For other uses, see osu! (disambiguation).
osu! Interface
The first game mode and namesake which was based from the ouendan series.
Osu! Tatakae! Ouendan is a rhythm game for the Nintendo DS. The gameplay consists of only three elements: tapping circles on the touchscreen, dragging a ball across a fixed path and rotating a spinner very fast. All these elements are timed to (covers of) popular Japanese songs. It looks like this on the DS:
Gameplay example of Osu! Tatakae! Ouendan in Nintendo DS
The gameplay circles can be seen on the bottom screen, and the story on the top screen. Each stage is basically a self-contained story about a person in trouble. That is where the Ouendan (Cheer squad) comes in. Through the magical power of male cheerleading, the player have to help the people in trouble.
Tutorial: new beginnings (Bundled with osu!).
The gameplay puts emphasis on:
These are some of the vital skills to become an osu! rhythm champion.
The first step to begin the journey is to learn the basics (and theories) of the hittable objects (referred as hit objects from here onwards).
To access the osu! game mode, press Ctrl
+1
at the same time.
Alternatively, click on the Mode
button and select osu!
.
osu! Interface
The top-left bar is the health bar, which will decrease at a steady rate (depending on the beatmap's difficulty settings), but can be replenished by tapping notes at the right time or spinning the spinner. A perfectly timed hit (a 300 or Geki) will recover health more than a badly timed hit (50). A total miss will take a good chunk of health out of the health bar.
On the right of the health bar is the total score. Below that is the accuracy. The circle beside the accuracy (and below the score) is a timer for the duration of the beatmap.
The number on the bottom left is the combo counter/score multiplier.
osu! hit circles
A thin, similarly-coloured approach circle on the outside of the hit circle will shrink over time. Tap on the note at the exact point when it touches the white border of the hit circle. A score burst will appear after tapping the hit circle, showing the score and health changes depending on timing of the tap to the beat. The hit circle will disappear after the score burst.
To understand the hidden charm of hit circles, do not rely on perception only; feel the beatmap's beats and rhythm. It will help in juggling some of the visually-complex hit circles patterns found in later difficulties.
osu! sliders
First, tap on it at the right moment, however, it does not end there. A ball will begin to move across the path. Hold the mouse/keyboard-button (or keep the pen onto the tablet) and follow the ball within the thick orange circle, surrounding the ball, as it moves. The orange outer circle, called the follow circle, will appear if when holding onto the slider's ball, but will disappear when released.
Sometimes, as seen in the screenshot above, the ball may reverse its direction and the player must follow the ball back to the start of the path or vice versa. The visual cue is a reverse arrow at the ending/starting circle of the path.
osu! spinners
Hold on the mouse/keyboard-button (or keep the pen onto the tablet). From there, use the mouse (or pen) and spin the spinner in a circular motion (in either direction) until the spinner circle grows outwards completely. A Clear notice will appear to indicate that the spinner was completed. If the spinner was cleared early, continue spinning to collect score bonus and gain some health back.
The outer white circle shows how much time left to complete the spinner. This circle will turn red to notify that time is almost out. Older beatmaps, using skin version 1.0, will have a meter/gauge to indicate how close to clearing the spinner.
The small box below the spinner shows spins per minute. The number inside that box translates to the number of spins possible, if to continue to spin the spinner at that speed for one minute. If mouse/keyboard-button was released (or pen did not touch the tablet) early during the spin, the spinner will stop reading the spin.
On the DS, this is a good way to scratch the touchscreen (or screen protector), especially on the higher difficulties. In osu!, spinners have been toned down as to not be such a nuisance to complete. The maximum number of spins per minute achievable is 477 which is also the rate at which the Auto game modifier spins while the Spun Out game modifier spins slower at 287 spins per minute.
Refer to Play Styles page under osu!.
