Throughout the years, the osu! community has adopted its own set of slang that may be confusing for newcomers. This page is a compilation of such terms for reference. Additions and edits are always welcome.
A hidden sub-forum where the instructions to the moderators concerning it will: "Put stuff we do not really need in here." When a thread is or is said to be "wastelanded", it is moved there.
A game metric to measure the player's rhythmical accuracy. Sometimes shortened to Acc.
Short for "away from keyboard".
A term used when an active user walks off to do something else while they are still signed in. osu! will mark users as "Idle" if they have been inactive for some time.
In osu!standard, the approach circle is the outermost circle that will enclose the hit circle, the start of a slider, or the centre of the spinner (for older skins). When the approach circle touches the outer border of the hit circle or slider you should click. For spinners (older skins), the approach circle will indicate the duration of that spinner.
Authentic denotes a beatmap that emulates in every aspect of a specific stage from the DS games (song, settings, object placement, etc.).
A beatmapping contest where the creators are encouraged to fully ignore the Ranking Criteria. The resulting beatmaps tend to be cosmetically appealing displays of absolute madness, but are often nearly impossible for average players to play.
The easily expandable server coded by peppy. Bancho replaces the need for a third-party IRC (Internet Relay Chat) server in the management of all online content in osu!. Signing in with an osu! account in-game will automatically attempt to connect to Bancho until done successfully.
A term that applies to the timeline in editor mode. It is a period of time that songs can be divided into based off of their BPM. A correctly timed beatmap will have each beat correspond to the song's rhythm and a whole beat should fall between two white lines on the timeline.
For more information about the timeline, see Beat Snap Divisor.
A principle that applies to osu!standard. This states that the spacing of every hit object (except for spinners) should be either closer, if closely placed on the timeline, or farther, if placed farther apart on the timeline.
The fundamentals of beat spacing.
This basically means:
Your beat spacing plays a crucial role when the player is playing your beatmap! Consistent beat spacing is a basic requirement to rank a beatmap because it provides the player with a more intuitive experience as the player will learn where to move their cursor along the screen, at a constant speed.
Placing an object closer than the beat spacing may trick the player into clicking on them too soon. On the other hand, placing them too far may force the player to move their cursor across the screen to click on them in time. A common exception to beat spacing is stacked hit circles.
To ensure consistent beat spacing, turn on the
Distance Snap button on the right-hand side of the editor. You can choose a beat spacing value by holding
Alt and sliding the selector at the top right until you reach the desired value. Note that the higher the value would allow a more difficult beatmap.
A unique-incrementing-integer given to all uploaded beatmap's difficulty versions.
You can use the beatmapID to find a beatmap difficulty version using this url:
This value can be found in the url of a beatmap by changing the difficulty tab, using the in-game option
1. Beatmap Listing/Scores, or in the
.osu difficulty version file.
All unsubmitted beatmaps will have a beatmapID of
The collection of beatmaps that are packaged inside the
.osz file. These beatmapsets are beatmaps that were created under the same mapper.
Beatmapsets will always have the same music, sounds (if mapped), and video (if any) or storyboard (if any). However, do note that some beatmaps from a beatmapset may specifically contain a certain sounds, background images, or storyboards that are separate from the others.
A unique-incrementing-integer given to all uploaded beatmapsets.
You can use the BeatmapSetID to find a beatmapset using this url:
This value can be found in the url of a beatmapset from osu! website beatmap list search, the first set of numbers from the
Songs folder, or in the
.osu difficulty file.
All unsubmitted beatmaps will have a BeatmapSetID of
The number of bits per second that can be transmitted along a digital network. Almost every music file contains something called a "bit rate".
This means that a higher bit rate will generally mean higher quality (but bigger file size). Whereas, a lower bit rate will generally mean lower quality (but smaller file size).
Bit rates typically range from 96 KBps (kilobytes per second) to 320 KBps. This is quite a wide range that music can use. However, the ranking criteria explicitly states that all music files must range from 128 KBps - 192 KBps.
