Highest Rated Maps of All Time
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#1
Halozy - Sentimental Skyscraper
Myouren Hijiri 7.48*
May 27th, 2014
Hollow Wings
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , marathon A map with a drain time of over 5 minutes. , progression Contains a gradual advancement in difficulty or concept across the map. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design.
Myouren Hijiri 7.48*
May 27th, 2014
Hollow Wings
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , marathon A map with a drain time of over 5 minutes. , progression Contains a gradual advancement in difficulty or concept across the map. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , high sv Features prominent high slider velocity usage as a key part of map design.
4.17
/ 5.00 from
290 votes
#2
DJKurara - Goodbye
SEVEN COLORS 7.20*
Apr 5th, 2019
EijiKuinbii
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
SEVEN COLORS 7.20*
Apr 5th, 2019
EijiKuinbii
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tech Tests uncommon skills. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
4.14
/ 5.00 from
155 votes
#3
Kalafina - Kimi no Gin no Niwa
Extra 5.26*
Oct 13th, 2014
Hollow Wings
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , marathon A map with a drain time of over 5 minutes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Extra 5.26*
Oct 13th, 2014
Hollow Wings
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , marathon A map with a drain time of over 5 minutes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
4.18
/ 5.00 from
117 votes
#4
paraoka feat. haru*nya - Hokori Yuki
BabeLisM 5.82*
Jun 10th, 2022
Xilver15
repetition Features the use of recognizable identical patterns or gameplay elements. , freeform An unrestrained and loose approach towards visual structure. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , marathon A map with a drain time of over 5 minutes. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
BabeLisM 5.82*
Jun 10th, 2022
Xilver15
repetition Features the use of recognizable identical patterns or gameplay elements. , freeform An unrestrained and loose approach towards visual structure. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , marathon A map with a drain time of over 5 minutes. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , colorhax Features intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience.
4.10
/ 5.00 from
149 votes
#5
Camellia - Kono Hoshi de....
Another 6.07*
Jul 25th, 2013
Snow Note
progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 6.07*
Jul 25th, 2013
Snow Note
progression Contains a gradual advancement in difficulty or concept across the map. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.13
/ 5.00 from
119 votes
#6
Apocalyptica - Shadowmaker
X 7.00*
Oct 7th, 2019
pishifat
marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
X 7.00*
Oct 7th, 2019
pishifat
marathon A map with a drain time of over 5 minutes. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.15
/ 5.00 from
99 votes
#7
Megurine Luka - Blue Amber
Upari 5.43*
Feb 13th, 2012
-Upari
playfield constraint Restricts object placement to a certain part of the playfield. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Upari 5.43*
Feb 13th, 2012
-Upari
playfield constraint Restricts object placement to a certain part of the playfield. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.15
/ 5.00 from
98 votes
#8
Rohi - Kakuzetsu Thanatos
Rin 6.56*
Feb 13th, 2013
NatsumeRin
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
Rin 6.56*
Feb 13th, 2013
NatsumeRin
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
4.12
/ 5.00 from
112 votes
#9
KOTOKO - Oboetete Ii yo
Insane 5.21*
Oct 23rd, 2012
cRyo[iceeicee]
simple Accessible and straightforward map design. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.21*
Oct 23rd, 2012
cRyo[iceeicee]
simple Accessible and straightforward map design. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.08
/ 5.00 from
131 votes
#10
Jerico - Industrial Nation
Made in Korea 5.66*
Apr 18th, 2015
Kloyd
marathon A map with a drain time of over 5 minutes. , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Made in Korea 5.66*
Apr 18th, 2015
Kloyd
marathon A map with a drain time of over 5 minutes. , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.18
/ 5.00 from
81 votes
#11
Halozy - Deconstruction Star
Beat Heaven 7.54*
Nov 15th, 2015
Hollow Wings
marathon A map with a drain time of over 5 minutes. , gimmick Focused on a single unique design or gameplay idea. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , storyboard Contains a storyboard that enhances gameplay experience. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , repetition Features the use of recognizable identical patterns or gameplay elements.
