Highest Rated Maps of 2012
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#51
Lily - Scarlet Rose
0108 style 5.79*
Jan 27th, 2012
val0108
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
0108 style 5.79*
Jan 27th, 2012
val0108
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.53
/ 5.00 from
149 votes
#52
yambabom - Over my head
Insane AR10 6.31*
Aug 18th, 2012
Zapy
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Insane AR10 6.31*
Aug 18th, 2012
Zapy
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.82
/ 5.00 from
24 votes
#53
M2U - Placebo Dying
ExtrA 6.32*
Dec 1st, 2012
AngelHoney
freeformAn unrestrained and loose approach towards visual structure., 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., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
ExtrA 6.32*
Dec 1st, 2012
AngelHoney
freeformAn unrestrained and loose approach towards visual structure., 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., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
3.62
/ 5.00 from
52 votes
#54
utsuP - Adult's Toy
Desecration 6.27*
Dec 17th, 2012
SapphireGhost
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
Desecration 6.27*
Dec 17th, 2012
SapphireGhost
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.79
/ 5.00 from
26 votes
#55
SHK - Identity Part 4
Insane 5.41*
Feb 20th, 2012
AngelHoney
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., progressionContains a gradual advancement in difficulty or concept across the map., finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.41*
Feb 20th, 2012
AngelHoney
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., progressionContains a gradual advancement in difficulty or concept across the map., finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.56
/ 5.00 from
71 votes
#56
Beatdrop - Phase 1
SHD 6.32*
Nov 15th, 2012
rickyboi
freeformAn unrestrained and loose approach towards visual structure., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., distance snappedUses osu's in-built distance snap feature for most/all of the map.
SHD 6.32*
Nov 15th, 2012
rickyboi
freeformAn unrestrained and loose approach towards visual structure., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.73
/ 5.00 from
29 votes
#57
Sota Fujimori - Mother Ship
EXTREME 5.27*
Dec 18th, 2012
Flower
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
EXTREME 5.27*
Dec 18th, 2012
Flower
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.76
/ 5.00 from
24 votes
#58
Shihori - Magic Girl !!
Lunatic 4.89*
Aug 1st, 2012
Frostmourne
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Lunatic 4.89*
Aug 1st, 2012
Frostmourne
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.61
/ 5.00 from
45 votes
#59
Skrillex - Bangarang (feat. Sirah) (Cut Ver.)
LC 5.03*
Mar 18th, 2012
La Cataline
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., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
LC 5.03*
Mar 18th, 2012
La Cataline
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., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.76
/ 5.00 from
22 votes
#60
Yousei Teikoku - Kokou no Sousei
Chaos 6.88*
Feb 10th, 2012
Saten
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., marathonA map with a drain time of over 5 minutes., square aimUses patterns where circles are placed in a square arrangement.
Chaos 6.88*
Feb 10th, 2012
Saten
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., marathonA map with a drain time of over 5 minutes., square aimUses patterns where circles are placed in a square arrangement.
3.52
/ 5.00 from
72 votes
#61
Mutsuhiko Izumi - Red Goose
Superable 6.70*
Jul 2nd, 2012
Ulysses
freeformAn unrestrained and loose approach towards visual structure., finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
Superable 6.70*
Jul 2nd, 2012
Ulysses
freeformAn unrestrained and loose approach towards visual structure., finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
3.58
/ 5.00 from
46 votes
#62
Kola Kid - can't hide your love
Can't 5.76*
Jan 25th, 2012
Kert
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, simpleAccessible and straightforward map design.
Can't 5.76*
Jan 25th, 2012
Kert
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, simpleAccessible and straightforward map design.
3.70
/ 5.00 from
30 votes
#63
Xelia - Illumiscape
Extra 6.28*
Aug 17th, 2012
LKs
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., 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.
Extra 6.28*
Aug 17th, 2012
LKs
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., 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.
3.88
/ 5.00 from
22 votes
#64
Caramell - Caramelldansen (Ryu* Remix) (Nightcore Mix)
Collab 6.08*
Sep 15th, 2012
LKs and Star Stream
collabA map with two or more associated mappers., simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Collab 6.08*
Sep 15th, 2012
LKs and Star Stream
collabA map with two or more associated mappers., simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.98
/ 5.00 from
21 votes
#65
Demetori - Silent Voyage to Eternity
BMix 6.10*
Jan 4th, 2012
bmin11
finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing., marathonA map with a drain time of over 5 minutes.
