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99100
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#397

# 30

United States's flag
Performance:
14,365pp
Accuracy:
96.32%
Medals:
190
Ranked Score:5,473,832,814
Play Count:42,096
Play Time:1,207h
Max Combo:5,319x
Total Hits:31,623,074
Hits x Play:751
Replays Watched:674
SS+
40
SS
171
S+
36
S
1,167
A
2,395
Metal convert leaderboards
Metal and streams
God's strongest metal soldier

History

About

us
The strings of an electric guitar are the vocal cords of the soul. The drums are the beating of its heart.
I am the living embodiment of a stream one-trick. I'm not even kidding when I say that's 90% of what I play on here.

PROUD DEFIANT DDKK PLAYER
MY TAIKO UR RECORD: 77.93

(Not counting low diffs of course.)

pfp source | Banner source

OPINION SECTION!
LAST UPDATED SEPTEMBER 28, 2026!
Before you read this, remember that osu! is just a game and nothing in the section is intended to be a personal attack toward anyone. Some things about it simply make me upset, whether they should or not, and I want to vent about them in a constructive manner.
How I believe maps should be made
If it's not obvious, I'm a picky mapper. I think we all should be honestly. Higher standards are a good thing. I believe in song representation first and foremost, because it's the whole point of rhythm games. My primary enjoyment of maps comes from the satisfaction of notes/colors syncing up to songs I like, and any pattern that defies what the music is doing unironically sounds like nails on a chalkboard to me. This is how I gauge most of a map's quality in every mode, but most of what I'm saying applies specifically to taiko, as it's the only mode I'm skilled at mapping in. Also I mainly play metal/stream maps, so keep that in mind too. I believe a good map is defined by two factors:

Everything should reflect the music in some way
If your map can be slapped over any song of that BPM and fit about the same, it's bad. I've seen people say "taiko mapping is like playing on an improvised drumset" which I find absurd. What's the point of mapping a song if you're just gonna make stuff up? Being able to put anything to any song means no map can be bad, which in turn means no map can be good either. Anyway, what part(s) of the music you choose to follow and where is subjective, but whatever you choose to do with that...

The map should follow a consistent pattern
Every note placed should be a cog in a machine. If you keep changing the rules of what your map is supposed to do, players could become confused and have their immersion ruined, potentially as much as if it didn't follow the song in the first place. This means you should map identical parts of a song the exact same, opting to put variety within the repeating parts themselves rather than forcing it by mapping each one differently. If you think it can't be done and you have to mix things up for the sake of engagement, chances are you're not trying hard enough or are just afraid people will criticize any repetition. As for collabs, I think all repeating sections should be done by the same person to retain consistency, but I do understand the philosophy that each person in the collab should be able to express their own interpretation of those parts, so I won't say you're wrong for doing that.

There is one mapping philosophy that's most important of all. Whatever you do, do NOT base your mapping off of external factors. SR/pp, as well as players' skill/perspectives, will change. Music will not change. Don't force unwarranted variety into your map because "simplicity/repetition bad" despite that literally being what songs do. Don't force your map to be easier because people are butthurt they can't play it. They should just get better, and if more hard maps get ranked, players will be forced to improve and it won't be a problem anymore. Don't force your map to be hard/weird to spite people who make their maps too easy/simple, because that's not much better. Don't force your map to have stuff that inflates pp, because a rework will come to nerf it, and it will be forgotten. Don't map for ranked count or playcount, because these are arbitrary factors which hold no actual value. Strong music-based mapping is timeless, like a well-written story. You will always have a leg to stand on, no matter what changes or negativity you face. Don't conflate this with me thinking it's bad to want a gimmick for your map. I think that's all well and good, as long as its usage has musical relevance.

