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Krakatoa - Lessons in making Rhythm & Music using Drums & Percussion to illustrate the principles

 
     
 

The ONLINE Video Packages described below, their corresponding DVD Packages, and their companion Instructional Booklets use ALL types of drums and percussion to simply illustrate the CoreBeat System's principles and methods that will help ANYone learn ALL types of rhythm and music FAST while having a BLAST!  Click here for DVD & ONLINE Video ORDER options & DISCOUNTS!

 
     
 
    • Play ANY instrument, drum, sing, or dance more rhythmically and musically . . .
    • Starting at ANY skill level - beginning, intermediate, or advanced . . .
    • Using our simple guidelines to quickly go to the next level - even after 1 session . . .
    • So you can jam "on the spot" with other people . . .
    • To ANY of the world's music Styles . . .
    • And have a BLAST doing it!
 
     
 

“As a professional musician I’m always looking for ways to improve my musicianship.  This is not only a fun way to learn musical concepts, but using drums and percussion puts people into the same groove, connecting with one another through the music’s heartbeat.” - Amber Gaia (www.ambergaia.com)

 
 

 

 
 

Links:

 

Click here for DVD & ONLINE Video ORDER options & DISCOUNTS!

You can also continue reading down the page below and follow the links for detailed info about all the ONLINE Video and DVD packages and also view simpler, sample FREE ONLINE Videos there.

 

Click Here for BEST BUYS and GREAT DEALS on the COMPLETE SYSTEM of Skill-Set and Role-Guideline Packages described in detail below:

Click for more details on: Krakatoa's Skill-Set:

FREE Flash Video Icon ONLINE Intro Video-3267: This is like the “floor” of a building, the foundation of whatever music Style you choose to create. Every musician can greatly benefit from this, but particularly those that focus on rhythm - especially drums and percussion. This can also (in addition to the Krakatoa Role-Guideline Packages below) be an invaluable supplemental tool for teachers to help their students easily understand the essentials for making music quickly and have a blast doing it!

Click for more details on: Krakatoa's Instrument Role-Guidelines:

FREE Flash Video Icon ONLINE Intro Video-4307: Because all music has rhythm, all instruments can be separated into 1 of 6 categories with their own Role-Guidelines. The key to playing effectively in a band is to not only stand firmly on the “floor” of the Krakatoa Skill-Set Packages (see above), but also to understand the Role your instrument plays within the band - knowing which one of the interlocking “walls” you are that builds the “house” of music. If you do this, your piece will interconnect with others to create a beautiful musical “puzzle.” This requires watching and listening to key parts of the Groove (exemplified by Role 3 “Mother” Drums) to know how to Support, Embellish, and Dialogue with it. Playing by Role-Guidelines instead of from musical notation or memorization frees you to be more focused on other musicians, the audience, your own body and spirit, the nuances of the music, and other aspects of musicality, musicianship, and showmanship.

  
 

 

For application of these principles during "Band Rehearsals" of the Krakatoa Song-Building Class & Community Band or during "Private Lessons" by the Krakatoa Instructor for specific songs, go to Styles and then select the desired song.

Further Private and Group Drum & Percussion Lessons are available by Contacting Us.

“The tools and structure of the Krakatoa program has finally allowed me to pursue my interest and passion for playing music.  The instructional booklets, videos, and DVDs available on the Krakatoa website make it possible for ANY person with ANY level of ability and experience to be more musical.  And along with that, the cost is so nominal that it makes it affordable for me to be a part of this all!  For me, this has literally added a huge piece of happiness and joy to my life.”  - Kim B.

Click here for DVD & ONLINE Video ORDER options & DISCOUNTS!

 

 
     
 

 

Krakatoa's Skill-Set Packages:

 
 
FREE Flash Video Icon ONLINE Intro Video-3267: This is like the “floor” of a building, the foundation of whatever music Style you choose to create. Every musician can greatly benefit from this, but particularly those that focus on rhythm - especially drums and percussion. This can also (in addition to the Krakatoa Role-Guideline Packages below) be an invaluable supplemental tool for teachers to help their students easily understand the essentials for making music quickly and have a blast doing it!
 
     
 
Click Here for BEST BUYS and GREAT DEALS on the Complete SET of Skill-Set Packages.
 
     
     
 
“If you had asked me 6 months ago if I would consider playing in a band, I’d have laughed - a lot! ‘Introverted, shy, cowardly’ are words that have described my personality, that is apparently until you showed me how to play. Now, you can’t miss me. I am the one wailing away with a big Cheshire-cat grin on my face. What an experience! I am so glad I overcame my insecurities, and gave it a go. No looking back now!” - Lloydie K.
 
     
     
 
Click here for DVD & ONLINE Video ORDER options of Skill-Set Package #1:
 
     
 
