PART 3
RULESET
Round 1–5
All players play asynchronously, each with an individual interpretation of MM = 66, avoiding synchronisation with other players.
Players select one of the 4 models A–D in a non-alphabetical permutation, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation, till all 4 models have been played.
The cuemaster for each round gives the signal for the next round, in the last round the cue for the next Part. Stop/Switch Rules: Saxophone is cuemaster, cues next round as soon as it has finished all models. Should a player complete all models before the cuemaster, he/she must wait until cue – gaps are filled by Delay Loops („Cue Standby“); should a player find him/herself in the middle of a model at switch time, he/she must finish it and jump to the next round (“Finish and Go”).
DREAMMACHINE #2
All Delays: ON
ROUND 5 q = 66 Strings synchronous, asynchronous to Sax., Cl. and Synth.
Strings
Synchronie Delays I–IV:
PART 5
RULESET
Round 1–12
All players play asynchronously, each with an individual interpretation of MM = 132, avoiding synchronisation with other players.
Players select one of the 4 models A–D in a non-alphabetical permutation, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation, till all 4 models have been played.
The cuemaster for each round gives the signal for the next round, in the last round the cue for the next Part. Stop/Switch Rules: Violin is cuemaster, cues next round as soon as it has finished all models. Should a player complete all models before the cuemaster, he/she must wait until cue – gaps are filled by Delay Loops („Cue Standby“); should a player find him/herself in the middle of a model at switch time, he/she must finish it and jump to the next round (“Finish and Go”).
DREAMMACHINE #3
Synthesizer
Anyonecomesintoyourroom
PART 7
RULESET
Round 1–12
All players play asynchronously, each with an individual interpretation of MM = 66, avoiding synchronisation with other players.
Players select one of the 4 models A–D in a non-alphabetical permutation, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation, till all 4 models have been played.
The cuemaster for each round gives the signal for the next round, in the last round the cue for the next Part. Stop/Switch Rules: Violin is cuemaster, cues next round as soon as it has finished all models. Should a player complete all models before the cuemaster, he/she must wait until cue – gaps are filled by Delay Loops („Cue Standby“); should a player find him/herself in the middle of a model at switch time, he/she must finish it and jump to the next round (“Finish and Go”).
PART 9
RULESET
Round 1–9
All players play asynchronously, each with an individual interpretation of MM = 66, avoiding synchronisation with other players.
Players select one of the 4 models A–D in a non-alphabetical permutation, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation, till all 4 models have been played.
The cuemaster for each round gives the signal for the next round, in the last round the cue for the next Part. Stop/Switch Rules: Clarinet is cuemaster, cues next round as soon as it has finished all models. Should a player complete all models before the cuemaster, he/she must wait until cue – gaps are filled by Delay Loops („Cue Standby“); should a player find him/herself in the middle of a model at switch time, he/she must finish it and jump to the next round (“Finish and Go”).
Alternative version of this part: each model repeated twice, resulting in a doubled length of the whole part.
DREAMMACHINE #5
restaurants,sleepingcubicles,
laxingmachines,
PART 11
RULESET
Round 1–7
All players play asynchronously, each with an individual interpretation of MM = 66, avoiding synchronisation with other players.
Players select one of the 4 models A–D in a non-alphabetical permutation, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation, till all 4 models have been played.
The cuemaster for each round gives the signal for the next round, in the last round the cue for the next Part. Stop/Switch Rules: Saxophone is cuemaster, cues next round as soon as it has finished all models. Should a player complete all models before the cuemaster, he/she must wait until cue – gaps are filled by Delay Loops („Cue Standby“); should a player find him/herself in the middle of a model at switch time, he/she must finish it and jump to the next round (“Finish and Go”).
DREAMMACHINE #6
theblackwater,
gangstersinconcrete,
prurientballisticexperts.
Hewaits
fossilloins.