idk where to put this section, but undermapping is fine if not overdone, to represent lack of musical intensity or to give emphasis to the parts that remain. Slight overmapping (EG short bursts where the drums are only singles and triplets) is acceptable to differentiate between varying levels of intensity, or represent longer sounds like held vocal notes, but blatant overmapping for the sake of difficulty is not. I dislike double BPM greatly. If a song isn't fast enough to be a hard map, then I'd rather it stay easy. I understand why people like double BPM, and I'm not gonna call a map bad just because of that, but don't be surprised if I do because the sheer amount of baseless filler patterns needed to make dbpm maps interesting on some songs violates my first rule above. I'm also not gonna use dbpm in my maps regardless, because it doesn't feel as fulfilling knowing the song isn't actually doing as much as the map is. Don't even get me started on dump though. I can't stand it, and think it should be reserved for the loved category. There, maps can be anything as long as enough people like them, hence the name. Yes, this means I think some songs just aren't viable for some map types. I know some would disagree and insist that any map should be able to exist of any song, but I do not.

Something I don't like is when someone ranks a map that features a skillset they're new to and haven't refined yet, like if my stream one trick self decided to try tech mapping and push the first half decent thing he finished. A tech map "larper," as the kids would say. I'll admit I have pretty high standards for what's considered deserving of ranked, so this is a pretty subjective point. It's possible people want a map ranked simply as a milestone to show where they were in their mapping journey at a certain point in time. Not something I relate to since I've always strived to make sure my ranked maps are my best possible effort for the time, but ofc I don't have to relate to something for it to be a valid perspective. I personally believe mappers should rank things that stand the test of time, rather than things they'll look back at mere months later and go "Yeah that wasn't very good." You can't predict the future, so there can always be maps you'll come to think that way about regardless how much you try in the present (Under the Veil of Madness being that map for me). Even still, I think you should retain the principle of trying to make a futureproof map, which means giving yourself the time to fully understand a mapping skillset before you rank it.
What I think of the pp system
Taiko pp is (and always has been) in an objectively poor spot. With each rework that claims to and fails to fix glaring issues which frankly never should have existed in the first place, my honeymoon phase gets shorter and shorter. I love the concept of pp. I always have ever since I learned what it was in 2019. As someone who is a huge fan of numbers and algorithms, and loves when games use them to rate/compare things, it's easily the most important part of osu! to me and I want to see it improve. However, it has also completely ruined the game. The worst part is that it doesn't have to be this way. You're probably expecting me to rip into farm mappers and circlejerking BNs next for being the ones ruining the system by abusing the hell out of it, right? Well, you would be half correct. I do loathe both of those groups, as well as the NATs to an extent for doing almost nothing about them, but there's a fourth group who I think always goes unnoticed when it comes to their responsibility for pp being in the state it is: the developers.

pp devs are the first line of defense when it comes to how abusable a rework is. If they make it well, fewer maps will be able to break it. Obviously I don't expect them to be perfect. Mistakes happen, farm mappers are annoyingly persistent, and players constantly evolve. I understand that, but I can safely say there's been a great deal of bad handling over the years. The system is held together with duct tape and has many serious bugs. I get time crunches, but if you create something fundamentally flawed, fail to be transparent about how it works, ignore glaring issues and only fix things with band-aids instead of accepting they're bad and just redoing them, how much is it really others' fault that things get exploited? I'm not naming anyone in particular with this. Multiple people have made these same mistakes over several years. What's important isn't who's guilty, but that people stop doing it.

Deploys take time to get right. They need to be made conceptually strong, have informative documentation that can be understood by people who don't know programming or calculus, and have people purposefully try to break them as hard as they can to ensure stability. Any possible exploits should be considered an inevitable meta. If it's not ready, it shouldn't be deployed at all, regardless how long it's been since the last changes. As someone who has been a taiko pp committee member since February 8, 2025, we shouldn't pretend like we can't do wrong and it's all the evil mappers' and BNs' fault. It is their fault, because we let it be. I sympathize with the amount of work that goes into making these algorithms. I've created a complex one of my own in recent years, so I understand the pain of spending so long on something just to realize it doesn't work and I have to start over, but that shouldn't be an excuse to push something bad anyway. As for the community wanting fixes desperately, be careful what you wish for, and be skeptical of the ones happening instead of celebrating just because they kill the current meta. I've been guilty of that myself, which I'll admit may have even contributed to things still being as bad as they are.