  • How to Make a Drum Beat based on a Rhythmic Vocabulary and these Guidelines:
    • FREE Flash Video Icon SSP1-1. ONLINE Video-3197: Introduction to putting together Layers of rhythm, building a Groove from the bottom up - starting with simple Pulse-Feels and adding more Subdivisions and Rests that Support (Mimic, Lock-in, Imitate), Embellish (enhance with Ornamentation Setups/Pickups or Echoes), or Dialogue with others in the band (significant Fill-in of the “holes”).
    • Flash Video Icon SSP1-2. Skill-Set Video 1: Putting together Pulse-Feels (using primary & secondary strong Pulses), Beats & Subdivisions, and Rests to create different Time-Feels, which includes:
      • Mixing "Straight" Binary rhythms (e.g., 1 + 2 + 3e+a4e+a, etc.). This shouldn't be confused with Duple Meters (2/4, 4/4, etc. - see Skill-Set Package 3). Also included are 5 other Flash Video Icon Videos: SSP1-3. Video 2-797, SSP1-4. Video 1-7167, SSP1-5. Skill-Set Video 2 Combos, SSP1-6. Skill-Set Video 1a Combos, and SSP1-7. Video 1-6117 Combos.
      • Mixing "Swung" Ternary rhythms (e.g., Triplets: 1ea2ea... & Shuffles:1 a2 a...). This shouldn't be confused with Triple Meters (3/4, 6/4, etc. - see Skill-Set Package 3). Also included are 4 other Flash Video Icon Videos: SSP1-8. Video 2-7167, SSP1-9. Video 2-7237 Partial Sextuplets, SSP1-5. Skill-Set Video 2 Combos, and SSP1-10. Skill-Set Video 1b Combos.
      • For Odd-Subdivisioned rhythms. This shouldn't be confused with Odd Meters (5/4, 5/8, 7/8, etc. - see Skill-Set Package 3). Also included are 2 other Flash Video Icon Videos: SSP1-11. Skill-Set Video 1c and SSP1-12. Video 4-727.
    • Flash Video Icon SSP1-7. Video 1-6117: The Mixing of "Straight" & "Swung" rhythms - this is exactly what Role 5 Advanced Time-Keepers & Role 6 Solo Drummers often do to add rhythmic variety and Build-up tension. When adding Role 3 "Mother" Tones, then also included is Flash Video Icon SSP1-5. Skill-Set Video 2 Combos. See also Flash Video Icon SSP1-14. Video 3-7237 for Mixing Binary, Ternary, and Odd Subdivision of a Metric Count to create Mixed Rhythms.
    • Flash Video Icon SSP1-13. Skill-Set Video 2a: On any one instrument, you can create Layers of Accents and Dynamics (if emphasizing the Offbeats, this creates Syncopation) or tones and timbres over a “base” Layer (e.g. “1_+a2_+_” as “R_RLR_L_”), essentially creating more Layers of rhythm since a person’s ear will tend to hear the pattern of each Layer separately. This adds a thickness of Texture to the “base” rhythm and a variety of pitch and Dynamics to the overall band - remember to balance you choices within the band by following the Instrument Role-Guidelines. See also Skill-Set Package #4 SSP4-3. Skill-Set Video 8 and SSP4-9. Skill-Set Video 12.
    • Flash Video Icon SSP1-15. Video 2-727: A Drum Circle Groove is also built like this from the bottom-up (starting from simple Pulse- & Count-oriented rhythms up to more complex ones), even adding Syncopation (Offbeat emphasis: 1/16-note Jerk "e", 1/8-note Simple Offbeats/Upbeats "+", or 1/16-note Lazy "a"). You can use Trotting/Cantering Horse (1e+ ) and Galloping Horse (1 +a) Binary rhythms to sneak up on Jerk-E and Laz-A Syncopation, respectively. Syncopation is difficult to learn, but Counting & Singing can help you master this.

 

“Being new at this, we weren't exactly sure what to expect when we ventured out to our first session.  However, the instructor is so successful at integrating beginners like ourselves that we immediately felt a part of it all! Great fun!” - Sandy and John R.

 

Click here for DVD & ONLINE Video ORDER options of Skill-Set Package #2:

    • FREE Flash Video Icon ONLINE SSP2-1. Skill-Set Video 6: Counting and singing to learn faster - you’ll hear me say this in just about every video:  “If you can say it, you can play it.”  Using your mouth engages up to 1/3 more of your brain.  The fastest way to learn is to go slowly, counting to get the mathematical left-brain’s Timing accurate, then singing the tones to get the creative right-brain to musically program your body.  Then make your playing an extension of your voice, “playing it as you are saying it.” Also included is FREE Flash Video Icon ONLINE SSP2-2. Video 3-727: Learning to play Offbeat Syncopation is difficult, but if you program your mind’s coordination first through counting and singing the Groove, your body will more easily become coordinated and you’ll learn how to do this so much faster.
    • Flash Video Icon SSP2-3. Video 3-7167: Mixing rhythms together can become very complex.
      • Counter-Rhythms: The Binary "straight" Rhythm "1 _ + _ " is opposite of the "_ e _ a " Rhythm it is playing "off" of. If the Accents are also contradicting each other (i.e., if the "_ e _ a" were Accented), they also become Cross-Rhythms (see below). Another example is the Ternary "swung" Rhythm: | 1 e _ 2 _ a 3 e _ 4 _ a | which is only partially (because the Pulses align) Countering. See also Skill-Set Package #1 SSP1-4. Video 1-7167 and SSP1-8. Video 2-7167 for more Binary and also Ternary examples.

      | 1 _ a 2 e _ _ e a _ e _ |.

      • Cross-Rhythms: Normally temporary Syncopated Rhythms that are carried on long enough that the prevailing Accents are in contradiction to that normally felt in the Meter. These rhythms occur within the same Meter.

      3/4 Meter: |1 +a2 +a3 + | as |R RLR RLR L | vs. |1   a2   a3   a| as:                                                                                  |R   LR   LR   LR   L|

        See also Skill-Set Package #1 SSP1-4. Video 1-7167 where the Binary 1/16-note "e" & "a" Offbeats are played loudly with Flams to create a Cross-Rhythmic Feel.

      • Polyrhythms: This 4-note: |1  +  2  + | against 6-note: |1 e a 2 e a | Polyrhythm is mixing Binary "straight" Rhythms with Ternary "swung" Rhythms. The Ternary "e" and "a" Subdivisions will NOT line up with the Binary "e" and "a" of "1e+a" and the Binary "+" doesn't even exist in the Ternary Subdivisions! These rhythms are NOT Cross-rhythms because their Accents (1 & 2) are still lining up. Polyrhythms are difficult. That's why Role 5: Advanced Time Keepers and Role 6: Solo Drummers are the Roles that use them. See also Skill-Set Package #1 SSP1-8. Video 2-7167 for another example of this.
      • Hemiola: When you try to place 3 notes where 2 normally belong (e.g., 1 e a when 1 + belongs OR a 1/4-note Triplet in 2/4 Meter) or 2 notes where 3 normally belong (e.g., 1 + where 1 e a blongs OR a 1/4-note Duplet in 3/4 Meter), this is called a Hemiola. Playing both rhythms at the same time also creates a Polyrhythm - 4 against 6 in the 1st example or 2 against 3 in the 2nd example (if we play every other note in the Polyrhythm as a Pulse or Accent and the notes inbetween quietly or not at all). See also Skill-Set Package #1 SSP1-8. Video 2-7167 for another example of this.
      • Polymeters: multiple Meters occuring simultaneously.

      In the example: 3/4| 1     2     3 | occurring at the same time as 6/8| 1 2 3 4 5 6 | , where the measures end at the same time, so the Time-value of the 1/8-note is the same between each, each 1/4-note in 3/4 Meter will line up with every other 1/8-note in 6/8 Meter. Because the 1 & 4 don't align with the normal Accent pattern of 3/4, the 6/8 pattern could be considered a Cross-Rhythm. If you play only the Accents (bolded), then you also have a 3 over 2 Polyrhythm.