Beat Heaven 7.54*
Nov 15th, 2015
Hollow Wings
marathon A map with a drain time of over 5 minutes. , gimmick Focused on a single unique design or gameplay idea. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , storyboard Contains a storyboard that enhances gameplay experience. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , repetition Features the use of recognizable identical patterns or gameplay elements.
4.02
/ 5.00 from
195 votes
#12
Hatsuki Yura - Yoiyami Hanabi
Lan 5.60*
Nov 22nd, 2013
Lan wings
progression Contains a gradual advancement in difficulty or concept across the map. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , mapping contest An entry for a mapping contest. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lan 5.60*
Nov 22nd, 2013
Lan wings
progression Contains a gradual advancement in difficulty or concept across the map. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , mapping contest An entry for a mapping contest. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.12
/ 5.00 from
100 votes
#13
Nhato - Miss You
Selentia 5.83*
Apr 9th, 2014
HanzeR
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , marathon A map with a drain time of over 5 minutes. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , tech Tests uncommon skills. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
Selentia 5.83*
Apr 9th, 2014
HanzeR
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , marathon A map with a drain time of over 5 minutes. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , tech Tests uncommon skills. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
4.00
/ 5.00 from
210 votes
#14
Demetori - Crimson Belvedere ~ Eastern Dream
Dream 5.18*
Sep 4th, 2013
jonathanlfj
simple Accessible and straightforward map design. , gungathon A map with a drain time of over 10 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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.
Dream 5.18*
Sep 4th, 2013
jonathanlfj
simple Accessible and straightforward map design. , gungathon A map with a drain time of over 10 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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.
4.06
/ 5.00 from
133 votes
#15
Sota Fujimori - Move That Body -Extended Mix-
Extreme 6.17*
Dec 11th, 2014
Skystar
tech Tests uncommon skills. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
Extreme 6.17*
Dec 11th, 2014
Skystar
tech Tests uncommon skills. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
4.16
/ 5.00 from
76 votes
#16
Halozy - Kikoku Doukoku Jigokuraku
Notch Hell 5.74*
Sep 8th, 2016
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , marathon A map with a drain time of over 5 minutes.
Notch Hell 5.74*
Sep 8th, 2016
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design. , progression Contains a gradual advancement in difficulty or concept across the map. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , marathon A map with a drain time of over 5 minutes.
3.95
/ 5.00 from
270 votes
#17
aran - Graces of Heaven
Debug 7.26*
Feb 5th, 2014
rustbell
marathon A map with a drain time of over 5 minutes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , gimmick Focused on a single unique design or gameplay idea. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , double taps Patterns that require tapping on both keys simultaneously, through 2B or very fast doubles.
Debug 7.26*
Feb 5th, 2014
rustbell
marathon A map with a drain time of over 5 minutes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , gimmick Focused on a single unique design or gameplay idea. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , double taps Patterns that require tapping on both keys simultaneously, through 2B or very fast doubles.
4.07
/ 5.00 from
116 votes
#18
Reol - Asymmetry
cRyo[Skystar]'s Farewell 6.59*
Sep 5th, 2015
cRyo[iceeicee] and Skystar
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , collab A map with two or more associated mappers. , 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. , storyboard Contains a storyboard that enhances gameplay experience. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
cRyo[Skystar]'s Farewell 6.59*
Sep 5th, 2015
cRyo[iceeicee] and Skystar
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , collab A map with two or more associated mappers. , 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. , storyboard Contains a storyboard that enhances gameplay experience. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.97
/ 5.00 from
156 votes
#19
Kikuo - Hole Dwelling
Bottomless 5.64*
Oct 21st, 2021
melonboy
gimmick Focused on a single unique design or gameplay idea. , 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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , marathon A map with a drain time of over 5 minutes. , playfield usage Includes deliberate use of the playfield within the map design.
