Highest Rated Maps of All Time
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#801
SymaG - Fuckin' Friday
REAL 7.44*
Apr 4th, 2024
melonboy
tournament custom A custom map for a playing tournament.
REAL 7.44*
Apr 4th, 2024
melonboy
tournament custom A custom map for a playing tournament.
3.97
/ 5.00 from
21 votes
#802
Ado - Odo
Dance 6.44*
Nov 25th, 2021
Heilia
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , mapping contest An entry for a mapping contest. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
Dance 6.44*
Nov 25th, 2021
Heilia
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , mapping contest An entry for a mapping contest. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , slidershapes Uses a large variety of slider designs.
3.49
/ 5.00 from
112 votes
#803
Yousei Teikoku - Kokou no Sousei
Chaos 6.65*
Feb 10th, 2012
Saten
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. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Chaos 6.65*
Feb 10th, 2012
Saten
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. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.53
/ 5.00 from
70 votes
#804
System Of A Down - Toxicity
Mirash's Expert 6.67*
Aug 7th, 2020
Mirash
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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , geometric Incorporates geometric shapes within the map's visual design.
Mirash's Expert 6.67*
Aug 7th, 2020
Mirash
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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , geometric Incorporates geometric shapes within the map's visual design.
3.70
/ 5.00 from
30 votes
#805
Kim Ryung Hee - Sugar Sugar Rune
Insane 4.80*
Nov 8th, 2023
milr_
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.
Insane 4.80*
Nov 8th, 2023
milr_
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.
3.74
/ 5.00 from
25 votes
#806
tricot - POOL
Lover 5.80*
Jun 21st, 2020
dsco
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. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lover 5.80*
Jun 21st, 2020
dsco
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. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.60
/ 5.00 from
48 votes
#807
Pendulum - Hold Your Colour
Iridescence 5.67*
Jan 23rd, 2018
ProfessionalBox
marathon A map with a drain time of over 5 minutes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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. , slidershapes Uses a large variety of slider designs.
Iridescence 5.67*
Jan 23rd, 2018
ProfessionalBox
marathon A map with a drain time of over 5 minutes. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , 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. , slidershapes Uses a large variety of slider designs.
3.68
/ 5.00 from
31 votes
#808
Wakeshima Kanon - World's End, Girl's Rondo(Asterisk DnB Remix)
We cry "OPEN" 5.86*
Aug 28th, 2015
Meg
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. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
We cry "OPEN" 5.86*
Aug 28th, 2015
Meg
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. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.52
/ 5.00 from
77 votes
#809
raito - Blood Drain -Again-
Halgoh's Etherlite Shift 6.51*
Sep 6th, 2020
Halgoh
slidershapes Uses a large variety of slider designs. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
Halgoh's Etherlite Shift 6.51*
Sep 6th, 2020
Halgoh
slidershapes Uses a large variety of slider designs. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.62
/ 5.00 from
42 votes
#810
KOTOKO - agony
Extra 5.25*
Jun 24th, 2022
moonpoint
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , progression Contains a gradual advancement in difficulty or concept across the map. , 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.
Extra 5.25*
Jun 24th, 2022
moonpoint
precision Colloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6. , progression Contains a gradual advancement in difficulty or concept across the map. , 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.
3.73
/ 5.00 from
26 votes
#811
IOSYS - The Lovely, Freezing, Tomboyish Bath, Cirno's Hot Spring
Hot Spring 5.48*
Apr 19th, 2011
Mafiamaster
storyboard Contains a storyboard that enhances gameplay experience. , 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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Hot Spring 5.48*
Apr 19th, 2011
Mafiamaster
storyboard Contains a storyboard that enhances gameplay experience. , 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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.76
/ 5.00 from
24 votes
#812
Reol - Gokusaishiki
Myriad of Colors 5.52*
May 16th, 2016
Chaoslitz
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Myriad of Colors 5.52*
May 16th, 2016
Chaoslitz
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.70
/ 5.00 from
30 votes
#813
Hirano Aya - Super Driver
Collab 5.34*
Apr 21st, 2011
Doomsday, Nakagawa-Kanon, Derekku, orioncomet, Vicho, Shohei Ohtani, Natteke, Colin Hou and Garven
storyboard Contains a storyboard that enhances gameplay experience. , megacollab A map with 8 or more associated mappers. , simple Accessible and straightforward map design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , collab A map with two or more associated mappers.
