THE KIT · TIME FEEL 9 · UP-TEMPO SWING

Bebop

Bebop is up-tempo, harmonically dense small-group jazz that came out of New York in the 1940s. For the drummer it changed where the time lives. Swing-era drummers kept four on the bass drum; bebop drummers moved the pulse up to the ride cymbal and the hi-hat on 2 and 4, which freed the snare and kick to comment on the music.

So the job has two layers. The ride and hat are the time, relentless and light. On top of that, the left hand comps and the bass drum drops bombs: accents that answer the soloist and punctuate the melody.

Open this feel on the kit →

Hear it played: recorded swing grooves from 95 to 220 BPM in the Groove Library. Set the click to 2 and 4 and play along.

The ride at bebop tempos

The pattern is the same ding, ding-a, ding, ding-a as the swing feel. What changes is the tempo, and the tempo changes the feel. At 120 the eighths sit on a full triplet, long-short. As the tempo climbs past 200 the skip note moves later and the eighths flatten out, until at 280 and up they are close to even. The kit page does this automatically as you raise the tempo, so you can hear it happen.

Speed on the ride comes from a loose grip, a small motion, and letting the stick rebound. The quarter note is the strong note. The skip note is lighter and short.

DRUM KEYREAD

x above staff = hi-hat x on top line = ride top space = rack tom 3rd space up = snare 2nd space up = floor tom bottom space = bass drum x below staff = hi-hat foot

Comping and bombs

Comping is accompaniment. The snare and kick answer the horn the way a pianist drops chords under a solo. It should react to what you hear, so it never sounds planned. Bombs are the loud version: a kick accent, usually on an upbeat or a skip note, that kicks the band into the next phrase.

The rule that holds it together: the ride doesn’t notice the comping. If the ride pattern hesitates or accents when the left hand or foot comes in, the tempo is too fast for the coordination. Back off until it doesn’t.

The four variations

  1. Time only. Ride, hi-hat foot on 2 and 4, feathered kick. Get this relaxed at 160 before adding anything.Play variation 1 →
  2. Left-hand comps on the a of 2 and the a of 4, tucked under the ride’s skip notes.Play variation 2 →
  3. Snare on the a of 1, then a kick bomb on the a of 3.Play variation 3 →
  4. A comping phrase: snare on the a of 1, 2 and 3, kick on the a of 4 setting up the next bar.Play variation 4 →

Common mistakes

Practice plan

5 minRide alone at 160, then 200. Relaxed, even quarters.
5 minAdd the hi-hat foot on 2 and 4.
10 minVariations 2 to 4 at 160. Only move up when the ride stays unchanged.
10 minTempo ladder: 200, 220, 240, 260, 280. Two minutes at each. If the forearm tightens, back off 20.

At these tempos the lesson is relaxation. Playing fast comes from playing loose, not from trying harder.

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