Highest Rated Maps of 2009
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#1
hicalculator - Life is Game
tobe Style 4.26*
Aug 11th, 2009
tobebuta
simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
tobe Style 4.26*
Aug 11th, 2009
tobebuta
simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.10
/ 5.00 from
62 votes
#2
Queen - Don't Stop Me Now
Hard ROCK! 3.46*
Aug 23rd, 2009
m980
storyboard Contains a storyboard that enhances gameplay experience. , iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Hard ROCK! 3.46*
Aug 23rd, 2009
m980
storyboard Contains a storyboard that enhances gameplay experience. , iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.15
/ 5.00 from
51 votes
#3
Niko - Made of Fire
Oni 6.20*
Nov 8th, 2009
Lesjuh
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Oni 6.20*
Nov 8th, 2009
Lesjuh
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.83
/ 5.00 from
169 votes
#4
Wiklund - Billy Boogie
16 bits?! 5.64*
Oct 16th, 2009
Inozuma and yeahyeahyeahhh
repetition Features the use of recognizable identical patterns or gameplay elements. , collab A map with two or more associated mappers. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
16 bits?! 5.64*
Oct 16th, 2009
Inozuma and yeahyeahyeahhh
repetition Features the use of recognizable identical patterns or gameplay elements. , collab A map with two or more associated mappers. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.90
/ 5.00 from
64 votes
#5
nomico - Bad Apple!!
Hard 3.53*
May 18th, 2009
James
simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , freeform An unrestrained and loose approach towards visual structure.
Hard 3.53*
May 18th, 2009
James
simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , freeform An unrestrained and loose approach towards visual structure.
3.95
/ 5.00 from
34 votes
#6
DJ Mars - Lemon Tree
Hard 4.28*
Nov 6th, 2009
mm201
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Hard 4.28*
Nov 6th, 2009
mm201
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.04
/ 5.00 from
25 votes
#7
Niko - Made of Fire
Heavy 4.54*
Nov 8th, 2009
Lesjuh
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Heavy 4.54*
Nov 8th, 2009
Lesjuh
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , simple Accessible and straightforward map design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.86
/ 5.00 from
39 votes
#8
DJ Sharpnel - StrangeProgram
Lesjuh's TAG 7.26*
Mar 12th, 2009
Lesjuh
gimmick Focused on a single unique design or gameplay idea. , storyboard Contains a storyboard that enhances gameplay experience. , tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , complex sv Features large changes in slider velocity.
Lesjuh's TAG 7.26*
Mar 12th, 2009
Lesjuh
gimmick Focused on a single unique design or gameplay idea. , storyboard Contains a storyboard that enhances gameplay experience. , tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , complex sv Features large changes in slider velocity.
3.73
/ 5.00 from
52 votes
#9
Nico Nico Douga - BARUSA of MIKOSU
TAG4 9.54*
Feb 8th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
TAG4 9.54*
Feb 8th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.77
/ 5.00 from
31 votes
#10
DJ Sharpnel - StrangeProgram
HappyMiX 5.93*
Mar 12th, 2009
happy30
storyboard Contains a storyboard that enhances gameplay experience. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
HappyMiX 5.93*
Mar 12th, 2009
happy30
storyboard Contains a storyboard that enhances gameplay experience. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.76
/ 5.00 from
33 votes
#11
IOSYS - Utage wa Eien ni ~SHD~
SOLO 5.21*
Sep 12th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
SOLO 5.21*
Sep 12th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.80
/ 5.00 from
25 votes
#12
Shibayan - Boundary of Space
Marathon 4.93*
Mar 1st, 2009
James, deepsea, kioukiou, darrihuka, Al-Azif and Alace
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , gungathon A map with a drain time of over 10 minutes. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Marathon 4.93*
Mar 1st, 2009
James, deepsea, kioukiou, darrihuka, Al-Azif and Alace
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , gungathon A map with a drain time of over 10 minutes. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.91
/ 5.00 from
22 votes
#13
Rhapsody - Emerald Sword
Extreme 5.46*
Apr 10th, 2009
Duoprism
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Extreme 5.46*
Apr 10th, 2009
Duoprism
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.58
/ 5.00 from
38 votes
#14
Rihanna - Disturbia
Paranoia 4.23*
Mar 13th, 2009
Larto
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , chaotic Unpredictable map design, often testing unusual skillsets. , storyboard gimmick Includes a storyboard that changes how the map is played, usually by changing a map's visuals by using storyboard elements in place of showing the map's hitobjects.
Paranoia 4.23*
Mar 13th, 2009
Larto
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , chaotic Unpredictable map design, often testing unusual skillsets. , storyboard gimmick Includes a storyboard that changes how the map is played, usually by changing a map's visuals by using storyboard elements in place of showing the map's hitobjects.