You can usually check to see the audio file's bit rate by checking the file properties of that file. Another way to check is whether or not AiMod says that the audio file's bit rate is too big. If either appears to be true, this means that you will have to lower the bit rate. A few methods on re-encoding audio can be found at Audio Editing.
Short for "background".
Refers to the background image and/or video of a beatmap. Inside a beatmap folder, BG (sometimes stylized as bg) is usually the name for the background image.
A mapping term to describe when a slider covers the shape of another object. A guide to making them can be found here
Short for Beatmap Nominator.
Used to refer to the group itself or one of its members.
Main page: Beats per minute
Short for "beats per minute".
Represents the number of whole beats in a minute.
Higher-BPM music may be associated with a higher approach rate value and vice versa.
A term used when a section of a beatmap has no objects. During this time, the drain in the life bar is temporarily halted. Breaks usually allow the player to rest their arm for a short while and reposition their input device.
Depending on the settings, when a break is initiated, letterboxes (the black horizontal bars on the top and bottom off the screen) may appear. In addition to this, a passing or failing graphic and sound will appear and play to indicate if the player is doing well or not, if there is enough time.
The use of break times in osu!mania maps is heavily discouraged.
Short for Beatmap Submission System.
When a creator has finished mapping their beatmapset and is ready to share their creation around the world, they must submit it using the BSS. When doing this, the BSS will automatically assign a forum thread and will generate a post with information about your beatmapset. The forum thread it generates will help you get feedback from modders and other players who play your map. Lastly, your beatmaps will be given a beatmapID and can be commented on during replays; as well as a beatmapSetID.
For a complete rundown, check out the Submission page.
A page where peppy and the osu!dev team details their day-by-day improvements, additions and bug fixes.
To see the changelog, see the Changelog Listing.
A term used when the player almosts obtains a full combo while playing a beatmap, but combobreaks near the end.
On the contrary, a reverse choke is when the player combobreaks at the beginning but obtains a full combo for the rest of the beatmap.
Short for "collaboration".
Collab has two meanings:
Collab may sometimes be used in difficulty version names.
Combo has two meanings:
The max combo is the player's highest achieved combo throughout their play.
A colour that that separates a comboset from another.
In osu!standard, all combosets have a colour. A new combo is started when the colour of the hit object changes. The colours will keep repeating themselves depending on how many the mapper defined (or how many your skin's
skin.ini file defines). There is a minimum of 2 and a maximum of 8 combo colours.
In osu!catch, each fruit is coloured in the order given. Droplets and end-slider fruit will always have the same colour as the start-fruit. However, bananas will always have a tint of yellow.
When editing a beatmap, one can change those colours and/or their order in the Song Setup section.
For skins, the skin properties for the combo colours is located on in the
[Colours] section of the
skin.ini. However, do note that the skin's defined combo colours is only used when the mapper does not define them.
R.I.P. combo fire
The combo fire was a background gameplay feature from the ouendan game integrated in osu!. This would display a burning yellow flame after obtaining the first combo milestone, 30. If the player obtains a combo of 500, the combo fire colour will change from yellow to blue. The combo fire will extinguish itself if the combo was broken but would still be reobtainable.
This feature was later disabled on 2013-03-05 due to performance concerns.
A set of numbers that will shoot stars and display a comboburst (if enabled in the options) after obtaining one of these milestones.
The combo milestones for osu!standard and osu!catch are 30, 60, 100, and multiples of 50 after 100. For osu!taiko, the combo milestones are multiples of 50. For osu!mania, the combo milestones are multiples of 100.
The combo multiplier effect occurs in the osu!standard, osu!taiko, and osu!catch game modes. This occurs because said game modes use the player's current combo as a part of the score calculations. Meaning that a player would get a higher score, if they had gotten a full combo, than someone who played the same map with a broken combo.
However, if you obtain a combo of ~10,000, your score will begin to count backwards. This is a flaw with the 32-bit signed integer where (in computing) the max integer is 2,147,483,647. A new scoring system, scoreV2, is in the works to fix this.
A term used when the player loses their combo during any part of playing a beatmap.
A celebration of achieving a combo milestone.
