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Highest Rated Maps of All Time

#1
KOTOKO - Oboetete Ii yo
Insane 5.28*
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.
4.11 / 5.00 from 130 votes
#2
Jerico - Industrial Nation
Made in Korea 5.47*
Apr 18th, 2015
Kloyd
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. , 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.
4.19 / 5.00 from 78 votes
#3
Demetori - Crimson Belvedere ~ Eastern Dream
Dream 5.06*
Sep 4th, 2013
jonathanlfj
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. , gungathon A map with a drain time of over 10 minutes.
4.06 / 5.00 from 133 votes
#4
Sota Fujimori - Move That Body -Extended Mix-
Extreme 5.91*
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.
4.17 / 5.00 from 76 votes
#5
aran - Graces of Heaven
Debug 7.86*
Feb 5th, 2014
rustbell
gimmick Focused on a single unique design or gameplay idea. , marathon A map with a drain time of over 5 minutes. , 2B Includes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , 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.
4.07 / 5.00 from 116 votes
#6
Reol - Asymmetry
cRyo[Skystar]'s Farewell 6.48*
Sep 5th, 2015
cRyo[iceeicee] and Skystar
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. , collab A map with two or more associated mappers. , 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.
3.98 / 5.00 from 155 votes
#7
zts - Umineko no Naku Koro ni Compilation
When They Cry 5.10*
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.
4.13 / 5.00 from 64 votes
#8
JUNNA - Here
Extra 5.81*
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.
4.04 / 5.00 from 89 votes
#9
Kikuo - Hole Dwelling
Bottomless 5.62*
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. , playfield usage Includes deliberate use of the playfield within the map design. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
4.01 / 5.00 from 104 votes
#10
Neru - Ningen Shikkaku
Posthumous 5.68*
Jun 15th, 2013
Ulysses
storyboard Contains a storyboard that enhances gameplay experience. , 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.
3.98 / 5.00 from 124 votes
#11
ELECTROCUTICA feat. F9 - Triplaneta
FALL 5.31*
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. , progression Contains a gradual advancement in difficulty or concept across the map. , 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. , 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 152 votes
#12
Traktion - The Near Distant Future
Lapse 5.40*
Apr 13th, 2014
RLC
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. , 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.
3.90 / 5.00 from 187 votes
#13
King Gizzard & The Lizard Wizard - Robot Stop
REDLIGHT (VIP) 6.97*
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. , tournament custom A custom map for a playing tournament. , 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. , chaotic Unpredictable map design, often testing unusual skillsets. , 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.
3.84 / 5.00 from 293 votes
#14
Michael Cera Palin - Laughing Makes It Worse
Expert 5.80*
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. , 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
3.96 / 5.00 from 93 votes
#15
gmtn. (witch's slave) - furioso melodia
Wrath 7.66*
Apr 10th, 2015
Alumetorz
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , 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. , 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
#16
Rita - dorchadas
Sharnoth 6.20*
Jun 22nd, 2017
Delis
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. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.91 / 5.00 from 112 votes
#17
Oratorio The World God Only Knows - God only knows -Secrets of the Goddess-
The World Guy Only Knows 4.94*
Oct 25th, 2013
Guy
simple Accessible and straightforward map design. , gungathon A map with a drain time of over 10 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93 / 5.00 from 102 votes
#18
Black Sun Empire - Dawn Of A Dark Day (Receptor Remix)
Marathon 5.21*
Dec 18th, 2013
Natteke
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. , storyboard Contains a storyboard that enhances gameplay experience.
4.12 / 5.00 from 43 votes
#19
ayaponzu* - Yakubyougami
B( 7.27*
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 33 votes
#20
siraph - damp damp
incandescence 6.41*
Jul 25th, 2025
surgis
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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.
4.10 / 5.00 from 44 votes
#21
Lia - Kokoro ni Todoku Uta
Holo 5.03*
May 2nd, 2011
Holoaz
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. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
4.07 / 5.00 from 50 votes
#22
Hitori Tori - perthed again (yambabom remix)
Zapy's Extra 6.55*
May 5th, 2015
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 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.
3.92 / 5.00 from 84 votes
#23
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.
3.93 / 5.00 from 86 votes
#24
Demetori - Yuuga ni Sakase, Sumizome no Sakura ~ The Harm of Coming into Existence
Extra Stage 6.89*
Apr 13th, 2020
jonathanlfj
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , marathon A map with a drain time of over 5 minutes. , 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.
3.98 / 5.00 from 59 votes
#25
a_hisa - Tenri Kaku Jou
Celestial 8.28*
Nov 15th, 2018
Axarious
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. , 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. , slidershapes Uses a large variety of slider designs.
4.10 / 5.00 from 45 votes
#26
Ciel - If you're my destiny, end this fated determination.
Cruel Fate 6.02*
Jun 26th, 2018
Kalibe
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. , marathon A map with a drain time of over 5 minutes.
4.00 / 5.00 from 56 votes
#27
Yousei Teikoku - Mischievous of Alice
Extreme 6.29*
Apr 6th, 2018
Delis
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. , simple Accessible and straightforward map design. , 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.
4.09 / 5.00 from 41 votes
#28
Hana - Kuukirikigaku Shoujo to Shounen no Uta
Garden & ak74's Jabberwocky Extra 6.19*
Dec 27th, 2020
ak74 and Garden
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs. , keysounds Contains hitsounds that use various pitched samples to create a melody, typically following one within the song. , 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.
3.89 / 5.00 from 87 votes
#29
S.S.H. - Intersect Thunderbolt-Remix
Exceed 6.75*
Jun 3rd, 2013
Snow Note
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.98 / 5.00 from 54 votes