I think the impact of the aforementioned paragraphs on the taiko community is highly overlooked. In fact, I would go as far as to say the 2022 rework has ruined taiko mapping. While I still consider the 2020 rework to be the worst in the game's history from an objective standpoint, this one made the system's issues abusable by ANY maps, not just certain kinds, which led to farm mapping being more accessible than ever. Everyone started doing it. New mappers looked to them as reference for how to map, so they started doing it too thinking that's just how it worked. BNs had the same problem, but with modding/nominations instead. Generations of mappers later and here we are. It's normal for maps to be made with sterile patterning optimized for the most comfortable gameplay, regardless of music.

It's not all doom and gloom though. I'm trying (when motivation and coding skills permit) to fix stamina/colour myself. std pp committee member tsunyoku noticed taiko pp code is on fire, and will likely start proper reviews to fix any long standing bugs. Myself and the goat GamersDecision are constantly testing algorithmic issues, revealing anything we find to the team, and experimenting with ways to fix them. Another goat rloseise has a really good reading rework in progress that has potential to finally reward some historically underweight maps (if peppy would just listen to our tiny community and fix gameplay exploits). Things are looking promising, but until then, rip in piss drum pepy point

Now that my general feelings are out of the way, feel free to move on to the next section. The rest of this one will be about the specifics of why I think pp is in a bad spot, so more nerdy and technical. I'm gonna break this up into parts, and keep it brief because this is already long enough as it is.

General
The difference in pp between accs is too small, because acc pp takes way too long to taper off. 200 UR scores are still worth 30-40 acc pp even though noobs can get this UR easily. That's why low stars give so much pp compared to other modes. Making acc pp taper off sooner would fix that, and increase the distance between accs. Also, the SR component of acc pp does basically nothing until 8*, and above that serves as a means to keep high end speed scores from being worthless, because high end speed is underweight to begin with. I can get behind the principle that acc gets harder with map difficulty, but I think it's better off gone from pp for the sake of balancing.

Converts have several blanket nerfs because of TL, instead of a proper TL nerf being implemented in the first place. Despite converts almost always being harder than their normal map counterparts due to repetitive straining patterns, ones that aren't TL are often multiple stars underweight, and are only worth anything if you can get really good acc on high OD ones.

Length bonus is way too weak, and favors acc too much. Why it's too weak is because of something explained under stamina. In the future I hope it goes into SR like std does with its harmonic sum. I like how much less misses are nerfed on long maps though.

Stamina
Stamina SR rises too quickly, making short streams overweight. It also caps too quickly, making very long streams underweight.

It's rigged against monos for reasons related to TL nerf attempts. Monos literally get less of it, so a bandaid buff was put in to directly buff monos, but it's not good either because it immediately resets the moment the color changes, which is not how it should work.

There's something called strain length bonus that basically buffs the SR of anything long enough, so long as there isn't a diffspike, which is why my entire top ten is even as high as it is to begin with, deserved or not. This is not the actual length bonus. It was a very lazy attempt to buff stamina maps.

Colour
This skill makes absolutely no sense and shouldn't directly impact SR to begin with. It arbitrarily buffs certain patterns with no rhyme or reason and ignores their actual mechanical difficulty. Patterns and stamina go hand in hand, so they should just be handled there.

It's also laughably abusable, where spamming kkdkkkddkddd will flood your map with pp.

Good utility skill though.

Rhythm
idek where to begin. It's completely broken, to the point where I'm convinced that it doesn't function at all like intended. Some of the easiest rhythms are the highest SR while some of the hardest literally get none.

pp from rhythm goes down as acc drops, which is good in principle, but rhythm had to be made way too influential to compensate, which makes the maps that abuse it immensely overweight. Again, I think this mechanic is better off gone for system stability, and OD should be changed to matter for rhythm SR instead (it technically does matter now, but to the sum of none due to shoddy implementation).

