History and character
Jump-up is the most energetic, playful and "danceable" current of drum and bass, built around bouncy, recognizable bass riffs. Its roots lie in the jungle of 1994–95: with "Super Sharp Shooter" by DJ Zinc (1995) and "This Style" by Shy FX the bass becomes a riff, and the True Playaz/Playaz circle of DJ Hype, DJ Zinc and Pascal (also as Ganja Kru) becomes the reference point. In the second half of the '90s Roni Size, Krust and DJ Die also contributed with their "riffy" basses, along with labels like Urban Takeover, Trouble On Vinyl, Undiluted and Formation.
After a decline in the late '90s, around 2004 producers such as Distorted Minds, Generation Dub, Twisted Individual, Clipz and Hazard shaped modern jump-up: more distorted, synthetic basses, often with "wobble" and "screech" tones, a dry snare and a big emphasis on the MC. From 2015–2017 there was a strong revival, driven by Macky Gee (the track "Tour", 2015, is an anthem of the genre), Hazard, Serum, Voltage, Turno, Kanine, Bou, Hedex, Levela, Guv. Labels: Playaz, Low Down Deep (Logan D), Dread, Sumo, Calypso Muzak, Multifunction. The genre has spread to Belgium, Austria, the Czech Republic, Latin America; there is a "noisy" Belgian jump-up and a more rolling one, inspired by the '90s.
It is a genre strongly tied to the MC and a young audience, with a recent link to grime. It has a "party" aesthetic: humor, funny vocal samples, basses that "talk", drops designed to explode at the rewinds.
Scales and keys
In jump-up the scale is mostly "heard" in the bass riff: a few very recognizable notes. Examples in F (sub F1 = 43.65 Hz) and E.
Minor pentatonic
- Formula: 1 b3 4 5 b7. Semitones 3-2-2-3-2.
- In F: F Ab Bb C Eb.
- Characteristic notes: the b7 (Eb) and the b3 (Ab) as the riff's "answering" notes.
- Chords: implicitly Fm7 (F Ab C Eb) and Bb7sus; the genre rarely harmonizes.
- Use: it is the most-used scale for bass riffs: e.g. F–F–Ab–F–Eb–F in syncopated sixteenth notes.
- Listening example: the riff of "Super Sharp Shooter" (DJ Zinc) and modern jump-up riffs are built on a few scale degrees of this kind.
- Common mistakes: using 5 notes in a one-bar riff; better 2–3 notes with a strong rhythm.
Phrygian and chromaticism
- Formula: 1 b2 b3 4 5 b6 b7. In E: E F G A B C D.
- Characteristic note: b2 (F): the "evil cartoon" half step.
- Chords (relative to natural minor): i Em, bII F, III G, iv Am, v° B°, VI C, vii Dm.
- Use: riffs that rise and fall by a half step (E–F–E), glissandi, "screech".
- Common mistakes: keeping the half step in the sub (beating): put it in the mid bass.
Natural minor (Aeolian)
- Formula: 1 2 b3 4 5 b6 b7. In F: F G Ab Bb C Db Eb.
- Chords: i Fm, ii° G°, III Ab, iv Bbm, v Cm, VI Db, VII Eb.
- Use: intros and breakdowns with pads and vocals, i–VI–VII progressions before the drop.
Blues (the "dirty" b5)
- Formula: 1 b3 4 b5 5 b7. In F: F Ab Bb B C Eb.
- Characteristic note: b5 (B, tritone): the "wobble" that slides between 4 and 5.
- Use: riffs with a 4–b5–5 slide, funk and "nasty" color.
How to choose
- Main riff: minor pentatonic (2–3 notes).
- More aggressive or comical: half steps (Phrygian) and tritone (blues).
- Breakdown and intro: Aeolian with pads.
- Rule: the riff must be hummable by the crowd; if you can't sing it, it's too complex.
Harmony
- Minimal harmony: the drop is bass + drums; the harmony is implied in the riff.
- Pedal: root in the sub almost always; the riff moves above (mid bass).
- Breakdown: 2–4 minor chords with pad or piano, often i–VI–VII; vocals or samples on top.
- Cadences: VI–VII–i or major V before the drop.
- Harmonic rhythm: in the drop the "variation" is timbral and rhythmic (2 riffs alternating every 4 bars), not harmonic.
