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Rise for the Conquerors · Cinder

EXERCISE 10 OF 82
Groove AA -- Part AA
81 / 188 BARS COVERED
0 / 82 PASSED · 23 BARS LIT · IN THE PART AA, OUTRO
CHORUS
PART V
PART AA
PART V
PART AA
PART AE
PART V
OUTRO
OUTRO 2
9 groovesMVAAAEX+4Fill into the next barFill that ends a sectionInto the next partStop / hitRest
GROOVE · 6
FILL · 24
LAND · 24
RUN · 2
JOIN · 11
LINK · 8
SECTION · 6
WHOLE SONG · 1
ABOUT THIS DRUM PART

How to play Rise for the Conquerors on drums

188 bars at 160 BPM -- fast, and 4:42 of it without a break -- on crash, ride, hi-hat, snare, high tom, mid tom, floor tom and kick.

83 out of 100. Hard, and what makes it hard is the independence between the hands and the feet.

TEMPO
160 BPM
TIME
4/4
BARS
188
LENGTH
4:42
DIFFICULTY
83/100

snare through bar 1, kick and crashes through bars 2-5, snare through bars 6-8, toms through bars 9-13, snare through bars 14-23 and ride through bars 24-40, and 8 more changes after that.

The beat

The beat the song is built on is one bar, played through bars 61-67, 69-75 and 93-99, and 3 more places -- 23.2% of every bar the kit plays. This one moves around more than most: the beat is where to start, not the whole job.

    62
    1e+a2e+a3e+a4e+a
RD |x-g-x-g-x-g-x-g-|
SD |----x----x--x---|
BD |xxxxxxxxxxxxxxxx|
Rise for the Conquerors -- the groove · x hit · o open hi-hat · g ghost note · r cross-stick · X accent

The fills

24 fills to learn, played 53 times: bars 1, 3, 5, 6, 7, 9 and 47 more.

What the course does

It cuts the song into 57 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 -- V -- 1 exercise, about 20 minutes.
  2. The grooves the song is built on -- M -- 8 exercises, about 37 minutes.
  3. The grooves the song is built on -- AA -- 3 exercises, about 26 minutes. Open above.
  4. Through the Chorus -- 12 exercises, about 32 minutes.
  5. Bars 38-46 -- 5 exercises, about 19 minutes.
  6. Through Part S and Part V -- 4 exercises, about 28 minutes.
  7. Bars 48-69 -- 8 exercises, about 32 minutes.
  8. Through Part V and Part X -- 7 exercises, about 30 minutes.
  9. and 6 more sittings after that.
START THE COURSE ↑

Questions

What BPM is Rise for the Conquerors?

160 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 Rise for the Conquerors hard to play on drums?

83 out of 100. Hard, and what makes it hard is the independence between the hands and the feet. The beat itself is 83 out of 100; the rest of the number is everything around it.

How long is the drum part?

188 bars, about 4:42 at the written tempo. The course breaks it into 57 exercises over 14 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 Rise for the Conquerors?

24 fills to learn, played 53 times: bars 1, 3, 5, 6, 7, 9 and 47 more.

READ OFF THE SCORE ITSELF · 188 BARS ANALYSED