Bottomless 5.64*
Oct 21st, 2021
melonboy
gimmick Focused on a single unique design or gameplay idea. , 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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , marathon A map with a drain time of over 5 minutes. , playfield usage Includes deliberate use of the playfield within the map design.
4.03
/ 5.00 from
106 votes
#20
Nekomata Master - Byakuya Gentou
EX 5.90*
Dec 12th, 2011
v2b
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
EX 5.90*
Dec 12th, 2011
v2b
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , swing A map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
4.04
/ 5.00 from
93 votes
#21
U1 overground - Dopamine
C6H3(OH)2-CH2-CH2-NH2 6.99*
Mar 18th, 2015
fanzhen0019
tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , complex sv Features large changes in slider velocity. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
C6H3(OH)2-CH2-CH2-NH2 6.99*
Mar 18th, 2015
fanzhen0019
tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , complex sv Features large changes in slider velocity. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.97
/ 5.00 from
126 votes
#22
ELECTROCUTICA feat. F9 - Triplaneta
FALL 5.32*
Aug 24th, 2019
ac8129464363
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. , marathon A map with a drain time of over 5 minutes. , progression Contains a gradual advancement in difficulty or concept across the map. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , simple Accessible and straightforward map design.
FALL 5.32*
Aug 24th, 2019
ac8129464363
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. , marathon A map with a drain time of over 5 minutes. , progression Contains a gradual advancement in difficulty or concept across the map. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , simple Accessible and straightforward map design.
3.94
/ 5.00 from
153 votes
#23
Neru - Ningen Shikkaku
Posthumous 5.94*
Jun 15th, 2013
Ulysses
storyboard Contains a storyboard that enhances gameplay experience. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
Posthumous 5.94*
Jun 15th, 2013
Ulysses
storyboard Contains a storyboard that enhances gameplay experience. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
3.98
/ 5.00 from
124 votes
#24
Eagle - S!ck
Extreme 5.62*
Feb 9th, 2014
tsuka
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , slidershapes Uses a large variety of slider designs.
Extreme 5.62*
Feb 9th, 2014
tsuka
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , slidershapes Uses a large variety of slider designs.
4.10
/ 5.00 from
69 votes
#25
Camellia - Exit This Earth's Atomosphere
Evolution 7.77*
Nov 9th, 2016
rrtyui
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
Evolution 7.77*
Nov 9th, 2016
rrtyui
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
3.88
/ 5.00 from
271 votes
#26
DJ TOTTO feat. Sunao Yoshikawa - Arousing
HW's Extra 6.29*
Jul 29th, 2014
Hollow Wings
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , freeform An unrestrained and loose approach towards visual structure. , high sv Features prominent high slider velocity usage as a key part of map design.
HW's Extra 6.29*
Jul 29th, 2014
Hollow Wings
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , freeform An unrestrained and loose approach towards visual structure. , high sv Features prominent high slider velocity usage as a key part of map design.
4.24
/ 5.00 from
44 votes
#27
JUNNA - Here
Extra 6.09*
Apr 17th, 2018
Mirash
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
Extra 6.09*
Apr 17th, 2018
Mirash
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
4.02
/ 5.00 from
89 votes
#28
Shimotsuki Haruka - SilentFlame
Gensou 5.87*
Aug 10th, 2018
gust
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Gensou 5.87*
Aug 10th, 2018
gust
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.29
/ 5.00 from
37 votes
#29
ELECTROCUTICA - Dependence Intension
AQUARIUM+ 5.73*
Aug 17th, 2021
Scub
repetition Features the use of recognizable identical patterns or gameplay elements. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , time signatures Audio contains many changes in time signature or uses an uncommon time signature.
AQUARIUM+ 5.73*
Aug 17th, 2021
Scub
repetition Features the use of recognizable identical patterns or gameplay elements. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , tech Tests uncommon skills. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , time signatures Audio contains many changes in time signature or uses an uncommon time signature.