High end speed was also relying on rhythm being broken until recent patches nerfed it. This is because power of 2 delta time ratios got rhythm for some reason??? Right after a 1/3 or 1/6 is one thing, but most of these maps don't have any divisors that aren't powers of 2.

Unfortunately I lack the skill or experience necessary to have a solution for rhythm.
What I think of the map ranking system
It's dumb, mainly for two reasons:

BN issues
There are BNs who don't care about map quality and just push anything that follows RC, for a variety of reasons. Popularity, nomination count, friend status, blind mapper trust, Mappers' Guild points, or of course pp, which is how we ended up with the epidemic of bad pp maps, keyword being BAD pp maps. If a map happens to be overweighted because pp is bad, but it's still good, then let it get ranked.

There's a problem of BNs being nowhere near good enough at the game to judge a map. We have people not even capable of passing what they're modding, and the quality of their mods shows it. I understand skill level doesn't always equal level of mapping knowledge, but it's true way more often than it's not. Someone else told me that having BNs for specific SR levels may be a good solution. I'm not completely sure myself, but some consideration for a BN's ability to play a map they're wanting to nom could be good.

Other BNs, as well as NATs, need to put their feet down more and not be as afraid to get their hands on a map that's bad. I think nominating bad maps should come with consequences, but honestly, the more efficient solution to both that and the skill issue would be to make the entry bar for BNs way higher. It's awful how basically anyone can become a BN if they pass a test that's only tangentially related to creating high quality beatmaps.

Ranking criteria issues
Some of the ranking criteria is horrible. Look no further than spread rules. Both having to map multiple diffs just because a song is short, and having to follow arbitrary diff specific rules. My heart goes out to the five digits who have to play nothing but mono triplet spam in their muzus. I understand why spread rule is a thing. In fact, I had lower diffs on A Greater Purpose at one point, but now I think mappers need to come first in the ranking system. Please stop making them cater to noobs if they don't want to. Skill issues are temporary, ranking restrictions are eternal unless repealed. There are already thousands of easy ranked maps for noobs to train up on, and they can play inners within months if they gun for it. This would reduce the amount of modding BNs would have to do on sets, making ranking queues flow faster, which would encourage more BNs to join. That's good, because lack of BNs is a huge problem right now. You wanna rank something? Well, there are only three BNs open, and they only like electronic or vocaloid music. Sucks to be you. I think implementing some kind of optional reward for mapping lower diffs would be a nice middle ground, since noobs being able to enjoy new songs at their level is a good thing, but the diff specific rules would need to be improved. Namely the abolition of rest beats, not all songs support a forced break every so often. If I played almost nothing but stream converts until rank 2k and turned out fine, others can handle a few extra notes. Credit where it's due, though: Both spread and rest beat rules have been nerfed, which is a step in the right direction, but I would still like to say goodbye to them.

As for the mindset that not mapping multiple diffs for a short song is "lazy," I find that to be very idiotic. Amount of total time mapped does NOT equate to amount of effort spent. There can be one TV size length diff that's less lazy than a full five minute spread, simply because the longer one did only the bare minimum to get ranked and didn't focus on quality at all. Not to mention the mapper can map only one diff and get GDers to do the rest anyway. The mindset that easy only sets are inherently lazy is the same story. They're not. Every map, regardless of length or density, has the potential to be well thought out in its composition. So yeah, I do think single diffs should be rankable at any difficulty or length, and you can fight me on that. If you want an example, check out my Viva Evolution Introduction map. I spent multiple hours on it, ensuring that every single choice I made had a pattern and reason. I even explained my thought process in the description. I consider this diff to be very high effort, and would much rather see it in ranked by itself than a set where the mapper churned out 3+ uninspired lower diffs because the RC told them to, and they can't really be that interesting anyway because RC handholds noobs so aggressively. You will be able to tell through the quality of those diffs whether the mapper wanted to make them.
What I think of my old maps
If I have motivation, I'll try to fix it. If I don't, I'll leave it alone or clarify that it sucks in desc if I feel I should. TLDR, if it's mapped before 2025 it's probably not that great, and shouldn't be considered up to my standard of quality.
What I think of the map voting system
Voting sucks. The fact that we need a separate site like OMDB is lame (though I like being able to type a review out on there Nvm RIP OMDB).

