Highest Rated Maps of 2009
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#51
Sakakibara Yui - Koi no Honoo
ignore's Slider Madness 5.43*
Dec 27th, 2009
ignorethis
simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map., high svFeatures prominent high slider velocity usage as a key part of map design.
ignore's Slider Madness 5.43*
Dec 27th, 2009
ignorethis
simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map., high svFeatures prominent high slider velocity usage as a key part of map design.
3.71
/ 5.00 from
10 votes
#52
Castlevania - Aria of Sorrow - Castle Corridor
KIRBY Mix 4.52*
Jul 30th, 2009
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., jump aimFocuses 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., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
KIRBY Mix 4.52*
Jul 30th, 2009
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., jump aimFocuses 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., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.30
/ 5.00 from
11 votes
#53
2.99
/ 5.00 from
14 votes
#55
Queen - Don't Stop Me Now
Breezin' 2.74*
Aug 23rd, 2009
m980
iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map., storyboardContains a storyboard that enhances gameplay experience., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Breezin' 2.74*
Aug 23rd, 2009
m980
iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map., storyboardContains a storyboard that enhances gameplay experience., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.94
/ 5.00 from
10 votes
#58
Queen - Don't Stop Me Now
Cruisin' 3.53*
Aug 23rd, 2009
m980
iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns., simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., distance snappedUses osu's in-built distance snap feature for most/all of the map., storyboardContains a storyboard that enhances gameplay experience., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Cruisin' 3.53*
Aug 23rd, 2009
m980
iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns., simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., distance snappedUses osu's in-built distance snap feature for most/all of the map., storyboardContains a storyboard that enhances gameplay experience., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.87
/ 5.00 from
10 votes
#59
David Bowie - Space Oddity
Hard 2.96*
Jul 20th, 2009
mm201
storyboardContains a storyboard that enhances gameplay experience.
Hard 2.96*
Jul 20th, 2009
mm201
storyboardContains a storyboard that enhances gameplay experience.
4.47
/ 5.00 from
8 votes
#62
Savage Garden - I Want You
Ridiculous 5.86*
Jul 13th, 2009
mtmcl
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Ridiculous 5.86*
Jul 13th, 2009
mtmcl
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
2.81
/ 5.00 from
54 votes
#63
ArmCannon - Borrow Mega Nuke (Eureka Bong Worm)
Exeter Modem 4.48*
Mar 6th, 2009
awp
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6.
Exeter Modem 4.48*
Mar 6th, 2009
awp
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6.
3.12
/ 5.00 from
9 votes
#68
3.29
/ 5.00 from
9 votes
#69
Tatsh - Kachoufuusetsu
Another 4.46*
Feb 13th, 2009
Al-Azif
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Another 4.46*
Feb 13th, 2009
Al-Azif
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.92
/ 5.00 from
7 votes
#71
Tsunku - Ping-Pong
Rhythm Adept 3.22*
Jul 18th, 2009
Rawrgasmitron
repetitionFeatures the use of recognizable identical patterns or gameplay elements.
Rhythm Adept 3.22*
Jul 18th, 2009
Rawrgasmitron
repetitionFeatures the use of recognizable identical patterns or gameplay elements.
3.00
/ 5.00 from
8 votes
#75
- FamilyMart Jingle
Family Mart is Your Home 5.14*
Nov 13th, 2009
deepsea, Alace, ignorethis and SOGASOGAMO
geometricIncorporates geometric shapes within the map's visual design., collabA map with two or more associated mappers.
Family Mart is Your Home 5.14*
Nov 13th, 2009
deepsea, Alace, ignorethis and SOGASOGAMO
geometricIncorporates geometric shapes within the map's visual design., collabA map with two or more associated mappers.
3.12
/ 5.00 from
9 votes
#76
Ayumi Hamasaki - Evolution (Time Is Pop)
Larto's Insane 4.89*
Jul 27th, 2009
Larto
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6.
Larto's Insane 4.89*
Jul 27th, 2009
Larto
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6.
3.90
/ 5.00 from
7 votes
#77
Tatsh feat. Ayane - Yoiyami no Tsuki ni Dakarete
Darkness 5.44*
Oct 15th, 2009
MegaManEXE, Dangaard, Alace, Gabi and Mystearica
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes.
Darkness 5.44*
Oct 15th, 2009
MegaManEXE, Dangaard, Alace, Gabi and Mystearica
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes.
3.59
/ 5.00 from
8 votes
#78
3.70
/ 5.00 from
9 votes
#79
Cranky - Party 4u "Holy Nite Mix"
Max 5.10*
Jun 27th, 2009
avira0922
featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Max 5.10*
Jun 27th, 2009
avira0922
featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.50
/ 5.00 from
7 votes
#80
COOL&CREATE(BeatMario) - Destined Marionette
14KEY 5.04*
Dec 28th, 2009
avira0922
finger controlUses complex applications of rhythms in order to test the player's tapping ability.