 

“I have had no other instrumental training since school days and never expected to be playing at this point of my life! Our instructor is a saint the training adapts to suit the needs of the students, explaining and demonstrating in a way we can all understand a wealth of information and ONLINE Videos so we can practice at home, which is a great advantage to many of us. Everyone enjoys playing their instruments so the atmosphere is electric, especially when everyone gets into a Groove!  There are so many smiling faces with a lot of foot-tapping going on!” - Pat K.

 

Click here for DVD & ONLINE Video ORDER options of Skill-Set Package #3:

    • FREE Flash Video Icon ONLINE SSP3-1. Skill-Set Video 7: Adding body movements (Dancing or Swaying) to better communicate the Pulses or certain Beats (e.g., Back-Beats) and the Groove's Feel & Tempo to other musicians and add showmanship to better connect to the audience.
    • Flash Video Icon SSP3-2. Skill-Set Video 3a - Overview of Phrasing within different Meters and Pulse-Feels: Cyclical Phrases of 2-, 4-, or 8- Measures/Bars of 2/4, 3/4, 4/4, 5/4, 5/8, 7/4, 7/8, and 6/8 Time-Signatures/Meters (the smallest cycle in musical Time) given different Pulse-Feels that divide the Bar into Note-Groups (i.e., groups of 2, 3, and 4-Pulses) at various Tempos. Duple/”Straight” vs. Triple/”Swung” vs. Odd Meters shouldn’t be confused with Binary/”Straight” vs. Ternary/”Swung” vs. Odd Subdivisions of the Beat/Count (see Skill-Set Package #1).
    • Flash Video Icon SSP3-3. Skill-Set Video 3b - Duple or ”Straight” Meters vs. Ternary or ”Swung” Meters v.s Odd Meters:
      • Duple or “Straight” Meter/Time = Multiples of 2 Beats/Counts in a Bar, e.g., 2/4 “March” Meter and 4/4 “Common” Meter.
      • Triple or “Swung” Meter/Time = Multiples of 3 Beats/Counts in a Bar, e.g., 3/4 “Waltz” Meter, and 3/8 or 6/8 Compound Meters (it is “Compound” because the Pulse typically is equal to a 1/4-Note + 1/8-Note = 3 1/8-Notes in duration).  The Duple/”Straight” 4/4 Meter Blues and Rhythm & Blues Styles use Ternary “Swung” Subdivisions of the Count/Beat (1/8-Note Triplets: “1 e a” or “1 te ka” as I prefer to count), which is a borrowed Time-Feel from Triple/”Swung” African 6/8 Compound Meters, so these Triplets are considered Artificial Notation.
      • Odd Meter/Time = Odd number of Beats/Counts in a Bar, e.g., 5/4, 5/8, 7/4, and 7/8 Meters (but often with Note-Groups of 2 and 3 Counts).  “Take 5” by Dave Brubeck is a good example of 5/4 Meter.
    • Flash Video Icon SSP3-4. Video 5-727: More Meters/Time Signatures for each Measure/Bar of Time and their Pulse-Feels, e.g., 2/4 (March or Brazilian), 3/4 (Waltz), 4/4 (Common), 5/4 or 7/4 (Odd), and 6/8 (Compound) Meters.
    • Flash Video Icon SSP3-5. Video 4-727 for the "Take 5" song by Dave Brubeck for an example of Odd Meter, but you could also apply this idea to Odd Subdivisions of a Beat/Count.
    • Flash Video Icon SSP3-6. Video 3-797 - Phrases vs. “sub-Phrases” and the Shifting of these and their relation to Musical Form: The “sub-Phrases” (I prefer  the term “Note-Groups”) can occur within a Measure/Bar as groups of Notes without a significant Rest interrupting them (as compared to other Rests in the Bar). These Note-Groups may be contained within a Count/Beat (and thus would be considered 1-Count Note-Groups) or they can span Counts/Beats (e.g., 2-Count Note-Groups, 3-Count Note-Groups, etc.). These Note-Groups sometimes start in one Bar, span across the Bar Line, and end in another Bar, which is referred to as “Over-the-Bar-Line Phrasing.” Role 5 Advanced Time-Keepers and Role 6 Solo Drums love to Shift Note-Groups around within a Bar or within larger Phrases (e.g., 2-Bar or 4-Bar Phrases). Phrases: Many times the rhythmic cycle of Notes & Rests is larger than a Measure/Bar (e.g., 2-, 4-, or 8-Bar Phrases). If the example above was repeated it would then be considered a 2-Bar Phrase. Musical Form: Bars and Phrases together can form a larger idea that we call “Periods” (like a “sentence” of musical thought), which put together form larger ideas called “Sections” (e.g., Intro, Verse, Bridge, Chorus, Solos, Outro), which put together form a Song or make up Movements within a larger work (e.g., a Symphony).
    • Flash Video Icon SSP3-7. Skill-Set Video 4: The importance of placing these rhythmic Note-Groups within the larger Time-Cycle (even the Shifting of them to learn a Rhythm quicker or to add Rhythmic interest). Also included: Flash Video Icon SSP3-6. Video 3-797 (see above) for Role 5 Advanced Time-Keepers and Role 6 Solo Drummers that love to Shift (Displace or Permutate) these small Note-Groups (here, Binary Rhythms) around within a Measure or within larger Phrases (e.g., 2-Bar, 4-Bar, etc. Phrases - see below). Also included: Flash Video Icon SSP3-8. Video 1-7237 - Shifting Ternary rhythmic “sub-Phrases”
    • Flash Video Icon SSP3-9. Skill-Set Video 5: Use of 1-, 2-, 4-, and 8-Bar Phrases in developing Style Structure or Musical Form and using Buildups & other devices to signal a Cadence ending of the Phrase. Many times the Cycle of Notes & Rests that are repeated (thus becoming rhythmic) is longer than a Measure or Bar - that's when we speak of 2-Bar and 4-Bar Phrases. Measures and Phrases put together can form a larger more complete idea that we call Periods (think of a sentence), and these can be put together into even larger ideas called Sections, and these are put together to complete a Song or simply exists as Movements within a larger work like a Symphony. This is what we call Musical Form (See also Skill-Set Package #4 SSP4-3. Skill-Set Video 8). Also included: Flash Video Icon SSP3-6. Video 3-797 for Note-Groups vs. Phrases.

 

You learn a lot about music, not just drums and percussion instruments. The whole idea is to make you comfortable in any musical setting so you can ‘jam’ with the best. Mike's a great teacher and I highly recommend him for your drumming needs.” -  Louise C.