3.59
/ 5.00 from
22 votes
#15
IOSYS - Okuu's Nuclear Fusion Dojo
v2b's Insane 5.40*
Oct 9th, 2009
v2b
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
v2b's Insane 5.40*
Oct 9th, 2009
v2b
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.91
/ 5.00 from
19 votes
#16
Hanataba - Night of Knights
DJPop's Extra Stage 5.21*
Apr 24th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
DJPop's Extra Stage 5.21*
Apr 24th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.36
/ 5.00 from
29 votes
#17
bubbles - F
Insane 3.97*
Feb 25th, 2009
tobebuta
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , slidershapes Uses a large variety of slider designs. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Insane 3.97*
Feb 25th, 2009
tobebuta
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , slidershapes Uses a large variety of slider designs. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.75
/ 5.00 from
19 votes
#18
Hatsune Miku - Hatsune Miku no Shoushitsu
Uninstall 5.57*
Sep 2nd, 2009
DJPop
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Uninstall 5.57*
Sep 2nd, 2009
DJPop
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.64
/ 5.00 from
20 votes
#19
Bronco (El Gigante de America) - Chocheman
Extremo 4.57*
Nov 24th, 2009
Gens
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Extremo 4.57*
Nov 24th, 2009
Gens
flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , simple Accessible and straightforward map design. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.65
/ 5.00 from
18 votes
#20
Utada Hikaru - Beautiful World
tobe's more Hard 3.33*
Sep 13th, 2009
tobebuta
repetition Features the use of recognizable identical patterns or gameplay elements. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
tobe's more Hard 3.33*
Sep 13th, 2009
tobebuta
repetition Features the use of recognizable identical patterns or gameplay elements. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.97
/ 5.00 from
16 votes
#21
Lady GaGa ft. Akon & Colby O'Donis - Just Dance
0_o 4.20*
Jul 4th, 2009
0_o
chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
0_o 4.20*
Jul 4th, 2009
0_o
chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.39
/ 5.00 from
18 votes
#22
Beautiful Day - V3
Impossible 5.85*
Nov 18th, 2009
ignorethis
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Impossible 5.85*
Nov 18th, 2009
ignorethis
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.44
/ 5.00 from
17 votes
#23
IOSYS - Marisa wa Taihen na Kanbu de Tomatte Ikimashita
Love 6.17*
Nov 6th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Love 6.17*
Nov 6th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.50
/ 5.00 from
17 votes
#24
Queen - Don't Stop Me Now
Sweatin' 3.55*
Aug 23rd, 2009
m980
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Sweatin' 3.55*
Aug 23rd, 2009
m980
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.87
/ 5.00 from
13 votes
#25
Karen - Sudden Death R99
Sudden Death 5.22*
Jun 25th, 2009
v2b
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Sudden Death 5.22*
Jun 25th, 2009
v2b
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.71
/ 5.00 from
15 votes
#26
Nico Nico Douga - BARUSA of MIKOSU
SOLO 5.26*
Feb 8th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
SOLO 5.26*
Feb 8th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
3.18
/ 5.00 from
17 votes
#27
Lazy Town ft. Lil' Jon - Cooking by the Book
LESJUH'S MAD COOKING SKILLZ!!! 5.55*
Aug 19th, 2009
Lesjuh
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
LESJUH'S MAD COOKING SKILLZ!!! 5.55*
Aug 19th, 2009
Lesjuh
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.61
/ 5.00 from
13 votes
#28
IOSYS - Utage wa Eien ni ~SHD~
TAG4 11.29*
Sep 12th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
TAG4 11.29*
Sep 12th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency.
2.86
/ 5.00 from
23 votes
#29
Sammi Cheng - Mei Fei Se Wu
Insane 4.98*
Jul 8th, 2009
Sushi
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Insane 4.98*
Jul 8th, 2009
Sushi
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.39
/ 5.00 from
15 votes
#30
Nico Nico Douga - U.N. Owen wa Kanojo nanoka? (Nico Mega Mix)
TAG4 11.13*
May 27th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
TAG4 11.13*
May 27th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , perfect stacks Features perfectly overlapped stacked notes using low stack leniency. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
2.83
/ 5.00 from
26 votes
#31
Electric Six - Gay Bar
Hard 4.36*
Oct 4th, 2009
Mashley
storyboard Contains a storyboard that enhances gameplay experience. , simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Hard 4.36*
Oct 4th, 2009
Mashley
storyboard Contains a storyboard that enhances gameplay experience. , simple Accessible and straightforward map design. , slidershapes Uses a large variety of slider designs. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.31
/ 5.00 from
14 votes
#32
Dj Verstarker - Jump Jump (2008)
Jump like CRAZY!!! 4.73*
Jun 6th, 2009
Lef
high sv Features prominent high slider velocity usage as a key part of map design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design.
Jump like CRAZY!!! 4.73*
Jun 6th, 2009
Lef
high sv Features prominent high slider velocity usage as a key part of map design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design.
3.56
/ 5.00 from
12 votes
#33
Hisaka Yoko - Don't say "lazy" (Full ver.)
