Highest Rated Maps of All Time
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#1
APINK - NoNoNo
baka 6.56*
Mar 18th, 2024
Melter
complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , 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. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design.
baka 6.56*
Mar 18th, 2024
Melter
complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , 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. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design.
4.04 / 5.00 from 84 votes
#2
bermei.inazawa feat. Shimotsuki Haruka - Taitou no Suika
where i was buried 6.68*
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.
where i was buried 6.68*
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.
3.91 / 5.00 from 182 votes
#3
Camellia - Exit This Earth's Atomosphere
Evolution 7.56*
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. , slidershapes Uses a large variety of slider designs.
Evolution 7.56*
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. , slidershapes Uses a large variety of slider designs.
3.87 / 5.00 from 265 votes
#4
paranoid void - Utsukushii Kodoku
Escapism 5.94*
Nov 16th, 2018
dsco
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , repetition Features the use of recognizable identical patterns or gameplay elements. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , 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.
Escapism 5.94*
Nov 16th, 2018
dsco
clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , repetition Features the use of recognizable identical patterns or gameplay elements. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult. , 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.
3.84 / 5.00 from 125 votes
#5
connsome - flat by second
Another 6.30*
Sep 2nd, 2024
ktgster
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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , 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.
Another 6.30*
Sep 2nd, 2024
ktgster
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. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , 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.
4.11 / 5.00 from 29 votes
#6
Mago de Oz - Xanandra
Insane 6.23*
Mar 2nd, 2014
Luvdic
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , 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.
Insane 6.23*
Mar 2nd, 2014
Luvdic
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , 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.
3.77 / 5.00 from 90 votes
#7
angela - Shangri-La
Hard 4.13*
Oct 12th, 2010
GladiOol
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure.
Hard 4.13*
Oct 12th, 2010
GladiOol
difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , freeform An unrestrained and loose approach towards visual structure.
3.89 / 5.00 from 39 votes
#8
Cocteau Twins - Summerhead
nomadic 5.87*
Nov 21st, 2023
mapping cancer
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
nomadic 5.87*
Nov 21st, 2023
mapping cancer
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.73 / 5.00 from 63 votes
#9
Shiki mixed by Djsmalls - Air
Best map ever created 5.71*
Feb 12th, 2010
MegaManEXE
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , 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.
Best map ever created 5.71*
Feb 12th, 2010
MegaManEXE
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , 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.
3.83 / 5.00 from 38 votes
#10
BAND-MAID - RINNE
REINCARNATION 6.75*
Jul 20th, 2020
Delis
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. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , chaotic Unpredictable map design, often testing unusual skillsets.
REINCARNATION 6.75*
Jul 20th, 2020
Delis
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. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , chaotic Unpredictable map design, often testing unusual skillsets.
3.67 / 5.00 from 73 votes
#11
Hiroyuki Sawano feat. Mika Kobayashi - Bios
LKs' Another 6.11*
Jun 28th, 2012
LKs
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , freeform An unrestrained and loose approach towards visual structure.
LKs' Another 6.11*
Jun 28th, 2012
LKs
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , 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. , freeform An unrestrained and loose approach towards visual structure.
3.81 / 5.00 from 40 votes
#12
Sound Horizon - Raijin no Hidariude
Insane 5.24*
Jul 27th, 2010
AngelHoney
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , custom skin Utilizes custom skin elements and graphics.
Insane 5.24*
Jul 27th, 2010
AngelHoney
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , custom skin Utilizes custom skin elements and graphics.
3.78 / 5.00 from 41 votes
#13
IOSYS - Hinarin no Yakui Kankei (Edit ver.)