The default controls for osu! are:
Mouse | Keyboard | Tablet/Touchscreen |
---|---|---|
Left click(M1) / Right click(M2) | Z (K1) / X (K2) |
Touching the screen(M1) |
The hit objects in osu! will accept any input from the input device, as long as each hit objects was tapped in time.
If Relax game modifer was used, only the in-game cursor will work. Use the in-game cursor to follow the hit objects with automated tap. Spinners must still be completed.
If Auto Pilot game modifier was used, only the input from the input device will work. Time the tap on the hit objects with automated cursor movement. Spinners will follow the Spun Out mod speed.
Scoring Values can be found in Score under osu! Scoring Values section.
Scoring section details all the intricacies of scoring, including mathematical formula.
Grade | Condition |
---|---|
SS | 100% accuracy |
S | Over 90% 300s, less than 1% 50s and no misses |
A | Over 80% 300s and no misses OR over 90% 300s |
B | Over 70% 300s and no misses OR over 80% 300s |
C | Over 60% 300s |
D | Anything else |
A silver S or SS can be obtained by using the Hidden and/or Flashlight mod.
Accuracy is calculated by weighting the judgement gained on each note by its value and dividing by the maximum possible amount.
In other words: Accuracy = Total points of hits / (Total number of hits * 300p)
Term | Formula |
---|---|
Total points of hits | (50s * 50p) + (100s * 100p) + (300s * 300p) |
Total number of hits | Misses + 50s + 100s + 300s |
s | Number of |
p | points |
In other words, each Miss counts as 0 points, each 50 counts as 50 points, each 100 as 100 points and each 300 as 300 points.
Add them all together and divide the sum with the number of hits multiplied by 300.
The score given by each hit circle and end of a slider is calculated with the following formula:
Score = Hit Value + (Hit Value * ((Combo multiplier * Difficulty multiplier * Mod multiplier) / 25))
Term | Meaning |
---|---|
Hit Value | The hit circle judgement (50, 100 or 300), any slider ticks and spinner's bonus |
Combo multiplier | (Combo before this hit - 1) or 0; whichever is higher |
Difficulty multiplier | The difficulty setting for the beatmap (see next header) |
Mod multiplier | The multiplier of the selected mods |
Additionally each slider start, end and repeat tick awards 30 points, each slider middle tick awards 10 points and each spin of a spinner awards 100 points.
Additional bonus of 1,000 points given for each spin of a spinner after the spinner meter is full.
Circle Size (CS), HP Drain (HP) and Overall Difficulty (OD) each give a tick on difficulty point.
The accumulated difficulty points affect the Difficulty multiplier as so:
Difficulty points range | Difficulty multiplier |
---|---|
0 - 5 | 2x multiplier |
6 - 12 | 3x multiplier |
13 - 17 | 4x multiplier |
18 - 24 | 5x multiplier |
25 - 30 | 6x multiplier |
The limited highest is 27 difficulty points with CS7, OD10 and HP10. The limited lowest is 2 difficulty points with CS2, OD0 and HP0.
CS cannot normally go below 2 or above 7 (requires direct modification to the .osu
file).
Note that game modifiers (like Hard Rock/Easy) will not change the Difficulty multiplier. It will only account for original values only.
Hit circles:
Sliders:
Spinner:
The following each add a point to the score/combo multiplier:
The following will reset the score multiplier to zero:
The following will not increase or reset the score multiplier:
The system used to calculate health drain and health gain is complicated so it will not be explained in detail. It all revolves around the HP difficulty setting which can only be set by the mapper itself.
The following will result in health recovery:
The following will result in health loss:
The following will reserve health in the health bar:
Refer to Skinning page of osu! for full information.
Refer to Beatmapping page for full information.
Smoke Usage
Smoke in key bindings
Combo Fire
discoprince
; which was apparently mapped in around an hour.Ni-Ni - 1,2,3,4, 007 [Wipeout Series]
.Brandy - Love Fighter
.{BeatmapSetID} {ArtistName} - {BeatmapName}
format.