1Play a meaning
The top nine keys are archetypal. The middle nine are inner. The bottom nine are outer. Every key is a different form. Touch a key or press the letter shown on it.
For example, Outer Projection can be a source sending something out. Inner Projection can be a receiver taking something in. Build those roles into your imagined world.
2Choose your time
Try one clock first. BPM means beats per minute; each clock accepts 1–240. Beats per bar accepts 1–16, including odd numbers. A 3-beat bar counts 1–2–3; a 4-beat bar counts 1–2–3–4.
Switch all clocks off for free timing. Use visual-only cues or alternating silent bars to practise maintaining the pulse yourself.
3Reason, then perform
In Reason & play, read the clues and answer the missing-time question. Then try playing the score. A four-beat count-in prepares you. Beat 0 is the first beat after the count-in.
Play the named keys at their marked times. Hold a key for the marked length when a duration is required. Timing and note accuracy are reported separately.
4Carry the world across
In World match, compare two complete worlds. Renamed entities and a uniformly faster or slower performance may match. The category, perspective, entity attachments, order and relative durations must all correspond.
Imagine the same system in a distant domain. Name what each part does and predict what happens if a timing relationship changes. A sequence alone does not establish cause and effect.
Keyboard map, audio and timing
Archetypal: Q W E R T Y U I O. Inner: A S D F G H J K L. Outer: Z X C V B N M , . These are physical key positions; on-screen pads also work. Keyboard playing pauses while you type in a field. Escape releases notes and cancels a performance or replay.
Audio uses a synthesised piano tone and six distinct metronome sounds. Wired audio or built-in speakers usually give more immediate feedback than Bluetooth. Timing results describe your input on this device; they are practice feedback, not a laboratory measure. Switching away from the page pauses the clocks and cancels an active performance so hidden time is not scored.
This is an experimental relational reasoning exercise. The ontology provides a vocabulary for constructing worlds; scores measure the displayed task, not intelligence.