TAG4 8.10*
Aug 15th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
TAG4 8.10*
Aug 15th, 2009
DJPop
tag [playstyle] Includes gameplay designed for the multiplayer tag mode, where multiple players complete a map co-operatively. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.09
/ 5.00 from
17 votes
#34
Oriental ST8 - Shoreline
Redesign Style 4.49*
Nov 2nd, 2009
Wizard Of Orz
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Redesign Style 4.49*
Nov 2nd, 2009
Wizard Of Orz
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.70
/ 5.00 from
12 votes
#35
Coda - Longcat's Song
LOOOONG! 3.66*
Feb 18th, 2009
vytalibus
geometric Incorporates geometric shapes within the map's visual design. , ninja spinners Features spinners that are very short in duration. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
LOOOONG! 3.66*
Feb 18th, 2009
vytalibus
geometric Incorporates geometric shapes within the map's visual design. , ninja spinners Features spinners that are very short in duration. , precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.93
/ 5.00 from
11 votes
#36
Seiryu - Time to Air
Another 5.03*
Jan 11th, 2009
Alace
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Another 5.03*
Jan 11th, 2009
Alace
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.37
/ 5.00 from
13 votes
#37
The Prodigy - No Good (Start The Dance)
No Good For Me 4.62*
Jul 31st, 2009
whymeman
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
No Good For Me 4.62*
Jul 31st, 2009
whymeman
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.41
/ 5.00 from
11 votes
#38
Taiko no Tatsujin - Haya Saitama2000
Oni 6.18*
Oct 25th, 2009
Zekira
taikosu A map intended to produce an osu!taiko map when automatically converted via hitsounds. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Oni 6.18*
Oct 25th, 2009
Zekira
taikosu A map intended to produce an osu!taiko map when automatically converted via hitsounds. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
2.75
/ 5.00 from
19 votes
#39
The Prodigy - We Are The Ruffest
Ruffest 5.47*
Nov 18th, 2009
whymeman
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Ruffest 5.47*
Nov 18th, 2009
whymeman
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.05
/ 5.00 from
12 votes
#40
M.I.A - Paper Planes
Pineapple Express!!! 4.09*
Sep 5th, 2009
EEeee
grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , slidershapes Uses a large variety of slider designs. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Pineapple Express!!! 4.09*
Sep 5th, 2009
EEeee
grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , slidershapes Uses a large variety of slider designs. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.19
/ 5.00 from
11 votes
#41
REDALiCE - Great Nano Desu
HAUUU! 4.94*
Jul 22nd, 2009
fartownik
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
HAUUU! 4.94*
Jul 22nd, 2009
fartownik
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.79
/ 5.00 from
11 votes
#42
Soulja Boy - Turn My Swag On
Hard 3.61*
Jun 2nd, 2009
foulcoon
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Hard 3.61*
Jun 2nd, 2009
foulcoon
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
2.97
/ 5.00 from
13 votes
#43
Susumu Hirasawa - Yume no Shima Shinen Kouen
KIRBY Mix 5.02*
Sep 10th, 2009
Starrodkirby86
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
KIRBY Mix 5.02*
Sep 10th, 2009
Starrodkirby86
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
2.91
/ 5.00 from
12 votes
#44
Hirano Aya - Lost My Music
Ace Of Trades' Insane 4.78*
Feb 16th, 2009
Ace of Trades
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Ace Of Trades' Insane 4.78*
Feb 16th, 2009
Ace of Trades
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.36
/ 5.00 from
11 votes
#45
Queen - Don't Stop Me Now
Breezin' 2.74*
Aug 23rd, 2009
m980
iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Breezin' 2.74*
Aug 23rd, 2009
m980
iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.83
/ 5.00 from
10 votes
#46
Savage Garden - I Want You
Ridiculous 5.86*
Jul 13th, 2009
mtmcl
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Ridiculous 5.86*
Jul 13th, 2009
mtmcl
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
2.83
/ 5.00 from
54 votes
#47
Queen - Don't Stop Me Now
Cruisin' 3.53*
Aug 23rd, 2009
m980
iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Cruisin' 3.53*
Aug 23rd, 2009
m980
iNiS-style A simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , storyboard Contains a storyboard that enhances gameplay experience. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.79
/ 5.00 from
10 votes
#48
Rammstein - Du Hast
Du Hast Mich 5.10*
Jan 8th, 2009
kingcobra52
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , ninja spinners Features spinners that are very short in duration.
Du Hast Mich 5.10*
Jan 8th, 2009
kingcobra52
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , ninja spinners Features spinners that are very short in duration.
3.04
/ 5.00 from
12 votes
#49
Parry Gripp - Boogie Boogie Hedgehog
Hard 4.04*
Jul 6th, 2009
Mifune24
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Hard 4.04*
Jul 6th, 2009
Mifune24
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
2.82
/ 5.00 from
14 votes
#50
DJ Satomi - Waves
Hard 3.01*
Feb 28th, 2009
Diasios
slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , custom skin Utilizes custom skin elements and graphics. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Hard 3.01*
Feb 28th, 2009
Diasios
slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , custom skin Utilizes custom skin elements and graphics. , high tickrate Utilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.48
/ 5.00 from
9 votes
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