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Highest Rated Maps of All Time

#351
Kara's Walk Home - Gauge Means Nothing in the Car
second chance 5.67*
Mar 8th, 2024
pishifat
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., storyboardContains a storyboard that enhances gameplay experience.
3.74 / 5.00 from 77 votes
#352
Nekomata Master - Far east nightbird (kors k Remix)
RLC's Extra 5.35*
Nov 2nd, 2014
RLC
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., 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.
3.87 / 5.00 from 42 votes
#353
Kanpyohgo - Unmei no Dark Side -Rolling Gothic mix
FreeSongs' Rolling Hell 7.83*
Mar 28th, 2017
FreeSongs
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., techTests uncommon skills., mapping contestAn entry for a mapping contest., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.70 / 5.00 from 97 votes
#354
void - Sudden Romance
Intelligence 7.83*
Jan 16th, 2016
rustbell
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., 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., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects.
4.04 / 5.00 from 30 votes
#355
Manabu Namiki - Tenshi
Hibachi 7.80*
Oct 5th, 2013
Snow Note
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93 / 5.00 from 35 votes
#356
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.
3.86 / 5.00 from 46 votes
#357
la la larks - Sayonara Waltz
Expert 6.35*
Jan 19th, 2019
Mirash
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.90 / 5.00 from 41 votes
#358
Nanahoshi Kangengakudan - Rubik's Cube
Love x Hate x Indifference 8.31*
Apr 4th, 2025
Heilia
tournament customA custom map for a playing tournament., geometricIncorporates geometric shapes within the map's visual design., gimmickFocused on a single unique design or gameplay idea., 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.
3.90 / 5.00 from 38 votes
#359
Streetlight Manifesto - Point / Counterpoint
Forever 6.17*
May 26th, 2023
olc
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.96 / 5.00 from 31 votes
#360
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.
3.89 / 5.00 from 40 votes
#361
Kraftwerk - Prologue / Tour de France (Etapes 1-3) / Chrono
Marathon 5.66*
Oct 14th, 2025
Ancelysia and TheDuckMask
gungathonA map with a drain time of over 10 minutes., collabA map with two or more associated mappers., repetitionFeatures the use of recognizable identical patterns or gameplay elements., multi-songContains multiple songs within the audio., storyboardContains a storyboard that enhances gameplay experience., marathonA map with a drain time of over 5 minutes., staminaTests a player's ability to tap dense rhythms over long periods of time.
3.87 / 5.00 from 44 votes
#362
Yorushika - Hachigatsu, Bou, Tsukiakari
Extra 6.23*
May 22nd, 2019
Delis
simpleAccessible and straightforward map design., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
3.87 / 5.00 from 45 votes
#363
DJ Mass MAD Izm* - Red. by Full Metal Jacket
SCRATCH 6.68*
Aug 14th, 2024
yf_bmp
finger controlUses complex applications of rhythms in order to test the player's tapping ability., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes.
3.84 / 5.00 from 44 votes
#364
beatMARIO - Sousei (Driving style)
Fatfan style 5.40*
Jun 9th, 2026
Fatfan Kolek
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs., chaoticUnpredictable map design, often testing unusual skillsets.
3.78 / 5.00 from 56 votes
#365
yambabom - Over my head
Insane 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.
4.00 / 5.00 from 29 votes
#366
Electus - Whispers From The Sea
water 4.14*
Jun 28th, 2016
ac8129464363
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., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., low svFeatures prominent low sv usage as a key part of map design.
4.02 / 5.00 from 28 votes
#367
Kozato - 45nen no Yukizakura
Another 4.47*
May 31st, 2012
LoliSora
storyboardContains a storyboard that enhances gameplay experience., 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., custom skinUtilizes custom skin elements and graphics.
4.02 / 5.00 from 29 votes
#368
nano - Nevereverland
Insane 5.43*
Jul 12th, 2013
Nyquill
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., 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.