In addition to this, for osu!standard, osu!taiko, and osu!catch, stars will shoot out from either the left or right side of the playfield, for combos less than 100, then both sides for combos 100 or higher. For osu!mania, the stars will shoot out from the left and right sides of the stage.
Combobursts can be disabled in the options.
A group of combos that starts their count at 1 and goes up for each hit circle and/or slider until a spinner or a new comboset starts.
The last object in a comboset can help give the player a little health boost if they obtain a hit score of 300 (Geki).
In osu!catch, once a comboset is completed, the fruit will jump off of the plate.
For cookie usage guidelines, see: Brand identity guidelines
The cookie is typically used to describe the circular osu! logo which appears at the very start of the game, and refers to its shape.
Another word for the osu! logo. This has appeared many times in the osu! client. The cookie is seen in the main menu, solo mode, and previously in old crash reports as seen below.
Pippi! Get that cookie out of your mouth - it could be dirty...
A musical term for the first beat of a measure.
This term was coined from orchestral conducting because when the baton moves in a downward motion, it depicts the first beat of the measure.
The drain time, or drain, refers to the total duration of the beatmap that requires the player to be active. Drain time does not consider the breaks and unmapped parts throughout the beatmap.
Maps with very long drain times are typically referred to as marathon maps and require endurance beyond the norm in order to complete successfully.
Maps must have at least 45 seconds of drain time be considered rankable.
Short for "distance snapping".
This term is usually seen during the modding process.
A collective term for Osu! Tatakae! Ouendan! (also called "Ouendan" or "Ouendan 1"), Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan! 2 (almost always called "Ouendan 2") and Elite Beat Agents (also called "EBA").
A set of rhythm games, developed by iNiS for the Nintendo DS handheld video game system, which share a lot of gameplay and presentation elements.
The osu!standard game mode was is mostly based off of those games.
EBA has two meanings:
Fail has three meanings:
Short for "full combo".
The score on the top has a full combo, while the one on the bottom has a broken combo.
A term used when a player completes a beatmap while obtaining the maximum combo possible. This does not account accuracy as it is often used to mean clearing a beatmap without having any misses or sliderbreaks.
Due to the combo multiplier effect, full combos will give the most score in the osu!standard, osu!taiko, and osu!catch modes.
Main page: Featured Artists
A featured artist is an artist who has officially licensed their music for use in osu!. Their music has been cleared by the osu! team and their songs are suitable for beatmapping. All tracks from featured artists include a pre-timed
.osz file to help you focus on beatmapping.
Geki(激), or Elite Beat!, is a scoring term used when you complete a comboset with the highest accuracy on every note.
A grade, usually confused with "rank", is a letter-grade that represents the player's performance after playing a beatmap. It accompanies the total score at the result screen and appears in all lists where scores appear.
From lowest to highest, the possible grades are F, C, B, A, S, Silver S, SS, and Silver SS.
A subforum for beatmaps that were abandoned. Graveyarded maps do not count towards a user's total upload limit. The owner may revive them by updating, which sends them back to being a Work in Progress. This requires having a free pending slot.
Beatmaps that are not updated or receive no posts from their owner for 28 days will be automatically sent to the Graveyard.
Grid snapping refers to a button on the right hand side of the editor screen.
Enabling it will force every newly placed (or existing, but moved) object to snap along the intersections of the grid.
The base level of spacing between each sector of the grid can be adjusted by pressing
G or by going to
Grid Level. Grid snapping can help with aligning objects to each other and arranging them in patterns.
Guest difficulty, or GD, refers to any difficulty made by a creator for inclusion in another creator's set. Guest difficulties usually have the creator's username as the difficulty's name.
There are many reasons for guest difficulties to exist:
On the other hand, it may be the creator who wants a few guest difficulties:
Guest difficulties are often requested by private messages in-game or via forum private messages. Guest difficulties can also be requested in the modding queues, especially those who are offering to do them.
More than one guest creator is allowed to contribute to a beatmapset, including creators from any one of the four game modes. If an additional game mode is to be featured in a beatmapset, that game mode must have at least two difficulties that follows the Ranking Criteria. Each guest creator is also allowed to create more than one difficulty to contribute to the beatmapset, as long as the number of difficulty versions created by the guest creator does not exceed the number of difficulty versions of the creator/uploader (this is to determine who should upload the beatmapset).