Kuru-kurunatic 6.46*
Dec 7th, 2023
Luscent
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , tournament custom A custom map for a playing tournament. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Kuru-kurunatic 6.46*
Dec 7th, 2023
Luscent
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , tournament custom A custom map for a playing tournament. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.61 / 5.00 from 89 votes
#14
beatMARIO - Night of Knights
SOLO 5.59*
May 23rd, 2010
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
SOLO 5.59*
May 23rd, 2010
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
4.04 / 5.00 from 23 votes
#15
The Doors - Light My Fire
Light My Fire 5.07*
Jan 15th, 2025
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. , 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. , marathon A map with a drain time of over 5 minutes. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Light My Fire 5.07*
Jan 15th, 2025
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. , 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. , marathon A map with a drain time of over 5 minutes. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.75 / 5.00 from 34 votes
#16
FELT - New World
z1's Another 6.04*
Jan 16th, 2018
z1085684963
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design.
z1's Another 6.04*
Jan 16th, 2018
z1085684963
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design.
3.89 / 5.00 from 22 votes
#17
IOSYS - Utage wa Eien ni ~SHD~
SOLO 5.20*
Sep 12th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
SOLO 5.20*
Sep 12th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.78 / 5.00 from 25 votes
#18
Cocteau Twins - Kookaburra
Nomadic 5.92*
Feb 8th, 2023
App
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
Nomadic 5.92*
Feb 8th, 2023
App
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.59 / 5.00 from 40 votes
#19
New Order - Blue Monday
How does it feel? 5.70*
Jun 6th, 2024
Froslass
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , 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.
How does it feel? 5.70*
Jun 6th, 2024
Froslass
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , 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.
3.58 / 5.00 from 36 votes
#20
lexycat - glitter *.+^
Shine! 6.27*
Jan 30th, 2026
Chromasia
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , large circles Uses larger-than-usual circles. Typically refers to maps with circle sizes 2 and below. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , storyboard Contains a storyboard that enhances gameplay experience.
Shine! 6.27*
Jan 30th, 2026
Chromasia
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. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps. , large circles Uses larger-than-usual circles. Typically refers to maps with circle sizes 2 and below. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , storyboard Contains a storyboard that enhances gameplay experience.
3.59 / 5.00 from 29 votes
#21
Rhapsody - Emerald Sword
Extreme 5.27*
Apr 10th, 2009
Duoprism
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Extreme 5.27*
Apr 10th, 2009
Duoprism
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.54 / 5.00 from 36 votes
#22
Kola Kid - timer
Extra 6.05*
Feb 2nd, 2020
Mirash
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
Extra 6.05*
Feb 2nd, 2020
Mirash
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.70 / 5.00 from 22 votes
#23
Tama - Saigetsu (Midnight Moon Walker Remix)
Lunatic 4.94*
Nov 2nd, 2012
Skystar
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Lunatic 4.94*
Nov 2nd, 2012
Skystar
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.59 / 5.00 from 24 votes
#24
Susumu Hirasawa - The Girl in Byakkoya
Paprika 5.36*
Jun 6th, 2020
Pata-Mon
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , 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. , slidershapes Uses a large variety of slider designs. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Paprika 5.36*
Jun 6th, 2020
Pata-Mon
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , 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. , slidershapes Uses a large variety of slider designs. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.05 / 5.00 from 19 votes
#25
Nanamori-chu * Goraku-bu - Happy Time wa Owaranai
Expert 6.70*
Jun 13th, 2019
IOException
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. , 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. , geometric Incorporates geometric shapes within the map's visual design. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Expert 6.70*
Jun 13th, 2019
IOException
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. , 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. , geometric Incorporates geometric shapes within the map's visual design. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.34 / 5.00 from 56 votes
#26
The Smiths - This Charming Man
Wonder 5.62*
Nov 6th, 2020
dsco
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. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Wonder 5.62*
Nov 6th, 2020
dsco
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. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.35 / 5.00 from 43 votes
#27
Hanataba - Night of Knights
DJPop's Extra Stage 5.39*
Apr 24th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
DJPop's Extra Stage 5.39*
Apr 24th, 2009
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , simple Accessible and straightforward map design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.35 / 5.00 from 29 votes
#28
Nomy - Cocaine (Nightcore Mix)
Insane 5.64*
Jan 7th, 2012
Aleks719
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , high sv Features prominent high slider velocity usage as a key part of map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Insane 5.64*
Jan 7th, 2012
Aleks719
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , high sv Features prominent high slider velocity usage as a key part of map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.41 / 5.00 from 22 votes
#29
Weezer - Buddy Holly
Extra (2021) 5.91*
Aug 18th, 2023
Rita Summers
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Extra (2021) 5.91*
Aug 18th, 2023
Rita Summers
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , freeform An unrestrained and loose approach towards visual structure. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.32 / 5.00 from 22 votes
#30
Trans-Siberian Orchestra - Wizards In Winter
Impossible 4.82*
Oct 29th, 2007
Echo
ninja spinners Features spinners that are very short in duration. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
Impossible 4.82*
Oct 29th, 2007
Echo
ninja spinners Features spinners that are very short in duration. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , avant-garde Employs boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
3.26 / 5.00 from 40 votes
#31
YMCK - Family Dondon
Oni 5.73*
Jan 26th, 2010
Zekira
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , taikosu A map intended to produce an osu!taiko map when automatically converted via hitsounds.