3.87 / 5.00 from 43 votes
#369
Hatsune Miku - Electric Love (t+pazolite Overcute Remix)
Overcute 6.92*
May 11th, 2012
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., 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.
4.11 / 5.00 from 25 votes
#370
Hatsune Miku - Mythologia's End
Myth0108ia 6.59*
Jul 8th, 2012
val0108
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.69 / 5.00 from 99 votes
#371
Sawai Miku - Colorful. (Asterisk DnB Remix)
Megumi 5.62*
Jun 28th, 2015
Skystar
marathonA map with a drain time of over 5 minutes., 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., 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., slidershapesUses a large variety of slider designs.
3.85 / 5.00 from 45 votes
#372
Two Door Cinema Club - Cigarettes In The Theatre
Insane 4.65*
Dec 9th, 2011
Lesjuh
simpleAccessible and straightforward map design., distance snappedUses osu's in-built distance snap feature for most/all of the map., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.87 / 5.00 from 40 votes
#373
School Food Punishment - in bloom
Insane 5.03*
Dec 20th, 2014
Irie Miyuki
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., 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 41 votes
#374
Caravan Palace - Dragons
Insane 5.50*
Mar 20th, 2012
Charles445
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., simpleAccessible and straightforward map design., 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.
3.83 / 5.00 from 46 votes
#375
Soushi Sakiyama - Gyakkou
Anterograde 6.53*
Jan 21st, 2022
Gillstar
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs.
3.70 / 5.00 from 93 votes
#376
MORGENSHTERN - LEGENDARNAYA PYL'
SOLEVOY KLYUCHIK 6.56*
May 12th, 2025
Silverboxer, Maria Iskariot, KomachiBaka, Frakturehawkens, Delette, Sanch-KK, kuyusu and MeowUsername
marathonA map with a drain time of over 5 minutes., megacollabA map with 8 or more associated mappers., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., techTests uncommon skills., multi-songContains multiple songs within the audio.
4.06 / 5.00 from 25 votes
#377
Nekrogoblikon - The Skin Thief
Murder 8.08*
Jan 18th, 2020
LMT
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., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, accel/decel streamsStyle of streams which use gradual increases or decreases in spacing.
3.85 / 5.00 from 44 votes
#378
Rita - Dream Walker
Ethereal 5.87*
Jul 12th, 2015
Skystar
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., 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.
3.74 / 5.00 from 69 votes
#379
OSTER project - piano x forte
Fortissimo 6.62*
Jun 20th, 2021
DeviousPanda
tournament customA custom map for a playing tournament., 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., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., complex snap divisorsUses mixed or unusual snap divisors in order to test the player's tapping ability.
3.82 / 5.00 from 47 votes
#380
7 Angels 7 Plagues - The Commentator's Despair
Paper Wings 7.12*
May 6th, 2026
Meteo L-Drago
chaoticUnpredictable map design, often testing unusual skillsets., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., finger controlUses complex applications of rhythms in order to test the player's tapping ability., marathonA map with a drain time of over 5 minutes., playfield usageIncludes deliberate use of the playfield within the map design., 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.
3.82 / 5.00 from 44 votes
#381
VINXIS - Left Behind
Hollow 5.74*
Dec 9th, 2019
EririSawamura
slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., 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., 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.
3.89 / 5.00 from 37 votes
#382
onoken - felys
KTale 5.72*
Jan 19th, 2020
Atlust
marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., keysoundsContains hitsounds that use various pitched samples to create a melody, typically following one within the song., finger controlUses complex applications of rhythms in order to test the player's tapping ability., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.95 / 5.00 from 30 votes
#383
Camellia - Fastest Crash
RLC's Paroxysm 6.74*
Aug 15th, 2015
RLC
techTests uncommon skills., 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., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.82 / 5.00 from 49 votes
#384
guna with team kyukkyu - subconsciousness
KILL 7.82*
Jun 10th, 2021
Snow Note
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., simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., 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., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles.