Hitsounds are the sounds that osu! plays in response to user input when completing one of the hit objects in the game. This is in contrast to the underlying music and sounds created by the user interface.
Hitsounds are used to provide an auditory feedback mechanism to the player to help them judge their timing. These are complementary to approach circles and spacing which are the visual mechanisms used to communicate timing information.
There are 4 types of hitsounds:
These are added to make the hitsounds sound more expressive and let the player feel more like they are part of the music. osu! provides a wide array of hitsounds (eight in the stable release, since upgraded to twelve). Though, creators can go further add up to 24 more. Sliders also have ambient sound effects when they are being performed successfully, including a recurrent ticking sound which matches the beat.
Unranked beatmaps gain exposure by receiving
Hype posts on their discussion threads. These posts can only be made in the
General (All difficulties) tab of a beatmap discussion. A beatmap needs 5 hypes before it is elligible for nomination.
A blacklist of words (or users) that the player does not want to be displayed in the chat console.
An osu!catch element that includes Drops and Droplets. Drops give a score of 100, equivalent to slider ticks in osu!standard, while Droplets give a score of 10, equivalent to the slider tick in osu!standard.
Missing a Drop breaks the player's combo, but missing a Droplet does not.
The visual difference between Drops and Droplets is that a Drop is twice as big as Droplets are.
Katu(喝), or Beat!, is when you complete a particular combo without achieving the highest level of accuracy throughout that set.
This is different than a Geki(激) because the comboset was not done perfectly with 300s.
In osu!mania, the number of keys can determine the beatmap's difficulty. The more keys you have, the more the player has to focus for each key column.
A term given for a "special" timing section to help emphasize a part of a beatmap. A player can tell if a part of a beatmap has a kiai timing section by seeing added visual effects such as flashing beats, flying stars, and fountains.
Keep in mind that overuse or misuse of kiai can be disorienting! Thus creators are advised to use it judiciously (or when it makes sense).
For a guide on rewarding kudosu!, see: Beatmap Discussion/Kudosu!
A form of reward obtained from modding beatmaps. The term "Kudosu" is named after a combination of the words "kudos" and "osu!".
Before awarding kudosu keep the following things in mind:
If you can answer yes to all of these questions, feel free to give the modder their well-earned kudosu!
Button to give a Kudosu!
The creators of a beatmap can give a modder kudosu by simply going to the mod post and click the
Give Kudos button that is located under the poster's information. Please be aware that beatmap nominators may revoke your kudosu if they deem that your post should not have been awarded kudosu!
A 3 second time period of silence that is sometimes automatically be inserted before the beginning of a beatmap. This only happens if the creator has placed objects right at or very close at the start of the song.
The life bar, also known as the health bar, HP bar, spirit bar, or ki bar, is a bar at the top left of the playing screen for osu!standard, osu!catch, and osu!taiko. For osu!mania, the life bar is rotated 90 degrees anti-clockwise and is placed next to the bottom-right of the stage.
In all modes, expect for osu!mania, there is a symbol moving along it indicating the player's life. If the bar is completely empty, the player fails the current beatmap (assuming no special game modifiers are enabled).
osu!standard and osu!catch will have health drain at a constant rate—known as passive HP—throughout the course of a beatmap, except during breaks.
For osu!standard, the bar is replenished by the player tapping hit circles, following sliders and slider ticks, and spinning spinners. The more accurate the tapping, the bigger the boost. The player also receives larger boosts if he achieves a katu or an geki at the end of a combo.
For osu!catch, this can be done by catching fruit and drops.
For all game modes (except osu!taiko), a sizeable part of the bar is also depleted in case of a miss.
An offset set for individual beatmaps, not the entire beatmapset itself. This is to offset the beatmap's offset alongside the global offset.
