click on the text for detail explaination
To access the osu! game mode, press Ctrl+1 at the same time.
Alternatively, click on the Mode button and select osu!.
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.
Coloured circles with numbers on top of them, called hit circles, will appear on the playfield when playing. A thin, similarly coloured approach circle on the outside of the hit circle will shrink over time. Tap on the hit circles at the exact point when the approach circle touches their white borders, in the order indicated by the numbers.
After hitting a hit circle, a number appears indicating the judgement received for how accurate the timing of the hit was.
First, tap on the circle at the beginning of the slider, called the slider head, at the right moment. When tapped, a ball will begin to move across the path. The orange outer circle, called the follow circle, will appear when holding onto the slider's ball, but will disappear when the cursor is outside the circle or the button is released. Hold the mouse/keyboard button (or keep the pen on the tablet) and follow the ball within the follow circle as it moves.
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.
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, you can continue spinning to collect score bonus and gain some health back.
The outer white circle shows how much time is left to complete the spinner. This circle will turn red to notify that time is almost out. Older skins, using skin version 1.0, will have a meter/gauge to indicate how close the spinner is to being completed.
The small box below the spinner shows the current spin speed, measured in spins per minute.
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 modifier 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.
Score in osu! is a weighted sum of multiple components of gameplay. It depends on the following:
Judgement determines a hit object's base scoring value (300, 100, 50, or 0 in case of a miss). For hit circles, well-timed key presses are valued more, both in terms of score and accuracy. Sliders and spinners don't have hit windows, but will break combo when missed or not cleared properly. Getting a higher judgement also provides a higher health boost.
Accuracy depends on judgement and shows how precise hits are. Late or early key presses, as well as misses, decrease overall accuracy.
Combo is a score multiplier: clearing a hit object contributes more to the total score when combo is high and vice versa. Combo may be broken by a miss or a slider break.
When combo is maintained, the total score grows exponentially. Objects closer to the end of the map are worth orders of magnitude more points than the ones in the beginning, which means that a player will lose way more potential score on them in case of mistimed hits. As a result, it's possible and very common for a score with lower accuracy to have a higher amount of points and beat a score with higher accuracy.
After completing a beatmap, the score is assigned a grade, a short accuracy assessment in the form of a single letter. A golden or silver SS denotes 100% accuracy, and everything else, from S to D, depends on the amount of 300s, 50s, and misses.