There should be ratings per diff. Individual diffs can be great or terrible, when the rest of the set isn't, especially on multi mode sets.

Voting needs to be disabled for NF. Too many whiny idiots will NFDT a map just to rate it 1 when they're completely incapable of passing. I agree that people can have valid opinions on a map they can't play, but I think they're a worthy sacrifice to filter out the noise, especially considering EZ and HT exist (and even easier alternatives if you play lazer).

Votes need to be changeable and removable. Right now they're permanent, and there are votes I regret giving long ago.

Votes need to be givable from anywhere, not just on the result screen after finishing a play, as long as you have a pass. I think it's stupid how I have to replay the entire map to vote just because I got carried away by my score and forgot.
MY MISSION
Setting a score on every map from as many metal bands as I can, including all converts. The map has to be ranked, because I'm not really motivated to play loved maps aside from #1s or ones that give medals, unless I like the song. This is for fun, so I'll only do it if I find the music or maps appealing or metallic enough to play the amount there is. I don't accept D-ranks with NF, unless the map is mania with more than four keys because I can't be assed to learn those lol. Be sure to check lazer and leaderboard filters for hidden scores!
Here are the bands I've completed and will keep up with:

A Wake In Providence
Aephanemer
All That Remains
Alquimia
Amorphus
Ancient Bards (lol)
Andy Gillion
Angel Vivaldi
Angra
Aoratos
Arch Enemy
Archspire
ArmpitMaiden (Holmgang ov Gensokyo)
Aronious
Ascension
Asunojokei
Atavistia
Avalanch
Batushka
Beyond Creation
Beyond The Black
Black Crown Initiate
Blind Guardian
Bridear
Broken By The Scream
Brymir
BULANOVA
Cân Bardd
Caelestra
Caligula's Horse
Carach Angren
Cattle Decapitation
Chat Pile
Children of Bodom/Bodom After Midnight
Confusing Paradise
Countless Skies
Cradle of Faith
Dalriada
Death
Death Portrait
Deathspell Omega
Demon King
Demonic Resurrection
Demonstealer
Demons & Wizards
Dessiderium
Diabolic Phantasma
Dimmu Borgir
Dissonance in Design
DivinumX
DRAGON EYES
Dragon Guardian
DragonForce
Dreamtale
Earthside
Emperor
Ensiferum
Equilibrium
Equipoise
Everfrost
Eye of the Enemy
Fallujah
Fellowship
FATE GEAR
Firewind
Fist of Satan
Fleshgod Apocalypse
Fraser Edwards
FREEDOM CREATORS
Fuki
GALNERYUS (including SYU)
GLORYHAMMER
Gojira
GYZE
Halysis
Havok
Heavenly
Helfró
Hideous Divinity
HIZAKI Grace Project
Iapetus
IGNEA
Immortal Disfigurement
In Mourning
Infant Annihilator
Inferi
Interloper
Irreversible Mechanism
JORMUNGAND
Judas Priest
Kaatarakt
Kalmah
KAMELOT
Kardashev
Keep of Kalessin
Kreator
Lorna Shore
Lost Horizon
Luca Turilli
Mada Mitakoto no Nai Sekai (MADASEKA)
Magnum Opus
Mechina
Megadeth
Mental Cruelty
Meshuggah
METALITY UNITED
Metallica
Mgła
Miseration
Myrath
Nahtram
Narjahanam
Ne Obliviscaris
Netherwalker
Nile
Null
Obscura
Octaferista
Opeth
Oppressor God
ORDEN OGAN
Orphaned Land
Ouroboros
Pathfinder
Persifone
Questbound
Ravensblood
Red Moon Architect
ReinXeed (Now known as Majestica.)
Rhapsody of Fire
Rings of Saturn
Rivers of Nihil
ryu5150
Saor
Serenity
Shadow Of Intent
SKYWINGS
Slayer
Slugdge
Sonata Arctica
Spawn of Possession
Spire of Lazarus
Stratiotes
Sunless Rise
SWORD OF JUSTICE
Sybreed
SYMPULS-E
The Black Dahlia Murder
The Fallen Prodigy
The Fractured Dimension
Theocracy
Tool
Trivium
Twilight Force
Vale of Pnath
Valhalla
Vektor
Victorius
Vintersorg
Visions of Atlantis
Vulpecula
Wilderun
Winterhorde
Wintersun
Within Temptation
Wizardthrone
Wounds of Recollection
X JAPAN
Xandria
Xaon
Xanthochroid
Zornheym

