Highest Rated Maps of 2010
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#1
Daisuke Achiwa - BASARA
BASARA 4.63*
Dec 28th, 2010
100pa-
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., taikosuA map intended to produce an osu!taiko map when automatically converted via hitsounds.
BASARA 4.63*
Dec 28th, 2010
100pa-
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., taikosuA map intended to produce an osu!taiko map when automatically converted via hitsounds.
3.85
/ 5.00 from
167 votes
#2
Demetori - Emotional Skyscraper ~ World's End
Extra Stage 5.50*
May 13th, 2010
happy30
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Extra Stage 5.50*
May 13th, 2010
happy30
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.94
/ 5.00 from
73 votes
#3
IOSYS - Poinsettia
Lunatic 5.58*
Aug 18th, 2010
Aakiha
geometricIncorporates geometric shapes within the map's visual design., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., finger controlUses complex applications of rhythms in order to test the player's tapping ability., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., storyboardContains a storyboard that enhances gameplay experience.
Lunatic 5.58*
Aug 18th, 2010
Aakiha
geometricIncorporates geometric shapes within the map's visual design., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., finger controlUses complex applications of rhythms in order to test the player's tapping ability., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., storyboardContains a storyboard that enhances gameplay experience.
4.05
/ 5.00 from
44 votes
#4
KOTOKO - Wing my Way
v2b 4.91*
Feb 28th, 2010
v2b
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
v2b 4.91*
Feb 28th, 2010
v2b
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.75
/ 5.00 from
157 votes
#5
Susumu Hirasawa - SWITCHED-ON LOTUS
KIRBY Mix Deluxe 5.43*
Dec 5th, 2010
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., slidershapesUses a large variety of slider designs.
KIRBY Mix Deluxe 5.43*
Dec 5th, 2010
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., slidershapesUses a large variety of slider designs.
3.87
/ 5.00 from
66 votes
#6
BARAKO - Otomegokoro x Kyokuchuuhatto -dandara shooting MIX-
Kyokuchuuhatto 6.84*
Jun 15th, 2010
100pa-
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Kyokuchuuhatto 6.84*
Jun 15th, 2010
100pa-
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.79
/ 5.00 from
80 votes
#7
nobodyknows+ - Kokoro Odoru (Heart Dancing)
Dance 5.45*
Sep 29th, 2010
100pa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
Dance 5.45*
Sep 29th, 2010
100pa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
3.99
/ 5.00 from
34 votes
#8
Aramary - StarDust
Stardust 4.29*
Aug 21st, 2010
[Aramary]
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., storyboardContains a storyboard that enhances gameplay experience.
Stardust 4.29*
Aug 21st, 2010
[Aramary]
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., storyboardContains a storyboard that enhances gameplay experience.
4.02
/ 5.00 from
33 votes
#9
Daisuke Achiwa - BASARA
Luca 4.12*
Dec 28th, 2010
100pa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Luca 4.12*
Dec 28th, 2010
100pa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.12
/ 5.00 from
25 votes
#10
Caramell - Caramelldansen (Speedycake Remix)
LESJUH DIFFICULTY!! 5.04*
Jan 17th, 2010
Lesjuh
finger controlUses complex applications of rhythms in order to test the player's tapping ability., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., freeformAn unrestrained and loose approach towards visual structure., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
LESJUH DIFFICULTY!! 5.04*
Jan 17th, 2010
Lesjuh
finger controlUses complex applications of rhythms in order to test the player's tapping ability., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., freeformAn unrestrained and loose approach towards visual structure., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.86
/ 5.00 from
45 votes
#11
angela - Shangri-La
Hard 4.06*
Oct 12th, 2010
GladiOol
difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., freeformAn unrestrained and loose approach towards visual structure., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Hard 4.06*
Oct 12th, 2010
GladiOol
difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., freeformAn unrestrained and loose approach towards visual structure., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.89
/ 5.00 from
40 votes
#12
Shiki mixed by Djsmalls - Air
Best map ever created 5.57*
Feb 12th, 2010
MegaManEXE
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., storyboardContains a storyboard that enhances gameplay experience.
Best map ever created 5.57*
Feb 12th, 2010
MegaManEXE
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., storyboardContains a storyboard that enhances gameplay experience.