- Call and response: riff A (question) for 2 bars, riff B (answer) for 2.
Typical progressions
| Name | Key | Chords | Degrees | How to use it |
|---|---|---|---|---|
| Classic breakdown | F minor | Fm Db Eb Fm | i VI VII i | Pad or piano in the breakdown; launches the drop on the return of Fm. |
| Dominant launch | F minor | Db Eb C | VI VII V | Last 3 bars of the build, C major as the maximum tension. |
| Pedal with riff | F minor | Fm Fm Fm Fm | i i i i | The drop: 4 bars of root, the bass riff does everything (F–Ab–Eb–F). |
| Comic half step | E Phrygian | Em F Em F | i bII i bII | Stab or bass oscillating by a half step; typical of "wobble" riffs. |
| Vocal Aeolian | A minor | Am F G Em | i VI VII v | Intro with vocal or soul sample (more musical jump-up). |
Rhythm and groove
- Two-step at 174, quantized; the "bouncy" rhythm is created by the bass in syncopated sixteenth notes.
- Drums simpler and more "straight" than neuro: kick 1–11, snare 5–13, hats in eighth notes; few ghosts.
- The bass often plays a 1-bar pattern in sixteenth notes with rests (e.g. notes on 1, 4, 7, 11, 14) that interlock with the drums.
- Frequent stops and "drop-outs": the drums stop for half a quarter note and restart with the riff.
Drums
Convention: 16 sixteenth notes per bar; quarter notes on 1, 5, 9, 13.
Kick
- Sixteenth notes 1 and 11 (two-step); variations 1–8–11 in the second bar. Punchy, short kick (150 ms), lots of click to be audible over rich basses.
Snare
- Sixteenth notes 5 and 13, very loud and dry, often with a clap layer; few ghosts (one on 16).
- Body 200 Hz, crack 3–5 kHz; short reverb.
Hi-hats and percussion
- Hats in eighth notes (3, 7, 11, 15) or simple sixteenth notes; ride is rare; minimal percussion. The bass is the main "percussion".
Dynamics and groove
- Fairly uniform velocities; the groove comes from the bass–drums interlock.
- No swing.
Interaction with the bass
- The bass riff fills the spaces between kick and snare: if the kick is on 1 and 11, the bass plays on 3–4, 7–8, 14–15.
- Tight sidechain from the kick and snare to the bass.
- With the MC: the drop is designed for the MC's "hype"; in intros the MC talks over hats and percussion.
How it changes by section
- Intro: 16–32 bars of hats and percussion, vocal sample.
- Build: snare in eighth notes → sixteenth notes, "hype" sample, 1-quarter-note silence.
- Drop: two-step + riffs A/B alternating every 2–4 bars.
- Breakdown: pad/piano, half-time; then second drop with a new or varied riff.
Fills and transitions
- Half-quarter-note stop before each return of the riff, snare roll in sixteenth notes, chopped vocal samples ("oi!", "come on"), reverse crash.
Choosing sounds
- Kicks and snares with lots of attack, clean; few elements but very loud.
Typical mistakes
- Drums too complex, competing with the riff; weak snare; bass and kick overlapping.
Bass
- The riff is the track: mono sub + mid bass with strong personality (wobble, distorted square, "hoover", growl, screech, FM).
- Notes: minor pentatonic, half steps, tritone; 2–4 notes per riff; glide (50–120 ms) and pitch bend.
- Rhythm: syncopated sixteenth notes, rests; 1- or 2-bar riffs repeated and varied in timbre.
- Register: sub E1–A1; mid bass 150 Hz–4 kHz.
- Relationship with the kick: tight sidechain (4–8 dB); the sub stops under the kick.
- Modulation: synced LFOs (1/8, 1/16, triplets) on filter and volume for the wobble; formant automation.
- Examples: Macky Gee ("Tour"), Hazard, DJ Hype/Playaz, Kanine.
Harmonic instruments
- Minimal pads in the breakdowns, piano or strings in the intros; rave stabs and "hoover" in '90s homages.
- In the drop almost nothing: possibly a very low-volume pad to fill the highs.
Melody and vocals
- Vocal samples: short, "hype" phrases (often from MCs, films, cartoons), pitched and chopped; rhythmic vocal chops.
