Track-and-field distance jump. It incorporates three distinct, continuous movements: a hop, in which the athlete takes off and lands on the same foot; a step, in which he lands on the other foot; and a jump, in which the athlete lands in any manner, usually with both feet together. It has been a modern Olympic event since the first games in 1896.
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Track-and-field sport consisting of a horizontal jump for distance. It was formerly performed from both standing and running starts, as separate events, but the standing long jump is no longer included in major competitions. The running long jump was an event in the Olympic Games of 708 BC and in the modern Games from 1896. In 1948 the women's long jump became an Olympic event.
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Children's game in which players hold a rope (jump rope) at each end and twirl it in a circle, while one or more players jump over it each time it reaches its lowest point. Dating from the 19th century, it is traditionally a girl's sidewalk or playground game that usually involves the chanting of a counting rhyme (e.g., “One, two, touch my shoe”). There are many types of jumps, including single, double, and backward; in “double Dutch,” two ropes are twirled simultaneously in opposite directions. Single-rope jumping, or rope skipping, is popular with boxers to develop the lungs and legs and improve coordination and footwork.
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Track-and-field event of jumping for height. The equipment includes a semicircular runway allowing an approach run of at least 49 ft (15 m), the raised bar and its vertical supports, and a cushioned landing area. Jumpers must leave the ground from one foot. Three failed jumps at a height result in disqualification. Early jumping styles, including the near-erect scissors jump and the facedown Western roll-and-straddle, were largely superseded from 1968 by the faceup “Fosbury flop,” named for its leading proponent, the U.S. jumper Dick Fosbury.
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Jump-Up is a subgenre of jungle and drum and bass that was popular with fans of drum and bass in the mid 1990s and was designed to be played in mainstream nightclubs to get a crowd to "jump up" and dance.
Most frequently in modern Jump-Up, an element of highly energetic "rave stabs" are often heard. While some critics dismissively conclude that this subgenre of drum and bass is more accessible to casual listeners with the disposable fanbase mostly consisting of young ravers that listen to the subgenre for anywhere between 2-3 years, Jump up is actually more closely related to the more popular 1996-1997 era of jungle-drum and bass, known for its 'warmth' through notable beat and melody syncopation and cleaner, simpler sounding heavy basslines (as opposed to the lighter weight, more distorted basslines of the colder, more precise sounding techier styles of Neurofunk & Techstep coming out around this time).
Older examples include DJ Zinc's Super Sharp Shooter or his remix of the Fugees' Ready Or Not (known at the time as Fugees or Not), which also samples Redman on the original version of his first collaboration with Method Man, How High. Extensive use of hiphop samples was common in jump-up in the late 90's.
Additionally Jump Up is a clean beat not similar to the popular amen and apache drum loops. Jump up is easy to distinguish from its other jungle and future DnB styles due to its simplicity, 3 tier basslines (high, mid, low) that provide the thick and clean baselines so commonly associated with Jump Up, and Simple KickXXXSnareXXXXXKickXSnareXX Pattern. Drum rolls are often long and composed mostly of kicks and often have some effect like flange thrown over them.
On a social level within the Drum N Bass community Jump Up is often looked down upon as a lighter and more mainstream (which it is) version of the more complex Drum N Bass Genres.