 

Click here for DVD & ONLINE Video ORDER options of Skill-Set Package #4:

  • FREE Flash Video Icon ONLINE SSP4-1. Video 1-727 - Dead-sticking: This technique is used for a Muted, Secco (dry) or Staccato (detached) Articulation, especially useful when playing on a resonant drum (e.g., low Tom-Tom or Tympani) or percussion instrument (e.g., Cymbals, Cowbell, Vibraphone, or even a frying pan!). This technique can be used in conjunction with hand & body Muting (see SSP4-2. 06-11-02 Video 2 and SSP4-3. Skill-Set Video 8 below).
  • See FREE Flash Video Icon ONLINE SSP4-2. Video 2-6117  - Hand and Body Muting of resonant tones: When playing resonant instruments (e.g., large Drums, Cymbals, Bells, Pans,  or Gongs), you’ll often need to use hand and body Muting techniques to differentiate Short-Articulated Notes (e.g., 1/8- or 1/16-Notes marked Staccato - sing: “dit”) and Notes that are immediately followed by a Rest (so they need to be “Choked” off - sing: “Dah-it”) from Long-Articulated Notes (e.g., 1/4-, 1/2-, or Whole Notes marked Tenuto or Legato - sing: “Daaaah”). That way your rhythms oscillate in volume and timbre (i.e., Tonal quality) for variety’s sake and to provide “dips” or “holes” in which other players can Fill-in (e.g., using Counter- or Cross-rhythms within a Groove or to create a Call and Response Dialogue).
  • Flash Video Icon SSP4-3. Skill-Set Video 8 - Sticks/Mallets, Motions, Muting, Accents, Dynamics, Articulation, Buildups, Setups (or Pickups), Ostinatos, and Figures: Learn how to play the drums (Congas, Bongos, Djembes, Doumbeks, Tom-toms, Snare drums, Frame drums, Talking drums, and others) and  percussion instruments (Shakers, Rattles, Maracas, Tambourines, Cowbells, Triangles, Claves, Woodblocks, Guiros, Rasps, Cymbals, sound effects, and others).

    Hand- vs. body-Muting: Some instruments naturally resonate (various metal bells, frying pan, big drums, etc.). You’ll want to Mute them (with your hand, fingers, leg, or chest) so that they’re not too loud and to add variety within the rhythms. The Muting can “Choke” off the resonance of a previous Note or you can play the instrument while Muted (dry or Secco). On Metal instruments, the Muting is sometimes played on a higher-pitched part of the instrument, whereas the resonant, Open tones are often played on lower pitches.

    Dead-sticking: This type of Muting is done by pressing or holding down the stick/mallet with the same or opposite hand (common in Mallet/Keyboard percussion or on big drums). Pressing on a big drum while playing it can even change its pitch (called “pitch-bending”).

    Different types of sticks, beaters, and mallets (bamboo, “Rods,” brushes, paddles, thin Palito sticks, yarn-covered, felt-covered, rubber, etc.) can be used to create different Dynamics and quality of Articulation (particularly the “attack” of the Note). Be careful to choose a type that doesn’t damage the drum head.

    Accenting (used to temporarily to bring out a Pulse or Offbeat Syncopation, played 2 levels above the “base” volume) and Dynamics (general volume changes) are used to create a contrasting Layer of rhythm that produces music’s ebb and flow and variety, which is its “spice” (see also SSP4-8). When using sticks/beaters/mallets, height is the key. If using your hands, technique is crucial so that you don’t hurt your hands. Use Open and Slap tones so you can get enough high-pitched contrast (see also Role-Guidelines Package #3).

    Articulation: This pertains to how pointed or detached (Staccato) the tone is from other Notes vs. how resonant and connected (Legato). Some instruments are naturally resonant, but those that aren’t have to be Rolled on (as with most drums) to elongate the sound (i.e., playing multiple Notes as a Tremolo, Trill, or Glissando), or rattled/shaked (Rattles, Shakers), or jingled (Tambourine, Jingle Bells, Sleigh Bells), or scraped across (Bell Tree, Wind Chimes, Mark Tree/Bar Chimes, Triangle Trees, Guiro/Rasp).

    Buildups: These occur at the end of a Phrase by adding more Notes (thus being longer than a Setup or Pickup), more volume, or Offbeat Syncopation to create more tension. This signals the end of the Phrase by adding more energy of momentum or tension, leading us to the beginning of a new Phrase or returning to the beginning of the current rhythmic Phrase. See also Skill-Set Package #3 SSP3-9. Skill-Set Video 5.

    Geometric Motions of Drumming: Rowing (in-to-out, out-to-in), Sideways (right-to-left, left-to-right), Swinging (either Rowing or Sideways Motions but going in one direction and returning back in the other). The key is to use smooth unbroken circles to take advantage of centripetal and centrifugal forces and momentum that will add to your speed, endurance, and grace.

    Setups: These are a form of Ornamentation or Embellishment that leads up to and calls attention to important Notes. For example, the Grace Notes immediately before the Principle Note of a Flam or Drag/Ruff (see also Role-Guidelines Package #2 GLP2-3 and Package #7 GLP7-6) adds a thicker Texture and often volume to it.  Pickup Note(s) are a special type of Setup that leads to the Downbeat “1,” used to start a song, or end a Measure or Phrase.

    Ostinatos: These are any regular rhythmic patterns that create a Groove that others can rely on (which is what we all should do most of the time).  Then add just a little Embellishment in key places (e.g., when repeating a Section or transitioning to a new one). Leave most of the Dialoguing to the Role 5 Advanced Time-Keepers and Role 6 Solo Drums.

    Figures: These are special rhythms inserted into the Groove, being played by a Section of the band (thus called “Section Figures”) or entire band (thus called “Ensemble Figures”), and used to create an obvious rhythmic variation or to signal a change in the music.