Oni 5.73*
Jan 26th, 2010
Zekira
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , taikosu A map intended to produce an osu!taiko map when automatically converted via hitsounds.
3.52 / 5.00 from 20 votes
#32
Renard - Da Nu Nuttah
Nogard 5.87*
Mar 31st, 2013
Froslass
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design.
Nogard 5.87*
Mar 31st, 2013
Froslass
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , geometric Incorporates geometric shapes within the map's visual design.
3.59 / 5.00 from 19 votes
#33
DNCE - Cake by the Ocean
start living dangerously 7.16*
Mar 20th, 2016
Axarious
progression Contains a gradual advancement in difficulty or concept across the map. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
start living dangerously 7.16*
Mar 20th, 2016
Axarious
progression Contains a gradual advancement in difficulty or concept across the map. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , alt Colloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.22 / 5.00 from 40 votes
#34
Lapfox Trax feat. guilhox - Lapfoxed Forever
Nogard 5.83*
Feb 19th, 2013
Froslass
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
Nogard 5.83*
Feb 19th, 2013
Froslass
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.24 / 5.00 from 26 votes
#35
IOSYS - Okuu's Nuclear Fusion Dojo
v2b's Insane 5.41*
Oct 9th, 2009
v2b
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
v2b's Insane 5.41*
Oct 9th, 2009
v2b
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , chaotic Unpredictable map design, often testing unusual skillsets. , geometric Incorporates geometric shapes within the map's visual design. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.94 / 5.00 from 17 votes
#36
Hashimoto Miyuki - Symphonic Love (Short Ver.)
Cookiezi's Insane 4.52*
May 6th, 2012
chocomint
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design.
Cookiezi's Insane 4.52*
May 6th, 2012
chocomint
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. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design.
3.64 / 5.00 from 18 votes
#37
Renard - Because Maybe! pt. 3
Marathon 6.84*
Mar 24th, 2013
Froslass
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. , gungathon A map with a drain time of over 10 minutes. , geometric Incorporates geometric shapes within the map's visual design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , multi-song Contains multiple songs within the audio.
Marathon 6.84*
Mar 24th, 2013
Froslass
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. , gungathon A map with a drain time of over 10 minutes. , geometric Incorporates geometric shapes within the map's visual design. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , multi-song Contains multiple songs within the audio.
3.22 / 5.00 from 22 votes
#38
Hommarju feat. Latte - masterpiece (Cut Ver.)
Beomsan's reMASTER 6.15*
Jan 17th, 2024
Beomsan
old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 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.
Beomsan's reMASTER 6.15*
Jan 17th, 2024
Beomsan
old-style revival Emulates a style closely associated with early mapping, typically to pay homage or invoke nostalgia. , repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , 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.