3.84
/ 5.00 from
41 votes
#13
Sound Horizon - Raijin no Hidariude
Insane 5.39*
Jul 27th, 2010
AngelHoney
wide aimPatterns, usually jumps, with heavy use of wide angle movement., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
Insane 5.39*
Jul 27th, 2010
AngelHoney
wide aimPatterns, usually jumps, with heavy use of wide angle movement., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
3.75
/ 5.00 from
44 votes
#14
Jenny Rom - The Game of Love (E=MC2) Mix
Insane 4.90*
Mar 31st, 2010
ztrot
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Insane 4.90*
Mar 31st, 2010
ztrot
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.88
/ 5.00 from
28 votes
#15
Baracuda - Where Is The Love (Nightcore Mix)
There is No Love 4.76*
Aug 15th, 2010
AdRon Zh3Ro
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., distance snappedUses osu's in-built distance snap feature for most/all of the map., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
There is No Love 4.76*
Aug 15th, 2010
AdRon Zh3Ro
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., distance snappedUses osu's in-built distance snap feature for most/all of the map., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.81
/ 5.00 from
29 votes
#16
beatMARIO - Night of Knights
SOLO 5.54*
May 23rd, 2010
DJPop
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map.
SOLO 5.54*
May 23rd, 2010
DJPop
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map.
4.07
/ 5.00 from
23 votes
#17
paraoka - monolithize phases
Monolithic 4.84*
Nov 4th, 2010
happy30
marathonA map with a drain time of over 5 minutes., distance snappedUses osu's in-built distance snap feature for most/all of the map., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Monolithic 4.84*
Nov 4th, 2010
happy30
marathonA map with a drain time of over 5 minutes., distance snappedUses osu's in-built distance snap feature for most/all of the map., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.76
/ 5.00 from
27 votes
#18
IOSYS - Danzai Yamaxanadu
Eternal Damnation 5.45*
May 5th, 2010
Zekira
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
Eternal Damnation 5.45*
May 5th, 2010
Zekira
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., storyboardContains a storyboard that enhances gameplay experience.
3.75
/ 5.00 from
25 votes
#19
Sawashiro Miyuki - TITLE Nante Jibun de KangaeNasanaiNA (TV Size)
Lolicon 4.83*
Oct 1st, 2010
1OOpa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Lolicon 4.83*
Oct 1st, 2010
1OOpa-
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.12
/ 5.00 from
21 votes
#20
Susumu Hirasawa - Big Brother
KIRBY Mix 5.74*
Jan 10th, 2010
Starrodkirby86
chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., progressionContains a gradual advancement in difficulty or concept across the map., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
KIRBY Mix 5.74*
Jan 10th, 2010
Starrodkirby86
chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., progressionContains a gradual advancement in difficulty or concept across the map., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.62
/ 5.00 from
29 votes
#21
Cranky - The Five
Another 5.49*
Jul 29th, 2010
tsuka
finger controlUses complex applications of rhythms in order to test the player's tapping ability., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Another 5.49*
Jul 29th, 2010
tsuka
finger controlUses complex applications of rhythms in order to test the player's tapping ability., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.57
/ 5.00 from
26 votes
#22
Ayakura Mei + mican* - Saigetsu
Hard 4.54*
Dec 24th, 2010
James and Alace
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., colorhaxFeatures 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., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Hard 4.54*
Dec 24th, 2010
James and Alace
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., colorhaxFeatures 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., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.17
/ 5.00 from
23 votes
#23
YMCK - Family Dondon
Oni 5.62*
Jan 26th, 2010
Zekira
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., taikosuA map intended to produce an osu!taiko map when automatically converted via hitsounds.
Oni 5.62*
Jan 26th, 2010
Zekira
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., taikosuA map intended to produce an osu!taiko map when automatically converted via hitsounds.
3.56
/ 5.00 from
22 votes
#24
Scott Brown - Go Berzerk
Another 5.64*
Jul 17th, 2010
yeahyeahyeahhh
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Another 5.64*
Jul 17th, 2010
yeahyeahyeahhh
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.70
/ 5.00 from
24 votes
#25
The Ting Tings - Keep Your Head (NIGHTMARECORE MIX)
NiGHtCoREEzZZ~ 5.59*
Dec 28th, 2010
Jarby
storyboardContains a storyboard that enhances gameplay experience., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., distance snappedUses osu's in-built distance snap feature for most/all of the map., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high svFeatures prominent high slider velocity usage as a key part of map design.
NiGHtCoREEzZZ~ 5.59*
Dec 28th, 2010
Jarby
storyboardContains a storyboard that enhances gameplay experience., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., distance snappedUses osu's in-built distance snap feature for most/all of the map., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high svFeatures prominent high slider velocity usage as a key part of map design.