  • Flash Video Icon SSP4-4. Skill-Set Video 9 - Listening & watching: Focus on the Role 3 “Mother” Drum Groove to spontaneously: Support all or portions of this Groove (Mimicking something you feel needs more energy), Embellish something you hear (enhance or add Ornamentation), or to Fill-in some of the “holes” (remember when Countering or Dialoguing to leave some room for other people to do so). In fact, more advanced players can Dialogue in such a way with any instrument to build their Groove or when Soloing (see Role 4, Role 5 and Role 6 Guidelines). See also SSP4-5. Video-3197 (below) for application of these principles within a Drum Circle, even for Dynamic changes (see below), and a countdown to the end.
  • See FREE Flash Video Icon ONLINE SSP4-5. Video-3197 (6.5 min.) - Layering rhythms and Dynamics to build a drum Groove  (6.5 min.):  Start with a repetitive Groove that emphasizes the Pulse-Feel (2, 3, or 4 in a Bar) or the Beats/Counts (which reinforces the Tempo) that has a very Open Texture (i.e., has “holes” that others can Fill-in). Then follow SSP4-4 to add other Layers of repetitive rhythms to the Groove. Use Dynamic Crescendos to Buildup intensity or Decrescendos (fades) to wind down. Listen for countdowns to the Stops.
  • Flash Video Icon SSP4-6. Skill-Set Video 10 - General guidelines for What & When to play:                      
    • Always start out with a simpler part (Pulses and Counts) and listen carefully to Support what needs reinforcement, especially when you’re playing with new people or to a song you’re not familiar with. It’s like giving someone a handshake when you meet them - it’s the polite thing to do! Specific types of rhythms (Binary, Ternary, or Mixed) often depends on the Style of music.
    • Support the Counts/Beats to steady the Tempo (as Role 2 Steady Time-Keepers do). If you’re playing a low-pitched instrument (e.g., Role 1 “Father” Drum), Support the Pulses (with “1 & 3” slot rhythms) or just the important ones (Downbeat “1”), and then add simple Setups (or Pickups) and Buildups. If playing something high pitched (e.g., Role 2 Steady Time-Keepers and the stick-on-rim or Stick-on-Stick playing of Role 1 “Father” Drums), then do this between the Pulse rhythms (e.g., Backbeat “2 & 4” slots during “swaying” music (see also SSP4-5. Video-3197 above).
    • Add momentum (e.g., during Buildups and Setups/Pickups to an important Downbeat “1”) by adding 1/8- and 1/16-Note Subdivisions. This will create a thicker Texture to the music, but be careful not to compete with others doing the same - it can get very “cluttered” or “muddy,” especially if you haven’t mastered playing exactly together yet. It would be better to add less at first until you get a feel for what people tend to add during these times. Some instruments are better for cleanly Articulated, “busier” rhythms (see also SSP4-7. Video-3267 below).
    • You can add Offbeat Syncopation to create a jerky Feel (especially using  1/16-Note “Jerk e” rhythms) or a lazy Feel (especially using 1/16-Note “Laz a” rhythms), or a simple Upbeat Feel (using Offbeat “+” or “+a” rhythms). Careful that you don’t do this too loudly or for so long that others lose track of the Beat/Count and Pulse. It’s best to only use this method temporarily to create tension during Buildups. Leave prolonged Syncopation to the more advanced playing of Role 5 Advanced Time-Keepers (who often play Clave or Bell patterns that are both on and off the Beat/Count so as to create a unique pattern that can be used as a Landmark for other players to determine where they are in a 2-Bar Phrase and Anchors to play “off” of) and Role 6 Solo Drums.
  • FREE Flash Video Icon ONLINE SSP4-7. Video-3267 - Building a Groove from the bottom up (10.2 min.):             
    • This introduction touches on the many aspects of building a solid foundation of essential skills needed to effectively make music with others. Here, we’re applying them to build a Drum Circle Groove, but you can take these principles and apply them to ANY music situation - ALL musicians can greatly benefit from these ideas.
    • Using a Binary rhythmic vocabulary, start at the bottom with a simple Pulsation (2 1/2-Notes or 4 1/4-Note Pulses) played with low Bass tones that stabilize the Tempo. If it gets jumbled, simplify for the sake of the band. Then, some people can Subdivide the 1/4-Note Counts (by playing 1/8-Notes) on higher pitches to contrast with the Pulse (e.g., using Slap or Open tones).
    • Starting out with a simple Groove leaves plenty of room for others to “peek” through - if initially too complex, there’s no room for others to shine! It also allows you some room to grow the Groove, from a simpler, more Open Texture to a more complex, Closed Texture.
    • The 2-Pulse Feel (Bass tones in the “1 & 3” slots) creates a “swaying” Feel to the music (forward/rightward on the Pulse, backward/leftward on the Backbeats in the “2 & 4” slots). The 4-Pulse Feel (Bass tones on “1 2 3 4”) stabilizes the Tempo, but use this sparingly because it tends to Buildup tension, driving the group forward to a higher level of energy. Don’t take them nowhere - that’s teasing!
    • Think of the Groove in terms of repetitive cycles - 1-Bar/Measure, 2-Bar, 4-Bar, or 8-Bar long Phrases. Signal to others that you are ending a Phrase by doing a Buildup towards the end. Start by Coasting along with a repetitive Groove (e.g., 1 _ 2 + 3 _ 4 _ ), then start a Buildup in the last Bar (e.g., 1 + 2 + 3 + 4e+a) that leads to a climactic Resolution (Downbeat “1,” often with a Crash Cymbal), and then immediately Release back down to Coast again (repeating the Groove or starting another). This is the roller coaster of music!
  • Flash Video Icon SSP4-8. Skill-Set Video 11 - Dynamic balance:                                                                   
    • Walk around if you can to better hear others.
    • Watch & listen for Buildup Crescendos (i.e., gradually getting louder) and Release Decrescendos (i.e., gradually getting softer - see also end of SSP4-5 above).
    • Use the height of the hands/sticks to help gauge the volume. Make sure your Accents are distinctly louder than the “base” Layer of Notes.
  • Flash Video Icon SSP4-9. Skill-Set Video 12: Orchestration - Adding Layers of Instrumentation to balance the Tone & Timbre of the Ensemble - see also Instrument Role Guidelines for more details for this general approach:

    Role 1 Father Drum: Use lower-pitched tones and  Open Articulation for Pulses and Accents and Muted Articulation for connecting Notes.

    Role 2 Steady Time-Keepers: Use higher-pitched tones and Open Articulation for Pulses and Accents and sometimes Muted Articulation for the less important Notes.

    Role 3 Mother Drums: Use a variety of tones and Articulation to create a “Groove” that “blends” together the most important tones and Articulation of all the drums.

    Role 4 Child Drum: Use higher-pitched tones and mostly a “cutting”  Open Articulation (especially for Pulses, Accents, and Syncopation).

    Role 5 Advanced Time-Keepers: Use of Open tones (for Pulses, other Long Notes, and Accents) and Muted tones (for less important Notes), though all are meant to be “cutting.”

    Role 6 Solo Drums: Use a variety of tones and Articulations that are generally higher-pitched, Open, and “cutting.”