Collab 5.34*
Apr 21st, 2011
Doomsday, Nakagawa-Kanon, Derekku, orioncomet, Vicho, Shohei Ohtani, Natteke, Colin Hou and Garven
storyboard Contains a storyboard that enhances gameplay experience. , megacollab A map with 8 or more associated mappers. , simple Accessible and straightforward map design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , collab A map with two or more associated mappers.
3.72
/ 5.00 from
27 votes
#814
Snarky Puppy - What About Me?
We Like It Here 5.53*
Oct 30th, 2020
olc
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. , 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.
We Like It Here 5.53*
Oct 30th, 2020
olc
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. , 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.
3.63
/ 5.00 from
38 votes
#815
FUJIN CLUB - Tabi to Ferry
Seaside 6.05*
Mar 12th, 2018
dsco
repetition Features the use of recognizable identical patterns or gameplay elements. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Seaside 6.05*
Mar 12th, 2018
dsco
repetition Features the use of recognizable identical patterns or gameplay elements. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , reading Tests a player's reading skill, i.e. patterns that obfuscate note order and/or timing. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.57
/ 5.00 from
55 votes
#816
POLKADOT STINGRAY - Otoshimae
Extreme 6.48*
Mar 28th, 2021
moph
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extreme 6.48*
Mar 28th, 2021
moph
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.53
/ 5.00 from
69 votes
#817
ZiGZaG HACKER - V^3 (Hello World)
2015 REBORN 9.03*
Oct 12th, 2015
rustbell
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. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , accelerating bpm Features progressively increasing tempo.
2015 REBORN 9.03*
Oct 12th, 2015
rustbell
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. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , 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. , accelerating bpm Features progressively increasing tempo.
3.71
/ 5.00 from
29 votes
#818
PSYQUI - Hype feat. Such (lapix Remix)
Seeing Stars 6.21*
Sep 5th, 2018
Mir
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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , accel/decel streams Style of streams which use gradual increases or decreases in spacing.
Seeing Stars 6.21*
Sep 5th, 2018
Mir
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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , accel/decel streams Style of streams which use gradual increases or decreases in spacing.
3.64
/ 5.00 from
33 votes
#819
UNDEAD CORPORATION - The Empress
STARBOW BREAK! 133.56*
Aug 29th, 2016
Plutia
chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , playfield usage Includes deliberate use of the playfield within the map design.
STARBOW BREAK! 133.56*
Aug 29th, 2016
Plutia
chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , aspire Uses glitches to provide gameplay or visual effects that are otherwise impossible to achieve, originating from the annual Aspire mapping contest. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , playfield usage Includes deliberate use of the playfield within the map design.
4.00
/ 5.00 from
22 votes
#820
Skrillex - Bangarang (feat. Sirah) (Cut Ver.)
LC 5.03*
Mar 18th, 2012
La Cataline
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
LC 5.03*
Mar 18th, 2012
La Cataline
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.75
/ 5.00 from
22 votes
#821
UKRampage - Jack-the-Ripper
Extravaganza 7.43*
Dec 11th, 2021
DeviousPanda
tech Tests uncommon skills. , 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. , 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. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
Extravaganza 7.43*
Dec 11th, 2021
DeviousPanda
tech Tests uncommon skills. , 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. , 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. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song.
3.50
/ 5.00 from
90 votes
#822
Nekomata Master - Byakuya Gentou
Another 4.92*
Dec 12th, 2011
Nakagawa-Kanon
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , 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.
Another 4.92*
Dec 12th, 2011
Nakagawa-Kanon
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , 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.
3.64
/ 5.00 from
35 votes
#823
katagiri - Palace of Melancholia
Desolation 8.28*
Sep 27th, 2021
captin1, Realazy and DeviousPanda
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , tournament custom A custom map for a playing tournament. , custom song Maps a song made specifically for the map. This includes songs created for a mapping contest which the map participated in. , collab A map with two or more associated mappers. , 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.
Desolation 8.28*
Sep 27th, 2021
captin1, Realazy and DeviousPanda
tech Tests uncommon skills. , marathon A map with a drain time of over 5 minutes. , tournament custom A custom map for a playing tournament. , custom song Maps a song made specifically for the map. This includes songs created for a mapping contest which the map participated in. , collab A map with two or more associated mappers. , 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.
