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Collateral Damage (AI) · Fit For An Autopsy

EXERCISE 17 OF 95
Fill at bar 29
64 / 204 BARS COVERED
0 / 95 PASSED · 1 BAR LIT · IN THE PART E
PART E
PART R
PART Z
PART AP
CHORUS
OUTRO
OUTRO 2
16 groovesIAPEJZ+11Fill into the next barFill that ends a sectionInto the next partStop / hitRest
GROOVE · 15
FILL · 21
LAND · 21
RUN · 4
JOIN · 16
LINK · 8
SECTION · 9
WHOLE SONG · 1
ABOUT THIS DRUM PART

How to play Collateral Damage (AI) on drums

204 bars at 220 BPM -- fast, and 3:43 of it without a break -- on crash, ride, hi-hat, snare, high tom, mid tom, floor tom and kick.

63 out of 100, a step up from a first song, and the work is in the independence between the hands and the feet.

TEMPO
220 BPM
TIME
4/4
BARS
204
LENGTH
3:43
DIFFICULTY
63/100

kick and crashes through bars 1-5, hi-hat through bars 6-24, snare through bars 25-36, hi-hat through bars 37-48, snare through bars 49-56 and hi-hat through bars 57-64, and 13 more changes after that.

The beat

The beat the song is built on is one bar, played through bars 91-94, 100 and 173-174, and 4 more places -- 8% of every bar the kit plays. This one moves around more than most: the beat is where to start, not the whole job.

    173
    1e+a2e+a3e+a4e+a
CC |x---x---x---x---|
SD |--------x-------|
BD |x---x-x---x-x-x-|
Collateral Damage (AI) -- the groove · x hit · o open hi-hat · g ghost note · r cross-stick · X accent

The fills

21 fills to learn, played 58 times: bars 3, 19, 26, 29, 34, 39 and 52 more.

What the course does

It cuts the song into 73 exercises -- the grooves, the fills, and the joins between sections, which is where players actually come off -- and puts them in the order a teacher would. Each one opens on a reduction you can already play and adds the notes back a rung at a time, with a tempo to reach and a gate to pass before the next.

  1. The grooves the song is built on -- AP -- 1 exercise, about 12 minutes.
  2. The grooves the song is built on -- E -- 2 exercises, about 26 minutes.
  3. The grooves the song is built on -- T -- 5 exercises, about 29 minutes.
  4. Through Part E -- 4 exercises, about 30 minutes.
  5. Through Part E -- 4 exercises, about 28 minutes.
  6. Through Part E and Part J -- 4 exercises, about 14 minutes. Open above.
  7. Through Part R -- 4 exercises, about 29 minutes.
  8. Bars 35-53 -- 8 exercises, about 32 minutes.
  9. and 12 more sittings after that.
START THE COURSE ↑

Questions

What BPM is Collateral Damage (AI)?

220 BPM, in 4/4, with the time kept in sixteenth notes. At that speed the sixteenth notes are the whole difficulty, so the room will take it down to a quarter of it and climb back.

Is Collateral Damage (AI) hard to play on drums?

63 out of 100, a step up from a first song, and the work is in the independence between the hands and the feet. The beat itself is 38 out of 100; the rest of the number is everything around it.

How long is the drum part?

204 bars, about 3:43 at the written tempo. The course breaks it into 73 exercises over 20 sittings, about 28 minutes each.

What do I need on the kit?

crash, ride, hi-hat, snare, high tom, mid tom, floor tom and kick. That is most of a full kit; the part moves around it rather than sitting in one place.

How many fills are in Collateral Damage (AI)?

21 fills to learn, played 58 times: bars 3, 19, 26, 29, 34, 39 and 52 more.

READ OFF THE SCORE ITSELF · 204 BARS ANALYSED