 
     
     
 

 

Krakatoa's Instrument Role-Guidelines Packages:

 
     
 
FREE Flash Video Icon ONLINE GLP1-1. Intro Video-4307: Because all music has rhythm, all instruments can be separated into 1 of 6 categories with their own Role-Guidelines. The key to playing effectively in a band is to not only stand firmly on the “floor” of the Krakatoa Skill-Set Packages (see above), but also to understand the Role your instrument plays within the band - knowing which one of the interlocking “walls” you are that builds the “house” of music. If you do this, your piece will interconnect with others to create a beautiful musical “puzzle.” This requires watching and listening to key parts of the Groove (exemplified by Role 3 “Mother” Drums) to know how to Support, Embellish, and Dialogue with it. Playing by Role-Guidelines instead of from musical notation or memorization frees you to be more focused on other musicians, the audience, your own body and spirit, the nuances of the music, and other aspects of musicality, musicianship, and showmanship.
 
     
 
Click Here for BEST BUYS and GREAT DEALS on the Complete SET of Role-Guidelines Packages
 
     
     
 
“This has been an incredible experience for me. The instructor’s high energy and aptitude are incomparable. The comfortable and innovative environment easily blends the novice with advanced musician.” - Sally S.
 
     
     
 
Click here for DVD & ONLINE Video ORDER options of Role-Guidelines Package #1:
 
     
 
  • Flash Video Icon GLP1-2. Roles Video 1 : The key to successfully playing within any band is understanding the Role your instrument is intended to fulfill. Then, the music will be Tonally and Dynamically balanced (see also Skill-Set Package #4 - SSP4-8 and SSP4-9), Articulated cleanly with an “uncluttered” Texture, and synchronized around a steady Tempo. In Krakatoa, the Role 3 “Mother” Drum is the only Role that may require writing and reading a simple Counting Notation of its Groove for each song.  We work together to create the Groove and Notate it, often posting it under Styles. All other instruments, including the Accompaniment members and guest artists, either Imitate (a way of Supporting) or “play off” (i.e., Supporting but often Countering) some aspect of this Groove (as exemplified by the Role 3 “Mother” Drums) - and they do it spontaneously by simply following their own Instrument Role-Guidelines (or corresponding Accompaniment Role-Guidelines) and specific Style-Guidelines (found on each Song page under Styles).
  • Flash Video Icon GLP1-4. Roles Video 3: Role-Guidelines free the player to be more aware of their own mind (What are you thinking while playing?), body (“Tension is evil” and How’s your breathing?), and spirit (Are you connecting to all that’s around you?). All this greatly affects your energy and thus the quality of your playing.
  • Flash Video Icon GLP1-5. Roles Video 4: Role-Guidelines also free the player to more quickly respond to other aspects of musicality and musicianship, such as: Accenting, Articulation, Balance (of Dynamics, tone, and timbre - see Skill-Set Package #4 - SSP4-8 and SSP4-9), Groove vs. Ornamentation (Embellishment), Interpretation of a Style’s Feel (strictly Traditional or more of a modern Arrangement), Open Texture (a minimalist “less is more” approach) vs. Closed Texture (a dense, Layered, “busier” approach), Note-Group Phrasing and their Shifting (Permutation, Displacement), Setups (or Pickups), Timing and Tempo, Buildups of tension and momentum toward climactic Resolution followed by Release and Coasting, and watching for cues from other players and especially from the Krakatoa Instructor.
  • Flash Video Icon GLP1-6. Roles Video 5:                                                                                                            
    • More importantly, Role-Guidelines free the player to focus on important aspects of the Show.  Of course, you start with the main ingredients: Orchestration balance of pitch and timbre (see also Skill-Set Package #4 - SSP4-9), different Meters, Pulse-Feels, types of Beat/Count Subdivisions, Phrasing, Accenting, Dynamics, Syncopation, Articulation, Tempos, and interpretation of the music Style.
    • But then you need to add “spices” to the “cooking” by going beyond the music to emotionally and physically move the audience by:  Adding Role 6 Solos, physically interacting with the audience or at least making eye contact, smiling, laughing, whistling, shouting, swaying, bouncing, jumping, dancing, clapping, waiving, gesturing, doing “air fakes” or Stick-on-Stick (S.O.S.) clicks, twirling or tossing your sticks, doing cross-over and cross-under sticking, or any other Visuals for showmanship.

 

“It's been a great experience! Our instructor is a talented drummer and percussionist and his teaching method makes learning fun I've been around musicians most of my life and never thought I would play with them. But here I am in a band, drumming at drum circles, and jamming with my friends.” - Robyn B.

 

Beginner Level - Instrument Roles

Role 1: Low-pitched "Father" Drum (Floor Tom, Surdo, or Bass Drum):

  • Usually only 1 “Father” Drum (e.g., Floor Tom, Surdo, or Bass Drum) is needed in the Show, often played with mallets, beaters, or sticks for more volume.
  • It provides Tempo-stabilizing Beats/Counts or Pulses and a generally resonant, Open-toned, low-end “punch” to the band’s Phrasing.
  • Its simpler Setups (or Pickups) and Buildups can help Embellish and signal the end of the song’s Phrases.
  • It can also use Flams, Accenting, Dead-sticking, and hand-Muting for Dynamic and tone variation.
  • They can also hit the rim, shell (Paila), or Stick-on-Stick (S.O.S.) to help Support the Backbeats and add Visuals to the Show.
  • The fundamental skills required make this Role perfect for beginners!

See FREE Flash Video Icon ONLINE GLP2-1. Role 1 Intro Video-4307:

    • Support (Mimic, Lock-in, Imitate) and Embellish (adding Subdivisions to) the Bass tones of the Role 3 “Mother” Drum. Add Visuals (like Stick-on-Stick or clapping) and Rim Clicks in the “2 & 4” slots to Support other’s Backbeats. 
    • Use mallets, beaters, sticks, or hands to create Muted and Open-Bass tones, adding forward/rightward and backward/leftward body motions and simple rhythmic Buildups.
    • Now add Subdivisions to the forward/rightward and backward/leftward Beats/Counts to Embellish the Groove.
    • Then add more Subdivisions to create a Buildup of tension and/or momentum to end a Phrase.
    • Start out simple so you don’t lose people and have room to build rhythmic complexity. Start out by Supporting (Imitation or Mimicking) and then Embellish with more Subdivisions. Play the Beats/Counts to stabilize the Tempo.
    • To come in confidently, first watch, then quietly sing the rhythm (“If you can’t say it, you can’t play it!”) you are going to Support or Embellish, then “air-drum” what you feel will work, and only then start playing.
    • Rolling to the Downbeat “1” of the next Phrase creates a Buildup of momentum that rushes you forward.