14KEY 5.04*
Dec 28th, 2009
avira0922
finger controlUses complex applications of rhythms in order to test the player's tapping ability.
4.09
/ 5.00 from
7 votes
#81
4.28
/ 5.00 from
7 votes
#82
Gwen Stefani - What You Waiting For?
Heroic 4.96*
Nov 2nd, 2009
Diasios
chaoticUnpredictable map design, often testing unusual skillsets., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Heroic 4.96*
Nov 2nd, 2009
Diasios
chaoticUnpredictable map design, often testing unusual skillsets., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.39
/ 5.00 from
7 votes
#84
Susumu Hirasawa - Parade
KIRBY Mix 4.53*
Oct 28th, 2009
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., slidershapesUses a large variety of slider designs., high svFeatures prominent high slider velocity usage as a key part of map design., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
KIRBY Mix 4.53*
Oct 28th, 2009
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., slidershapesUses a large variety of slider designs., high svFeatures prominent high slider velocity usage as a key part of map design., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.44
/ 5.00 from
9 votes
#85
Afterlife - Glide
whymeman's Glide 4.42*
Nov 29th, 2009
whymeman
finger controlUses complex applications of rhythms in order to test the player's tapping ability., distance snappedUses osu's in-built distance snap feature for most/all of the map.
whymeman's Glide 4.42*
Nov 29th, 2009
whymeman
finger controlUses complex applications of rhythms in order to test the player's tapping ability., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.66
/ 5.00 from
7 votes
#86
2.70
/ 5.00 from
9 votes
#87
Croove - Sweet Shining Shooting Star
Insane 4.14*
Sep 25th, 2009
DJPop
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., slidershapesUses a large variety of slider designs., high svFeatures prominent high slider velocity usage as a key part of map design., custom skinUtilizes custom skin elements and graphics.
Insane 4.14*
Sep 25th, 2009
DJPop
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., slidershapesUses a large variety of slider designs., high svFeatures prominent high slider velocity usage as a key part of map design., custom skinUtilizes custom skin elements and graphics.
4.22
/ 5.00 from
7 votes
#88
NicoNicoDouga - Miracle Mat-tan
KIRBY Mix 5.06*
May 23rd, 2009
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
KIRBY Mix 5.06*
May 23rd, 2009
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
2.97
/ 5.00 from
9 votes
#90
DJ SUWAMI - The Cube
Lesjuh mix 4.52*
Mar 26th, 2009
Lesjuh
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., finger controlUses complex applications of rhythms in order to test the player's tapping ability., distance snappedUses osu's in-built distance snap feature for most/all of the map., ninja spinnersFeatures spinners that are very short in duration.
Lesjuh mix 4.52*
Mar 26th, 2009
Lesjuh
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., finger controlUses complex applications of rhythms in order to test the player's tapping ability., distance snappedUses osu's in-built distance snap feature for most/all of the map., ninja spinnersFeatures spinners that are very short in duration.
3.82
/ 5.00 from
6 votes
#91
3.74
/ 5.00 from
6 votes
#92
3.70
/ 5.00 from
8 votes
#93
Lucky Star no Minna - Kumikyoku 'Lucky Star Douga'
Lucky 4.55*
Oct 2nd, 2009
Dangaard and Gabi
gungathonA map with a drain time of over 10 minutes., collabA map with two or more associated mappers.
Lucky 4.55*
Oct 2nd, 2009
Dangaard and Gabi
gungathonA map with a drain time of over 10 minutes., collabA map with two or more associated mappers.
4.35
/ 5.00 from
7 votes
#94
YUI - Ruido
Master 3.81*
Nov 20th, 2009
Vanmonky
simpleAccessible and straightforward map design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Master 3.81*
Nov 20th, 2009
Vanmonky
simpleAccessible and straightforward map design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature.
2.91
/ 5.00 from
8 votes
#95
3.42
/ 5.00 from
6 votes
#96
NeoNintendo - Scrub Scrub Scrub
All the floors in Hyrule 4.24*
Jul 4th, 2009
Mashley
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements.
All the floors in Hyrule 4.24*
Jul 4th, 2009
Mashley
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements.
2.63
/ 5.00 from
8 votes
#99
2.79
/ 5.00 from
9 votes
#100
Nickelback - Far Away
KyO's MiX 4.33*
Mar 21st, 2009
Kyocciola
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
KyO's MiX 4.33*
Mar 21st, 2009
Kyocciola
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.08
/ 5.00 from
6 votes
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Info
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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