- MC: central in live shows; in the studio sometimes present (verses over the snares).
- Melodies: the bass riff acts as the melody; leads are rare and simple.
- Effects: short 1/16 delays, short reverbs, distortion on vocals.
Instruments
- Simple, powerful synthetic/sampled drums; sub; synthetic mid basses (wavetable, FM, virtual analog); vocal samples; pads and piano in the breakdowns; FX (risers, impacts, sirens).
Drum patterns
Synths and sounds
- Korg MS-20 V — Distorted bass riffs: Square with PWM, resonant high-pass + low-pass with drive; fast EG on the cutoff for the "bouncy" attack.
- Mini V — Sub and square bass: Square wave with half-open filter, glide 60 ms: '90s jump-up riffs; triangle for the sub.
- DX7 V — FM growl: Modulator at a 1:2 or 1:3 ratio with fast envelope: "talking" and metallic basses; then distortion.
- ARP 2600 V — Basses and FX: Resonant filter and sample & hold: wobble and "comic" sounds for the riff's answers.
- Jup-8 V — Hoover and rave stabs: PWM and detune with pitch bend: homages to the '90s.
Song structure
| Section | Bars | What happens |
|---|---|---|
| Intro | 16–32 | Hats, percussion, vocal sample; room for the MC |
| Build | 8–16 | Accelerating snare, hint of the filtered riff, stop |
| Drop 1 | 32 | Riffs A/B alternating every 2–4 bars; variations every 8 |
| Breakdown | 16 | Pad or piano, half-time, vocal sample |
| Build 2 | 8 | Tension, major V or silence |
| Drop 2 | 32 | New riff or riff "switch" with a different timbre |
| Outro | 16–32 | Drums + simplified riff for the mix |
- Short tracks (4–5 min) designed for fast mixes and double drops: two jump-up tracks are often played with their drops overlapped.
Mixing and mastering
Sonic goal
- Huge bass that reads on any system, kick and snare that "punch through", clean sub; everything else in the background.
- References: Macky Gee, Hazard, Kanine.
Kick
- EQ: high-pass 30 Hz, +2 dB at 60 Hz, −3 dB at 300–400 Hz, +3 dB at 4–5 kHz; clipper; mono.
Snare and clap
- EQ: high-pass 150 Hz, +3 dB at 200 Hz, −2 dB at 600 Hz, +3 dB at 3–5 kHz; FET compression 4:1 + clipper; parallel.
- Reverb: room 0.4 s very low. Clap at 0 or slightly widened.
Hi-hats and percussion
- High-pass 500 Hz; light saturation; panning 20–40%.
Bass
- Sub: mono sine, low-pass 100 Hz, clipper.
- Mid bass: high-pass 120 Hz, multiband distortion, OTT, EQ +2 dB at 800 Hz–1.5 kHz for legibility, resonance control; mono below 300 Hz, moderate stereo above.
- Sidechain: kick and snare → bass (4–8 dB, release 60–100 ms).
- Automation: drive, filter, formant to vary the riff without changing notes.
Pads, piano, stabs
- High-pass 250 Hz; hall reverb only in the breakdowns; sidechain from the snare.
Vocals and samples
- High-pass 150 Hz, presence 2–4 kHz, heavy compression, saturation; short 1/8 delay; no long reverb in the drop.
Backing vocals
- Rarely present; if so, wide panning and a high high-pass.
FX
- Risers and impacts at a controlled level; filtered sirens.
Buses and groups
- Drum bus with glue (2–3 dB) and clipper; Bass bus with slow compression and saturation; global sidechain.
Sidechain
- Essential for the "pumping" effect between snare and riff.
Master
- Chain: glue → clipper (3–4 dB) → limiter.
- Indicative targets: −5/−4 LUFS integrated for the club (it is among the loudest subgenres), true peak −0.3 dBTP; for streaming −7/−8.
Common mistakes
- Mid bass masking the snare (missing sidechain); distorted sub; too many elements; "flat" master with no snare transient.
Reference tracks for the mix
- Macky Gee — Tour (2015); DJ Zinc — Super Sharp Shooter (1995) for the historical sound.
Reference listening
- DJ Zinc — Super Sharp Shooter (1995)
- Shy FX — This Style (1995 circa)
- Macky Gee — Tour (2015)
- Turno — Invaders