4.08
/ 5.00 from
60 votes
#30
zts - Umineko no Naku Koro ni Compilation
When They Cry 5.47*
Feb 24th, 2020
-kevincela-, Rue, Leader, Okoayu, Nemis and Mirash
collab A map with two or more associated mappers. , gungathon A map with a drain time of over 10 minutes. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , multi-song Contains multiple songs within the audio. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
When They Cry 5.47*
Feb 24th, 2020
-kevincela-, Rue, Leader, Okoayu, Nemis and Mirash
collab A map with two or more associated mappers. , gungathon A map with a drain time of over 10 minutes. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , multi-song Contains multiple songs within the audio. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.05
/ 5.00 from
67 votes
#31
Traktion - The Near Distant Future
Lapse 5.63*
Apr 13th, 2014
RLC
marathon A map with a drain time of over 5 minutes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Lapse 5.63*
Apr 13th, 2014
RLC
marathon A map with a drain time of over 5 minutes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.89
/ 5.00 from
190 votes
#32
King Gizzard & The Lizard Wizard - Robot Stop
REDLIGHT (VIP) 7.38*
Nov 19th, 2021
olc
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. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , tournament custom A custom map for a playing tournament. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets.
REDLIGHT (VIP) 7.38*
Nov 19th, 2021
olc
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. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , tournament custom A custom map for a playing tournament. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets.
3.85
/ 5.00 from
295 votes
#33
Expander - Move That Body
EXTREME 5.76*
Feb 12th, 2014
fanzhen0019
tech Tests uncommon skills. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
EXTREME 5.76*
Feb 12th, 2014
fanzhen0019
tech Tests uncommon skills. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
4.09
/ 5.00 from
58 votes
#34
bermei.inazawa feat. Shimotsuki Haruka - Taitou no Suika
where i was buried 7.06*
May 29th, 2024
fanzhen0019
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , progression Contains a gradual advancement in difficulty or concept across the map. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , marathon A map with a drain time of over 5 minutes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , slider animation Succession of sliders as individual frames to create the illusion of fluid motion.
where i was buried 7.06*
May 29th, 2024
fanzhen0019
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , progression Contains a gradual advancement in difficulty or concept across the map. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , marathon A map with a drain time of over 5 minutes. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , slider animation Succession of sliders as individual frames to create the illusion of fluid motion.
3.87
/ 5.00 from
189 votes
#35
Michael Cera Palin - Laughing Makes It Worse
Expert 6.03*
Jan 18th, 2022
pishifat
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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.
Expert 6.03*
Jan 18th, 2022
pishifat
simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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.
3.97
/ 5.00 from
92 votes
#36
Yousei Teikoku - Deep Sea
LC 5.29*
Sep 9th, 2013
La Cataline
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design.
LC 5.29*
Sep 9th, 2013
La Cataline
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design.
4.13
/ 5.00 from
49 votes
#37
gmtn. (witch's slave) - furioso melodia
Wrath 7.75*
Apr 10th, 2015
Alumetorz
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , fast bursts Features bursts that are fast relative to the rest of the map, typically appearing as 1/6 or 1/8 bursts. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
Wrath 7.75*
Apr 10th, 2015
Alumetorz
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , fast bursts Features bursts that are fast relative to the rest of the map, typically appearing as 1/6 or 1/8 bursts. , 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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.87
/ 5.00 from
185 votes
#38
Hana - Shuumatsu no Bishou
Through the Looking Glass 5.36*
Dec 21st, 2018
PandaHero
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Through the Looking Glass 5.36*
Dec 21st, 2018
PandaHero
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
4.00
/ 5.00 from
89 votes
#39
Black Sun Empire - Dawn Of A Dark Day (Receptor Remix)
Marathon 5.44*
Dec 18th, 2013
Natteke
marathon A map with a drain time of over 5 minutes. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , storyboard Contains a storyboard that enhances gameplay experience.