#30
Feryquitous - Dstorv
Ende Fateind Trasfomate 6.00*
Dec 6th, 2016
RLC
marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , 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.
3.91 / 5.00 from 71 votes
#31
Akitsuki Fuuka CV:Lynn - Fair wind
cRyo&xsrs's Extreme 6.31*
Feb 3rd, 2018
xsrsbsns and cRyo[iceeicee]
collab A map with two or more associated mappers. , 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.
4.11 / 5.00 from 34 votes
#32
40mP feat.yuikonnu - Ame to Asphalt
Skystar's Extra 5.88*
Mar 5th, 2015
Skystar
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. , progression Contains a gradual advancement in difficulty or concept across the map. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , slidershapes Uses a large variety of slider designs.
3.82 / 5.00 from 113 votes
#33
Camellia - DON'T GIVE A FUCK
unhappy 6.59*
Feb 27th, 2019
Chloe and z1085684963
collab A map with two or more associated mappers. , marathon A map with a drain time of over 5 minutes. , tech Tests uncommon skills. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , 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.
3.98 / 5.00 from 50 votes
#34
Linkin Park - Session
RVB's Insane 4.79*
Feb 7th, 2019
Vass_Bass and Rue
freeform An unrestrained and loose approach towards visual structure. , 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. , collab A map with two or more associated mappers.
4.09 / 5.00 from 36 votes
#35
Kawada Mami - Going back to square one
Insane 6.62*
Dec 2nd, 2015
cRyo[iceeicee]
progression Contains a gradual advancement in difficulty or concept across the map. , 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. , 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. , freeform An unrestrained and loose approach towards visual structure. , 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.
4.15 / 5.00 from 33 votes
#36
IOSYS - Poinsettia
Lunatic 5.41*
Aug 18th, 2010
Aakiha
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , geometric Incorporates geometric shapes within the map's visual design. , 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. , 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.
4.05 / 5.00 from 42 votes
#37
Shpongle - Dr. Vinklestein Says
Entheogen 6.85*
Jun 3rd, 2022
piroshki
marathon A map with a drain time of over 5 minutes. , 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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.00 / 5.00 from 49 votes
#38
Yorushika - Hachigatsu, Bou, Tsukiakari
Collab Extra 7.10*
May 22nd, 2019
Delis and 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. , collab A map with two or more associated mappers. , geometric Incorporates geometric shapes within the map's visual design.
3.82 / 5.00 from 106 votes
#39
Hana - Sakura no Uta
Euphoria 5.66*
Dec 4th, 2015
Alyce
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. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.79 / 5.00 from 130 votes
#40
IA - Six Trillion Years and Overnight Story
0108 6.08*
Jun 17th, 2012
val0108
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal 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. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.02 / 5.00 from 42 votes
#41
Falcom Sound Team jdk - The Azure Arbitrator
Chrono Collapse 7.68*
Jun 4th, 2016
jonathanlfj
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. , 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. , simple Accessible and straightforward map design.
3.86 / 5.00 from 75 votes
#42
Zensou Sagi no Hito - Ginza vs Ginza
Ex 6.54*
May 19th, 2018
Delis
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design.
3.95 / 5.00 from 54 votes
#43
StylipS - STUDYxSTUDY (TV Size)
Insane 4.60*
Mar 23rd, 2012
xsrsbsns
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design.
4.03 / 5.00 from 41 votes
#44
Infected Mushroom - The Pretender
Pretender 5.81*
Feb 26th, 2013
RLC
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , 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. , geometric Incorporates geometric shapes within the map's visual design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.70 / 5.00 from 266 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.
4.21 / 5.00 from 23 votes
#46
my sound life - AIR
Aria 5.49*
Nov 14th, 2021
HanzeR
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. , 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. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
3.95 / 5.00 from 44 votes
#47
sasakure.UK - ChRoNiClESeVeN feat. Annabel
Flora 6.08*
Jun 29th, 2018
AIR
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. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , 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.
3.97 / 5.00 from 44 votes
#48
HoneyWorks - Hatsukoi no Ehon feat.Aida Miou(CV:Toyosaki Aki)
Extra 5.82*
Mar 26th, 2015
Guy
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design.
4.08 / 5.00 from 31 votes
#49
Hana - Gekka Jasmine (2014ver.)
Jasmine 5.84*
Oct 9th, 2017
ID => 1269067
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.
4.04 / 5.00 from 39 votes
#50
Ito Kanako - Glass no Kutsu
Saya 4.41*
May 10th, 2017
Delis
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. , simple Accessible and straightforward map design. , 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.
4.12 / 5.00 from 29 votes
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    • iNiS-style
    • avant-garde
    • perfect stacks
    • ninja spinners
  • song representation
    • simple
    • chaotic
    • repetition
    • progression
    • high contrast
    • improvisation
    • playfield usage
      • playfield constraint
      • video gimmick
    • difficulty spike
    • low sv
    • high sv
    • colorhax
    • high tickrate
  • skillsets
    • tech
      • slider tech
      • complex sv
    • reading
      • visually dense
      • overlap reading
    • alt
    • aim
      • jump aim
      • sharp aim
      • wide aim
      • linear aim
      • aim control
      • flow aim
      • precision
      • large circles
    • tap
      • finger control
        • complex snap divisors
      • bursts
      • streams
        • spaced streams
        • cutstreams
      • stamina
  • scene
    • aspire
    • mapping contest
    • tournament custom
    • tag
    • port
    • aimslop
    • taikosu


Exclude:




Info
The chart is based on an implementation of the Bayesian average method. It updates once every day.

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Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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