Hip Hop140 BPM4/4Genre: Grime

Grime — syncopated 140

The pattern

140 BPM · 4/4 · 32 step
InstrumentBeat 1Step 2Step 3Step 4Beat 2Step 6Step 7Step 8Beat 3Step 10Step 11Step 12Beat 4Step 14Step 15Step 16Beat 5Step 18Step 19Step 20Beat 6Step 22Step 23Step 24Beat 7Step 26Step 27Step 28Beat 8Step 30Step 31Step 32
Kickhitrestrestrestrestrestresthitrestresthitrestrestrestrestrestrestresthitrestrestrestresthitrestresthitrestrestrestrestrest
Snarerestrestrestresthitrestrestrestrestrestrestresthitrestrestrestrestrestrestresthitrestrestrestrestrestrestresthitrestrestrest
Claprestrestrestresthitrestrestrestrestrestrestresthitrestrestrestrestrestrestresthitrestrestrestrestrestrestresthitrestrestrest
Rim shotrestrestrestrestrestrestrestrestresthitrestrestrestrestrestrestrestrestrestrestrestrestresthitrestrestrestrestrestrestrestrest
Closed hi-hatrestresthitrestrestresthitrestrestresthitrestrestresthitrestrestresthitrestrestresthitrestrestresthitresthitresthithit

How to play it and where it comes from

Instrumental grime (East London, 2002–2004; Wiley, Youngstar, Ruff Sqwad) almost always at 140 BPM, FruityLoops' default tempo at the time. This is the garage-derived "double-time" version: snare + clap on 2 and 4 of every bar, a broken, asymmetrical kick (sixteenths 1, 8, 11 in the first bar; 3, 8, 11 in the second) that leaves gaps for the MC. Sparse offbeat hats, sometimes absent: in grime the drums are skeletal and what matters is the contrast with the bass (square wave, sub). A very common half-time variant (snare only on 3, felt at 70) is closer to dubstep; the eski variant has very few hits and icy synths; 8-bar instrumentals where the beat changes every 8 bars to give the MC switch-up points. Fills: a total stop for half a bar ("reload"), kick hits in triplets, gunshots and sirens.

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