3.57
/ 5.00 from
47 votes
#824
dj TAKA meets DJ YOSHITAKA ft.guit.good-cool - Elemental Creation -GITADO ROCK ver.-
Extra 7.29*
Jul 26th, 2014
Flower
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Extra 7.29*
Jul 26th, 2014
Flower
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.73
/ 5.00 from
23 votes
#825
Kenny Loggins - Footloose
Insane 4.04*
Dec 19th, 2011
D33d
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. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 4.04*
Dec 19th, 2011
D33d
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. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.92
/ 5.00 from
21 votes
#826
Satou Hiromi - Hikari
Insane 4.93*
Jan 19th, 2023
allein
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.93*
Jan 19th, 2023
allein
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.73
/ 5.00 from
26 votes
#827
hitorie - Nichijou to Chikyuu no Gakubuchi (wowaka x Hatsune Miku Edit)
take care. 6.71*
Aug 7th, 2023
moph
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , tournament custom A custom map for a playing tournament.
take care. 6.71*
Aug 7th, 2023
moph
alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , tournament custom A custom map for a playing tournament.
3.79
/ 5.00 from
22 votes
#828
t+pazolite - cheatreal
Extra 6.37*
Mar 30th, 2015
caren_sk
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. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
Extra 6.37*
Mar 30th, 2015
caren_sk
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. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.55
/ 5.00 from
52 votes
#829
Kola Kid - can't hide your love
Can't 5.62*
Jan 25th, 2012
Kert
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
Can't 5.62*
Jan 25th, 2012
Kert
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less.
3.71
/ 5.00 from
29 votes
#830
Himeringo - Idola no Circus
Insane 5.75*
May 7th, 2014
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. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 5.75*
May 7th, 2014
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. , simple Accessible and straightforward map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.18
/ 5.00 from
21 votes
#831
black midi - Welcome To Hell
extra 6.01*
Dec 18th, 2023
Wispy
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs.
extra 6.01*
Dec 18th, 2023
Wispy
variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , chaotic Unpredictable map design, often testing unusual skillsets. , slidershapes Uses a large variety of slider designs.
3.67
/ 5.00 from
33 votes
#832
DETRO - volcanic
Beginner 8.73*
Dec 13th, 2014
rustbell
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , chaotic Unpredictable map design, often testing unusual skillsets.
Beginner 8.73*
Dec 13th, 2014
rustbell
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , chaotic Unpredictable map design, often testing unusual skillsets.
3.66
/ 5.00 from
32 votes
#833
Hitori Tori - perthed again (yambabom remix)
ktgster's Extra 6.03*
May 5th, 2015
ktgster
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.
ktgster's Extra 6.03*
May 5th, 2015
ktgster
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.
3.62
/ 5.00 from
39 votes
#834
Shintani Ryoko - Wonderful World
Extra 5.97*
Nov 16th, 2013
HanzeR
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. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Extra 5.97*
Nov 16th, 2013
HanzeR
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. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.82
/ 5.00 from
23 votes
#835
zts - miragecoordinator
Collab 4.70*
Feb 25th, 2024
Kecco, -kevincela-, Reiji-RJ, Leader, Damnae and Nemis
simple Accessible and straightforward map design. , collab A map with two or more associated mappers.
Collab 4.70*
Feb 25th, 2024
Kecco, -kevincela-, Reiji-RJ, Leader, Damnae and Nemis
simple Accessible and straightforward map design. , collab A map with two or more associated mappers.
3.64
/ 5.00 from
35 votes
#836
Mutsuhiko Izumi - Red Goose
Superable 6.71*
Jul 2nd, 2012
Ulysses
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. , freeform An unrestrained and loose approach towards visual structure.
Superable 6.71*
Jul 2nd, 2012
Ulysses
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. , freeform An unrestrained and loose approach towards visual structure.
3.58
/ 5.00 from
46 votes
#837
Butthole Surfers - Mexican Caravan
a bat's Black Tar Heroin Extreme 7.46*
Mar 15th, 2026
a bat
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
a bat's Black Tar Heroin Extreme 7.46*
Mar 15th, 2026
a bat
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , chaotic Unpredictable map design, often testing unusual skillsets. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
3.58
/ 5.00 from
43 votes
#838
Ricky Martin - Livin' La Vida Loca
Shrek 6.00*
Sep 1st, 2021
schoolboy
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.
Shrek 6.00*
Sep 1st, 2021
schoolboy
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.
3.67
/ 5.00 from
27 votes
#839
Shibayan feat. Ichimatsu Tsubaki - Wo Qin Ai Kui Lei
Desire 6.48*
May 24th, 2021
UberFazz
repetition Features the use of recognizable identical patterns or gameplay elements. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , double taps Patterns that require tapping on both keys simultaneously, through 2B or very fast doubles. , gimmick Focused on a single unique design or gameplay idea.