At the start of gameplay, you can change your local song offset by pressing:
+to increase the offset by 5 milliseconds
-to decrease the offset by 5 milliseconds
+to increase the offset by 1 milliseconds
-to decrease the offset by 1 milliseconds
If a local offset was defined, osu! will display the local offset in the interface, above the scoreboard. osu! will also notify you of the local offset before starting gameplay.
A state of ranking for beatmaps that don't follow the ranking criteria and are therefore unrankable, but are considered popular enough to deserve their own leaderboards. Loved beatmaps contribute to a user's total playcount, but does not contribute to their performance points.
Short for "mod for mod".
A term describing when a modder agrees to mod another modder's beatmap in return for a mod on their own beatmap.
Marathon beatmaps are considered to be at least 6 minutes long and can only have one mapped difficulty. However, some marathon mapsets may contain a single osu!taiko variant as well.
Marathon beatmaps are often collaborative efforts, as mapping longer tracks is a draining endeavour when done solo.
Upon the creation of the marathon beatmap, one should name their beatmap version "Marathon" to bypass the BSS from preventing the pending status.
Short for "Modding Assistance Team".
A group of users experienced in modding. MAT members were able to mark any beatmap they approve of with a bubble. This bubble would note that the beatmap as worthy of further consideration by the BAT. As of the 2013-04-23, all members of the MAT at that time were promoted as full members of the BAT, with the MAT team decommissioned.
A term used when a creator is in need of help. This can be from fixing possible mistakes to requesting for guest difficulties. While, typically, the song is still playable, the only reason someone would scroll here is if (and only if) you know what you are (and will be) doing and willing to mod the map for them.
Keep in mind that the beatmap or beatmap may be incomplete, so be a considerate person and (if you had tried the beatmap) tell them what is wrong it.
NC has two meanings:
NM has two meanings:
Any beatmap that is considered to be disregarding the rules (or the mapper disregarding the Code of Conduct) can be nuked. Nuked beatmaps are considered "closed" until significant changes are made and the status is manually removed by a member of the team.
Examples include but are not limited to:
The warning icon that accompanies nuked beatmaps is the radioactive symbol ().
A period of time between the beginning of a beatmap's song file and the instant the first beat of the rhythm is heard, from which the position of the first beat is calculated. This is measured in milliseconds (ms).
The offset is the first half of beatmap timing, where the other half is the BPM.
An offset that is already applied to a beatmap after it was ranked. Adjusting your local song offset will only add more to this value.
osu!—stylised with a lowercase "o"—has three meanings:
The osu!coin was the in-game currency that was still "in development", as a 2015 April Fools joke.
After peppy realizes that the current rate of return would not allow him to purchase a private jet within his lifetime, the osu!coin was introduced as the new in-game currency. Every player will start off with 10 osu!coins and will be given 10 osu!coins per day. Existing users will get an additional two osu!coins right off the bat.
One osu!coin will give the player one play, while retrying a beatmap will consume one osu!coin. If the player obtains a combo that is a multiple of 100, they will obtain one osu!coin. If the player runs out of osu!coins, they may purchase more—out of their own will—with these exchange rates:
The following day, peppy rolled back the implementation of osu!coins due to popular demand, and ended with this remark.
The representation of one screen pixel when osu! is running in 640x480 resolution. osupixels are one of the main coordinate systems used in osu!, and apply to hit circle placement and storyboard screen coordinates (these pixels are scaled over a 4:3 ratio to fit your screen).
In contrast, textures are scaled such that one texture pixel (texel) corresponds to one screen pixel at 1024x768 resolution.
Ouendan has three meanings:
A term used when the hit objects or placement of hit objects are placed in a way that makes the difficulty of the map contrast the actual song.
This can be done by adding unnecessary jumps, slider speed-ups, or by mapping to an unknown beat in the music consistently (i.e. adding notes on blue ticks when the song is only using red ticks), in order to add difficulty.
There are two ways to avoid this:
This topic was discussed in an episode of osu!talk (osu!talk special Over Mapping) that overmapping actually has a positive effect in osu!taiko beatmaps because the drums plays an important role in a song.
Pass has two meanings:
The online alias of Dean Herbert—stylised with a lowercase "p". He is the creator of the osu! project and its primary developer.