Cool stuff
If you like relax, and don't mind lazer, check out https://rx.stanr.info/. It's better than a certain alternate osu! client with relax rankings that peppy censored because he's cringe!


Screenshot from July 19, 2022.


One of the most insane coincidences I've seen in this game. (image is gone nice)
Regarding my site favorites
As of right now, I don't favorite maps ever and the ones I do have favorited are extremely out of date. Just ignore that for now, and maybe some day I'll make it contain something relevant to me.
Previous supporter gifts to me
MEGAMELA, four months, 7/18/2023
Loutestoland, one month, 6/29/2024
Players I've met IRL
No, people who were already my IRL friends that got into osu! after don't count lol.

Samuel_Haus
Getting "B-" on maps
There's a little thing I like to do in std sometimes that no one seems to know about, and is getting phased out, so I think it's worth documenting somewhere: Getting a B-rank on a map with less than 80 acc in std, which I like to call a B-.

To do this, you have to get no misses and as close to 70% 300s as possible while still staying over. You need at least one 50, but the more you get instead of 100s, the better. I find these scores funny, and the most unique in the entire game (I can't find any by people other than me). You can push this even further by going for a "perfect B-" where you get the highest possible 50 count. These scores can go as low as 75 acc!

B- runs can be pretty fun because you have to think on your feet about where to get the alotted 50s, and it requires knowledge on exactly what constitutes a 50. Sure, everyone knows you need to hit super early or late on circles, but those are the hardest 50s to control. For sliders, you need to get less than half of the head/ticks/reverses/tail while still hitting something, which is only possible on ones with ticks or reverses. Just click the head and ignore the rest. I recommend using EZ or NF to avoid failing from the HP loss. For spinners, you have to complete anywhere from barely any to most of the required spins. I can't find the exact numbers, but just know that the 50 window for spinners is extremely wide, and thus easy to learn getting consistently on both versions of the spinner meter skin.

B- is possible on any map with 14 or more objects, but low star maps are by far the easiest to do it on. They have plenty of spinners and ticked/reversed sliders. For a lot of them, you won't even need to hit any 50s on circles. If you do though, using EZ or HT to make their 50 windows wider would be wise.

Unfortunately I overwrote it on accident, but I got a 79.72% (179/66/9/0) B- on beatmapsets/1742920#osu/3632631 with EZNFHT. I honestly don't know how I managed to do it on a map this hard, but I did and I love that. I would put a screenshot but Discord embeds are dumb now so nvm. Believe me or don't.

Keep in mind that all these scores will be Cs on lazer due to new B-rank criteria on std being anything 80-89 acc. This is a stable exclusive thing, and may not survive forever as lazer takes over. In the meantime though, you can find mine by looking at the EZDT leaderboards of some popular low stars.