          Click here for more ONLINE Videos & DVDs for the "Father" Drum.

 

“Playing drums, percussion, keyboards, and singing with Krakatoa gives me a supportive, creative outlet for my love of music. The instructor is an enthusiastic and inspiring teacher who is constantly developing new ideas for increasing the variety of our drumming experiences and they are a blast!” -  Donna B.

 

Role 2: Steady Time-Keepers (Metal, Wood, Rasp/Guiro, Shaker/Rattle, Tambourine):

  • Steady Time-Keepers Support the Tempo and Style’s Time-Feel - perfect for beginners!
  • Their higher pitch and shorter Articulation contrasts the band’s resonant “lows” for musical clarity, “cutting” through the music so others can “Keep in Time” to them.
  • Also, these players can walk, dance, and interact with the musicians and audience, adding Visuals for the Show, and synchronizing their body movements to the Beats/Counts, Pulses, Backbeats, or Offbeats to help convey these.
  • They often play fairly “Steady,” repetitive patterns of 1/4-, 1/8-, and 1/16-Notes that emphasize the Pulse (using lower pitches) and/or Backbeats (using higher pitches), all the Beats/Counts (to stabilize the Tempo), or sometimes “busier” Subdivisions of them (e.g., to Buildup momentum, as a Pickup to the Downbeat “1,” or to create a “busier” Groove). Too many Accented or “Naked” Offbeats become more of Role 5 Advanced Time-Keeping.
  • Role 2 percussion is categorized based on their composition and natural Articulation (Metal - resonant & Legato vs. Wood/Plastic - dry & Staccato) and the way they are played (struck, shaken or rattled, jingled, scraped, whipped). Each has its own pitch range and timbre, Open & Muted tone techniques, Role-Guidelines, and common rhythmic patterns.  You can have 1 from each category in a Show, but some Traditional Styles are more limiting.

See FREE Flash Video Icon ONLINE GLP3-1. Intro Video 1-797:

    • Role 2 Steady Time-Keeping percussion instruments often play repetitive, steady (without Rests to cause Syncopation) 1/4-, 1/8-, and 1/16-notes (and sometimes mix these into repetitive patterns), depending on how "busy" they want to sound (and the type instrument can also limit this).
    • Their high Pitch, short Articulation, and loud Dynamics can "cut" through a loud band so that others can follow them to better Keep Time. Be careful to not play Syncopation - this is for Role 5: Advanced Time-Keepers. You can bring out the Off-beat by simply Accenting them.

See FREE Flash Video Icon ONLINE GLP3-2. Intro Video-7307:

    • Tambourine: Time-Keeping (1/4, 1/8, 1/16-notes), Backbeats (and rhythms in the 2 & 4 slots), Pickups & other Setups, and Buildups.
    • Metal (Cowbell): Time-Keeping (on the 1/4-note Counts: 1 2 3 4), using different pitches (1 & 3 slots low, 2 & 4 slots high), adding Pickups and other Setups, adding Buildups.
    • Shakers: Time-Keeping (1/8-note: 1 + 2 +... or 1/16-notes: 1e+a2e+a...), Accents for Supporting the Pulses but especially the Backbeats, adding Pickups and other Setups, adding Buildups by adding volume or more notes.
    • Rasps/Guiro: Long Downstrokes for the 1/4-notes, short Upstrokes for the Off-beats, adding Pickups and other Setups, adding Buildups.
    • Wood (Woodblock, Claves) - not shown: Follow the Metal guidelines, but these are dryer, more Muted sounding, so they tend to stay in the 2 & 4 slots, play 1/4-notes, or Off-beat Syncopation. If played along with Metal, make sure the two Counter each other in a Dialogue fashion so they combine to create the Time-Keeping rhythm. Claves are also often used for Role 5: Advanced Time-Keeping.

       Click here for more ONLINE Videos & DVDs for the Steady Time-Keepers.

 

“I love playing! This is exactly what I was looking for. I have a lot of fun, am learning a lot, and enjoy playing all the different instruments that are available. The website is great and very helpful. The instructor is very enthusiastic.” - Gabriel V.

Intermediate Level - Instrument Roles

Role 3: Medium-pitched "Mother" Drums (Djembes & Congas):

  • We use 1-3 "Mother Drums" in the Show to create or reinforce the main Groove.
  • This requiring an intermediate understanding of rhythmic vocabulary (patterns of Notes & Rests - see Skill-Set Package #1), drum positioning, and Tonal variation techniques for playing Primary and Secondary Pulses (Open vs. Muted Bass and Heel tones), Backbeats (Slap/Pop tones), Time-Keeping (Heel & Tap/Toe tones), Accents (Open & Slap/Pop tones), Setups (or Pickups), Echoes, Buildups, and simple Phrasing.
  • Because the Groove requires so much skill and must be played consistently, this is the only Role we’ll write out our simple Counting Notation of it and then learn how to read it.

See FREE Flash Video Icon ONLINE GLP4-1. Video-4307 - Intro of Role 3 “Mother” Drum Groove:

    • All the other Roles are watching and listening to the Role 3 “Mother” Drum Groove to determine what they will Support, Embellish, or Dialogue with.
    • This Groove in itself is a Note & Rest composition of the key Pulses (using Bass tones), Backbeats (using Slap/Pop tones, clapping, or Visuals for the Show), Time-Keeping rhythms (using Heel & Tap/Toe tones), Syncopation, Setups (or Pickups) or Echoes, and simple Buildups (using Open & Muted-Open tones) - all this gleaned from the other instruments in the band.
    • So important is the Groove that we’ll even write out and then read our own simple Counting Notation of it and add body motions to help convey it.

       Click here for more ONLINE Videos & DVDs for the "Mother" Drums.

 

“Being a part of Krakatoa is lots of fun and a great outlet, keeping us inspired and active. It's fun to share in our community and support the creative efforts of others. It gives us all something to look forward to.” - Betty L. W-S.

 

Role 4: High-pitched "Child" Drum (Quinto-Conga or Doumbek):

  • We only use 1 "Child" Drum in the Show (played with hard mallets or thin sticks) since they are the highest pitched “cutting” drum, that plays repetitive (rather than sporadically like Roles 5 & Role 6 do) 2-3 Note “chattering” Counter-rhythms (like a child saying “mommy” or “daddy”).
  • They can also Support Backbeats (using stick-on-rim or Stick-on-Stick), play Setups (or Pickups) and Buildups used for Phrasing, and add Visuals to the Show!