The total duration of a beatmap. This includes the lead-in time and the break time(s).
Short for Performance Points.
The main ranking metric of the game.
A screen capturing and file uploading application developed by peppy. puush is a successor of sorts to upppy which is commonly used to upload and share images in osu!
For more information about puush, see puush / home.
Short for Quality Assurance Team.
Used to refer to the group itself or one of its members.
The group predating the Nomination Assessment Team that managed the Ranked beatmap category. They were responsible for handling beatmap disqualifications, managing the Beatmap Nominators and other miscellaneous work in the modding and mapping scene. On 6 May, 2019, the QAT was renamed and repurposed into the NAT.
Rank has three meanings:
Ranking, alternatively called leaderboard, is a list that sorts members of the osu! community according to certain criteria. This can also refer to one's position in such a list.
osu! currently has five rankings:
Short for "Recalculate slider lengths".
Recalc is a command under the
Timing header of the editor screen.
Usage of this is suggested after a BPM change is made, if the beatmap already has sliders. This command will automatically adjust the length of every slider in the beatmap to the new BPM. If used, it is important, especially if a large change in BPM has been made, to check every slider and adjust its length manually, where necessary.
A pair of commands under the
Timing header of the editor screen. One of which applies to the entire beatmap and the other to the current timing section (if the beatmap has only one timing section, both commands are the same).
Usage is suggested when there has been a change in offset and/or BPM, after objects have been placed. This command will automatically reposition all objects on the timeline so that they fall on the closest beat division your snap divisor allows. If used, it is important, especially if a large change in BPM and/or offset has been made, to check every object and adjust its position on the timeline manually, where necessary.
A state automatically applied to accounts that are suspected of breaking the Terms of Service. Submitted scores of gameplay will be hidden from the leaderboards.
For more info, see What is "restricted" mode, exactly?.
Short for "repetitive strain injury".
A type of injury that affects the musculoskeletal and nervous system of the body. This can be caused by doing repetitive tasks in an awkward position which may include playing osu! for an extended amount of time.
The collection of sound effects that are heard during gameplay.
These are categorized under three names:
Inside each categories has these four hitsounds:
However, there are other parts of a sample set that may include the slider tick sounds and the sound made when filling the spinner metre.
An action taken against an user who spams the chat console. Silences will stack on top of each other, adding more time for each one.
Silences lasts for 4 weeks before being reset, along with the time that gets added.
A set of graphics and custom sample sets (audio clips) that can replace the default ones used by osu!. This will allow for a more customised user experience. Most of what you see and hear in osu! can be skinned.
To see the dedicated sub-forum for skins, see Skinning.
To see the list of skinnable elements, see Skinning (and its subpages).
A skinner refers to the user who releases downloadable skins on the forums.
Sliderbreak has two meanings:
A hit object that gives out 10 points. The amount of slider ticks used in a slider is dependent on the slider velocity, the BPM and the inherited timing.
Spectate, or spec, is when someone watches another player playing a beatmap in real time (with approx. 500ms delay). To spectate, open the extended chat and click on a grey user panel.
For this to work, you will need to have a copy of the exact same beatmap the player you wish to spectate is playing. However, if you have an osu!supporter tag, the beatmapset will be downloaded and processed for you.
Stacked objects are hit objects that overlap each other in the playfield. The most common object that is stacked are hit circles.
Stacking hit circles (a clear violation of beat spacing) is, nevertheless, permitted if the hit circles are very close to each other in the timeline (half a beat or usually even less).
Main page: osu!standard
Standard refers to the game mode in osu! and has been used since it is the first game mode. This is sometimes stylized as osu!standard or osu! (without italics).
This term is used greatly within the osu! wiki to prevent ambiguity between osu! (the framework, game client, etc.) and the game mode itself.
Star has four meanings:
Star priority has two meanings:
The visual representation of a beatmap's difficulty version. This rating is (theoretically) between 0 and 10 stars based off of an algorithm.
You can see a beatmap's difficulty when testing it in the editor. The star rating can be seen on the song selection screen or at its listing in the site.