BMix 6.10*
Jan 4th, 2012
bmin11
finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing., marathonA map with a drain time of over 5 minutes.
3.61
/ 5.00 from
30 votes
#66
Yousei Teikoku - Wahrheit
Saten 5.48*
Sep 23rd, 2012
Saten
simpleAccessible and straightforward map 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Saten 5.48*
Sep 23rd, 2012
Saten
simpleAccessible and straightforward map 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.54
/ 5.00 from
43 votes
#67
Black Hole - Pluto
Expert 5.76*
Sep 16th, 2012
Snow Note
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., accelerating bpmFeatures progressively increasing tempo.
Expert 5.76*
Sep 16th, 2012
Snow Note
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., accelerating bpmFeatures progressively increasing tempo.
3.92
/ 5.00 from
23 votes
#68
Megpoid GUMI - Justice Breaker
NTR 5.38*
Sep 18th, 2012
NatsumeRin
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., 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., 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.
NTR 5.38*
Sep 18th, 2012
NatsumeRin
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., 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., 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.
4.10
/ 5.00 from
21 votes
#69
DJ Okawari - Luv Letter
Posthumous 5.47*
Jan 15th, 2012
Ulysses
simpleAccessible and straightforward map design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Posthumous 5.47*
Jan 15th, 2012
Ulysses
simpleAccessible and straightforward map design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.57
/ 5.00 from
31 votes
#70
Memme - BSPower Explosion
Extra 6.09*
Aug 9th, 2012
AngelHoney
freeformAn unrestrained and loose approach towards visual structure., wide aimPatterns, usually jumps, with heavy use of wide angle movement., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time.
Extra 6.09*
Aug 9th, 2012
AngelHoney
freeformAn unrestrained and loose approach towards visual structure., wide aimPatterns, usually jumps, with heavy use of wide angle movement., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time.
3.57
/ 5.00 from
26 votes
#71
Tama - Saigetsu (Midnight Moon Walker Remix)
Lunatic 5.03*
Nov 2nd, 2012
Skystar
simpleAccessible and straightforward map design., 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.
Lunatic 5.03*
Nov 2nd, 2012
Skystar
simpleAccessible and straightforward map design., 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.
3.58
/ 5.00 from
24 votes
#72
Hatsune Miku - Atama no Taisou
0108 6.61*
Apr 20th, 2012
val0108
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., square aimUses patterns where circles are placed in a square arrangement.
0108 6.61*
Apr 20th, 2012
val0108
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., square aimUses patterns where circles are placed in a square arrangement.
3.56
/ 5.00 from
28 votes
#73
TERRA - EDEN
Holo 5.23*
Apr 8th, 2012
Holoaz
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.
Holo 5.23*
Apr 8th, 2012
Holoaz
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.
3.89
/ 5.00 from
21 votes
#74
Momoiro Clover - Pinky Jones (TV Size)
Insane 5.10*
Jun 10th, 2012
xsrsbsns
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 5.10*
Jun 10th, 2012
xsrsbsns
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.96
/ 5.00 from
22 votes
#75
Eguchi Takahiro - silver temple
Insane 5.55*
Dec 2nd, 2012
LKs
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., fast burstsFeatures bursts that are fast relative to the rest of the map, typically appearing as 1/6 or 1/8 bursts.
Insane 5.55*
Dec 2nd, 2012
LKs
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., fast burstsFeatures bursts that are fast relative to the rest of the map, typically appearing as 1/6 or 1/8 bursts.
3.53
/ 5.00 from
29 votes
#76
Awake - Supernova
DoKo 6.47*
May 8th, 2012
DoKito
chaoticUnpredictable map design, often testing unusual skillsets., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
DoKo 6.47*
May 8th, 2012
DoKito
chaoticUnpredictable map design, often testing unusual skillsets., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
3.45
/ 5.00 from
33 votes
#77
Ranko - Sei Natsu
Lunatic 5.94*
Dec 31st, 2012
Skystar
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., 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., square aimUses patterns where circles are placed in a square arrangement.