See FREE Flash Video Icon ONLINE GLP5-1. Intro Video-4307:

    • 1 high-pitched drum (usually played with beaters that won't hurt the drum head but still project) that contrasts the low-pitch of the Role 1: "Father" Drum.
    • Start out with simple rhythms (2 & 3-notes) that Counter the Pulsation of Role 1: "Father" Drum and the Groove of the Role 3 : "Mother" Drums (e.g., + + + + or +a +a +a +a or + +a + +a), so watch & listen to them closely and get your body swaying with the Pulsation. These short, repetitive rhythms sound like the chatter a young child makes: "mom-my", "dad-dy" - that's why we only want 1 person doing that! Make sure you're not constant changing the patterns - that's more of what Role 6: Solo Drummers do.
    • If you play on the Beat to reinforce the Tempo and/or Pulsation, make these rhythms simple (e.g., a1 a2 a3 a4 or 1e 2e 3e 4e or 1 + 2 +a3 + 4 +a) - especially if others are playing there also. Keep it clean and uncluttered.

Click here for more ONLINE Videos & DVDs for the "Child" Drums.

 

Advanced Level - Instrument Roles

Role 5: Advanced Time-Keeping (Bell, Palito, Clave, and other Time-Guidelines)

  • You really only need 1 Advanced Time-Keeper in the Show played on a Cowbell, drum’s shell (Paila) or rim, Claves, Woodblock, Ride Cymbal, or other “cutting” instrument.
  • Their Offbeat Syncopated Note-Group Phrasing, Clave rhythms (“keys”), Time-Guidelines, or Bell/Palito patterns function to: Add rhythmic interest, Dialogue with other instruments (like Role 6 Solo Drums do), help provide a “Landmark” for others to find their place in the music, help others Keep Time (though often less Steady than Role 2 does), or provide Anchors for other’s Note-Group Phrasing. 
  • Here, we’ll provide common Traditional patterns to add to your vocabulary and develop your coordination. 
  • But we’ll also give Guidelines to improvise your own patterns that Support, Embellish (including Flams, Setups or Pickups, Echoes, and Buildups), and Dialogue (Call & Response) with others. 
  • We’ll also include various counting and singing methods of learning these quicker and then playing techniques and body movements to help convey Time-Keeping and Syncopation to the other musicians and audience.

See FREE Flash Video Icon ONLINE GLP6-1. Intro Video-727:

    • They play Syncopated rhythms, including Clave, Bell, Cascara, or Palito (small sticks) patterns, etc. played on high-pitched, "cutting" instruments: claves (or woodblocks), Bells (cowbells or any metal object), sides/shells of a drum (i.e., paila) - even a Guiro or Shaker could be used this way, though they are usually considered Role 2 Steady Time-Keepers.
    • Not only do they keep Time because their repeated rhythmic Phrasing can be used as "landmarks" for others to hear where they are in the music (e.g., the 3 side vs. the 2 side of a 2-Bar 3-2 or 2-3 Clave rhythm), but not as steady as Role 2.
    • Instead, their Syncopation adds rhythmic variety and upbeat, jerky, or lazy feels to the music. In this way they are like Role 4: "Child" Drums, but not usually not as repetitive throughout the Measure. Still, they aren't completely free-form like Role 6: Solo Drums.
    • You can play long Phrases of on & off the Beats (e.g., |1    2 +   +   +a|  +  + 3e   4 |). You can make some of these Long Tones (Resonant) vs. some Short Tone (Muted) to create a pattern there.
    • Tapping your toe, bobbing your head, dipping your legs, or counting the Beats will help you feel the Syncopation better.
    • Add Setups to the Beat/Count, Pickups to the Downbeat of the Phrase, or Buildups to help with Phrasing.

See FREE Flash Video Icon ONLINE GLP6-2. Intro Video-7307:

    • Advanced Time-Keepers sometimes Support the Pulses or Counts/Beats but more often play Off-Beats to create Syncopation - so they more often are Dialoguing or Countering others in the band. Being high-pitched, they really "cut" through the band.
    • Wood Claves sound like crickets and are used to play Syncopation and Echoes of the Backbeats.

See FREE Flash Video Icon GLP6-20b. ONLINE Video-4237: Bossa Clave Rhythm:

    • 1+2+3+4+|1+2+3+4+| where the underlined are Rests that are still counted or felt. The Off-beats (+) create the jerky Syncopated feel. The Bossa Clave is the Rhythmic Key to the Brazilian Bossa Nova Style of music.
    • Other instruments will "key" off different parts of this to start or end their Phrasing and Solos. Remember, the Clave not only keeps Time, but it's uniquely Syncopated Cycle helps others know where they are in the music - they act as a Landmark!
    • See also GLP6-20. Video 6-188 below.

Click here for more ONLINE Videos & DVDs for Advanced Time-Keepers.

 

Role 6: Master and/or Solo Drummers:

  • Only 1 Solo Drum is needed in the Show.
  • They can be used to signal other musicians or dancers (like the Master Drummer does), or they can simply function as any other soloist, interacting (sometimes Supporting and Embellishing but more often Dialoguing) with other players or dancers, but still making room for others to Fill-in the “holes” too.
  • Either the instrument is mic’d, the band gets softer, or the soloist turns up when featured.
  • Their instrument is often high pitched and sharply Articulated to help “cut” through the band.
  • They usually use multiple tones to create small melodic Note-Groups and Phrases that they’ll often Shift (Permutate or Displace), even “Over-the-Bar Line.” 
  • They use all of the Krakatoa Skill-Set Packages, mixing a wide array of Binary, Ternary, and Odd-Subdivision rhythms, including Mixed Time-Feels, complex rhythms (Counter-, Cross-, and Polyrhythms), Syncopation, Buildups, and Visuals for the Show.

See FREE Flash Video Icon ONLINE GLP7-1. Intro Video-7307:

    • All Roles watch and listen to the Role 3 “Mother” Drums, either Supporting, Embellishing, or Dialoguing with certain aspects them.
    • Role 6 Solo Drums are playing little melodies made up of Note-Groups and Phrases, starting these in different places (on Anchor Notes) and often Shifting (Displacing or Permutating) them in Time. Be careful to leave plenty of “holes” to let the other instruments “peek” through.
    • Sometimes they are Supporting the Groove but more often are Countering it in a non-repetitive fashion (in contrast to Role 4 “Child” Drums, which are more repetitive).
    • They can also Dialogue with just about any instrument.

Click here for more ONLINE Videos & DVDs for Solo Drumming.

 
     
     
     
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