Marathon 5.44*
Dec 18th, 2013
Natteke
marathon A map with a drain time of over 5 minutes. , 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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , storyboard Contains a storyboard that enhances gameplay experience.
4.14
/ 5.00 from
44 votes
#40
cosMo@BousouP - Oceanus
Divinity 6.62*
Jan 1st, 2016
Broccoly
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Divinity 6.62*
Jan 1st, 2016
Broccoly
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.96
/ 5.00 from
93 votes
#41
Apink - NoNoNo
baka 6.84*
Jul 18th, 2026
Maria Iskariot
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , complex sv Features large changes in slider velocity. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , playfield usage Includes deliberate use of the playfield within the map design. , double taps Patterns that require tapping on both keys simultaneously, through 2B or very fast doubles. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
baka 6.84*
Jul 18th, 2026
Maria Iskariot
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , complex sv Features large changes in slider velocity. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , playfield usage Includes deliberate use of the playfield within the map design. , double taps Patterns that require tapping on both keys simultaneously, through 2B or very fast doubles. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.89
/ 5.00 from
119 votes
#42
Rita - dorchadas
Sharnoth 6.35*
Jun 22nd, 2017
Delis
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design.
Sharnoth 6.35*
Jun 22nd, 2017
Delis
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design.
3.91
/ 5.00 from
114 votes
#43
Gentle Stick X M2U - Hades in the Heaven
Lan's Extra 5.08*
Dec 25th, 2013
Lan wings
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Lan's Extra 5.08*
Dec 25th, 2013
Lan wings
sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.03
/ 5.00 from
64 votes
#44
ayaponzu* - Yakubyougami
B( 7.33*
May 13th, 2016
cRyo[iceeicee]
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
B( 7.33*
May 13th, 2016
cRyo[iceeicee]
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream.
4.26
/ 5.00 from
34 votes
#45
hasu - Warcry
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
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. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
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. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.21
/ 5.00 from
34 votes
#46
paraoka - Manima ni
('(oo)') 5.04*
Feb 19th, 2012
Sandpig
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
('(oo)') 5.04*
Feb 19th, 2012
Sandpig
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
4.03
/ 5.00 from
60 votes
#47
Oratorio The World God Only Knows - God only knows -Secrets of the Goddess-
The World Guy Only Knows 5.01*
Oct 25th, 2013
Guy
gungathon A map with a drain time of over 10 minutes. , simple Accessible and straightforward map design. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
The World Guy Only Knows 5.01*
Oct 25th, 2013
Guy
gungathon A map with a drain time of over 10 minutes. , simple Accessible and straightforward map design. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.92
/ 5.00 from
102 votes
#48
-45 - Midorigo Queen Bee
EijiKuinbii's Expert 6.10*
Dec 16th, 2018
EijiKuinbii
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , stamina Tests a player's ability to tap dense rhythms over long periods of time. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , high sv Features prominent high slider velocity usage as a key part of map design.
EijiKuinbii's Expert 6.10*
Dec 16th, 2018
EijiKuinbii
featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , stamina Tests a player's ability to tap dense rhythms over long periods of time. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , high sv Features prominent high slider velocity usage as a key part of map design.
4.05
/ 5.00 from
56 votes
#49
Black Hole - Pluto
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , accelerating bpm Features progressively increasing tempo.
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , 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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , accelerating bpm Features progressively increasing tempo.
3.94
/ 5.00 from
87 votes
#50
ESTi - HELIX (Edit ver.)
fanzhen's EX 6.50*
Nov 9th, 2015
fanzhen0019
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , repetition Features the use of recognizable identical patterns or gameplay elements. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
fanzhen's EX 6.50*
Nov 9th, 2015
fanzhen0019
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , repetition Features the use of recognizable identical patterns or gameplay elements. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.99
/ 5.00 from
68 votes
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