It should be noted that there is an equivalent "A-" where it's 80% 300s instead of 70, with a range of 83.33-86.67 acc. A- also isn't as cool as B- because you don't need as many 100s/50s. "S-" for 90% 300s would already be even less cool (91.67-93.33), but the <1% 50 rule defeats basically the entire point (93.17 actually possible). "C-" for 60% 300s is nothing special because you can already get the lowest acc C (60) by AFKing for 40% of the map with NF, due to the 300 threshold for that rank not rising 10% when you miss like the others.
Regarding 0 playcount for May 2020
Back then, I was a laptop player. They're awful and like to break a lot. Mine was broken, and mobile lazer, which I was playing actively for the time, did not yet count for plays.
Here's a shitpost score from then if you're not convinced.

Year

Summary

Scores

Collections

Most Played

Beatmaps

osekai

Medals

Recent Medals
Jack of All TradesPermadeathEureka!NonstopHamster WheelCourier CatapultWeather ReverieCyclone30,000,000 Drum HitsBy The Skin Of The Teeth
Rarest Medal (0.00%)
Anabasis
Show All
190 / 352
Beatmap Challenge Packs
0 / 7
Camellia IIMappers' Guild Pack VIIMappers' Guild Pack VIIIMappers' Guild Pack IXMUZZ PackAriabl'eyeS PackUSAO Pack
Beatmap Packs
7 / 80
Video Game Pack vol.1Rhythm Game Pack vol.1Internet! Pack vol.1Anime Pack vol.1Video Game Pack vol.2Anime Pack vol.2Video Game Pack vol.3Internet! Pack vol.2Rhythm Game Pack vol.2Anime Pack vol.3Rhythm Game Pack vol.3Internet! Pack vol.3Anime Pack vol.4Rhythm Game Pack vol.4Internet! Pack vol.4Video Game Pack vol.4MOtOLOiDMappers' Guild Pack ICrankyMappers' Guild Pack IIHigh Tea MusicCulprateHyuNImperial Circus Dead DecadencetieffMappers' Guild Pack IIIMappers' Guild Pack IVAfterpartyBen BriggsCarpool TunnelCreocYsmixFractal DreamersLukHash*namirinonumiThe FlashbulbUndead CorporationWisp XCamellia ICelldwellerCranky IICute Anime GirlsELFENSJoNHyper PotionsKola KidLeaFPanda EyesPUPRicky MontgomeryRinS3RLSound SoulerTeminiteVINXISMappers' Guild Pack VMappers' Guild Pack VITouhou Packginkiha PackVocaloid PackMaduk PackAitsuki Nakuru PackOmoi PackChill PackRohi PackDrum & Bass PackProject Loved: Winter 2021Project Loved: Spring 2022Project Loved: Summer 2022Project Loved: Autumn 2022Project Loved: Winter 2022Project Loved: Spring 2023Project Loved: Summer 2023in love with a ghostProject Loved: Best of 2024Project Loved: Best of 2025Mili Pack4K Globetrotter7K World Cup AnthologyChroma Pack
Beatmap Spotlights
5 / 22
January/February 2017 SpotlightMarch 2017 SpotlightApril 2017 SpotlightMay 2017 SpotlightJune 2017 SpotlightJuly 2017 SpotlightAugust 2017 SpotlightSeptember 2017 SpotlightOctober 2017 SpotlightNovember 2017 SpotlightDecember 2017 SpotlightJanuary 2018 SpotlightFebruary 2018 SpotlightMarch 2018 SpotlightApril 2018 SpotlightSummer 2018 Beatmap SpotlightsFall 2018 Beatmap SpotlightsWinter 2019 Beatmap SpotlightsSpring 2019 Beatmap SpotlightsSummer 2019 Beatmap SpotlightsAutumn 2019 Beatmap SpotlightsWinter 2020 Beatmap Spotlights
Hush-Hush
60 / 70