Lunatic 5.94*
Dec 31st, 2012
Skystar
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., 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., square aimUses patterns where circles are placed in a square arrangement.
3.48
/ 5.00 from
29 votes
#78
M2U - BlythE (Osuka)
Maniac 5.28*
Dec 30th, 2012
ziin
storyboard gimmickIncludes a storyboard that changes how the map is played, usually by changing a map's visuals by using storyboard elements in place of showing the map's hitobjects., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., custom skinUtilizes custom skin elements and graphics., precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6.
Maniac 5.28*
Dec 30th, 2012
ziin
storyboard gimmickIncludes a storyboard that changes how the map is played, usually by changing a map's visuals by using storyboard elements in place of showing the map's hitobjects., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., custom skinUtilizes custom skin elements and graphics., precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6.
3.60
/ 5.00 from
24 votes
#79
Nomy - Cocaine (Nightcore Mix)
Insane 5.62*
Jan 7th, 2012
Aleks719
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., collabA map with two or more associated mappers., high svFeatures prominent high slider velocity usage as a key part of map design.
Insane 5.62*
Jan 7th, 2012
Aleks719
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., collabA map with two or more associated mappers., high svFeatures prominent high slider velocity usage as a key part of map design.
3.45
/ 5.00 from
23 votes
#80
IOSYS - Usatei 2011
Ozzy's Extra 5.96*
Jun 14th, 2012
OzzyOzrock
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Ozzy's Extra 5.96*
Jun 14th, 2012
OzzyOzrock
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.35
/ 5.00 from
34 votes
#81
DJ YOSHITAKA - CaptivAte Compilation
Marathon 5.49*
Jan 7th, 2012
Lesjuh
gungathonA map with a drain time of over 10 minutes., multi-songContains multiple songs within the audio., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Marathon 5.49*
Jan 7th, 2012
Lesjuh
gungathonA map with a drain time of over 10 minutes., multi-songContains multiple songs within the audio., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
4.22
/ 5.00 from
22 votes
#82
Hashimoto Miyuki - Symphonic Love (Short Ver.)
Cookiezi's Insane 4.53*
May 6th, 2012
chocomint
simpleAccessible and straightforward map design., 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.
Cookiezi's Insane 4.53*
May 6th, 2012
chocomint
simpleAccessible and straightforward map design., 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.
3.62
/ 5.00 from
20 votes
#83
paraoka - Manima ni (Short Ver.)
0108 5.53*
Jan 13th, 2012
val0108
simpleAccessible and straightforward map design., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., square aimUses patterns where circles are placed in a square arrangement.
0108 5.53*
Jan 13th, 2012
val0108
simpleAccessible and straightforward map design., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., square aimUses patterns where circles are placed in a square arrangement.
3.88
/ 5.00 from
19 votes
#84
Zektbach - meme
ExtrA 5.63*
Dec 27th, 2012
AngelHoney
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., 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.
ExtrA 5.63*
Dec 27th, 2012
AngelHoney
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., 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.
4.08
/ 5.00 from
21 votes
#85
Shintani Ryoko - Wonderful World
Insane 5.27*
Aug 10th, 2012
Laurier
simpleAccessible and straightforward map design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Insane 5.27*
Aug 10th, 2012
Laurier
simpleAccessible and straightforward map design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.84
/ 5.00 from
20 votes
#86
Memme - BSPower Explosion
Baka yyy 5.92*
Apr 8th, 2012
yeahyeahyeahhh
simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., 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.
Baka yyy 5.92*
Apr 8th, 2012
yeahyeahyeahhh
simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., 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.
3.83
/ 5.00 from
20 votes
#87
07th Expansion - lixAxil
Insane 4.64*
Apr 14th, 2012
La Cataline
simpleAccessible and straightforward map design., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.64*
Apr 14th, 2012
La Cataline
simpleAccessible and straightforward map design., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.15
/ 5.00 from
18 votes
#88
Manasora Akiha, Tokika - Toukasa Funtouki!~ Rakutoferin no Hate e ~
Lunatic 5.57*
Apr 16th, 2012
fanzhen0019
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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.
Lunatic 5.57*
Apr 16th, 2012
fanzhen0019
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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.