3.13 / 5.00 from 35 votes
#39
EGOIST - RELOADED
RECOIL 6.30*
Sep 21st, 2017
hehe
playfield constraint Restricts object placement to a certain part of the playfield. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , playfield usage Includes deliberate use of the playfield within the map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
RECOIL 6.30*
Sep 21st, 2017
hehe
playfield constraint Restricts object placement to a certain part of the playfield. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , playfield usage Includes deliberate use of the playfield within the map design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.13 / 5.00 from 40 votes
#40
Susumu Hirasawa - Amor Buffer
KIRBY Mix 5.31*
Feb 19th, 2010
Starrodkirby86
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
KIRBY Mix 5.31*
Feb 19th, 2010
Starrodkirby86
repetition Features the use of recognizable identical patterns or gameplay elements. , 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. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.13 / 5.00 from 25 votes
#41
Susumu Hirasawa - Bandiria Travellers
Insane 5.47*
May 26th, 2012
jesse1412
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
Insane 5.47*
May 26th, 2012
jesse1412
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.26 / 5.00 from 20 votes
#42
Kucchy vs Akky - Yakumo ~ JOINT STRUGGLE
SOLO 6.26*
Feb 12th, 2010
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , 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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
SOLO 6.26*
Feb 12th, 2010
DJPop
finger control Uses complex applications of rhythms in order to test the player's tapping ability. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , 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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature.
3.83 / 5.00 from 18 votes
#43
Outkast - Hey Ya!
AJT's Expert! 5.12*
Dec 29th, 2023
AJT
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
AJT's Expert! 5.12*
Dec 29th, 2023
AJT
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , time signatures Audio contains many changes in time signature or uses an uncommon time signature. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.23 / 5.00 from 19 votes
#44
The Ghost Of 3.13 - Forgotten
grumd 6.55*
Sep 22nd, 2012
grumd
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
grumd 6.55*
Sep 22nd, 2012
grumd
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , distance snapped Uses osu's in-built distance snap feature for most/all of the map.
3.01 / 5.00 from 23 votes
#45
m-flo loves CHEMISTRY - Astrosexy
Sexy 5.77*
May 13th, 2010
mtmcl
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Sexy 5.77*
May 13th, 2010
mtmcl
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.04 / 5.00 from 100 votes
#46
A.SAKA - Nanatsu Momijiakari
Flicker 7.30*
Dec 29th, 2023
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , 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. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
Flicker 7.30*
Dec 29th, 2023
Hollow Wings
gimmick Focused on a single unique design or gameplay idea. , 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. , overlap reading Contains patterns where overlapped objects make determining note order and/or timing difficult.
3.34 / 5.00 from 16 votes
#47
Iyowa feat. KAFU - Kyu-kurarin
0pp's Tecxpert 6.53*
Feb 11th, 2022
0pp
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design.
0pp's Tecxpert 6.53*
Feb 11th, 2022
0pp
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , slidershapes Uses a large variety of slider designs. , high sv Features prominent high slider velocity usage as a key part of map design.
3.00 / 5.00 from 19 votes
#48
Karen - Sudden Death R99
Sudden Death 5.05*
Jun 25th, 2009
v2b
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Sudden Death 5.05*
Jun 25th, 2009
v2b
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , grid snap Objects are placed along a square grid, typically using osu!'s in-built grid snap feature. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
3.71 / 5.00 from 15 votes
#49
kozato - Shijuugo-nen no Yukizakura
Another 6.13*
Jun 20th, 2018
Muya
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , 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.
Another 6.13*
Jun 20th, 2018
Muya
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. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , cutstreams Streams in which the spacing of certain notes is much larger than the rest of the stream. , 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.
4.13 / 5.00 from 13 votes
#50
Mike Posner - I Took A Pill In Ibiza (Seeb Remix)
Another 4.92*
Jun 23rd, 2022
wafer
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
Another 4.92*
Jun 23rd, 2022
wafer
linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.29 / 5.00 from 16 votes
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The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
Info
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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