Don't let the bunny distract you!S-RankerMost ImprovedNon-stop DancerConsolation PrizeChallenge AcceptedStumblerJackpotQuick DrawObsessedNonstopJack of All TradesTwin PerspectivesTime DilationAfterimageTo The CorePreparedEclipseReckless AbandonTunnel VisionBehold No DeceptionLights OutCamera ShyThe Sum Of All FearsDekasightHour Before The DawnSlow And SteadyNo Time To SpareSognareRealtor ExtraordinaireMeticulousInfinitesimalEquilibriumImpeccableAeonQuick MathsKaleidoscopeValedictionTen To OneExquisitePersistence Is KeyMad ScientistTribulationRight On TimeReplicaAll GoodIn MemoriamSanguineNot AgainDeliberationWhen You See ItTime SinkYou're Here ForeverHospitalityTrue NorthSuperfanResurgenceClarityAutocreationFestive FeverValue Your IdentityDexterityDeciduous ArboristBy The Skin Of The TeethInfectious EnthusiasmMeticulous MayhemWeather ReverieHotshotHamster WheelCourier Catapult
Hush-Hush (Expert)
35 / 64
PerseveranceFeel The BurnJust One SecondUp For The ChallengeUnstoppableIs This Real Life?RealitätOur Mechanical BenefactorsElite50/50Thrill of the ChaseThe Girl in the ForestYou Can't HideTrue TormentThe Firmament MovesToo Fast, Too FuriousFeelin' ItOverconfidentSpookedSkylordB-RaveAny%MirageUnder The StarsSenselessUpon The WindVantageEfflorescenceInundateNot BluffingEureka!RegicidePermadeathThe Future Is NowNatural 20AHAHAHAHADead CenterFinal BossBeast ModeLightlessMortal CoilsDark FamiliarityCreator's GambitUnseen HeightsAstronomicIron WillStar PowerBanana RepublicCausalityAbrogationInternmentAnabasisLiteralHybrid HyperionDivination BreakUnwiltedPioneerOvercooked?CandescenceThe Strongest Ice FairyUp To ElevenWaning MemoryFading ReflectionStargazer
Mod Introduction
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FinalityPerfectionistRock Around The ClockTime And A HalfSweet Rave PartyBlindsightAre You Afraid Of The Dark?Dial It Right BackRisk AverseSlowboatBurned OutGear ShiftGame Night
Skill & Dedication
70 / 96
Catch 20,000 fruitsCatch 200,000 fruitsCatch 2,000,000 fruitsA Slice Of LifeDashing Ever ForwardZesty DispositionHyperdash ON!It's Raining FruitFruit NinjaDreamcatcherLord of the CatchSweet And SourReaching The CoreClean PlatterBetween The RainAddictedQuickeningSupersonicDashing ScarletCatch 20,000,000 fruits40,000 Keys400,000 Keys4,000,000 KeysFirst StepsNo Normal PlayerImpulse DriveHyperspeedEver OnwardsAnother SurpassedExtra CreditManiacKeystruckKeying InHyperflowBreakthroughEverything ExtraLevel BreakerStep UpBehind The Veil40,000,000 Keys500 Combo750 Combo1,000 Combo2,000 Combo5,000 Plays15,000 Plays25,000 Plays50,000 PlaysRising StarConstellation PrizeBuilding ConfidenceInsanity ApproachesThese Clarion SkiesAbove and BeyondSupremacyAbsolutionTotalityBusiness As UsualBuilding SteamMoving ForwardParadigm ShiftEvent HorizonChosenPhantasmUnfathomableCyclone30,000 Drum Hits300,000 Drum Hits3,000,000 Drum HitsI Can See The TopThe Gradual RiseScaling UpApproaching The SummitAnguish QuelledNever Give UpAberrationMy First DonKatsu Katsu KatsuNot Even TryingFace Your DemonsThe Demon WithinDrumbreakerThe GodfatherRhythm IncarnateKeeping TimeTo Your Own BeatBig DrumsAdversity OvercomeDemonslayerRhythm's CallTime EverlastingThe Drummer's Throne30,000,000 Drum HitsDaily SproutWeekly SaplingMonthly Shrub