3.39
/ 5.00 from
21 votes
#89
Miki Sayaka vs. Miki Sayaka (fw. Miki Sayaka) - squartatrice
Another 5.46*
Apr 17th, 2012
Muya
simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., 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.
Another 5.46*
Apr 17th, 2012
Muya
simpleAccessible and straightforward map design., finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., 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.
4.14
/ 5.00 from
17 votes
#90
Kitamura Eri - Be Starters!
Insane 4.81*
Jan 12th, 2012
xsrsbsns
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Insane 4.81*
Jan 12th, 2012
xsrsbsns
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.99
/ 5.00 from
17 votes
#91
a-ha - Analogue
Abomination 5.25*
Sep 11th, 2012
Yuukari-Banteki
chaoticUnpredictable map design, often testing unusual skillsets., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
Abomination 5.25*
Sep 11th, 2012
Yuukari-Banteki
chaoticUnpredictable map design, often testing unusual skillsets., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.14
/ 5.00 from
26 votes
#92
Within Temptation - The Unforgiving
Marathon 5.80*
Sep 10th, 2012
Card N'FoRcE, Armin, Roddie, Luvdic, HakuNoKaemi, Vass_Bass, Gonzvlo and narakucrimson
gungathonA map with a drain time of over 10 minutes., megacollabA map with 8 or more associated mappers., collabA map with two or more associated mappers., multi-songContains multiple songs within the audio., slidershapesUses a large variety of slider designs.
Marathon 5.80*
Sep 10th, 2012
Card N'FoRcE, Armin, Roddie, Luvdic, HakuNoKaemi, Vass_Bass, Gonzvlo and narakucrimson
gungathonA map with a drain time of over 10 minutes., megacollabA map with 8 or more associated mappers., collabA map with two or more associated mappers., multi-songContains multiple songs within the audio., slidershapesUses a large variety of slider designs.
3.13
/ 5.00 from
29 votes
#93
Fear, and Loathing in Las Vegas - Chase the Light! (TV Size)
Insane! 5.37*
May 26th, 2012
mochi
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Insane! 5.37*
May 26th, 2012
mochi
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.39
/ 5.00 from
20 votes
#94
U - Ha-tenya?
Insane 5.17*
Feb 13th, 2012
biwako
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Insane 5.17*
Feb 13th, 2012
biwako
simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.73
/ 5.00 from
17 votes
#95
Nico Nico Chorus - Leia
Collab 5.38*
Mar 27th, 2012
happy30 and Natteke
collabA map with two or more associated mappers., 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., 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.
Collab 5.38*
Mar 27th, 2012
happy30 and Natteke
collabA map with two or more associated mappers., 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., 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.
3.30
/ 5.00 from
23 votes
#96
Hatsune Miku - Atama no Taisou
AngelHoney 6.10*
Apr 20th, 2012
AngelHoney
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., high svFeatures prominent high slider velocity usage as a key part of map design.
AngelHoney 6.10*
Apr 20th, 2012
AngelHoney
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., high svFeatures prominent high slider velocity usage as a key part of map design.
3.07
/ 5.00 from
29 votes
#97
bj.HaLo - Ende
Another 6.19*
Nov 28th, 2012
galvenize
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Another 6.19*
Nov 28th, 2012
galvenize
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.03
/ 5.00 from
16 votes
#98
Hatsune Miku - Sabamiso!
Sabamiso! 5.50*
Mar 11th, 2012
val0108
freeformAn unrestrained and loose approach towards visual structure., 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., slidershapesUses a large variety of slider designs.
Sabamiso! 5.50*
Mar 11th, 2012
val0108
freeformAn unrestrained and loose approach towards visual structure., 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., slidershapesUses a large variety of slider designs.
3.65
/ 5.00 from
18 votes
#99
A*Teens - Gimme! Gimme! Gimme! (Nightcore Mix)
CDFGimme! 5.31*
Jun 13th, 2012
Shohei Ohtani
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., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
CDFGimme! 5.31*
Jun 13th, 2012
Shohei Ohtani
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., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.04
/ 5.00 from
25 votes
#100
Nuage - Don't Hide These Feelings
LC 4.11*
Dec 11th, 2012
La Cataline
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., 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.
LC 4.11*
Dec 11th, 2012
La Cataline
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., 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.
4.25
/ 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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