4.27
/ 5.00 from
19 votes
#26
Renard - Banned Forever
Lesjuh 5.73*
Jul 27th, 2010
Lesjuh
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Lesjuh 5.73*
Jul 27th, 2010
Lesjuh
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.41
/ 5.00 from
32 votes
#27
Susumu Hirasawa - Forces
KIRBY Mix 5.07*
Dec 2nd, 2010
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
KIRBY Mix 5.07*
Dec 2nd, 2010
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.79
/ 5.00 from
21 votes
#28
DragonForce - Revolution Deathsquad
Legend 6.42*
Aug 15th, 2010
Lesjuh
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., marathonA map with a drain time of over 5 minutes., distance snappedUses osu's in-built distance snap feature for most/all of the map., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Legend 6.42*
Aug 15th, 2010
Lesjuh
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., marathonA map with a drain time of over 5 minutes., distance snappedUses osu's in-built distance snap feature for most/all of the map., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.99
/ 5.00 from
20 votes
#29
Renard - Banned Forever
Nogard 6.07*
Jul 27th, 2010
Blue Dragon
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Nogard 6.07*
Jul 27th, 2010
Blue Dragon
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.24
/ 5.00 from
42 votes
#30
Cirwo - Welcome to my Fuckin' Flower Garden!!
Hard+ 6.42*
Oct 25th, 2010
nollarg
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Hard+ 6.42*
Oct 25th, 2010
nollarg
flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.34
/ 5.00 from
20 votes
#31
Suzaku - Anisakis -somatic mutation type "Forza"-
Another 5.78*
May 25th, 2010
tsuka
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., repetitionFeatures the use of recognizable identical patterns or gameplay elements., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.78*
May 25th, 2010
tsuka
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., repetitionFeatures the use of recognizable identical patterns or gameplay elements., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.24
/ 5.00 from
17 votes
#32
DM Ashura - deltaMAX
Challenge 7.85*
Jul 22nd, 2010
rustbell
accelerating bpmFeatures progressively increasing tempo., geometricIncorporates geometric shapes within the map's visual design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., high svFeatures prominent high slider velocity usage as a key part of map design.
Challenge 7.85*
Jul 22nd, 2010
rustbell
accelerating bpmFeatures progressively increasing tempo., geometricIncorporates geometric shapes within the map's visual design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., high svFeatures prominent high slider velocity usage as a key part of map design.
3.38
/ 5.00 from
23 votes
#33
DJ YOSHITAKA - Elisha
Another 5.02*
Dec 23rd, 2010
tsuka
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.02*
Dec 23rd, 2010
tsuka
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93
/ 5.00 from
18 votes
#34
Humanoid - MENDES
Another 5.14*
Dec 6th, 2010
yeahyeahyeahhh
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., staminaTests a player's ability to tap dense rhythms over long periods of time., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.14*
Dec 6th, 2010
yeahyeahyeahhh
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., staminaTests a player's ability to tap dense rhythms over long periods of time., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.14
/ 5.00 from
52 votes
#35
Susumu Hirasawa - Amor Buffer
KIRBY Mix 5.42*
Feb 19th, 2010
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., progressionContains a gradual advancement in difficulty or concept across the map., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high svFeatures prominent high slider velocity usage as a key part of map design., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
KIRBY Mix 5.42*
Feb 19th, 2010
Starrodkirby86
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., progressionContains a gradual advancement in difficulty or concept across the map., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., slidershapesUses a large variety of slider designs., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high svFeatures prominent high slider velocity usage as a key part of map design., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.14
/ 5.00 from
28 votes
#36
Hatsune Miku & Megpoid Gumi - MATRYOSHKA
Insane 5.35*
Oct 6th, 2010
gowww
simpleAccessible and straightforward map design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs.
Insane 5.35*
Oct 6th, 2010
gowww
simpleAccessible and straightforward map design., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs.
3.79
/ 5.00 from
19 votes
#37
Kucchy vs Akky - Yakumo ~ JOINT STRUGGLE
SOLO 6.10*
Feb 12th, 2010
DJPop
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., distance snappedUses osu's in-built distance snap feature for most/all of the map.
SOLO 6.10*
Feb 12th, 2010
DJPop
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.83
/ 5.00 from
19 votes
#38
07th Expansion - Aci-L
ignore's Insane 4.91*
Jun 2nd, 2010
ignorethis
finger controlUses complex applications of rhythms in order to test the player's tapping ability., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., staminaTests a player's ability to tap dense rhythms over long periods of time.
ignore's Insane 4.91*
Jun 2nd, 2010
ignorethis
finger controlUses complex applications of rhythms in order to test the player's tapping ability., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., staminaTests a player's ability to tap dense rhythms over long periods of time.
4.22
/ 5.00 from
15 votes
#39
Hommarju feat. Latte - masterpiece
Insane 5.34*
Apr 2nd, 2010
simplistiC
simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., repetitionFeatures the use of recognizable identical patterns or gameplay elements., square aimUses patterns where circles are placed in a square arrangement.