A storyboarder refers to the user who makes storyboards for their own or someone else's beatmap. They may have used the editor's design section to storyboard, used a third party application, or have done storyboard scripting (or SBS).
Short for "slider velocity".
The speed in which the slider moves at in relation to the BPM. This term may sometimes be used during the modding process.
The slider velocity defines the movement speed of the slider ball. The lower the slider velocity, the slower the slider ball.
An alternative input medium to the computer mouse.
A tablet consists of a flat surface on which one can point and/or drag using an attached stylus, if one is included. The image of the screen does not appear on the tablet, thus making it different in functionality from a touch screen.
A type of beatmap that is designed for more than one person to play at the same time in multiplayer mode, using the Tag Coop/Tag Team Vs Team Mode.
Each player is responsible for one comboset, where each hit object in that comboset is mapped to be extremely farther apart, making it nearly impossible to play by a single player. Therefore it becomes a challenge for elite players in terms of precision of jumping.
TAG difficulties are usually named TAG in a beatmap set. TAG2 maps are meant for 2 players, while TAG4 maps (the hardest) are meant for 4 players.
Note that TAG difficulties are unrankable because they are intentionally not designed for a single player. However, this has not stop users from trying.
In osu!standard, tapping is a term that means "to press a button while the cursor is over a hit object". Tapping hit objects at the right moment, as indicated by the beatmap's music and the approach circle, is an essential part of osu! gameplay. There are a few different buttons one can use to tap:
Xkeys on the keyboard,
A feature of the beatmap editor. This allows you to test your beatmap without having to submit anything. However, you are required to save the beatmap before continuing to test mode; creating issues if you need to rollback on your recent changes.
A musical term that indicates how many beats are in each measure and what note value constitutes a single beat. osu! offers two alternative time signatures, which can be selected from the Timing menu: 4/4, which is the one most commonly used, and 3/4, which is selected when the rhythm of the song is of, or similar to, a waltz.
Good timing of a beatmap is big a requirement for a beatmap to get ranked. Timing a beatmap consists of determining the offset and then the BPM of the song it uses.
When the tempo changes, you are required to add a new timing section to accompany the new tempo.
The timing process creates the timeline on which objects will be placed.
One of many reasons as to why your timing of a beatmap is important because osu! takes the given BPM and offset to determine where the hit objects should go. If your timing is off, even by a little, then it is next to unrankable to map hit objects on the editor.
A substitute for the computer mouse. Touchpads are most commonly found on laptop computers. The touchpad usually consists of a small rectangular area which one can drag one's finger to move the mouse cursor. Due to the way touchpads are designed, they do not work with a stylus or similar devices.
One of the input mediums used by the DS games that osu! is based on. osu! supports touchscreen functionality, but the hardware required is generally expensive for the average player. A computer whose entire screen functions as a touchscreen is called a Tablet PC. This is different than a tablet because a touchscreen has some kind of display while tablets do not.
Feature Request forum thread: Touhosu!
A requested game mode that is the opposite of osu!catch. Opposite because instead of catching objects, you avoid them.
The name Touhosu! is a combination of Touhou Project (the shoot 'em up/bullet hell games) and osu!.
The time delay between:
The universal offset applies to all songs used in osu! and its value differs according to each system's specifications. After being determined, it does not need to be modified again. An incorrectly universal offset will cause timing problems in every beatmap played or edited. If everything sounds off to you while playing a few ranked beatmaps, try checking your universal offset. The universal offset settings is located in the Options.
A fast and easy-to-use uploading service coded by peppy. If you want to share a file with the osu! community, forget about depositing it on Rapidshare, Megaupload, ImageShack, etc., just put it on upppy and everyone is happy! :)
For more information about upppy, see upppy! (NSFW: there may be a few stray images that may contain R-18 work).
Version has four meanings:
Short for "work in progress".
There are various reasons to mark a beatmap as WIP:
z/x are the default keys on the keyboard to tap in osu!, a very popular alternative to the left and right mouse buttons.
During gameplay, while
Z is pressed, the left mouse button will not work and vice versa. The same applies to the
X key and the right mouse button and vice versa.
The keyboard tapping keys can be changed in the options menu.