Desire 6.48*
May 24th, 2021
UberFazz
repetition Features the use of recognizable identical patterns or gameplay elements. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures. , double taps Patterns that require tapping on both keys simultaneously, through 2B or very fast doubles. , gimmick Focused on a single unique design or gameplay idea.
3.55
/ 5.00 from
52 votes
#840
TRakker - Rootus
Export 5.41*
May 16th, 2021
Miura
marathon A map with a drain time of over 5 minutes.
Export 5.41*
May 16th, 2021
Miura
marathon A map with a drain time of over 5 minutes.
3.67
/ 5.00 from
27 votes
#841
IOSYS - Marisa wa Taihen na Mono wo Nusunde Ikimashita
Hard 4.97*
Nov 20th, 2007
DJPop
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , stamina Tests a player's ability to tap dense rhythms over long periods of time.
Hard 4.97*
Nov 20th, 2007
DJPop
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , stamina Tests a player's ability to tap dense rhythms over long periods of time.
3.54
/ 5.00 from
61 votes
#842
Luschka - Kami no Kotoba
Rue's Extra 5.78*
Aug 20th, 2018
Rue
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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
Rue's Extra 5.78*
Aug 20th, 2018
Rue
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. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , freeform An unrestrained and loose approach towards visual structure.
3.59
/ 5.00 from
40 votes
#843
U1 overground - Dopamine
Kotori's EXTREME 5.63*
Mar 18th, 2015
sionKotori
tech Tests uncommon skills. , 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. , slidershapes Uses a large variety of slider designs.
Kotori's EXTREME 5.63*
Mar 18th, 2015
sionKotori
tech Tests uncommon skills. , 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. , slidershapes Uses a large variety of slider designs.
3.62
/ 5.00 from
36 votes
#844
Sagara Kokoro - Hoshizora no Ima
S.S 5.50*
May 8th, 2013
Star Stream
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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
S.S 5.50*
May 8th, 2013
Star Stream
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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.56
/ 5.00 from
52 votes
#845
USAO - Dynamite (Camellia's MACHO TNT REMIX)
EX-pLo s ! o N 8.27*
Oct 25th, 2021
Xarr
tech Tests uncommon skills. , 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.
EX-pLo s ! o N 8.27*
Oct 25th, 2021
Xarr
tech Tests uncommon skills. , 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.
3.87
/ 5.00 from
21 votes
#846
Luze - HERA (LONG Version)
Parthenos 6.84*
Nov 20th, 2021
hehe
repetition Features the use of recognizable identical patterns or gameplay elements. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Parthenos 6.84*
Nov 20th, 2021
hehe
repetition Features the use of recognizable identical patterns or gameplay elements. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , marathon A map with a drain time of over 5 minutes. , chaotic Unpredictable map design, often testing unusual skillsets. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.70
/ 5.00 from
25 votes
#847
Marmalade butcher - NaRKiSSuS
Eclectic Transcendence 6.78*
Aug 1st, 2025
KomachiBaka
mapping contest An entry for a mapping contest. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , collab A map with two or more associated mappers.
Eclectic Transcendence 6.78*
Aug 1st, 2025
KomachiBaka
mapping contest An entry for a mapping contest. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , collab A map with two or more associated mappers.
3.94
/ 5.00 from
22 votes
#848
Chikamori Kayako - Kigurumi Sungeki
Collab Special 6.12*
May 6th, 2021
CalstoneLightO and Mirash
collab A map with two or more associated mappers. , storyboard Contains a storyboard that enhances gameplay experience.
Collab Special 6.12*
May 6th, 2021
CalstoneLightO and Mirash
collab A map with two or more associated mappers. , storyboard Contains a storyboard that enhances gameplay experience.
3.80
/ 5.00 from
24 votes
#849
vally.exe - oyasumination
the weight of the world 6.44*
Nov 13th, 2022
apoq
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. , marathon A map with a drain time of over 5 minutes.
the weight of the world 6.44*
Nov 13th, 2022
apoq
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. , marathon A map with a drain time of over 5 minutes.
3.58
/ 5.00 from
46 votes
#850
Lix - Esoragoto -F.D. mix-
F.D. Extra 5.44*
Jul 27th, 2025
aspen
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. , slidershapes Uses a large variety of slider designs.
F.D. Extra 5.44*
Jul 27th, 2025
aspen
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. , slidershapes Uses a large variety of slider designs.
3.75
/ 5.00 from
25 votes
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