Insane 5.34*
Apr 2nd, 2010
simplistiC
simpleAccessible and straightforward map design., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., repetitionFeatures the use of recognizable identical patterns or gameplay elements., square aimUses patterns where circles are placed in a square arrangement.
3.06
/ 5.00 from
88 votes
#40
COOL&CREATE - Rapid Ensemble
Lunatic 5.06*
May 31st, 2010
Doomsday
distance snappedUses osu's in-built distance snap feature for most/all of the map., wide aimPatterns, usually jumps, with heavy use of wide angle movement., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Lunatic 5.06*
May 31st, 2010
Doomsday
distance snappedUses osu's in-built distance snap feature for most/all of the map., wide aimPatterns, usually jumps, with heavy use of wide angle movement., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.66
/ 5.00 from
16 votes
#41
TAMUSIC - Kyuu Jigoku Kaidou wo Yuku
Lunatic 4.61*
Jul 4th, 2010
Gabi
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
Lunatic 4.61*
Jul 4th, 2010
Gabi
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
3.62
/ 5.00 from
16 votes
#42
Hommarju feat. Latte - masterpiece
ignore's Chaos 4.69*
Apr 2nd, 2010
ignorethis
simpleAccessible and straightforward map design., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map.
ignore's Chaos 4.69*
Apr 2nd, 2010
ignorethis
simpleAccessible and straightforward map design., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.39
/ 5.00 from
18 votes
#43
DCX - Flying High (DJ Splash Remix)
InoSane 5.66*
Dec 10th, 2010
Inozuma
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
InoSane 5.66*
Dec 10th, 2010
Inozuma
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
4.00
/ 5.00 from
15 votes
#44
Aya Ishihara - Reset (Full ver)
Madness 5.20*
Aug 2nd, 2010
Bikko
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
Madness 5.20*
Aug 2nd, 2010
Bikko
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
3.03
/ 5.00 from
18 votes
#45
kors k vs. L.E.D. - SOLID STATE SQUAD
Another 4.84*
Oct 20th, 2010
rustbell
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Another 4.84*
Oct 20th, 2010
rustbell
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.56
/ 5.00 from
15 votes
#46
m-flo loves CHEMISTRY - Astrosexy
Sexy 5.89*
May 13th, 2010
mtmcl
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., wide aimPatterns, usually jumps, with heavy use of wide angle movement., marathonA map with a drain time of over 5 minutes., square aimUses patterns where circles are placed in a square arrangement.
Sexy 5.89*
May 13th, 2010
mtmcl
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., wide aimPatterns, usually jumps, with heavy use of wide angle movement., marathonA map with a drain time of over 5 minutes., square aimUses patterns where circles are placed in a square arrangement.
2.96
/ 5.00 from
103 votes
#47
Basement Jaxx (feat. Lisa Kekaula) - Good Luck
Hard 3.78*
Nov 5th, 2010
Lesjuh
distance snappedUses osu's in-built distance snap feature for most/all of the map., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Hard 3.78*
Nov 5th, 2010
Lesjuh
distance snappedUses osu's in-built distance snap feature for most/all of the map., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.85
/ 5.00 from
13 votes
#48
DJ Sharpnel - Exciting Hyper Highspeed Star
Highspeed 5.33*
Jul 16th, 2010
xBubu
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., finger controlUses complex applications of rhythms in order to test the player's tapping ability., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Highspeed 5.33*
Jul 16th, 2010
xBubu
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., finger controlUses complex applications of rhythms in order to test the player's tapping ability., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.70
/ 5.00 from
16 votes
#49
Boots Randolph - Yakety Sax
Ridiculous 5.78*
Aug 15th, 2010
Nharox, Doomsday, Blue Dragon, GladiOol, Jarby, mm201, Mashley, Sushi, Lesjuh, Lilac, Azure_Kite, aRiskOfRain, NoHitter and RandomJibberish
megacollabA map with 8 or more associated mappers., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., collabA map with two or more associated mappers., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., accelerating bpmFeatures progressively increasing tempo.
Ridiculous 5.78*
Aug 15th, 2010
Nharox, Doomsday, Blue Dragon, GladiOol, Jarby, mm201, Mashley, Sushi, Lesjuh, Lilac, Azure_Kite, aRiskOfRain, NoHitter and RandomJibberish
megacollabA map with 8 or more associated mappers., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., collabA map with two or more associated mappers., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., accelerating bpmFeatures progressively increasing tempo.
2.88
/ 5.00 from
23 votes
#50
Outkast - Hey Ya!
Hey Lesjuh! 3.81*
Jan 9th, 2010
Lesjuh
simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Hey Lesjuh! 3.81*
Jan 9th, 2010
Lesjuh
simpleAccessible and straightforward map design., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.30
/ 5.00 from
15 votes
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Info
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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