3.89 / 5.00 from 40 votes
#385
HAELOS - Buried in the Sand
Don't look away 6.25*
Jan 31st, 2020
squirrelpascals
marathonA map with a drain time of over 5 minutes., freeformAn unrestrained and loose approach towards visual structure., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.96 / 5.00 from 32 votes
#386
Hana - Kuukirikigaku Shoujo to Shounen no Uta
Wonderful Everyday 6.19*
Dec 27th, 2020
Luscent
keysoundsContains hitsounds that use various pitched samples to create a melody, typically following one within the song., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., 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., slidershapesUses a large variety of slider designs.
3.73 / 5.00 from 77 votes
#387
Deathsquad - Purgatory Power
See you in hell 9.73*
May 3rd, 2025
THORWAVE
marathonA map with a drain time of over 5 minutes., repetitionFeatures the use of recognizable identical patterns or gameplay elements., 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.
3.85 / 5.00 from 42 votes
#388
Camellia feat. Nanahira - Seashore on the Moon
where the fisherman sings his lo... 7.03*
Oct 23rd, 2017
melloe
repetitionFeatures the use of recognizable identical patterns or gameplay elements., complex svFeatures large changes in slider velocity., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., readingTests a player's reading skill, i.e. patterns that obfuscate note order and/or timing., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.77 / 5.00 from 60 votes
#389
IOSYS - Tanoshii Yoru no Ochakai - Ringo's Tea Party
Extra 6.05*
Jan 9th, 2016
Frey
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93 / 5.00 from 33 votes
#390
DJ Mars - Lemon Tree
Hard 4.28*
Nov 6th, 2009
mm201
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., iNiS-styleA simple style originating from the original DS games. Recognizable by its emphasis on vocal rhythm, constant slider velocity, and easily understandable grid snap patterns.
4.04 / 5.00 from 25 votes
#391
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.
3.84 / 5.00 from 41 votes
#392
aran - Ripples (DJ Noriken Remix)
The Horizon 6.97*
Dec 17th, 2024
melloe
marathonA map with a drain time of over 5 minutes., repetitionFeatures the use of recognizable identical patterns or gameplay elements., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.74 / 5.00 from 63 votes
#393
nomico - Bad Apple!!
Hard 3.53*
May 18th, 2009
James
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., freeformAn unrestrained and loose approach towards visual structure.
3.95 / 5.00 from 34 votes
#394
paraoka - Manima ni (Short Ver.)
Rin 5.19*
Feb 4th, 2012
NatsumeRin
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.
4.06 / 5.00 from 24 votes
#395
Yonezu Kenshi - LOSER
WINNER 5.81*
Jul 23rd, 2019
Skystar
swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., mapping contestAn entry for a mapping contest., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
3.72 / 5.00 from 76 votes
#396
monet - Noborenai Sakamichi
Delis' Insane 5.23*
Dec 31st, 2017
Delis
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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., simpleAccessible and straightforward map design.
3.83 / 5.00 from 48 votes
#397
BUTAOTOME - Makkuro na Yuki
Green Jealousy 5.55*
Jan 22nd, 2018
CalstoneLightO and Mirash
collabA map with two or more associated mappers., simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.04 / 5.00 from 28 votes
#398
nameless - Milk Crown on Sonnetica
apple's Expert 6.30*
Nov 18th, 2017
Mint
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.
4.00 / 5.00 from 25 votes
#399
Frums (unknown "lambda") - 19ZZ
D083F431190D51707475CB37EDF4F1E5 6.97*
Nov 26th, 2023
pocket-
slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., finger controlUses complex applications of rhythms in order to test the player's tapping ability., playfield usageIncludes deliberate use of the playfield within the map design., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.70 / 5.00 from 77 votes
#400
Jun.A - The Fairy's Adventurous Tale
kiddly's Extreme 6.35*
Feb 20th, 2011
kiddly
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., 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.
4.05 / 5.00 from 24 votes
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The chart is based on an implementation of the Bayesian average method. It updates once every day.

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