
Full Game35:54.218SuperIdolMan1, Zoiter_Process, connienwSep 8, 2026Verified Sep 8, 2026 · run page
Demo — #14:28.934Azpi, G0ggles31, Koocharella3000 (guest)Jul 26, 2026Verified Jul 27, 2026 · run page
Demo — #27:59.533RandomCantaloupe, Wildfie, Tallgingerguy1Jul 27, 2026Verified Jul 28, 2026 · run page

Everything else is empty as of September 24, 2026:

  • Endless Mode — no submissions on its leaderboard.
  • All 30 single-level categories (the Levels section, Level 1 through Level 30) — no submissions either, on any of them.
  • The Demo also has a per-level section, likewise empty.

So the only two records that exist are a full-campaign time and a demo time. The campaign record is 35:54.218 for all 30 levels — about 1:12 per level on average, including every movement and communication delay in between. For what those 30 levels actually contain, see the campaign level database. For a single bomb — its countdown, strike allowance and exact slots — every level has its own page, from Level 1 to Level 30.

How the Categories Are Defined

The rules are published per category on speedrun.com, and a few details decide more runs than players expect:

  • Exactly three players. Every category — Full Game, Demo, Endless Mode and the single-level ones — is restricted to players: exactly 3. There is no solo category.
  • The clock starts when the host presses "Start." Not when the bomb spawns, not when the first module is touched.
  • Full Game ends when the light on the last module of Level 30 turns green — not when the report appears. The Demo rule is identical except it stops at Level 7, which matches the demo's seven levels.
  • The timer pauses during loading screens, on the character-selection screen, and in the gap between the last light turning green and the report appearing.
  • All levels must be successfully completed, and you may not spend more than 2 minutes on the screens between levels. Stalling in the report menu is a rules violation, not a strategy.
  • Endless Mode is timed to the green light of the last module of "the bomb 'X'" — the rules text leaves X as a placeholder for however many waves the run targets.
  • Single-level (Levels) runs start on the same host press and end when the level report appears; time only runs while the level is being played.

That last point matters for understanding the campaign record: the Full Game rules deliberately strip out loading and menu time, so 35:54.218 is defusal-and-movement time, not an hourglass reading of a session. Mode structure is covered in the game modes guide.

Why One Demo Run Quotes Three Different Times

This is the trap on this page, so it is worth spelling out. The #1 Demo submission carries all of these numbers:

  • 4:28.934 — the time on the leaderboard, and the one to quote.
  • 4:25 — the runners' own comment: "actual in game time is 4:25 but rules include time that the game itself doesn't count so 4:53 it is."
  • 4:53 — the same comment's estimate of what the rules should charge the run.

The leaderboard kept 4:28.934, which is the moderator-verified realtime time. If you cite a BOMBANANA! record anywhere, cite the leaderboard primary time, not a rounded figure from a video description — the difference here is nearly 25 seconds, and the "4:53" number appears nowhere in the actual record. The same comment also shows how these times get computed at all: a long per-level retime log with start frames, end frames and FPS for each of the demo's seven levels, because the game's own bomb timer is not the run clock.

The same run's note adds "only mute player's audio is included" — a reminder that a submission of this game is partly an audio problem, not just a video problem. On the three-role mechanics behind that, see the roles guide.

What It Takes to Get a Run Verified

Nothing about submitting is casual on this game:

  1. Video is required. The Full Game record is submitted with three separate recordings, one per role — labelled "Mute:", "Blind:" and "Deaf:" on the run page. That is the practical standard for a game where the point is what each player can and cannot perceive; a single POV cannot prove the other two were legal.
  2. A moderator verifies the run. Both July demo runs were checked and marked verified the day after submission, by the same examiner; the September Full Game record was verified the same day it was submitted.
  3. The category rules actively shape who hosts. The Demo and Endless rules state it directly: it is "highly recommended that the mute not be the host" and "that the deaf be the host to ensure more accurate moderation." Since the host's press starts the clock, who holds the controller is part of the submission's credibility.
  4. The level has to be completed. A wave cleared via strikes running out is not a run.

The Empty Boards Are the Interesting Part

Because all 30 single-level categories and Endless Mode have zero submissions as of September 24, 2026, any legitimate, video-backed, moderator-verified run becomes the first record in that category. That is not a loophole — it is what a two-week-old leaderboard looks like. The campaign's own difficulty curve points at where the interesting empties are: the level database shows Levels 1–2 running on a single mistake allowed, which makes them the tightest nerve-test on the board, while Levels 25–30 stack Random Hard slots under repeated CHAOS pressure. If you are hunting a first record, pick a level you can repeat cleanly on camera three ways at once.

Sources, and How Fast This Ages

  • speedrun.com BOMBANANA! game page and leaderboards, read through the public API on September 24, 2026: Full Game, Demo, Endless Mode, single-level category.
  • Rule text quoted from each category's own rules field, not paraphrased from memory.
  • Level 7 as the Demo endpoint cross-checks against this wiki's own demo guide, which documents seven demo levels.

A leaderboard with three entries is a moving number, not a stable fact. Treat this page as a snapshot dated September 24, 2026 and the run pages as the authority. Where the two disagree, the site is right and this page is overdue.

This page is a community guide — strategies reflect the launch version (September 2026) and may shift after patches. The in-game defusal manual is always the final authority.